Where enemies bunch up
The chain jumps only to an enemy close to the last one hit and inside the Tesla's range. Corners, crossings and a Cold Snap's snow keep enemies packed, so every jump finds a target.
Tesla Tower: Stats, Upgrades, Tips: The Tesla in Blockade Brigade: 600 gold, up to 5 bolts a shot plus chain jumps. Every level, heat and cooling, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-tesla.txt. Site guide: https://blockadebrigade.com/llms.txt
Chain lightning hits multiple enemies. Strong vs shields.
600 goldGround + AirResearch 25000
The Tesla throws lightning. Every shot strikes one enemy at level 1 and up to 5 at level 10, each bolt at full damage, then the lightning jumps on from the first enemy hit to the next one nearby, 1 jump at level 1 and up to 5 at level 10, each jump doing 50% of the one before. Bolts hit instantly, ground and air, and when there are fewer enemies than bolts the spare bolts all land on the last one, so a lone big enemy takes every bolt. Like the Cannon, it heats up: every shot adds heat, and from level 2 a Tesla firing nonstop overheats unless water or a Cold Snap cools it.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
The chain jumps only to an enemy close to the last one hit and inside the Tesla's range. Corners, crossings and a Cold Snap's snow keep enemies packed, so every jump finds a target.
Each shot throws as many bolts as its level allows, and with only one enemy in range every bolt hits it. A level-10 Tesla lands 5 full-damage bolts a shot on a lone enemy.
Each bolt hits a shield for 15 extra damage (5 extra against armour). That bonus does not grow with the level, so it counts most on young Teslas; Shield Damage cards add more.
Each Tesla on the four sides of another gives it +15% damage and +10% fire rate (up to +60% and +40%), and connected Teslas need 25% less power each. Each level of hill or platform adds +8% damage and +0.5 range; on bare grass it loses 5% damage.
From level 2 a Tesla that fires nonstop overheats on its own. Water beside it or a Cold Snap over it fixes that (below).
Pick a level, research, end-of-wave cards, where it stands and what cools it, and see what your Tesla ends up doing: each bolt, the whole shot with its chain, and its heat, 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: 25,000 XP; its upgrades: 120,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 862.88, fire rate 2.35/s, DPS 2,028, range 9.5, cooling 1x, needs 2.2x to never overheat (overheats).#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3: damage 2752.57, fire rate 3.055/s, DPS 8,409, range 17, cooling 8x, needs 2.87x to never overheat (stays cool).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, 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 is one bolt, and damage per second here is one bolt's (damage x fire rate): a shot throws as many bolts as its level allows, plus the chain. Power is what it needs while it has a target (1 on standby). The last two columns are for nonstop fire.
| Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | Nonstop fire peaks at | Cooling it needs |
|---|---|---|---|---|---|---|---|---|---|
| 1 | build 600 | 600 | 15 | 1/s | 15 | 5 | 22 | 378°C | none |
| 2 | 900 | 1,500 | 33 | 1.15/s | 38 | 5.5 | 26 | 428°C | 1.1x |
| 3 | 1,350 | 2,850 | 51 | 1.3/s | 66 | 6 | 31 | 477°C | 1.3x |
| 4 | 2,025 | 4,875 | 69 | 1.45/s | 100 | 6.5 | 35 | 527°C | 1.4x |
| 5 | 3,037 | 7,912 | 87 | 1.6/s | 139 | 7 | 40 | 576°C | 1.6x |
| 6 | 4,556 | 12,468 | 105 | 1.75/s | 184 | 7.5 | 44 | 625°C | 1.7x |
| 7 | 6,834 | 19,302 | 123 | 1.9/s | 234 | 8 | 48 | 675°C | 1.8x |
| 8 | 10,251 | 29,553 | 141 | 2.05/s | 289 | 8.5 | 53 | 724°C | 2x |
| 9 | 15,377 | 44,930 | 159 | 2.2/s | 350 | 9 | 57 | 774°C | 2.1x |
| 10 | 23,066 | 67,996 | 177 | 2.35/s | 416 | 9.5 | 62 | 823°C | 2.3x |
Levels 1-2One bolt a shot and 1 jump. Level 1 stays cool firing nonstop; from level 2 it needs a little help, and one water tile (1.5x) is enough up to level 4.
Levels 3-10Every odd level adds a bolt (up to 5) and every even level a jump (up to 5), on top of more damage, fire rate and range. Against a crowd or a lone big enemy, a high-level Tesla hits far harder than the one-bolt column shows.
1.5x
One water tile beside it; +0.5x for each more, up to 3x. A connected row shares up to 12.
2-6.5x
Inside a powered Cold Snap's range, level 1 to 10. Only the strongest one counts.
2.5x
A level-1 Cold Snap and one water tile: the two add up.
Research (main menu, Upgrades & Research) makes every Tesla you build stronger. The Tesla itself costs 25,000 XP to research first. 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, for every bolt and every jump.
+6% fire rate a level, +30% at level 5. More shots means more heat, too.
+6% range a level, +30% at level 5, and the lightning jumps that much further between enemies too.
Each level: enemies a Tesla hits, by bolt or by jump, take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up.
Each level: every bolt and every jump leaves poison worth 1% of its damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour.
No question matches. or ask on the forum.
Each shot throws one bolt at level 1, one more at every odd level, up to 5 at level 10, each at full damage on its own enemy. Then the lightning jumps on from the first enemy hit: 1 jump at level 1, one more at every even level, up to 5. Each jump does 50% of the one before and goes to the nearest enemy close enough that it has not yet hit in that chain, inside the Tesla's range.
Every bolt hits it. A level-10 Tesla lands 5 full-damage bolts on it each shot, about 2,080 damage a second before armour and shields. The jumps need a second enemy close by.
Each bolt hits a shield for 15 more damage and armour for 5 more; jumps carry their share. The bonus is the same at every level, so it matters most on a young Tesla. Shield Damage and Armor Damage cards raise it.
Most often it overheated: it shows OVERHEATED and smokes, and fires again once it has cooled to 250°C (about 3 seconds). Or it is short of power: LOW POWER means it can track but not fire, NO POWER means it does nothing. It needs 22 power at level 1 and 62 at level 10.
Water beside it, a Cold Snap over it, or both. Firing nonstop, a level-10 Tesla needs 2.3x cooling: water on three sides (2.5x) or a level-2 Cold Snap (2.5x). Only the strongest Cold Snap over it counts: two don't add up, but water adds on top of one. With gaps between enemies it runs cooler.
Yes. It hits ground and air, and a jump can go from a ground enemy to a flying one and back.
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 Tesla'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.
Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 22 at level 1, 62 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.