Beast Handler (BTD6): Difference between revisions

Pre-release: early descriptions
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The '''Beast Handler''' is a [[Support]] [[tower]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|36.0}}. It is unlocked by accumulating 3,000,000 total [[Bloon]] pops starting at [[level]] 30 or by purchasing the Beast Handler Unlock Pack from the [[Shop (BTD6)|Shop]]. Bloons popped before reaching level 30 do not count towards unlocking it.
The '''Beast Handler''' is a [[Support]] [[tower]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|36.0}}. It is unlocked by accumulating 3,000,000 total [[Bloon]] pops in the [[Gift Box]] starting at [[level]] 30 or by purchasing the Beast Handler Unlock Pack from the [[Shop (BTD6)|Shop]]. Bloons popped before reaching level 30 do not count towards unlocking it.


The Beast Handler [[attack]]s by stabbing nearby Bloons with its staff, popping up to 4 at a time. Its staff can pop [[frozen]] Bloons, but not [[Lead Bloon (BTD6)|Lead Bloon]]s or [[Purple Bloon (BTD6)|Purple Bloon]]s, and it cannot detect [[Camo Bloon (BTD6)|Camo Bloon]]s. It ignores [[line of sight]] blockers, but it has very short [[range]]. It cannot be [[tower buff|buffed]] by [[Alchemist (BTD6)|Alchemist]]s or moved with [[Support Chinook (BTD6)|Support Chinook]]s.
The Beast Handler [[attack]]s by stabbing nearby Bloons with its staff, popping up to 4 at a time. Its staff can pop [[frozen]] Bloons, but not [[Lead Bloon (BTD6)|Lead Bloon]]s or [[Purple Bloon (BTD6)|Purple Bloon]]s, and it cannot detect [[Camo Bloon (BTD6)|Camo Bloon]]s. It ignores [[line of sight]] blockers, but it has very short [[range]]. It cannot be [[tower buff|buffed]] by [[Alchemist (BTD6)|Alchemist]]s or moved with [[Support Chinook (BTD6)|Support Chinook]]s.


Upgrading the Beast Handler replaces its staff attack with a Beast [[sub-tower]] that attacks for it. The Beast Handler's range is also expanded, which is used for Beast positioning and merging. Each Beast has a Beast Power stat that determines its [[damage]], [[attack speed]], [[pierce]], and certain other factors depending on the type of Beast. A Beast Handler can control up to two Beasts at a time by purchasing upgrades on two different upgrade paths.
Upgrading the Beast Handler replaces its staff attack with a Beast [[sub-tower]] that attacks for it. The Beast Handler's range is also expanded, which is used for Beast positioning and merging. Each Beast has a Beast Power stat that determines its [[damage]], [[attack speed]], [[pierce]], and more depending on the Beast.


A Beast can be merged with another Beast of the same upgrade path of the same tier or higher, unless the recipient has already reached maximum Beast Power. Merging a Beast removes it and adds its Beast Power to the other Beast. A merged beast can be repositioned within contributing handlers' range circles, assuming the contributor and recipient's range circles (without buffs) are touching, creating a network of targeting areas for their shared Beast similar to [[Advanced Intel (BTD6)|Advanced Intel]].
A Beast can be merged with another Beast of the same upgrade path of the same tier or higher, unless the recipient has already reached maximum Beast Power, which removes it and adds its Beast Power to the other Beast. If the contributor and recipient's range circles are touching, then the recipient's beast can be moved within the contributor's range.  


Each upgrade path unlocks a different type of Beast, and each upgrade tier replaces that Beast with a stronger version. Higher tier Beasts have more Beast Power by default and a higher Beast Power cap. The tier 5 upgrade can only be purchased if the Beast has three other tier 4 Beasts merged with it. Each type of Beast behaves differently:
It can be upgraded to train increasingly large water, land, or air beasts.
*The first path unlocks an aquatic Beast that attacks by leaping at nearby Bloons and dealing damage on contact. At higher tiers, it can knock Bloons backwards and can grab stronger Bloons and drag them into the water to insta-kill them. It can be placed and relocated to anywhere on [[water]] within range of the Beast Handler or any Beast Handlers it is merged with. This path can only be accessed if the Beast Handler has any water within its range, excluding range modifiers.
*The second path unlocks a theropod Beast that scratches or bites Bloons within its short range. It can be placed and relocated to anywhere on [[land]] within range of the Beast Handler or any Beast Handlers it is merged with. At higher tiers, the Beast gains an [[Activated Ability]] that damages and stuns Bloons within an area. This path is always accessible.
*The third path unlocks an avian Beast that flies around pecking at Bloons. If any Bloons are past a specific point on the track, it can also grab those Bloons and drag them back to that point. It can target Bloons within range of the Beast Handler or any Beast Handlers it is merged with, and the drop-off point can be set to any part of the track within the same area. This path can only be accessed if the Beast Handler has any track within its range, excluding range modifiers.


==Mechanics==
==Mechanics==
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<math>\text{Thrash Cooldown}=\text{Base Thrash Cooldown} \times \frac{\text{Attack Cooldown}}{\text{Base Attack Cooldown}}</math>
<math>\text{Thrash Cooldown}=\text{Base Thrash Cooldown} \times \frac{\text{Attack Cooldown}}{\text{Base Attack Cooldown}}</math>


Used for beasts that have a thrash attack (i.e. [[Great White]] and above). The <math>\text{Base Thrash Cooldown}</math> is 0.3 while dragging and 0.6 while latching. The <math>\text{Base Attack Cooldown}</math> is 1.1.
Used for beasts that have a thrash attack (i.e. [[Great White]] and above). The <math>\text{Base Thrash Cooldown}</math> is 0.6. The <math>\text{Base Attack Cooldown}</math> is 1.1.


