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"Mecha was once a planet filled with life.
The Blosks were an intelligent race inhabiting the planet, who were fascinated with technology.
They created many devices to aid them in their lives, eventually creating what would be their demise: the Model I Blockbot.
The war was brief, and now only the Blockbots remain - a cold and calculating race of machines.
Blockbots are determined to bring order to the chaos that is found in nature. Living creatures, civilizations, and even entire planets, are to be optimized and assimilated into the Block Grid."


-- In-game description


Blockbot

A Blockbot

Overview[]

Blockbots are the third race to be unlocked, after conquering Mecha three times. Blockbot units are unique in that they normally do not spawn in squads, but rather one at a time, with a high production rate. Their energy-based weapons and turrets often inflict Slow and Stun, and they also have Totem-like blocks that can buff Blockbots in an area.

Heroes[]

Alpha[]

Alphas are created to lead the Blockbots into battle. They have powerful ranged weapons, and emit an aura that enhances nearby units.

Alpha

The Alpha

Abilities:[]

Nanobots - Rapidly heals nearby allied units and increases their damage.

Power Shot - Shoots a concentrated ball of energy that damages and slows anything in its AOE.

High Yield - Greatly increases your unit production rate.

Stats:[]

  • HP: 700
  • Speed: 4.0
  • Attack: 41
  • Piercing: 60
  • Range: 650
  • Armor: 50
  • Dodge: 0%
  • Block: 0%


Striker[]

Strikers are designed to assassinate enemy leaders. To do so, they are built with a teleporter, cloaking device, and special blades that can stun enemies.
Striker

The Striker

Abilities:[]

Cloak - Cloaks your hero preventing it from attacking and being attacked.

Power Surge - Drastically increases attack speed and dodge, and activates teleportation.

Discharge - Absorbs all damage for a period of time and then releases it in a huge explosion.

Stats:[]

  • HP: 250
  • Speed: 5.5
  • Attack: 70
  • Piercing: 80
  • Range: 0
  • Armor: 30
  • Dodge: 30%
  • Block: 0%


Tank[]

Tanks are built to destroy even the most deadly foe. They are heavily armored and armed with several powerful weapons. Although Tanks have a weak attack, they have several low-cost weapon abilities.
Tank

The Tank

Abilities:[]

Plasma Bolt - Shoots a beam of charged plasma energy at your target. (This is one of the lowest-cost abilities in the game)

Disruptor - Fires a volley of energy projectiles that damage and scatter enemy units.

Barrage - Launches a salvo of energy that targets random enemies and blocks anywhere on the map.

Stats:[]

  • HP: 300
  • Speed: 3.0
  • Attack: 35
  • Piercing: 40
  • Range: 550
  • Armor: 100
  • Dodge: 0%
  • Block: 10%

Equipment[]

Energy Sword: Increases melee damage with a chance to stun units.

Arc Beam: A medium-ranged weapon with a small AOE and moderate armor piercing.

Heavy Alloy I: Increases hp and greatly improves armor against melee attacks.

Ion Engine: Increases move speed.

Phase Shift: Increases the chance to dodge an attack.

Advanced Optics: Increases weapon range and accuracy, and can attack camouflaged enemies.

Energy Shield: Increases the chance to block frontal attacks. Blocked attacks release energy that damages and stun nearby enemy units.

Self Destruct: Explodes on death, damaging nearby enemy units.

Nanobots: Rapidly heals over time.

Energy Fist: Greatly increases melee damage with a chance to stun units.

Heavy Alloy II: Increases hp and greatly improves armor against ranged attacks.

Swarm: Single units spawn as three smaller, weaker units.

Arc Spread: An erratic, rapid-firing weapon that damages and slows units in a wide area.

Energy Cell II: Increases damage, AOE, and range for ranged weapons.

Energy Cell I: Increases damage, AOE, and attack speed for melee weapons.

Heavy Arc Beam: A powerful long-ranged weapon with excellent armor-piercing and a chance to stun units.

Teleporter: Teleports units toward their targets.

Arc Blast: A long-range weapon that explodes on impact, damaging and stunning nearby units.

Titan: Greatly increases hp, damage, and armor, but with reduced move speed and dodge.

Cloaking Device: Camouflaged units can't be attacked unless they are attacking, very close to a unit, or seen by a detector.

(This equipment is in the same order as the store.)

Equipment Stats
Equipment HP Speed Attack Piercing Range Armor Dodge Block Units Time Level (Min)
Energy Shield 40% +3 1
Energy Sword +15 (Melee) 40 +2 1
Arc Beam

17

40 500 +2 1

Energy Cell II

+30% (Ranged) +20% +3 1
Energy Cell I +30% (Melee) +3 1
Self Destruct +3 1
Nanobots +2 1
Heavy Alloy I +10 +30 (Melee) +2 1
Heavy Alloy II +10 +30 (Melee) +2 1
Ion Engine +1.5 +1 1
Swarm -5 +0.5 -30% +2 +14 1
Phase Shift +30% +2 1
Teleporter +4 1
Advanced Optics^ +20% +1 1
Cloading Device +3 1
Energy Fist -1.0 +19 +80 +4 2
Heavy Arc Beam 85 80 700 +8 2
Arc Spread 58 60 400 +6 2
Titan +200 -1.0 +100% +60 0 1 +15 2
Arc Blast 45 60 800 +6 3
  • ^Advanced Optics can detect camouflaged units.

