Power Plant: Tower Stats, Upgrades, Tips: The Power Plant in Blockade Brigade: 200 gold, makes 40 to 120 power. How power works, how many towers it runs, research and FAQ.

Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-power_plant.txt. Site guide: https://blockadebrigade.com/llms.txt

Utility Tower

Power Plant

Makes the power your towers need

200 goldSupport

The Power Plant never shoots. It makes the power your guns need to fire: 40 power at level 1, +20 with every upgrade, up to 120 at level 5. The base gives 60 on its own; every plant adds its output to one supply for the whole map, so there are no cables and it can stand anywhere a tower can. It costs 200 gold and needs no research and no power itself. The catch: every tile it takes is a tile a gun could have had.

Power Plant
Build your own Power Plant

Attributes Level 1, on the ground

Cost
200 gold to build
Unlock
freeevery player has it from the start
Sell value
150 gold 75% of the gold spent on it; all of it back within 15 seconds of placing
Power made
40
Range
0.5 0.25 tiles
Targets at once
none: it makes power
Power
makes 4040 at level 1 to 120 at level 5; it needs none itself
Neighbours
+15% damage, +10% fire rate eachSame-type towers on its four sides, up to four (+60% / +40%). Connected Power Plants need 25% less power.
Platforms
+8% damage, +0.5 range a level of heightSmall +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare).
Level parts
Base: 1 green level light, plate 01
Research
3 items, 5 levels each250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 72,000 XP for all. Bigger Turbines, Efficient Wiring, Base Generator
Cards
DamageEnd-of-wave cards: up to 5 of each a game, then Endless cards

Base numbers: no research, cards or neighbours. (+n) is the change from the level before.

How to use it

Build it before you run short

When your guns need more than you have, the ones farthest from the base go short first. LOW POWER means a gun keeps tracking but cannot fire, NO POWER means it does nothing. The top bar shows power used against power you have.

Count the guns, not the towers

An idle tower draws only 1 power (lights and radar); it takes its full need only while it has a target. A level-1 Power Plant runs 10 level-1 Cannons firing at once, but only 1 level-1 Railgun.

Build plants in rows

Each Power Plant on the four sides of another makes +15% more (up to four: +60%). Two plants side by side make 92 power, not 80.

Put it up high, not in your best spot

Each level of hill or platform gives +8% output, and bare grass costs it nothing. A hilltop the path never comes near is a fine place for it: a plant does not care how close the enemies are.

Link your guns

Towers of one type built side by side need 25% less power each, so a row of Cannons lets one plant run more of them.

Switch off what you do not need

A gun you switch off in its panel needs no power at all, which frees power for the guns that matter.

Build it

Pick a level, research, end-of-wave cards and where it stands, and see how much power your Power Plant makes, worked out the way the game does it, and how many of each tower it can run while they fire. Share the build with a link.

How the configurer works it out (formula, card values, share-link format)

How the game adds it up

  • Damage: level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (1 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %)
  • Fire rate: level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %)
  • Range: level base + height x 0.5 + level base x (research % + cards % + Endless %)
  • Dps: damage x fire rate, one hit on one target, before splash, afflictions and armour
  • Rule: Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added.

End-of-wave cards

Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card:

CardNormalCommonRareEpicLegendaryMythicalEndless
Damage2%5%10%15%25%35%1-5%

Research

Unlock: free (every player has it); its upgrades: 72,000 XP for all.

  • Bigger Turbines: +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP
  • Efficient Wiring: +5% a level, 5 levels (+25%), 250, 750, 2,000, 6,000, 15,000 XP
  • Base Generator: +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP

Where it stands

  • Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4).
  • Each level of height (hill + platforms): +8% damage, +0.5 range.
  • Bare grass: damage x1 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units.

This tower's own rule

  • It makes 40, 60, 80, 100, 120 power (levels 1 up); the base gives 60. A tower uses its full need while it has a target and 1 on standby.

Worked examples

Share-link format

A build is the page address + #build: + parts joined by ~, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry ?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=... before the hash; they are optional.

  • l<N>: tower level 1..5
  • r.<stat>.<N>: research level 0..5 of a research item (damage, efficiency, base_power)
  • c.<stat>.<digits>: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat
  • e.<stat>.<amount>x<count>: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards)
  • n<N>: same-type neighbours touching it, 0..4
  • h<N>: height: hill + platform levels, 0..15
  • g: standing on bare grass (no platform)
  • s<N>: level of the Cold Snap over it, 0 = none (1..10)
  • sp0: that Cold Snap has no power (it cools nothing)
  • w<N>: water tiles beside it, 0..4 (sides not taken by neighbours)
  • k<N>: towers in its connected chain, itself included (at least neighbours + 1)
  • kw<N>: water tiles beside the whole chain

Every level

Base numbers: no research, cards, height or neighbours. Output is the power the plant adds to your supply. It never fires and needs no power of its own.

