Railgun Tower: Stats, Upgrades, Tips: The Railgun in Blockade Brigade: 450 gold, a charged slug that pierces a line of up to 7 enemies. Levels, heat, research and FAQ.

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

Advanced Tower

Railgun Tower

Charged shot that pierces a whole line of enemies

450 goldGround + AirResearch 120000

The Railgun charges for a moment, then fires one slug in a straight line that punches through every enemy in its way, out to the end of its range: 3 enemies a shot at level 1, up to 7 at level 10. Each enemy further down the line takes a little less. It hits ground and air, and each enemy it strikes takes extra damage to armour and shields. It is slow, and every slug heats the barrel a lot: fired nonstop with nothing cooling it, a Railgun overheats at every level and loses shots. Line it up along a straight stretch of path and give it water or a Cold Snap.

Railgun Tower
Build your own Railgun

Attributes Level 1, on the ground

Cost
450 gold to build
Unlock
120,000 XPXP to research it (main menu, Upgrades & Research)
Sell value
337 gold 75% of the gold spent on it; all of it back within 15 seconds of placing
Can hit
Ground & Air
Damage
120
Fire rate
0.25/s
DPS
30 damage a second, one hit on one target, before armour
Range
14 7 tiles
Targets at once
3 enemies in one line
Power
uses 28 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power.
Heat
+220 °C a shot Overheats at 400 °C, fires again at 250 °C. Nonstop fire at this level would climb to 472 °C: overheats, needs 1.3x cooling
Cooling
Water beside it 1.5x, +0.5x each more (up to 3x)A connected row shares up to 12 water tiles. A Cold Snap over it: 2x to 6.5x. A cooling pump appears on its base by water.
Neighbours
+15% damage, +10% fire rate eachSame-type towers on its four sides, up to four (+60% / +40%). Connected Railguns 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).
Ground
Grass: −5% damageNo penalty on rock, or on a platform (it stands on steel, even over grass)
Level parts
Base: 1 green level light, plate 01
Research
5 items, 5 levels each250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Slug Mass, Fast Capacitors, Longer Rails, Deep Wound, Poison
Cards
Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield 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

Aim it down a straight

The slug flies in a straight line from the barrel to the end of its range, through the enemy it aims at and everything lined up before and behind it. Build it at the end of a long straight stretch, looking along the path, not across it.

Crowds, not single enemies

One enemy alone takes one hit every few seconds. A queue of enemies takes 3 hits a shot at level 1 and up to 7 at level 10; each enemy after the first takes 85% of what the one before took, never less than 40% of a full hit.

Bunch them up

A Cold Snap over the path packs slowed enemies into a tight line, and its snow also cools the Railgun if the gun stands inside its range.

Keep it cool

Every slug adds 220°C. Fired nonstop with nothing cooling it, it overheats at every level and fires about 85% of its shots at level 1, 50% at level 10. Water on one side stops it overheating up to level 2; a level-1 Cold Snap or water on two sides up to level 7.

Go high

Each level of hill or platform gives +8% damage and +0.5 range, so a longer line. On bare grass it loses 5% damage, unless it stands on a platform.

Cover the gaps

Between slugs it does nothing. Fast towers beside the same stretch pick off the enemies that slip through between shots.

Build it

Pick a level, research, end-of-wave cards, where it stands and what cools it, and see what your Railgun ends up doing: one hit, the whole line of enemies a slug can pierce, and how many shots it keeps once heat is counted. 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 (0.95 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.
  • Cooling: 1 + (Cold Snap - 1) + water. Cold Snap: 2x at level 1, +0.5x a level (only the strongest powered one counts). Water: +0.5 for the first tile, +0.5 each more. A tower counts its own water (up to 4 sides); in a connected chain it counts the chain's water, up to 4 + 1 per extra tower in the chain, never over 12.
  • Heat: Each shot adds 220 C; between shots the heat above 20 C drains by exp(-seconds x cooling / 6). Nonstop fire levels off with its hottest point, just after each shot, at 20 + 220 / (1 - exp(-cooling / (fire rate x 6))) and its average at 20 + fire rate x 220 x 6 / cooling. A shot that takes it to 400 C overheats it: it stops firing until it has cooled to 250 C. Cooling needed to never overheat = -fire rate x 6 x ln(1 - 220 / (400 - 20)).

