Strategy:Bloonarius (BTD6): Difference between revisions

updated to 51.2 tested popseidon and still sucks in general without ub bombgon ok, but can't handle spawns to save its life
m Grammar fixes
 
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{{BTD6 last updated|51.2}}
{{BTD6 last updated|51.2}}


[[Bloonarius (BTD6)|Bloonarius]] has simple mechanics, high health, low speed and its only special trait is the Bloons it spawns. In lower tiers, separate defenses might be needed to deal with Bloonarius and his minions, in later tiers, the bleed and skull Bloons are dealt with the pierce, splash damage and range of the main attack towers, and because of this, many defenses don't need additional towers to defend the spawns.
[[Bloonarius (BTD6)|Bloonarius]] has simple mechanics, high health, low speed and its only special trait is the Bloons it spawns. In lower tiers, separate defenses might be needed to deal with Bloonarius and its minions, in later tiers, the bleed and skull Bloons are dealt with the pierce, splash damage and range of the main attack towers, and because of this, many defenses don't need additional towers to defend the spawns.


This strategy page only covers dealing with Bloonarius itself and not the farming required to afford the defenses; for such guide, consult [[Strategy:Boss Bloon Event]]. The tower selection also assumes all challenge modifiers are at standard values.
This strategy page only covers dealing with Bloonarius itself and not the farming required to afford the defenses; for such guide, consult [[Strategy:Boss Bloon Event]]. The tower selection also assumes all challenge modifiers are at standard values.
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* 2× 2-0-4 [[Overdrive (BTD6)|Overdrive]] and 4-0-0 [[Embrittlement (BTD6)|Embrittlement]]
* 2× 2-0-4 [[Overdrive (BTD6)|Overdrive]] and 4-0-0 [[Embrittlement (BTD6)|Embrittlement]]
* 2× 0-4-0 [[MOAB Assassin (BTD6)|MOAB Assassin]], spam their abilities.
* 2× 0-4-0 [[MOAB Assassin (BTD6)|MOAB Assassin]], spam their abilities.
* 5-2-0 [[The Blazing Sun]].
* 5-2-0 [[The Blazing Sun]]
* 2-0-5 [[Elite Defender (BTD6)|Elite Defender]].
* 2-0-5 [[Elite Defender (BTD6)|Elite Defender]]
* 4-1-0 [[Aircraft Carrier (BTD6)|Aircraft Carrier]] or 3× 3-1-0 [[Destroyer (BTD6)|Destroyer]] and 4-0-0 [[Embrittlement (BTD6)|Embrittlement]] (2 Destroyers can work on longer maps)
* 4-1-0 [[Aircraft Carrier (BTD6)|Aircraft Carrier]] or 3× 3-1-0 [[Destroyer (BTD6)|Destroyer]] and 4-0-0 [[Embrittlement (BTD6)|Embrittlement]] (Destroyers can work on longer maps)
* 1-0-4 [[Sticky Bomb (BTD6)|Sticky Bomb]]
* 1-0-4 [[Sticky Bomb (BTD6)|Sticky Bomb]]


The spawns can be handled by 2× 4-0-2 [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]].
The spawns can be handled most efficiently by 2× 4-0-2 [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]].<!--there's cheaper options, but obv this is the most reliable-->
{{Clear}}<div class="mw-collapsible mw-collapsed" data-collapsetext="Hide other options" data-expandtext="Click here to see other options in case the towers listed above are not available">
{{Clear}}<div class="mw-collapsible mw-collapsed" data-collapsetext="Hide other options" data-expandtext="Click here to see other options in case the towers listed above are not available">
*0-4-0 [[First Strike Capability (BTD6)|First Strike Capability]], requires better defenses for the spawns as two skulls can be triggered from the ability.
*0-4-0 [[First Strike Capability (BTD6)|First Strike Capability]], requires better defenses for the spawns as two skulls can be triggered from the ability.
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=== Tier 2 ===
=== Tier 2 ===
Tier 2 is defended in the same way as Tier 1 for the most part. Options to damage the boss include:
Tier 2 is defended in the same way as Tier 1 for the most part. Options to damage the Boss include:


* 0-5-0 [[MOAB Eliminator (BTD6)|MOAB Eliminator]]
* 0-5-0 [[MOAB Eliminator (BTD6)|MOAB Eliminator]]
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* 2-0-5 [[The Tack Zone (BTD6)|The Tack Zone]] with several 2-0-4 [[Overdrive (BTD6)|Overdrives]], helped by [[Super Brittle (BTD6)|Super Brittle]], an additional [[Embrittlement (BTD6)|Embrittlement]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]].
* 2-0-5 [[The Tack Zone (BTD6)|The Tack Zone]] with several 2-0-4 [[Overdrive (BTD6)|Overdrives]], helped by [[Super Brittle (BTD6)|Super Brittle]], an additional [[Embrittlement (BTD6)|Embrittlement]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]].
* X-5-X [[Golden Justice]] if it can attack for long enough with the rifle, make sure to mark Bloonarius by using Marked to Pop ability with targeting set to Strong
* X-5-X [[Golden Justice]] if it can attack for long enough with the rifle, make sure to mark Bloonarius by using Marked to Pop ability with targeting set to Strong.
* 1-5-0 [[M.A.D (BTD6)|M.A.D]]
* 1-5-0 [[M.A.D (BTD6)|M.A.D]]
* 0-1-5 [[Avatar of Wrath (BTD6)|Avatar of Wrath]] with 5× [[Poplust (BTD6)|Poplust]]
* 0-1-5 [[Avatar of Wrath (BTD6)|Avatar of Wrath]] with 5× [[Poplust (BTD6)|Poplust]]
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And for defending the spawns:
And for defending the spawns:


