Repair Tower
Repairs up to three damaged allies in range at once, worst hit first. Towers do not stack on one target or repair each other. Low power slows repairs.
Stats
- Tier
- Tier 1
- Cost
- 360 metal
- Build time
- 20 s
- Hit points
- 750
- Armor
- Structure
- Vision
- 7 tiles
- Footprint
- 2×2 tiles
- Power
- −8
- Repair aura
- 20 HP/s to up to 3 targets within 5.5 tiles
- Weapons
- Unarmed
Production and tech
Counters
The Repair Tower automatically heals allied units and completed buildings within its range — up to three at a time, the most damaged first. It draws a fair amount of power and slows down with the rest of the base when the grid is overloaded.
Its throughput is bounded on purpose. A target is only ever repaired by one tower per tick, so a ring of towers around a factory does not multiply the healing on it; extra towers widen coverage instead. Towers also do not repair themselves or each other, so a cluster of them is not a fortress.
How to use
Build one behind the turret line and one at the army's staging point: units rotate back, top off, and return without an Engineer. It turns a defensive position into something that recovers between waves instead of eroding. Keep it out of enemy artillery range; it is a structure like any other and nothing heals it but an Engineer.
