Nautic Siege Core: Difference between revisions

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lede seems alright, but if anyone can check, that would be appreciated
 
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The '''Nautic Siege Core''' is the [[Monkey Sub (BTD6)|Monkey Sub]]'s [[Paragon]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|41.0}}. It is a combination of [[Energizer (BTD6)|Energizer]], [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]], and [[Sub Commander (BTD6)|Sub Commander]].
The '''Nautic Siege Core''' is the [[Monkey Sub (BTD6)|Monkey Sub]]'s [[Paragon]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|41.0}}. It is a combination of [[Energizer (BTD6)|Energizer]], [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]], and [[Sub Commander (BTD6)|Sub Commander]].


The Nautic Siege Core can switch between being surfaced and being submerged. When surfaced, it [[attack]]s by rapidly firing homing rockets at Bloons within its [[range]] or within the range of other [[tower]]s, which burst into smaller [[projectile]]s on impact, and it also automatically launches one powerful missile at each Bloon that enters the map. When submerged, it damages Bloons within its range with radioactive pulses and provides several buffs, especially to [[Hero]]es and other [[Monkey Sub (BTD6)|Monkey Sub]]s. It has an [[Activated Ability]] that starts a 15-second countdown, after which it fires three powerful missiles that each deal heavy damage with an explosion, stun Bloons with an aftershock, and leave pools of radioactive fallout on the track that damage Bloons that pass over them.
<section begin="lede" />The Nautic Siege Core can switch between being surfaced and being submerged. When surfaced, it [[attack]]s by rapidly firing homing rockets at Bloons within its [[range]] or within the range of other [[tower]]s, which burst into smaller [[projectile]]s on impact, and it also automatically launches one powerful missile at each Bloon that enters the map. When submerged, it damages Bloons within its range with radioactive pulses and provides several buffs, especially to [[Hero]]es and other [[Monkey Sub (BTD6)|Monkey Sub]]s. It has an [[Activated Ability]] that starts a 15-second countdown, after which it fires three powerful missiles that each deal heavy damage with an explosion, stun Bloons with an aftershock, and leave pools of radioactive fallout on the track that damage Bloons that pass over them.<section end="lede" />


==Mechanics==
==Mechanics==
The Nautic Siege Core has a range of 52 units and always begins unsubmerged after becoming the Paragon.
===Monkey Special===
===Monkey Special===
{{Image needed|Add the menu for Nautic Siege Core alongside a submerged and unsubmerged Sub. Use the two-image template.}}
The Nautic Siege Core's Monkey Special toggles it between being submerged and unsubmerged. When unsubmerged, it uses its cruise missile and pre-emptive missile attacks, and the player can change its targeting to [[First]], [[Last]], [[Close]], or [[Strong]]. When submerged, it uses its reactor attack and provides multiple [[buff]]s to towers within its range, and the player cannot change its targeting. It is unsubmerged by default and toggling it has a 0.5-second cooldown. On desktop, the player can also toggle it with the Monkey Special [[hotkey]].
The Nautic Siege Core's Monkey Special toggles it between being submerged and unsubmerged. When unsubmerged, it uses its cruise missile and pre-emptive missile attacks, and the player can change its targeting to [[First]], [[Last]], [[Close]], or [[Strong]]. When submerged, it uses its reactor attack and provides multiple [[buff]]s to towers within its range, and the player cannot change its targeting. It is unsubmerged by default and toggling it has a 0.5-second cooldown. On desktop, the player can also toggle it with the Monkey Special [[hotkey]].


===Rocket attack===
===Rocket attack===
While unsubmerged, the Nautic Siege Core's [[attack]] rapidly fires homing rockets that burst into three non-homing rockets on impact with the first Bloon they hit. It is not affected by {{BTD6 mk|Quad Burst}}. Like [[Advanced Intel (BTD6)|Advanced Intel]], the Nautic Siege Core can target Bloons that are within range of other [[tower]]s in addition to itself. Although it has [[Camo detection]], it cannot target [[Camo Bloon (BTD6)|Camo Bloon]]s within range of towers that do not have Camo detection. Any projectiles it fires at Bloons within range of towers that lack Camo detection are unable to hit Camo Bloons.
{{Image needed|Add GIF of the rocket attack}}
While unsubmerged, the Nautic Siege Core's [[attack]] rapidly fires homing rockets that burst into three non-homing rockets on impact with the first Bloon they hit. Like [[Advanced Intel (BTD6)|Advanced Intel]], the Nautic Siege Core can target Bloons that are within range of other [[tower]]s in addition to itself. Although it has [[Camo detection]], it cannot target [[Camo Bloon (BTD6)|Camo Bloon]]s within range of towers that do not have Camo detection. Any projectiles it fires at Bloons within range of towers that lack Camo detection are unable to hit Camo Bloons.
 