* 2-5-0 [[Special Poperations (BTD6)|Special Poperations]] (Keep the Marine deployed)
* x-5-x<!--crosspath largely doesn't matter; 2-5-0 is suboptimal but convenient--> [[Special Poperations (BTD6)|Special Poperations]] (Keep the Marine deployed)
* 0-5-2 [[Super Maelstrom (BTD6)|Super Maelstrom]]  
* 0-5-2 [[Super Maelstrom (BTD6)|Super Maelstrom]]  
* 5-1-0 [[Lord of the Abyss]]
* 5-1-0 [[Lord of the Abyss]]
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=== Tier 4 ===
=== Tier 4 ===
Adding a second paragon is recommended at this point. Degree 20 Dart and Tack or Boomerang Paragon can defeat Tier 4 Elite Bloonarius, and if those can, any combination of stronger Paragons are also capable of doing it. A [[VTSG]] can also be used in place of any paragon.
Adding a second Paragon is recommended at this point. Degree 20 Dart and Tack or Boomerang Paragon can defeat Tier 4 Elite Bloonarius, and if those can, any combination of stronger Paragons are also capable of doing it. A [[VTSG]] can also be used in place of any paragon.


Without challenge modifiers, [[Apex Plasma Master]], [[Crucible of Steel and Flame]] and [[Glaive Dominus]] can defeat the Boss without help at Degree 60 (or even 40 on some maps for Tack and Boomerang Paragons). [[Ballistic Obliteration Missile Bunker]], [[Nautic Siege Core]], [[Navarch of the Seas]], [[Magus Perfectus]] and [[Ascended Shadow]] at Degree 20, but the Bomb Paragon can't handle the spawns. [[Master Builder]] can also do it at Degree 20 but is recommended to place it several rounds before for its self-overclock and doing Sentry micro during the fight. And finally, [[Goliath Doomship]] can beat it at Degree 1.
Without challenge modifiers, [[Apex Plasma Master]], [[Crucible of Steel and Flame]] and [[Glaive Dominus]] can defeat the Boss without help at Degree 60 (or even 40 on some maps for Tack and Boomerang Paragons). [[Ballistic Obliteration Missile Bunker]], [[Nautic Siege Core]], [[Navarch of the Seas]], [[Magus Perfectus]] and [[Ascended Shadow]] can defeat the Boss at Degree 20, although the Bomb Paragon can't handle the spawns. [[Master Builder]] can also do it at Degree 20 but is recommended to place it several rounds before for its self-overclock and doing Sentry micro during the fight. And finally, [[Goliath Doomship]] can beat it at Degree 1.


It is recommended to not have the Paragons too close to each other so they can cover most of the map to deal with Bloonarius's spawns. [[Super Mines (BTD6)|Super Mines]] is a good last resort in the back of the track to deal with the Fortified BADs.
It is recommended to not have the Paragons too close to each other so they can cover most of the map to deal with Bloonarius's spawns. [[Super Mines (BTD6)|Super Mines]] is a good last resort in the back of the track to deal with the Fortified BADs.
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== Boss Rush ==
== Boss Rush ==
{{incomplete|Add strategies for mid and late game}}In Boss Rush, Bloonarius starts at 400 health, which increases by 6.5% every time it's popped. Every 10 pops, Bloonarius sends out a wave of bloons as if it reached a skull in a regular game. It also spawns bloons across the track if it takes enough damage. Early in the fight, most common strategies used involve towers that do low damage, but shoot several projectiles and have high attack speed, as adding 1 or 2 damage to them (usually with an [[Alchemist (BTD6)|Alchemist]] or [[Embrittlement (BTD6)|Embrittlement]]) greatly increases their damage output. Some of the early-game damaging towers are:
{{incomplete|Add strategies for mid and late game}}
In Boss Rush, Bloonarius starts at 400 health, which increases by 6.5% every time it's popped. Every 10 pops, Bloonarius sends out a wave of bloons as if it reached a skull in a regular game. It also spawns bloons across the track if it takes enough damage. Early in the fight, most common strategies used involve towers that do low damage, but shoot several projectiles and have high attack speed, as adding 1 or 2 damage to them (usually with an [[Alchemist (BTD6)|Alchemist]] or [[Embrittlement (BTD6)|Embrittlement]]) greatly increases their damage output. Some of the early-game damaging towers are:


