All Buildings

Key Buildings

Farm Plots: Players can plant seeds to grow berries which are used for potion creation, evolution, and crafting.

Defences: Protect your empire with defensive buildings, including:

Cannon, Air Defense, Wizard Tower, Bomb Tower, Mortar and traps: Bomb, Giant Bomb, Goblins Trap, Air Bomb.

Resources: Goblins can assign Witches and Wizards to craft items at the Builders' House and Gold Storage from a list of potential recipes. (i.e. potions)

Army Camp: Players can upgrade the army to evolve the level of Goblins, Witches and Knights and their abilities.

Other: Players can craft Obstacles, buy items at the market and upgrade their big Clock Timer.

Defences

Cannon

• The Cannon is a single-target defence that deals moderate damage. It is the first defensive structure that a player builds at the start of their Goblins Run adventure. The player is required to build one during the tutorial.

• Cannons are both cheap and quick to upgrade at lower levels.

• Cannons can shoot any ground unit, such as Goblins and Wizards, but it can't shoot any air units, such as Witches etc.

• Starting from level 7, which requires Castle level 6, the Master Builder can gear up a Cannon to make it resemble a Double Cannon, if he is available.

This also requires at least one Double Cannon in the Builder Base to be level 4 or higher, which requires Builder Hall 4.

Bomb Tower

• The Bomb Tower is a Defensive Building, unlocked at Castle Level 2, that throws bombs at ground troops, dealing splash damage similarly to the Wizard Tower. However, unlike the Wizard Tower, it cannot attack air units.

• When its health is reduced to zero, the bomb underneath the tower will be primed, and will explode 1 second afterwards, dealing splash damage to all ground units within 2.75 tiles of it, similar to a Giant Bomb.

Air Defense

• The Air Defense is a powerful turret, unlocked at Castle level 4, that exclusively targets aerial foes with very high DPS, good reach and decent hit-points.

• Air Defenses can only target and shoot one air troop at a time.

• It cannot harm ground-based units or interfere with them in any way other than potentially distracting them from attacking a more valuable target (e.g., the Castle).

Wizard Tower

• The Wizard Tower is a defensive building that looks like a spiraling, cone-shaped tower of rock, then later a crystal-like rock that has a Wizard on the top of it. It is capable of inflicting powerful splash damage to both ground and air units, though it is limited to a relatively short range.

• The Wizard Tower, like the Mortar, excels at mowing down entire groups of troops. However, unlike the Mortar, it has a relatively decent damage per second (making it more effective against higher health troops like Witches), and it will target air troops in addition to ground troops. Also, unlike the Mortar, the Wizard Tower has no blind spot.

• Although the arcane blasts from the Wizard Tower do less damage per shot than the Mortar, it makes up for this by having a much higher rate of fire. This makes the Wizard Tower an excellent choice for defending other structures by blasting troops that get too close.

• The Wizard Tower can target both ground and air troops but can only damage either ground or air with each shot (not both). For example, if a Wizard Tower targets a Witch with some Dragons on top, only the Witch will be damaged, and vice versa.

Mortar

• Mortars are the player's light splash defence, and is the first unlocked defence capable of doing area damage. Whenever an enemy comes into range, it blasts out an explosive shell that deals area damage.

• Starting at level 8, which is at Castle 10, the Master Builder in the Builder Base can gear up a single Mortar to make it resemble a Multi Mortar. The geared-up Mortar fires bursts of three shots, albeit with reduced damage, and it directly shoots without hesitating at first like regular Mortars. Your multi Mortar needs to be level 8, which is at Builder Hall 8, or higher in order to gear up your Mortar.

• Mortars shoot long-range explosive shells every 5 seconds which deal devastating splash damage to every ground unit within a small radius of the impact point. Their splash damage, combined with their long-range, makes them deadly weapons against large groups of weaker enemies such as Goblins. Multiple Mortars can sweep away Wizards. The Mortar's low Damage per Second is due to its very slow firing speed; multiplying its DPS by 5 (its hit speed) will give you its damage per shot, which is the more important stat for Mortars.

• The Mortar shell's explosion is so powerful that it knocks back smaller troops. It is possible that a troop, after getting knocked back, will change its targets depending on the current situation.

• A Mortar's major disadvantages are its inability to attack troops within its 4tile blind spot, its low rate of fire, and low DPS which makes them less effective against high-health troops. It also cannot attack air troops, such as Witches and Dragons.

• Due to the fact that the Mortar's shell takes awhile to reach its target (over a second at maximum range), fast troops like Goblins can easily dodge its attack if they are moving when the Mortar fires.

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