Alluring Melody: Difference between revisions

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'''Alluring Melody''' is the [[Mermonkey (BTD6)|Mermonkey]]'s path 3 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. It now can create a musical circle around itself which sucks in small bloons detonating all damage-over-time (DoT) effects up to 50 damage, stripping Camo properties, and spinning them around anticlockwise until the circle disappears. Splashes from the tridents also have 9 pierce instead of 3.
'''Alluring Melody''' is the [[Mermonkey (BTD6)|Mermonkey]]'s path 3 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede"/>This upgrade unlocks a new [[attack]] for the Mermonkey that pulls non-[[MOAB-Class Bloon]]s into a trance. The attack creates an area of effect that causes Bloons that enter it to lose [[Camo Bloon (BTD6)|Camo]] properties, instantly take the total remaining damage of [[damage over time]] if they have any (capped at 50 damage each), and continuously circle around the tower anticlockwise. It lasts for 6 seconds, returning tranced Bloons to where they were before when it ends, and has a 12-second cooldown (effectively 50% uptime without buffs). It has 6 [[pierce]] (with [[Ceramic Bloon (BTD6)|Ceramic Bloon]]s consuming 2 pierce), which determines how many Bloons it can entrance at a time. This upgrade also increases the pierce of the Mermonkey's trident splashes from 3 to 9.<section end="lede"/>


==Mechanics==
[[Crosspath]]ing with [[Trident Efficiency]] increases the rate the trance attack pulls in Bloons at while active, but does not affect its attack cooldown. [[Trident Swiftness]] further increases its pull rate and increases the speed of circling Bloons by 50%. Crosspathing with [[Sharper Prongs]] increases the pierce of the trance from 6 to 8.
===Trance===
{{research|can ceramics pull in with overflow pierce?}}
The trance attack repeatingly pulls in bloons every 0.3s (0.27s with 1-0-3, 0.234s with 2-0-3), sucking in up to 5 non-blimp bloons (7 with 0-1-3) at a time, and consumes 2 pierce versus Ceramics, and can pull in Ceramics if it would overflow pierce. Upon pulling in a bloon, the latest damage-over-time effect on a bloon deals all its damage instantaneously, capped at 50 damage. Bloons affected the trance will orbit around the Mermonkey for 6 seconds, with radius of 30 units, and once no longer tranced it cannot be pulled in again for 4 seconds after the orbit ends.<!--is it just the merm's own attack that is 4s downtime? didn't change that yet...--> Bloons are allowed to have their DoTs triggered again while tranced. This attack also pauses the trident attack for 1.2 seconds (1.02s with 1-0-3, 0.804s with 2-0-3).


===Trident===
==Trance mechanics==
Each splash has its pierce increased to 9, 12 with 0-1-3. Otherwise it's the same as its predecessor.
The trance attack repeatedly pulls in bloons every 0.3s (0.27s with 1-0-3, 0.234s with 2-0-3), sucking in up to 6 non-blimp bloons (8 with 0-1-3) at a time. Ceramic Bloons consume 2 pierce and cannot overflow its pierce limit. Upon pulling in a bloon, the latest damage-over-time effect on a bloon deals all its damage instantaneously, capped at 50 damage. Bloons affected the trance will orbit around the Mermonkey for 6 seconds, with radius of 30 units, and once no longer tranced it cannot be pulled in again for 4 seconds after the orbit ends. Bloons are allowed to have their DoTs triggered again while tranced. This attack also pauses the trident attack for 1.2 seconds (1.02s with 1-0-3, 0.804s with 2-0-3).


== Stats ==
== Stats ==
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==Strategy==
==Strategy==
{{BTD6 last updated|section=y|51.0}}
{{BTD6 last updated|55.2|section=y}}
{{Strategy needed}}
Alluring Melody is decent for catching Bloons and instantly triggering DoT, but has pierce-capping issues and significant downtime between attacks. As for its decamo, it's too slow and pierce-deficient to be reliable against dense and/or fast bloons.
Alluring Melody is decent for catching bloons and instantly triggering DoT, but has pierce-capping issues. As for its decamo, it's too slow and pierce-deficient to be reliable against dense and/or fast bloons.


The 0-1-3 crosspath is often better, because the downtime is not modified with top path, and the lack of pierce means that the increased grabbing rate that top path provides is rather minimal. However, 2-0-3 offers a better rate of instantly triggering the DoT.
The 0-1-3 crosspath is often better, because the downtime is not modified with top path, and the lack of pierce means that the increased grabbing rate that top path provides is rather minimal. However, 2-0-3 offers a better rate of instantly triggering the DoT.