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Heliport

Ore15 Build time, s30

Heliport

The Heliport produces air units. It is the third and most advanced production building to unlock. Requires: Factory.

Health750
Building limit4
Sight range10

Produces

Upgrades

Armor IArmor IIArmor III+10%, +20%, +30% to aircraft health.
Attack IAttack IIAttack III+10%, +20%, +30% to the base damage of Thunders and Hawks.

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 respond to distant threats 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 then takes another 30 seconds to produce.

Decide to build aircraft in advance, not only when you suddenly need them. A Heliport is most useful on large or rough-terrain maps, where speed and flight over obstacles provide the greatest advantage, and in response to an enemy Heliport. Peacemakers, Titans, Turrets, and Waves can all fight aircraft, but only Hawks can chase down enemy Thunders and Balloons anywhere on the map. A hidden early Heliport near the opponent’s base is also an effective offensive tactic.

Factor in the Laboratory as well: the Balloon appears in the Heliport menu only after the Laboratory is built, so a troop-transport strategy requires another 10 ore and 20 seconds.

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 force requires several Heliports and sufficient energy capacity.

Raids and troop landings

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 unloads them at the chosen location. 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
Thunder14230ground-attack aircraft
Hawk15230interceptor for enemy aircraft
Balloon12220transport; carries units with a combined energy cost of up to 6

The Balloon unlocks only after the Laboratory is built. The unit pages provide detailed stats and tactics: aircraft production strategies on the Thunder page, chevrons on the Thunder and Hawk pages, and troop-transport 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 reserve group against isolated attacks. A large air force needs two or three Heliports: a force of Thunders and Hawks can suffer losses quickly, and a single production queue cannot replace them in time.

Early attack with a hidden Heliport

  1. Producing two Workers at the start of the hidden Heliport strategyProduce 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 as your second unit.

Defending your Heliport

The Heliport has 750 health, the same as a Barracks and less than a Factory. A Turret protects it only from aircraft; your army and a Gate must stop ground assaults. Place the Heliport deep inside the base, out of reach of fast vehicle raids and Thunders probing your defenses.

An enemy Heliport is a call to action

A Heliport spotted by scouting means air attacks or troop landings may already be in preparation, so prepare a response before the first sortie. Your Hawks can chase down and intercept Thunders and Balloons, while a 10-ore Turret protects the economy from isolated attacks. Destroying the Heliport with a ground assault, as described on the Tank page, denies the opponent its production capacity and wastes the 15 ore invested in it.

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?

You need a completed Factory, which in turn requires a Barracks. The Heliport costs 15 ore, takes a Worker 30 seconds to build, and you can build up to four Heliports.

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 not. 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 you continue attacking with aircraft, keeping the Heliport is even more worthwhile because you can replace losses near the opponent’s base.

Why is the Balloon unavailable in the Heliport menu?

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

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