Player Base

The Player Base is the base the player owns and must defend against enemy NPCs. By default, it has 750 HP. If it goes down to 0 HP, the base will explode and the player will lose the battle. When the Enemy Base explodes, the player wins instead. Players can upgrade their base for a cost of per level for any upgrade, capping out at Level 10 (+2 Levels after completing a chapter). They can also change banks and cannons as they wish.
At level 0, the base has a Default Cannon with 50 splash damage and a 45 second cooldown, both of which can be upgraded and even switched out for other versions. It is important to use the Cannon, as it can deal high amounts of damage. The high area of effect damage means it is great for clearing hordes/stages which predominantly spam battlers.
The Default Bank is your main source of economy as it generates money during battle, which is used for buying units in battle and can also be switched with different types of Banks in the Shop. It generates $1 per tick by default, so it is usually best to buy a few bank income upgrades before going into battle. You can also use money to upgrade the bank in-battle to increase tick rate on income. Bank upgrade cost increases by multiplying the base bank upgrade cost by the current level of the bank. Each additional bank level past level 1 adds 12.5% of the original base bank capacity onto the bank capacity.
==Upgrades==
Main Page: Shop
In the shop, the player can click on the Base category to find all of the Base, Bank and Cannon upgrades. The upgrades have a base maximum level of 10, increasing by +2 per main chapter completed.
<tabber>
|-|Base=
Name	Description 	Effect
 	Increases the bank's capacity every upgrade 	+$250 Bank Capacity
 	Increases the amount of cash the bank can make every upgrade. Increases bank upgrade cost however...	+$0.5 per income tick+$25 bank upgrade cost per level
 	Increases the amount of HP the base can have for every upgrade 	+375 Base HP
 	Increases the amount of damage the cannon fires for every upgrade 	+25 Cannon Damage
 	Increase cash bonus for killed enemies based on their original max health for every upgrade 	+10% cash on kill based on their original max health
 	Increases the Recharge Speed for units to deploy every upgrade 	+5% Unit Recharge Speed
 	Adds an extra unit space to the limit for every upgrade. 	+1 Unit Limit
 	Adds starting cash to your bank for every upgrade 	+$50 Starting Cash
|-|Bank=
Image	Name 	Description 	Effects 	Requirements
 	Default 	The Starter Bank. It's simple but gets the job done. Constantly makes cash for you, what else could you possibly want? 	No special effects, generates cash equal to the bank income upgrade. 	None
 	Investment	It's an investment! Income is weaker at the start but adds an extra +4 Levels you can upgrade, which is worth investing into...in the long run. 	Bank income is reduced by 15% and base bank upgrade price is reduced by 20%. Max bank level increased to 12. 	None
 	Powerhouse	Lots of energy is required in order for this to produce cash, meaning this affects your unit recharge and bank upgrade cost negatively. Income is much better however 	Bank income is increased by around 151.25%, but base bank upgrade price is increased by 60%. Unit Recharge is reduced by 25% and reduces effectiveness on Unit Recharge upgrades. 