;Ability cooldown
;Ability cooldown
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===Starter parties with Beast Handlers===
===Starter parties with Beast Handlers===
{{BTD6 hero list by insta|BeastHandler}}
{{BTD6 hero list by insta|BeastHandler}}
While not explicitly part of their starter parties, [[Wolfpack Quincy]] also starts with a second Beast Handler<!--yes, a SECOND Beast--> because he starts with [[Cornered Beasts]] Common.
While not explicitly part of his starter party, [[Wolfpack Quincy]] starts with a second Beast Handler<!--yes, a SECOND Beast--> because he starts with [[Cornered Beasts]] Common.


===Artifacts that add Beast Handlers===
===Artifacts that add Beast Handlers===
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===Artifacts that affect Beast Handlers===
===Artifacts that affect Beast Handlers===
{{incomplete|Add the artifacts that affect this tower}}
{{hat|This list does not include Artifacts that affect all Support towers.}}
<!--{{hat|This list does not include Artifacts that affect all Primary towers.}}
{{BTD6 artifact list by name|Cornered Beasts;Dream Teams;Explosive Economics|columns=1}}
{{BTD6 artifact list by name|Fish Nova;Follow Me;Homing Projectiles;Malicious Mauling|columns=1}}
-->


==Costs and sell values==
==Costs and sell values==
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==Strategy==
==Strategy==
{{main strategy}}{{BTD6 last updated|49.2|section=y}}{{strategy needed}}At the expense of being more micro intensive and space consuming than other towers, the Beast Handler performs exceptionally well in most stages of the game. Many of its upgrades have niches that other towers cannot fulfill, making them top tier, especially in [[CHIMPS]].
{{main strategy}}{{BTD6 last updated|49.2|section=y}}At the expense of being more complex and potentially space consuming than other towers, the Beast Handler performs exceptionally well in most stages of the game. Many of its upgrades have niches that other towers cannot fulfill, making them top tier, especially in [[CHIMPS]].


* Tier 1 Beast Handlers ([[Piranha]], [[Microraptor]], and [[Gyrfalcon]]) are generally the least desirable upgrades of this tower because of low damage and attack speed. They are rather unreliable as starting towers and should only be used as stepping stones to higher tier upgrades.
* Starting at tier 2, beasts can have other beasts merged into them, increasing their stats. This is generally more cost efficient than keeping multiple of the same beast on the field, and easier to control.
** However, Tier 2 Beast Handlers are excellent early game towers. A max power [[Barracuda]] can pop most early game bloons and supports in the mid game by knocking them back. Despite the low range of [[Adasaurus]], a max power one can still carry the early game because of its layer skipping and high attack speed. A [[Horned Owl]] can be used as an early [[Ceramic Bloon (BTD6)|ceramic]] control and help with the insides of early [[MOAB (BTD6)|MOABs]], as well as stall super ceramics for ability cooldowns in the late game.
* The top path trains water beasts. They have a fast attack speed and later knockback, making them very consistent. At tier 3, the beast switches gears and specializes in raw power, dealing huge area damage as it latches onto targets, one-shotting them if it can. However, it now retreats into water for significant periods of time, meaning it requires other towers to cover the downtime.
*Path 1 features the [[Great White]] and [[Orca]], which have extremely high yet inconsistent thrash DPS in the mid game and late game, respectively. They usually require other cleanup towers or stalling to cover their downtime, and it is recommended to use them at the highest merge power. [[Megalodon]] is a powerful [[freeplay]] tower that also works well against [[Boss Bloon|Boss Bloons]]. Orca can save up to it, but it's unnecessary in CHIMPS.
* The middle path trains land beasts, which specialize in high-pierce area damage in a short range. Higher tier beasts gain bonus damage to stunned bloons and later the ability to stun bloons themselves.
*Path 2 features the [[Velociraptor]] and [[Tyrannosaurus Rex|T-rex]], and [[Giganotosaurus]]. At max power, the Velociraptor is a mid game carry that clears all bloons before Freeplay scaling and still does high damage to blimps. A max power T-rex is a psuedo T5 that performs well for its cost and has a strong support ability with a short cooldown. The Giganotasaurus almost requires max power to be useful and as such is limited to Freeplay, but even there can struggle to be worth the space it takes up.
* The bottom path trains air beasts, which specialize in stalling bloons in a unique way. They have a target on the track and will grab groups of bloons, damaging them as it flies back and drops them on the target. They can even grab bloons in different lanes, changing which lane they travel on. Bloons up-track of the target will get scratched and take damage but will not be moved.  
*Path 3 features the [[Golden Eagle]], [[Giant Condor]], and [[Pouākai]]. A max power Golden Eagle is a solid mid game that requires smart positioning of the drop-off point to be effective. The Giant Condor is a powerful support tower that both stalls blimps and forcefully reposition them. The Pouakai is very powerful even when not at max degree and is a late game win condition that needs additional help against the [[BAD (BTD6)|BAD]].
*Since the Orca and T-rex are Tier 4 towers with the DPS of a Tier 5, Overclock is one of the best towers to pair with them since it is effectively a permanent 66.7% attack speed boost.
*It's better to merge Tier 3 Beast Handlers for Tier 3 and Tier 4 since it is much more space efficient and they can be discounted under a [[Monkey Commerce (BTD6)|discount village]]. If the map allows, a mix of lower and higher tiers can be used so that the beast gets as much intel range as possible.


==Pre-release==
==Pre-release==
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{{BTD6 beast handler nav}}
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{{BTD6 tower nav}}
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