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%
Fire Rate2%5%10%15%25%35%1-5%
Range2%5%10%15%25%35%1-5%
Deep Wound1%1%2%2%3%3%1%
Poison1%1%2%2%3%3%1%
Armor Damage2%4%6%8%10%12%2%
Shield Damage2%4%6%8%10%12%2%

Research

Unlock: 120,000 XP; its upgrades: 120,000 XP for all.

  • Slug Mass: +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP
  • Fast Capacitors: +8% a level, 5 levels (+40%), 250, 750, 2,000, 6,000, 15,000 XP
  • Longer Rails: +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP
  • Railgun Deep Wound: +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP
  • Railgun Poison: +1% a level, 5 levels (+5%), 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 x0.95 (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

  • One slug flies the full range and hits up to 3, 3, 4, 4, 5, 5, 6, 6, 7, 7 enemies in the line (levels 1 up), nearest first; each next one takes 85% of the one before, never under 40%. It charges 0.6 s before the slug flies (the reload does not wait).
  • From level 5, every 4th slug is supercharged: x1.6 damage.

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..10
  • r.<stat>.<N>: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison)
  • 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. Damage is one full hit, on the first enemy in the line; damage per second = damage x fire rate on that one enemy, so a slug through a crowd does several times more. Power is what it needs while it has a target (1 on standby). The last two columns are for nonstop fire: how hot the barrel gets right after a shot, and how much faster it must shed heat to never reach 400°C.

LevelUpgradeTotal spentDamageFire rateDPSRangePowerNonstop fire peaks atCooling it needs
1build 4504501200.25/s301428472°C1.3x
27201,1701650.27/s4514.834498°C1.5x
31,1522,3222100.29/s6115.639523°C1.6x
41,8434,1652550.31/s7916.445549°C1.7x
52,9497,1143000.33/s9917.250575°C1.8x
64,71811,8323450.35/s1211856601°C1.9x
77,54919,3813900.37/s14418.862627°C2x
812,07931,4604350.39/s17019.667653°C2.1x
919,32750,7874800.41/s19720.473679°C2.2x
1030,92381,7105250.43/s22621.278705°C2.3x

Levels 1-4Each slug pierces more enemies every second level (3 enemies at level 1). Even level 1 overheats if it fires nonstop with nothing cooling it; water on one side fixes that up to level 2.

Levels 5-10Every 4th shot is supercharged: 1.6x damage and a 1.6x wider line. The line reaches 7 enemies at level 10, but the gun runs hotter: from level 3 it needs more than one water tile to never overheat.

Heat and cooling

Water

1.5x

One water tile beside it; +0.5x for each more, up to 3x. A connected row shares up to 12.

Cold Snap

2-6.5x

Inside a powered Cold Snap's range, level 1 to 10. Only the strongest one counts.

Both

2.5x

A level-1 Cold Snap and one water tile: the two add up.

Nonstop fire, no cooling overheats at 400°C

Level 1472°C
Level 10705°C
  • Every slug adds 220°C to the barrel, once the charge-up ends and the slug leaves. Between shots it cools back toward 20°C, fastest when it is hottest: each second it sheds about 15% of its heat above 20°C.
  • Big shots, big peaks: because each slug adds so much heat at once, the barrel jumps well above its average right after every shot. Fired nonstop with nothing cooling it, a Railgun reaches 400°C at every level, even level 1.
  • At 400°C it overheats: it shows OVERHEATED, smokes and will not fire until it is back under 250°C, about 3 seconds on its own, 1.5 seconds in a level-1 Cold Snap's snow. A shot that comes due while it is still too hot is skipped, and the gun waits a whole reload for the next one. Uncooled and firing nonstop it keeps about 85% of its shots at level 1 and 50% at level 10.
  • Water beside it: one water tile next to the Railgun makes it shed heat 1.5x as fast, +0.5x for each more, up to 3x with water on all four sides. Connected Railguns share their water: a row counts one more water tile for each Railgun after the first, up to 12 tiles. No water? The bulldozer's Dig makes a water tile.
  • A Cold Snap over it: inside a powered Cold Snap's range a hot gun sheds heat 2x as fast at Cold Snap level 1, +0.5x for each level after (6.5x at level 10). Only the strongest Cold Snap over a gun counts. Water adds on top: a level-1 Cold Snap and one water tile give 2.5x.
  • How much it needs: to never overheat firing nonstop, a level-1 Railgun needs 1.3x cooling and a level-10 one 2.3x: water on three sides (2.5x) or a level-2 Cold Snap (2.5x). Water on one side (1.5x) is enough up to level 2; 2x (a level-1 Cold Snap, or water on two sides) up to level 7. A little less cooling still keeps most shots: the gun often cools back before its next reload.
  • Faster fire means more heat: fire-rate research, cards and neighbours all add shots, and each one adds 220°C. A level-10 Railgun with four Railguns beside it needs about 3.2x cooling to never overheat: a level-4 Cold Snap (3.5x).
  • See it in the game: the tower panel's heat gauge says up to which level it fires nonstop without overheating with the cooling it has, and shows how hot it is and what is cooling it, and while you place a Railgun its ghost shows the cooling that spot gets, before you pay.