Turrets/Blocks[]

Arc Beam - A turret that shoots an energy beam with moderate range and damage.

Nanoblock - Creates an aura that heals nearby allied units. Stack to increase the range.

Electro Orb - An erratic turret that randomly attacks nearby enemy units, damaging and slowing them.

Recycler - Respawns a unit type after several of them die within range. Stack to increase the range.

Energy Aura - Creates an aura that provides extra damage, speed, and protection to allied units. Stack to increase the range.

Discharger - Charges up over time and manually activated to create a massive explosion. Stack to increase the charge rate.

Charger - Permanently increases your hero's damage and hp when standing nearby (until a respawn). Stack to increase range and effectiveness.(pretty OP once you have a solid defense established as you can sit your hero on them and safely build up an overpowered amount of hp and damage)

Heavy Arc Beam - A powerful turret that shoots a massive energy beam with excellent damage and armor piercing.

Strategy[]

General Tips[]

  • Melee equipment is inadvisable for any build, as you'll do a lot more damage taking the variety of ranged weapons the Blockbots have.
  • Most Blockbot equipment does not focus on raw damage, but also possesses AOE and afflict Slow and Stun. This makes them devastating against the Goblocks and Zomblocks.
  • Arc Spread is not only effective against unit swarms; it is also capable of focusing on a block and destroying it very, very fast.
  • A Titan's damage boost also works for ranged weapons. You read the previous tip. Take a shield and an extra heavy weapon to turn your Blockbot Titans into walking tanks.
  • Blockbot Swarms don't deal any less damage, so you can maximize their damage ouput by giving them a Heavy Arc Beam/Energy Blast plus some damage buffing equipment (trying to mix Titan and Swarm will only result in one weakened Titan, sadly).

Alpha[]

  • Your basic attack is quite strong, has AOE, and has a small chance of slowing units. Aim it at unit clusters before targeting Heroes.
  • Power Shot is most effective against units you'd like to deal with at a later time, though make sure you have a clear shot, otherwise your bar will be wasted.
  • Once you hit Level 5, use High Yield as much as possible and make sure to equip your units with the highest damage-dealing gear; your foes will be drowning in a storm of Arc weapons.

Striker[]

  • Try to engage in fights that are away from enemy turrets or other units. Your low health does not allow you to fight prolonged battles, but you can easily pick off distant units and stragglers for some experience.
  • Your high speed and passive cloaking allows you to take more resource blocks in a shorter amount of time, letting you set up an aggressive defense.
  • When the enemy launches an assault, it is a great time to charge the enemy with Discharge active. You will tank all the damage and throw it back at the attacking force, returning the momentum of the battle to your side.

Tank[]

vs. Blockmen[]

  • Against the Blockmen's high damage units and turrets, your Level 1 Blockbots can gear themselves with an Arc Beam and Energy Shield, in order to tank against enemy fire better and let your Hero kill them for experience.
  • Once your Level 3 units can equip Arc Blasts and Advanced Optics, it's over for the Blockmen. The high-damage AoE and the ability to stun Heroes will easily wipe the field with the Blockmen, especially if you add Swarm!

vs. Goblocks[]

vs. Zomblocks[]

vs. Blockoids[]

Strategies[]

Swarm is very effective in overwhelming your opponent, even though it decreases hp and damage. Using heavy alloy 1 or 2 (depending on the enemy's main attack) and shields are very effective, especially if equiped with melee weapons. Keep in mind that titan also increases ranged damage (unlike super soldier and growth serum) and can be used to make powerful level 3 ranged tanks.

Generally Equipment Combos:

Level 1: Arc Beam - Energy Cell II

Level 2: Heavy Arc Beam - Titan - Arc Spread

Level 3: Arc Blast - Targeter - Titan - Energy Cell II

Alpha is a powerful leader, so put him in the front lines with your units. Use Striker for killing enemy ranged units, heroes, and turrets. Use the tank's abilities quite often as they are powerful. ALWAYS use charger blocks on missions 3, 4, and 5. If you play defensively and give your hero plenty of time to charge up, they will become overpowered and kill heroes in very few shots. However, be sure not to die, as your hp and attack will reset back to normal.

Admiral Digits' input begins here-

A tactic I recently discovered is the Operation Metal Shield tactic. Level 1 and 2 units can generally be anything as long as they have a decent range. Your level three units will be essentialy disarmed tanks.

Level 1 and 2: Anything with good range

Level 3: Heavy Alloy 1 and 2 - Energy Shield - Titan

This gives you a beast that spawns every 29 seconds and has 145 armour. The only turrets in the whole Blockoid arsenal that can pose a threat is a stasis gun heavy plasma combo. As heavy plasma is the only thing that can damage them (at least from my experience.

Level 1: Arc Beam - Energy Cell II

Level 2: Heavy Alloy 1 or 2 (I swap it depending on who I'm fighting) - Arc Spread - Titan

Level 3: Swarm - Nanobots/Advanced Optics - Arc Blast - Energy Cell II

This provides a balance of tanky units, artillery units in mass, and your starter unit to get you there. I added the input parts so I made sure I didn't steal credit for most things on this page. Credit does not go to me for the chart or any other content on this page not listed as my own input. Admiral's Input ends here

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