Heliport
15
30
The Heliport produces air units. It is the third and most advanced production building to unlock. Requires: Factory.
| Health | 750 |
|---|---|
| Building limit | 4 |
| Sight range | 10 |
|---|
Produces
Upgrades
15
30
The Heliport produces air units. It is the third and most advanced production building to unlock. Requires: Factory.
| Health | 750 |
|---|---|
| Building limit | 4 |
| Sight range | 10 |
|---|
Produces
Upgrades
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.
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.
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.
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.
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.
| Unit | Ore | Energy | Time, s | Role |
|---|---|---|---|---|
| Thunder | 14 | 2 | 30 | ground-attack aircraft |
| Hawk | 15 | 2 | 30 | interceptor for enemy aircraft |
| Balloon | 12 | 2 | 20 | transport; 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.
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.
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.
Produce two Workers.
Build a Barracks as soon as you have 12 ore.
Build a Factory when you have 16 ore.
Once the Factory is complete, build a Reactor at your own base.
Build a Heliport at the opponent’s base where they will not notice it.
Produce a Thunder and attack the opponent’s economy. If the opponent builds a Heliport in time, produce a Hawk as your second unit.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.
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.
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