(shown as -64% recharge rate in-game with lv14 unit recharge) 	Beat Doomspire Brickbattle
 	Detonator 	The clock is ticking! Enemy bounty is boosted astronomically, but there's a timer which will detonate your base instantly if it hits zero. Upgrading resets the timer but it gets quicker! 	No changes to bank income and price but increases enemy bounty by very high amount. There is a timer that indicates how much time is left before the base is instantly destroyed. Upgrading the bank resets the timer to 1 minute, but the timer ticks faster with every subsequent upgrade.	Beat On the Heights (Originally Doomspire Brickbattle)
 	Ignition 	Got some extra cash to burn? Upon upgrading this furnace, it will temporarily boost all allies walkspeed and attacks on the field wich increases the timer the more it's upgraded. better have some other way to get income though...	Instead of upgrading tick rate of bank income, every upgrade will fill the ignition's bar giving the units more walkspeed and attack speed. Stacks with other walkspeed/attack speed buffs. 	Beat Treacherous
|-|Cannon=
Image	Name 	Description 	Effects 	Requirements
 	Default 	The Starter Cannon. It's simple but gets the job done. Shoots at the closest enemy which explodes and deals splash damage to anyone nearby 	No special effects, attacks with area damage equal to cannon damage. 	None
 	Gatling 	For the people who want the feeling of putting lead into enemies. Fires a barrage of bullets and cannon can retarget if needed to although lacking any splash damage 	Trades area damage for heavy single target damage with a constant stream of 20 bullets. 	None
 	Slammer 	Stop, it's Hammer Time! Lacking infinite range but encourages to deal with pesky enemies in your base and also adds more health to tank more damage 	Increases Base HP by 33%. Firing the cannon cause a slam big enough to damage enemies up to 18 studs radius in front of the base. Cannon Damage is increased by 500%. 	Beat Doomspire Brickbattle
 	Recoil 	Experimental cannon that fires highly compressed energy which can heavily knockback and stun even those who are resistant, although it seems to do almost no damage... 	Damage is divided by ten, but each attack knocks back enemies a moderate distance backwards and induce stun, but this is reduced for any enemies that are resistant to stuns and knockback.	Beat Coilfrontation
 	Treasure	There be treasure! Will grant cash on use based on cannon power and applies a status effect on all enemies on the field where their bounty will be increased! 	Instead of damaging enemies, the player gains a set amount of money based on cannon power and gives all enemies a temporary debuff that increases their enemy bounty when fired. 	Beat On the Heights
 	Absorber	It's a wall! Wait, no... It's a cannon! This special cannon will create a temporaily neon wall to the nearest enemy wish can absorb tons of damage with its very high resistance!	Creates a very high resistance wall at the nearest enemy. Good for stalling things like 's third phase. 	Beat Area 51
</tabber>
==Gallery==
===Banks===
====Current====
Detonator timer.gif|Detonator's timer slowly ticking.
Blood altar run out.gif|What happens if the player doesn't upgrade Detonator on time.
====Old====
Investment Bank.png|Investment's old design
Powerhouse Bank.png|Powerhouse's old design
Blood Altar.png|Detonator's old design, also known as Blood Altar
blood_altar_timer.gif|Detonator's timer progressively filling up the bar (Old)
===Cannons===
==== Old ====
Gatling-attack.gif|Using Gatling (Old)
Slammer-attack.gif|Using Slammer (Old)
Recoil.gif|Using Recoil (Old)
====Current====
Cannon.gif|Using the default cannon
File:Gatling Demolishes Everyone And Everything.gif|Using Gatling
File:SlammerNewSlam.gif|Using Slammer
File:Recoil had one job.gif|Using Recoil, take note that Titan Battler take less knockback
Treasure.gif|Using Treasure, take note of the significant increase of the cash obtained
Absorber.gif|Using Absorber
==Trivia==
*Before the Royal Flush update, the Enemy Bounty upgrade used to be a Cannon Recharge upgrade section.
**The player could have got the cooldown of the cannon down to 9 seconds if they didn't upgrade their Cannon Power and went straight for Cannon Recharge, meaning it would've been better to never buy Cannon Power. 
**Because of this, "Mario" would kick the player if they use the cannon every 9 seconds as an anti-cheat system, even though it is completely possible. This is likely only a coding oversight.
**After it was removed in the Royal Flush update, the Cannon Power section does not increase the recharge of the cannon anymore.
*Prior to the Frozen Legion update, Detonator was originally called "Blood Altar" but was changed due to being edgy and unfitting.
*A small detail can be noticed for certain banks:
**An evil laughter can be heard if the player fails to upgrade Detonator on time.
**The sound of a furnace igniting can also be heard whenever the player upgrades Ignition. 
*The sound effect for the cannon becoming ready is this audio. 
*Here's are the sound effects for Treasure cannon:
**Treasure cannon opening sound effect comes from Minecraft chest opening.
**Treasure cannon activating sound effect comes from a random Power Up sound.
**Treasure cannon closing sound effect comes from Minecraft chest closing.
*The mechanic for Absorber is based off "Iron Wall" from The Battle Cats.
**While the constant audio origin is unknown.
Category:Features