At Degree 1:
*It has a cooldown of 0.15 seconds
*The main rocket deals 40 damage, +160 MOAB-class damage, and +200 Boss damage.
*The airburst darts have 9 pierce, and deal 40 damage, +80 MOAB-class damage, and +100 Boss damage.


===Pre-emptive attack===
===Pre-emptive attack===
While unsubmerged, each time a Bloon enters the map (including [[Camo Bloon (BTD6)|Camo Bloon]]s), the Nautic Siege Core automatically launches a special missile at it, which has unlimited range and ignores [[line of sight]] blockers. It deals heavy damage, particularly to [[Boss Bloon]]s and [[Ceramic Bloon (BTD6)|Ceramic Bloon]]s (including [[Dreadbloon (BTD6)|Dreadbloon]]'s Ceramic Armor Shell). Unlike [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]], it can target non-[[MOAB-Class Bloon]]s, its damage can soak through MOAB-Class Bloon layers, and each missile also generates an explosion that damages other Bloons near the target.
{{Image needed|Add GIF of the pre-emptive attack while no main rockets are shooting (try submerging the sub)}}
While unsubmerged, each time a Bloon enters the map (including [[Camo Bloon (BTD6)|Camo Bloon]]s), the Nautic Siege Core automatically launches a special missile at it, which has unlimited range and ignores [[line of sight]] blockers. It deals heavy damage, particularly to [[Boss Bloon]]s and [[Ceramic Bloon (BTD6)|Ceramic Bloon]]s (including [[Dreadbloon (BTD6)|Dreadbloon]]'s Ceramic Armor Shell). Unlike [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]], it can target non-[[MOAB-Class Bloon]]s, its damage can soak through MOAB-Class Bloon layers, and each missile also generates an explosion that damages other Bloons near the target. The explosion has 12 radius.
 
At Degree 1:
*The pre-emptive missile does 1000 damage, +1000 Ceramic damage, and +20,000 Boss damage.
*The explosion has 10 pierce and does 350 damage.


===Pulse attack===
===Pulse attack===
While submerged, the Nautic Siege Core's attack rapidly emits radioactive pulses around it that damage all Bloons within its [[range]] and remove [[Camo Bloon (BTD6)|Camo]] and [[Regrow Bloon (BTD6)|Regrow]] properties. Bloons hit by a pulse are irradiated for the same duration as its base attack cooldown, and its pulses cannot hit irradiated Bloons, which effectively prevents [[attack speed]] buffs and Degree-based attack speed modifiers from increasing its damage rate. (It can hit Bloons irradiated by [[Bloontonium Reactor (BTD6)|Bloontonium Reactor]]s and [[Energizer (BTD6)|Energizer]] and vice versa, however.)
{{Image needed|Add GIF of the pulse}}
While submerged, the Nautic Siege Core's attack rapidly emits radioactive pulses around it that damage all Bloons within its [[range]] and remove [[Camo Bloon (BTD6)|Camo]] and [[Regrow Bloon (BTD6)|Regrow]] properties. Bloons hit by a pulse are irradiated for the same duration as its base [[attack cooldown]] of 0.28 seconds, and its pulses cannot hit irradiated Bloons, which effectively prevents [[attack speed]] buffs and Degree-based attack speed modifiers from increasing its damage rate. However, it can hit Bloons irradiated by [[Bloontonium Reactor (BTD6)|Bloontonium Reactor]]s and [[Energizer (BTD6)|Energizer]] and vice versa.
 
At Degree 1:
*Each pulse has 1000 pierce and deals 250 damage, +250 Ceramic damage, and +250 Boss damage