* [[Overdrive (BTD6)|Overdrive]]
* [[Overdrive (BTD6)|Overdrive]]
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* [[Admiral Brickell (BTD6)|Admiral Brickell]] to buff the attack speed of the [[Monkey Sub (BTD6)|Monkey Subs]] and [[Monkey Buccaneer (BTD6)|Monkey Buccaneers]] with Naval Tactics
* [[Admiral Brickell (BTD6)|Admiral Brickell]] to buff the attack speed of the [[Monkey Sub (BTD6)|Monkey Subs]] and [[Monkey Buccaneer (BTD6)|Monkey Buccaneers]] with Naval Tactics
* [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] to pop the early bleed bloons as well as the ceramic rushes
* [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] to pop the early bleed bloons as well as the ceramic rushes
In the mid-game, the usual anti-Bloonarius defense like M.A.D are the typical go-to choices for damage. If steady pops are secured, add income use [[Rubber to Gold (BTD6)|Rubber to Gold]] and/or 2-0-4 [[Bloon Trap (BTD6)|Bloon Trap]] near the entrance (if available), and [[Merchantman (BTD6)|Merchantman]] farming. [[Spirit of the Forest (BTD6)|Spirit of the Forest]] is also a good choice against natural Bloons and most of the Bloonarius minions, but could steal Paragon pops later on.
Towards the late-game, start saving up for Paragons. In the meantime, watch out for the FDDT skull at 70 score and BAD at 90 score, so be sure to have supplementary defense for those tiers.


== Tips and recommendations ==
== Tips and recommendations ==


* Contrary to the other bosses, Bloonarius doesn't have any protection against receiving damage after a skull is reached, so several [[First Strike Capability (BTD6)|First Strike Capability]] and explosions from [[Master Builder|Master Builder's]] Sentry Paragons can defeat Normal Bloonarius and the lower tier Elite Bloonarius in a few seconds. Players should use extreme caution with this strategy as Bloonarius still spawns all the Bloons it would normally do, but this time at the same time which can easily overwhelm any defense, even Blade Traps and Maelstrom abilities.
* Contrary to the other bosses, Bloonarius doesn't have any protection against receiving damage after a skull is reached, so several [[First Strike Capability (BTD6)|First Strike Capability]] and explosions from [[Master Builder|Master Builder's]] Sentry Paragons can defeat Normal Bloonarius and the lower tier Elite Bloonarius in a few seconds. Players should use extreme caution with this strategy as Bloonarius still spawns all the Bloons it would normally do, but now all at the same time which can easily overwhelm any defense, even Blade Traps and Maelstrom abilities.
* If the player doesn't want or can't afford to place all the defense at once, is better to place the bleed/skull defense first before the main attacker to avoid getting overrun by the Bloons.
* If the player doesn't want or can't afford to place all the defense at once, is better to place the bleed/skull defense first before the main attacker to avoid getting overrun by the Bloons.
* On normal circumstances, the regular bloon spawns can be ignored while the Boss is on the screen, as the regular rounds are usually much weaker than Bloonarius skull spawns.
* On normal circumstances, the regular bloon spawns can be ignored while the Boss is on the screen, as the regular rounds are usually much weaker than Bloonarius skull spawns.
* Bloonarius bleed spawns avoid the end of the track (75%+ approximately) and they will always spawn in the same path as the Boss, so no need to cover multiple tracks.
* Bloonarius bleed spawns avoid the end of the track (75%+ approximately) and they will always spawn in the same path as the Boss, so no need to cover multiple tracks.
* Skull spawns happen in front of Bloonarius, so if a skull is triggered really late, the defenses might not have enough time to deal with them as they also have a brief period of immunity.
* Skull spawns happen in front of Bloonarius, so if a skull is triggered really late, the defenses might not have enough time to deal with them as they also have a brief period of immunity.
* The bleed spawn mechanic makes very difficult to stall rounds as the bleed Bloons can be mixed with the regular bloon spawns, making it very difficult to select specific bloons to slowdown.
* The bleed spawn mechanic makes very difficult to stall rounds as the bleed Bloons can be mixed with the regular bloon spawns, making it very difficult to select specific bloons to slow down.
* Depending on the specific defensive setup, it might be important to micro the targeting of the main boss attackers to either avoid distraction with the spawns or in the other end, helping with the cleanup.
* Depending on the specific defensive setup, it might be important to micro the targeting of the main boss attackers to either avoid distraction with the spawns or in the other end, helping with the cleanup.
* [[Crucible of Steel and Flame]] deserves a special mention because is a very powerful tool against Elite Bloonarius when placed in a good spot where its main attack can reach back the track as it can quickly clear the Fortified BADs and their insides without sacrificing damage against the Boss itself (just remember to have a way to deal with the camo from DDTs after the BAD breaks). It can deal heavy damage from afar with the Meteor ability and do very high damage in a little amount of time when the boss when it passes over it.
* [[Crucible of Steel and Flame]] deserves a special mention because is a very powerful tool against Elite Bloonarius when placed in a good spot where its main attack can reach back the track as it can quickly clear the Fortified BADs and their insides without sacrificing damage against the Boss itself (just remember to have a way to deal with the camo from DDTs after the BAD breaks). It can deal heavy damage from afar with the Meteor ability and do very high damage in a little amount of time when the boss when it passes over it.