LevelUpgradeTotal spentPower outputPower
1build 20020040-
228048060-
339187180-
45481,419100-
57682,187120-

Levels 1-5Every upgrade adds the same +20 power, but each costs more than the last (level 2 costs 280 gold, level 5 768). A new plant costs 240 gold for 40 power, so while you have free tiles, building another gives more power for the gold than upgrading.

Upgrade when tiles run outOnce the good spots are full, upgrades are how you get more power without giving up a spot a gun could use.

Research

Research (main menu, Upgrades & Research) is free to start for the Power Plant: it needs no research to build. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). Two of them help even before you build a plant.

Bigger Turbines

+10% output a level for every Power Plant, +50% at level 5.

Efficient Wiring

+5% efficiency a level for every tower you build, +25% at level 5: each tower does the same work on less power, about 20% less at level 5 (a need is never below one). It adds to a tower's Efficiency cards.

Base Generator

+10% power from the base a level, +50% at level 5: the base gives 60 on its own, 90 with all 5 levels.

Challenge

Cannon Challenge

Cannons only, and Power Plants to run them. No research: everyone starts alike. Pick it on a map card under New Game.

  • Goal: get as far as you can on Grand Canyon, Islands or Spiral (40 waves each). Ranked by the furthest wave, then the most kills, then the fastest time.
  • Towers: only Cannon and Power Plant.
  • Research: off. Your research bonuses, starting gold, base health and level caps do not count, so everyone starts alike; everyone gets small, medium, large platforms, no stacking.
  • Start: +100 gold, 10 card rerolls (usually 6).
  • End-of-wave cards: stat cards only for Cannon; tower cards 1.5x as often; tower cards worth 1.5x; +1 card 3x as often; Extra Lives 2x as often.
  • Reward: a place on that map's Cannon Challenge board on the Leaderboards. Each map has its own, apart from the normal boards; play signed in, with leaderboards allowed in Settings > General.
  • Best run: each game you finish, won or lost, posts its run; the board shows each player once, with their best run. Nothing carries over between games.

Height and ground

  • Hills: up to 15 levels on every map; above 5 is rare.
  • Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking.

Power Plant FAQ

How much power does a Power Plant make?

40 at level 1, +20 with each upgrade, 120 at level 5. On top of that: +8% for each level of hill or platform, +15% for each Power Plant on its four sides, Bigger Turbines research, Output cards at the end of a wave and a Support Station's damage boost. Select it to see what it makes now and how much of the supply is in use.

How many towers can one Power Plant run?

It depends on the towers and on how many fire at once. A tower with nothing to shoot draws only 1 power; a firing one draws its full need, which grows with its level. A level-1 plant runs 10 level-1 Cannons all firing, a level-5 plant 30, or 40 if the Cannons are built side by side. A level-1 Railgun needs far more: a level-5 plant runs 4 of them.

Should I build another Power Plant or upgrade the one I have?

Build another while you have tiles to spare. A second plant beside the first costs 240 gold and, with the neighbour bonus on both, adds about 52 power; upgrading the first to level 2 costs 280 gold and adds 20. Upgrade when the tiles run out.

Why are my towers far from the base not firing?

You are short of power. Power is handed out nearest the base first: every switched-on tower gets its standby first, then the firing towers get the rest, and the farthest are refused. LOW POWER means the gun keeps tracking but cannot fire, NO POWER means it does nothing at all. Build a Power Plant, upgrade one, or switch off towers you do not need.

Does it matter where I build a Power Plant?

Not for distance: there are no cables, every plant feeds the same supply. Height and neighbours do matter: +8% output for each level of hill or platform, +15% for each Power Plant beside it. Grass does not lower it, and enemies never attack it, so a hilltop far from the path is a good spot.

Does the Power Plant need power itself, and can I switch it off?

No to both. It runs without power and has no switch: its panel shows what it makes and how much of the supply is in use. Its turbine turns while it is feeding your towers.

Which research helps with power?

All three Power Plant items: Bigger Turbines (+10% output a level), Efficient Wiring (every tower needs less power, about 20% less with all levels) and Base Generator (the base gives up to 90 instead of 60). The last two help even with no plant built.

Do end-of-wave cards help power?

Yes, two ways. Output cards raise every Power Plant's output by their percent. Efficiency cards, for any tower that needs power, make that tower type need less. Both are offered only in games where towers need power.