Stand back from the path
Anything within 4 of the Sniper is safe from it. Put it a few tiles away, where the path runs through its long range but outside that blind spot. The red circle in its range display shows the blind spot.
Sniper Tower: Stats, Upgrades, Tips: The Sniper in Blockade Brigade: 500 gold, a long-range gun that hits ground and air but not up close. Levels, the blind spot, armour, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-sniper.txt. Site guide: https://blockadebrigade.com/llms.txt
Long range, high single-target damage
500 goldGround + AirResearch 12000
The Sniper has one of the longest reaches in the game: 26 range at level 1 and 35 at level 10, with one of the biggest single hits in the game. It hits ground and air, one target at a time, and each round does extra damage to armour and shields. The catch is up close: it cannot shoot anything within 4 of itself, and it fires slowly (0.3 shots a second at level 1). Build it back from the path, up high, and let shorter-range guns cover its feet.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
Anything within 4 of the Sniper is safe from it. Put it a few tiles away, where the path runs through its long range but outside that blind spot. The red circle in its range display shows the blind spot.
Each level of hill or platform gives +8% damage and +0.5 range. The blind spot is measured in a straight line from the tower, so the higher it stands, the less of the path below it is hidden. On bare grass it loses 5% damage, unless it stands on a platform.
A slow, heavy shot is wasted on something that would die anyway. Set its target priority to Most Health, Most Armor or Most Shield in the tower panel, so it saves its rounds for the big ones.
Each Sniper on the four sides of another gives it +15% damage and +10% fire rate (up to four: +60% and +40%). Connected Snipers also need 25% less power each.
A Cold Snap slows enemies so they spend longer in its range, and a Cannon or two nearby deals with whatever gets inside its blind spot.
Pick a level, research, end-of-wave cards and where it stands, and see what your Sniper ends up doing, worked out the way the game does it. Share the build with a link.
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:
| Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless |
|---|---|---|---|---|---|---|---|
| Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% |
| Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% |
| Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% |
| Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% |
| Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% |
| Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% |
| Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% |
Unlock: 12,000 XP; its upgrades: 120,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 2486.25, fire rate 1.2/s, DPS 2,984, range 35.#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15: damage 7931.14, fire rate 1.56/s, DPS 12,373, range 42.5.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..10r.<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 state.<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..4h<N>: height: hill + platform levels, 0..15g: 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 chainBase numbers: no research, cards, height or neighbours. Damage per second = damage x fire rate. Power is what it needs while it has a target (1 on standby). Its extra damage to armour (25) and to shields (30) and its blind spot (4) stay the same at every level.
| Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power |
|---|---|---|---|---|---|---|---|
| 1 | build 500 | 500 | 150 | 0.3/s | 45 | 26 | 8 |
| 2 | 800 | 1,300 | 190 | 0.4/s | 76 | 27 | 10 |
| 3 | 1,280 | 2,580 | 230 | 0.5/s | 115 | 28 | 11 |
| 4 | 2,048 | 4,628 | 270 | 0.6/s | 162 | 29 | 13 |
| 5 | 3,276 | 7,904 | 310 | 0.7/s | 217 | 30 | 14 |
| 6 | 5,242 | 13,146 | 350 | 0.8/s | 280 | 31 | 16 |
| 7 | 8,388 | 21,534 | 390 | 0.9/s | 351 | 32 | 18 |
| 8 | 13,421 | 34,955 | 430 | 1/s | 430 | 33 | 19 |
| 9 | 21,474 | 56,429 | 470 | 1.1/s | 517 | 34 | 21 |
| 10 | 34,359 | 90,788 | 510 | 1.2/s | 612 | 35 | 22 |
Levels 1-10Every upgrade adds 40 damage, 0.1 shots a second and 1 range. Fire rate grows the most: from 0.3 to 1.2 shots a second, so a level-10 Sniper does about 14 times the damage per second of level 1.
Levels 2-10Level 2 adds 4 damage per second for every 100 gold; after that each upgrade costs more for the same gain, so put the upgrades on Snipers up high and in rows, where every bonus multiplies the bigger numbers.
Research (main menu, Upgrades & Research) unlocks the Sniper for 12,000 XP and then makes every Sniper 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).
+10% damage a level, +50% at level 5.
+6% fire rate a level, +30% at level 5.
+6% range a level, +30% at level 5. The blind spot does not grow with it.
Each level: enemies a Sniper hits take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up.
Each level: a hit leaves poison worth 1% of the hit's damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour, and a Sniper's hits are big.
No question matches. or ask on the forum.
That is its blind spot: it cannot target anything within 4 of itself. Upgrades, research and cards do not change it. It is measured in a straight line from the tower, so on high ground less of the path below is hidden. Build it a few tiles back from the path and let a shorter-range gun cover its feet.
Yes. It hits ground and air, one target at a time, and its range reaches high flyers well.
Yes. While an enemy still has armour, each round does 25 extra damage to it; while it has a shield, 30 extra to the shield. Those bonuses stay the same at every level. The Armor Damage and Shield Damage end-of-wave cards add a share of the hit on top, and a Sniper's hit is big, so they are worth more on it than on most towers. Sniper Poison research goes straight to health.
The round follows its target, but if the target dies before it lands (another tower finished it, or it reached your base) the round flies on and is lost. Set the Sniper to Most Health or Most Armor so it aims at enemies that will still be there.
Neither. Each round hits one enemy for the full damage, and there are no critical hits: what you see in its damage is what it does.
A second Sniper beside the first costs 600 gold and, with the neighbour bonus on both, adds about 69 damage per second; upgrading the first to level 2 costs 800 gold and adds 31. Upgrades get dearer fast (level 10 alone costs 34,359). But each Sniper needs power (8 at level 1, 22 at level 10) and a high spot near the path, so once your best spots are full, upgrade the Snipers on them.
No. It has no barrel heat, so it never stops to cool down. It stops only when it is short of power, or when nothing is in range outside its blind spot.
On high ground a few tiles back from the path, where a long stretch of path is inside its range but outside its 4 blind spot. Avoid bare grass (5% less damage) unless it stands on a platform. Before you pay, the placement ghost shows what the spot gives.
Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 8 at level 1, 22 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.
Still stuck? or ask on the forum.
Tower stats
From ranked games on version 0.1.8.16 and later. Held scores count once they are released. Your own numbers are shown only to you.
Tower stats
From games where players turned on "launch reports and gameplay stats" in the game's settings: anonymous, no account or device is sent. Updated every few minutes.