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Heliport

Ore15 Build time, s30

Heliport

The Heliport is a building that produces air units. It is the third and most difficult production building to construct. Requires: Factory.

Health750
Maximum buildings4
Visibility distance10

Produces

Upgrades

Armor IArmor IIArmor III+10%, +20%, +30% to aircraft health.
Attack IAttack IIAttack III+10%, +20%, +30% to Thunder and Hawk base attack.

What is the Heliport?

The Heliport moves the fight from narrow passages and ground routes into the air. Aircraft reveal the map quickly, bypass obstacles, and answer threats at distant points without a long march across the map. The Heliport is therefore most useful to a player who tracks enemy movement and chooses a safe route in advance: aircraft mobility only reaches its full potential with timely scouting and coordinated sorties.

When should you build a Heliport?

The Heliport is the last production building to unlock: first a Barracks for 12 ore, then a Factory for 16, and only after that a Heliport for 15. That is 43 ore spent on buildings before your first air unit, and the Heliport itself takes 30 seconds to build. The first Thunder or Hawk arrives another 30 seconds after that.

So the decision to go air is made in advance, not the moment you need it. Going for a Heliport makes sense on large maps and maps with rough terrain, where speed and flying over obstacles give the biggest advantage, and also in response to an enemy Heliport: Peacemakers, Titans, and the Turret all shoot at air targets, and the Wave freezes and damages aircraft, but only the Hawk can chase down enemy Thunders and Balloons and intercept them anywhere on the map. An early hidden Heliport at the opponent’s base is an aggressive trick in its own right.

Factor in the Laboratory as well: the Balloon appears in the Heliport menu only after it is built, so a drop-based plan needs another 10 ore and 20 seconds for the Laboratory.

Air control

The Hawk scouts the map and intercepts enemy aircraft, while the Thunder attacks ground targets where there are no Turrets or air cover. Even one Heliport lets you monitor the air and respond to enemy Thunders or Balloons. A large air army requires several Heliports and sufficient energy capacity.

Raids and drops

A hidden early Heliport can quickly produce a Thunder close to the enemy economy. The Balloon serves a different purpose: it carries Tanks, Lynxes, a Wave, or infantry across the map and drops them at the chosen point. The opponent can answer with Hawks and Turrets, so the route and timing matter as much as the composition.

What does the Heliport produce?

The Heliport produces three air units, each with its own role: the Thunder hits only ground targets, the Hawk only air targets, and the Balloon does not attack but serves as a transport.

UnitOreEnergyTime, sRole
Thunder14230strike craft for ground targets
Hawk15230interceptor for enemy aircraft
Balloon12220transport, capacity — units worth up to 6 energy in total

The Balloon unlocks only after the Laboratory is built. Combat stats and tactics live on the unit pages: air-based builds are covered on the Thunder page, chevrons on the Thunder and Hawk pages, and drop options on the Balloon page.

Production queue and rally point

Energy for aircraft

Every Heliport unit uses 2 energy, so a basic Reactor with an output of 5 supports only two air units. The Power I and Power II upgrades raise a single Reactor’s output to 7 and 9. How exactly an energy shortage blocks orders is covered on the Reactor page. For the Heliport, the takeaway is this: plan a new Reactor before launching the next wave of aircraft production, or the Heliport will sit idle.

How many Heliports should you build?

The limit is 4 Heliports. One is enough for Hawk scouting and a standby flight against lone raids. Mass air play needs two or three Heliports: an army of Thunders and Hawks takes losses quickly, and a single building with one queue cannot replace them in time.

Hidden early Heliport (Thunder Rush)

  1. Producing two Workers at the start of the hidden Heliport buildProduce two Workers.
  2. A Barracks is built after saving 12 oreBuild a Barracks as soon as you have 12 ore.
  3. A Factory is built before the hidden HeliportBuild a Factory when you have 16 ore.
  4. A Reactor is built at home for an early ThunderOnce the Factory is complete, build a Reactor at your own base.
  5. A hidden Heliport is built at the enemy baseBuild a Heliport at the opponent’s base where they will not notice it.
  6. A Thunder is produced at the hidden HeliportProduce a Thunder and attack the opponent’s economy. If the opponent builds a Heliport in time, produce a Hawk second.

Defending your Heliport

The Heliport has 750 health — the same as a Barracks and less than a Factory. The key thing to remember: a Turret covers the Heliport only against aircraft, while a ground assault must be met by your army and a Gate. That is why the Heliport belongs deep inside the base rather than on the edge facing the opponent — out of reach of both a fast vehicle raid and a Thunder flying in to probe your defenses.

An enemy Heliport is a call to action

A Heliport spotted by scouting means raids or drops are already in production, and the response must be ready before the first sorties: your own Hawks use their speed to chase down and intercept Thunders and Balloons, while a 10-ore Turret shields the economy from lone visits. Taking down the building itself is a regular job for a ground assault, covered on the Tank page. A destroyed Heliport costs the opponent both the production and the 15 ore invested.

Upgrades in the Heliport

Armor IArmor IIArmor IIIThe three levels progressively increase the base health of Thunders, Hawks, and Balloons by 10%, 20%, and 30%. The upgrades cost 10, 20, and 30 ore and take 40, 60, and 80 seconds to research. The second and third levels require a Laboratory.
Attack IAttack IIAttack IIIThe three levels progressively increase the base damage of Thunders and Hawks by 10%, 20%, and 30%. They do not affect the Balloon because it cannot attack. The upgrades cost 10, 20, and 30 ore and take 40, 60, and 80 seconds to research. The second and third levels require a Laboratory.

Heliport FAQ

What do you need to build a Heliport?

A completed Factory, which in turn requires a Barracks. The Heliport itself costs 15 ore, takes a Worker 30 seconds to build, and is limited to 4 buildings.

Can Heliport aircraft land on the ground?

Yes, any air unit can land and take off again. Each transition takes 2 seconds. On the ground, the unit cannot move, its view range is halved, and the Thunder and Hawk stop attacking — the details are covered in the Takeoff and landing sections on the Thunder, Hawk, and Balloon pages.

Should you demolish the Heliport after an early raid?

Usually no: demolition does not refund ore, and a hidden Heliport at the enemy base takes up no room at yours. Demolishing buildings only makes sense when your base is fully built up and you need space for new structures. If the air pressure continues, keeping the Heliport is all the more worthwhile — replace your losses right at the opponent’s base.

Why is the Balloon unavailable in the Heliport menu?

The Laboratory has not been built — the Balloon unlocks only after it. The Thunder and Hawk are available as soon as the Heliport is finished.

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The Heliport will show who rules the skies.

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