===Buffs===
===Buffs===
{{Image needed|Add collage of images consisting of buffing other Paragons, Heroes, and Subs}}
While submerged, the Nautic Siege Core provides the following buffs:
While submerged, the Nautic Siege Core provides the following buffs:
*All non-[[Paragon]] towers on the map have their [[Activated Ability]] cooldowns reduced by 20%.
*All non-[[Paragon]] towers on the map have their [[Activated Ability]] cooldowns reduced by 20%.
*Non-Paragon towers placed on water within its range have their Activated Ability cooldowns reduced by 30% (50% total).
*Non-Paragon towers placed on water within its range have their Activated Ability cooldowns reduced by 30% (50% total).
*Paragons within its range have their Activated Ability cooldowns reduced by 10%.
*Paragons within its range have their Activated Ability cooldowns reduced by 10%.
*[[Hero]]es within its range gain ×6 [[damage]], ×3 [[pierce]], +30% attack cooldown (which ''reduces'' their attack speed by roughly 23%), and ×5 XP earned at the end of each round.
*[[Hero]]es within its range gain ×6 [[damage]] (only damage dealt to all bloons, any extra damage exclusive to bloon types is unchanged), ×3 [[pierce]], +30% attack cooldown (which ''reduces'' their attack speed by roughly 23%), and ×5 XP earned at the end of each round.
*Other [[Monkey Sub (BTD6)|Monkey Sub]]s within its range gain ×7 damage and ×3 pierce. The First Strike ability is not affected by this buff.
*Other [[Monkey Sub (BTD6)|Monkey Sub]]s within its range gain ×7 damage and ×3 pierce. The First Strike ability is not affected by this buff.


===Final Strike===
===Final Strike===
[[file:BTD6 MonkeySub FinalStrikeIconAA.png|thumb|50px]]
'''Final Strike''' is the Nautic Siege Core's [[Activated Ability]]. Upon activation, the Nautic Siege Core starts a 15-second countdown, during which all its other attacks are disabled (though it can still provide buffs and use its Monkey Special). The countdown pauses between [[round]]s. 5 seconds into the countdown, it launches three missiles into the air, and when the countdown ends, the missiles strike their targets. One missile targets [[First]], one targets [[Close]], and one targets [[Strong]], and it can target Camo Bloons. On impact, each missile generates an explosion that deals heavy damage, generates a larger "aftershock" explosion that deals damage and [[stun]]s all Bloons except [[BAD (BTD6)|BAD]]s and [[Boss Bloon]]s for 15 seconds, and leaves behind five pools of radioactive fallout on the track that rapidly damage Bloons that pass over it (similar to [[Wall of Fire (BTD6)|Wall of Fire]]). The fallout lasts for 36 seconds and does not disappear at the end of the round. It has a base cooldown of 240 seconds and starts with its full cooldown.
'''Final Strike''' is the Nautic Siege Core's [[Activated Ability]]. Upon activation, the Nautic Siege Core starts a 15-second countdown, during which all its other attacks are disabled (though it can still provide buffs and use its Monkey Special). The countdown pauses between [[round]]s. 5 seconds into the countdown, it launches three missiles into the air, and when the countdown ends, the missiles strike their targets. One missile targets [[First]], one targets [[Close]], and one targets [[Strong]], and it can target Camo Bloons. On impact, each missile generates an explosion that deals heavy damage, generates a larger "aftershock" explosion that deals damage and [[stun]]s all Bloons except [[BAD (BTD6)|BAD]]s and [[Boss Bloon]]s for 15 seconds, and leaves behind five pools of radioactive fallout on the track that rapidly damage Bloons that pass over it (similar to [[Wall of Fire (BTD6)|Wall of Fire]]). The fallout lasts for 36 seconds and does not disappear at the end of the round. It has a base cooldown of 240 seconds and starts with its full cooldown.


If there are no Bloons on-screen when the countdown ends, the ability pauses until a target becomes available. The ability does not start its cooldown or re-enable the Nautic Siege Core's other attacks until it has a target.
If there are no Bloons on-screen when the countdown ends, the ability pauses until a target becomes available. The ability does not start its cooldown or re-enable the Nautic Siege Core's other attacks until it has a target.
===Monkey Knowledge interactions===
*{{BTD6 mk|Naval Upgrades}}: Affects all projectiles (except ones with pierce caps).
*{{BTD6 mk|Breaking Ballistic}}: No effect.
*{{BTD6 mk|Quad Burst}}: No effect.
*{{BTD6 mk|Flanking Maneuvers}}: Affects all attacks.
*{{BTD6 mk|Sub Admiral}}: No effect.