Research

Research (main menu, Upgrades & Research) makes every Railgun you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5).

Slug Mass

+10% damage a level, +50% at level 5, on every enemy the slug pierces.

Fast Capacitors

+8% fire rate a level, +40% at level 5. More slugs means more heat: without cooling, most of the extra shots are lost to overheating.

Longer Rails

+6% range a level, +30% at level 5. The slug flies to the end of its range, so the line gets longer too.

Railgun Deep Wound

Each level: every enemy the slug passes through takes 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up.

Railgun Poison

Each level: every enemy the slug passes through is poisoned for 1% of the damage it took, every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour.

Height and ground

  • Each level of height: +8% damage and +0.5 range.
  • 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.
  • Highest it can stand: 24 levels, +192% damage, +12 range.
  • On grass: −5% damage; no penalty on rock, or on a platform (it stands on steel, even over grass).

Railgun FAQ

How many enemies can one Railgun shot hit?

3 at level 1, one more every second level, up to 7 at level 10. The slug flies in a straight line to the end of its range and hits the nearest enemies on that line first. Each one after the first takes 85% of what the one before took, never less than 40% of a full hit. The line is narrow, about one enemy wide, so build it looking along a straight stretch of path.

Why does my Railgun wait before it fires?

It charges up for 0.6 seconds, then the slug leaves. The charge-up does not slow it down: the reload runs during the charge, so it still fires its full fire rate. If the target moves while it charges, the slug goes where the target is when the charge ends; if the target dies, it fires at the spot it was aiming at and still hits anything on that line.

Why does my Railgun keep overheating?

Every slug adds 220°C, and the barrel jumps far above its average right after each shot. Fired nonstop with nothing cooling it, a Railgun overheats at every level: it shows OVERHEATED, skips the shots that come due until it is back under 250°C, and keeps only about 85% of its shots at level 1 and 50% at level 10. Water on one side stops that up to level 2, a level-1 Cold Snap or water on two sides up to level 7, and water on three sides (2.5x) or a level-2 Cold Snap (2.5x) at every level. Or it may be short of power: it needs 28 power at level 1 and 78 at level 10.

What is a supercharged shot?

From level 5, every 4th slug is supercharged: it does 1.6x damage, including its extra armour and shield damage, and its line is 1.6x as wide, so it catches enemies a little off the line. It still pierces the same number of enemies.

Is the Railgun good against armour and shields?

Yes. On top of its big hit, each slug does +60 damage to an enemy's armour and +40 to its shield, on every enemy it pierces (a little less down the line, like the damage). Armour Damage and Shield Damage cards from the end of a wave add more.

Can the Railgun hit flying enemies?

Yes. It hits ground and air, and the slug ignores height: ground and flying enemies lined up on the same line are all hit by one shot.

Is it better to upgrade my Railgun or build more?

Upgrades add damage on every enemy in the line, a little range and, every second level, one more enemy pierced, from level 5 supercharged shots too. A second Railgun costs 540 gold, upgrading the first to level 2 costs 720. But each Railgun needs 28 power and a long straight view of the path, and more fire rate means more heat. Upgrade the Railguns on your best straights and keep them cool before you add more.

Where is the best place for a Railgun?

At the end of a long straight stretch, looking along the path so the enemies queue up in its line, up high for more damage and range, and beside water or inside a Cold Snap's snow. A path that bends away from its line wastes most of each slug.

At what level will my Railgun start to overheat with the cooling it has?

The tower panel works it out for you: under its heat gauge it says "Fires nonstop without overheating up to level N; from level N+1 it overheats" (or "at every level"), or, if it already overheats, how much more cooling it needs. It uses the Railgun's fire rate at each level and the cooling it has right now (Cold Snaps in range, water beside it), and it changes when you add or upgrade a Cold Snap or add water. Nonstop fire is the worst case: with gaps between enemies it stays cooler.

How much power does a Railgun use when it has nothing to shoot?

Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 28 at level 1, 78 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short.