Iron Dome
Three batteries, six cities, an endless rain of warheads. Aim, click, and pray your interceptor gets there first.
Objective
Defend your six cities from incoming missiles using three ground batteries. Each click fires an interceptor from the nearest battery with ammo; its explosion destroys any warhead caught in the blast. A wave ends when every incoming threat is gone. The run ends the instant your last city falls.
Controls
| Input | Action |
|---|---|
| Mouse | Aim the crosshair |
| Click | Fire interceptor from nearest battery with ammo |
| Space / Enter | Start run, advance wave, or restart after game over |
| Esc | Pause and open settings (difficulty) |
How it works
- Batteries — each of the three batteries holds
10interceptors per wave. Clicking always launches from the closest one that still has ammo; if all three are empty or destroyed, nothing fires. - Warheads — regular missiles streak down toward a random city, or occasionally a battery (about
20%of trajectories target batteries). Catch the tip of the trail inside an interceptor's blast to kill it. - MIRVs — from wave 9 onward, some warheads split mid-air into
3independent children. Killing them before the split saves three interceptors. - Bombers — from wave 12 onward, planes cross the sky and drop fresh missiles in flight. Shoot the plane down to stop the drops.
- Power-ups — from wave 3 onward, roughly
20%of incoming missiles carry a power-up warhead. Intercepting one grants Shield (cities and batteries are dome-protected for a stretch), Blast+ (interceptor explosions grow to70pxinstead of44px), Slow Time (everything moves at0.3×), Rebuild (restore one dead city), or Nuclear (every warhead in the sky detonates at once). Blast+ lasts twice as long as Shield and Slow. - Difficulty — the
ESCslider scales enemy missile speed by0.7×(Easy),1.0×(Normal) or1.4×(Hard). Wave content does not change.
Scoring
- Missile kill:
25 × wave. A kill on wave 1 is25, on wave 10 it is250. - Multi-kill bonus: when a single explosion downs two or more warheads, you also gain
25 × wave × killson top of the base points. A triple on wave 10 is3 × 250 + 750 = 1,500. - Cities saved:
+100per surviving city at end of wave (up to+600). - Ammo bonus:
+5per unused interceptor across all surviving batteries. - Wave reset: surviving batteries refill back to
10ammo at the start of every wave. Destroyed batteries stay dead.
Strategy
- Lead the warhead, don't chase it. Interceptors travel at a fixed speed; click well ahead of the tip so the blast finishes growing right where the missile will be. Aiming on top of a fast missile is how you burn three rounds on one target.
- Cluster-bust the salvos. Bunched-up missiles are worth a single well-placed shot — a
3x COMBOon wave 10 pays1,500instead of750. Wait one beat for trails to converge before you fire. - Kill MIRVs early. From wave 9, every split is a fresh fan of three warheads. Prioritize the bright-yellow tipped missile above the dashed split line; a single interceptor up there saves three down low.
- The center battery is the workhorse. Click-to-nearest means missiles arriving over the middle two cities pull from the center launcher first. Aim out toward the flanks deliberately so the left and right batteries share the load instead of letting the center drain dry.
- Pop the power-up warhead first. Pulsing icons on missiles (
S,B,T,R,N) are not threats — they grant gifts. Nuclear clears the entire sky; spend a round on it the moment you seeN. - Cash out the end-of-wave bonus. Six cities and full magazines is
+750; one dead city and half-empty batteries is barely+475. Once the spawn counter empties, stop firing speculatively — every unused round is+5. - Don't waste Rebuild on a full city row. The
Rwarhead only revives a dead city. If all six are still alive, intercept it last so the orb doesn't fizzle.