==Stats==
==Stats==
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==Strategy==
==Strategy==
{{Strategy needed|What timer do you must set for the first Final Strike against a Boss? Is it 4 seconds to let the nuke hit the boss?}}
{{Strategy needed|What timer do you must set for the first Final Strike against a Boss? Is it 4 seconds to let the nuke hit the boss?}}
{{BTD6 last updated|section=y|49.3}}
{{BTD6 last updated|51.1|section=y}}
The Nautic Siege Core is a particularly versatile Paragon, due to its different modes that offer support or damage. In late Freeplay most of the time, keep it submerged for its buffs to heroes and other subs<!--If you want to-->, and the ability cooldown reduction it gives to other Paragons, for example the [[Magus Perfectus]]'s Arcane Metamorphosis. However, while not as strong as some other Paragons, when unsubmerged it deals heavy damage, especially to Bosses.
The Nautic Siege Core is a particularly versatile Paragon, due to its different modes that offer support or damage. In late Freeplay most of the time, keep it submerged for its buffs to heroes and other subs<!--if you want to-->, and the ability cooldown reduction it gives to other Paragons, for example the [[Magus Perfectus]]'s Arcane Metamorphosis. However, while not as strong as some other Paragons, when unsubmerged it deals heavy damage, especially to Bosses.


The Final Strike ability does massive damage, and can be used to allow hard rounds to be passed with much less difficulty than normal, though the really long cooldown prevents consistent use of the ability. Additionally, during the countdown, one should submerge the Nautic Siege Core, as while the countdown halts its attacks, it doesn't stop its buffs. Versus Bosses, time it very close to when the Boss would come on the upcoming round, but always account for the 3 second Boss arrival delay.<!--specifics of what timer go do is not known yet-->
The Final Strike ability does massive damage, and can be used to allow hard rounds to be passed with much less difficulty than normal, though the really long cooldown prevents consistent use of the ability. Additionally, during the countdown, one should submerge the Nautic Siege Core, as while the countdown halts its attacks, it doesn't stop its buffs. Versus Bosses, time it very close to when the Boss would come on the upcoming round, but always account for the 3 second Boss arrival delay.<!--specifics of dealing with the timer is not known yet-->
 
Outside of buying for the faster Paragon ability cooldowns, high degrees are mandatory for the Nautic Siege Core, as it greatly improves its damage and Final Strike's consistency.


For [[Boss Bloon Event (BTD6)|Boss Events]], Nautic Siege Core's best matchup is [[Vortex (BTD6)|Vortex]] if it is positioned away from Vortex's stun areas (if no water exists to avoid Vortex, use [[Lord of the Abyss]]'s ink platform), taking advantage of its Advanced Intel and Final Strike to avoid most of its stuns, and its worst matchup is [[Lych (BTD6)|Lych]] because of the [[Lych-soul]] and resurrected DDTs.<!--not sure exactly why lych is worst, can't see why other bosses are worse here--> It's also effective against [[Phayze]] in the presence of innate camo detectors around the map to provide camo sight outside its base range.
For [[Boss Bloon Event (BTD6)|Boss Events]], Nautic Siege Core's best matchup is [[Vortex (BTD6)|Vortex]] if it is positioned away from Vortex's stun areas (if no water exists to avoid Vortex, use [[Lord of the Abyss]]'s ink platform), taking advantage of its Advanced Intel and Final Strike to avoid most of its stuns, and its worst matchup is [[Lych (BTD6)|Lych]] because of the [[Lych-soul]] and resurrected DDTs.<!--not sure exactly why lych is worst, can't see why other bosses are worse here--> It's also effective against [[Phayze]] in the presence of innate camo detectors around the map to provide camo sight outside its base range.
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{{main gallery|Monkey Sub}}
{{main gallery|Monkey Sub}}
===Screenshots===
===Screenshots===
{{screenshot needed|moar gifs}}
{{screenshot needed|Add screenshots of what the Nautic looks like at each degree. Also, add more GIFs of each of its attacks and animations}}
<gallery>
<gallery>
BTD6 nsc bottom.png|The bottom of the nautic siege core, revealed by selling a Lord of the Abyss as the Flooded Valley dam is flooding.
BTD6 nsc bottom submerged.png|The bottom of the nautic siege core, submerged.
File:BTD6 NSC pulse attack.gif|Pulse attack
File:BTD6 NSC pulse attack.gif|Pulse attack
</gallery>
</gallery>
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BTD6 BuffIconMonkeySubParagon.png|Buff icon
BTD6 BuffIconMonkeySubParagon.png|Buff icon
</gallery>
</gallery>
==Trivia==
*Its Final Strike ability has the longest cooldown of any given ability in BTD6, at 240 seconds.
*The captain of the Nautic Siege Core has a golden tooth, similar to the [[Navarch of the Seas]].
*The bottom of the Nautic Siege Core does not change in appearance throughout degrees.


==In other languages==
==In other languages==