Skip to main content

block-repair-turret

Overview

The Repair Turret is a stationary support block that repairs friendly units and structures in range. It was introduced in Mindustry v7.0 and uses power to apply continuous repairs to allied targets; its primary strengths are longer range and higher survivability than Repair Points, and the ability to multiply its repair output by consuming coolant.

Repair Turrets repair at a baseline rate that has changed through updates (notably reduced from early values to 180 HP/s in one balancing patch), and they consume significant power while active—more than an equivalent number of Repair Points doing the same total raw healing. Because of this, Repair Turrets are most effective when placed defensively to keep important front-line units or choke-point defenses healthy, rather than as mobile or offensive healers.

Feeding the turret coolant multiplies its repair output. Different coolants provide different bonuses (for example, water and cryofluid provide distinct multipliers), and patches have adjusted both the rate of coolant consumption and the strength of those bonuses; in current builds the turret can reach much higher effective repair rates with coolant, allowing it to sustain units under heavy fire (there are reports of peak sustained repair rates approaching or exceeding 400 HP/s when maximized with coolant). The turret itself was buffed in survivability in later builds (base health increased), and its range has been slightly increased from initial values.

Practical notes and usage considerations:

  • Place Repair Turrets behind front-line walls or near chokepoints so they can cover advance paths without being the immediate target; their greater health and range let them survive longer than Repair Points.
  • Because they consume substantial power, ensure a stable energy supply or pair them with slowed-power-consuming defenses — otherwise their healing will be intermittent.
  • Use coolant to unlock the turret’s true potential; cryofluid gives a stronger multiplier than water in current balancing, but it also increases coolant throughput demands (coolant consumption per second has been tuned across versions).
  • On offense, mobile healers such as Vela, Cyerce, and Aegires remain preferable in many situations because they do not rely on power/coolant and can evade or fight back; Repair Turrets are best suited to static defense and base preservation.
  • Be mindful of build cost and time: the turret’s resource requirements (thorium, silicon, plastanium) and construction time were adjusted after release—some patches increased cost and build time, while later patches reduced plastanium cost and build time was tuned down again.
  • Stacking multiple turrets gives overlapping healing fields, but efficiency can be lower than equivalent Repair Points unless you make use of coolant multipliers and the turrets’ extra range and durability.

Other entities of this type