Perma Charge (BTD6): Difference between revisions
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'''Perma Charge''' is the [[Boomerang Monkey (BTD6)|Boomerang Monkey]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It increases attack speed by 5× (0.03s attack cooldown), and increases damage by +3 (4 total, 8 with [[Red Hot Rangs (BTD6)|Red Hot Rangs]]). It also replaces the [[Turbo Charge (BTD6)|Turbo Charge]] ability with a new ability; instead of increasing attack speed, it increases damage by | '''Perma Charge''' is the [[Boomerang Monkey (BTD6)|Boomerang Monkey]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It increases attack speed by 5× (0.03s attack cooldown), and increases damage by +3 (4 total, 8 with [[Red Hot Rangs (BTD6)|Red Hot Rangs]]). It also replaces the [[Turbo Charge (BTD6)|Turbo Charge]] ability with a new ability; instead of increasing attack speed, it increases damage by +10, and increases duration from 10 seconds to 15 (20 seconds with {{BTD6 mk|Long Turbo}}). | ||
Like {{BTD6|Turbo Charge}}, Perma Charge's ability grants [[Camo detection]] with {{BTD6 mk|Bionic Augmentation}}, has a [[Ability cooldown|cooldown]] of 45 seconds, and an initial cooldown of 15 seconds. | Like {{BTD6|Turbo Charge}}, Perma Charge's ability grants [[Camo detection]] with {{BTD6 mk|Bionic Augmentation}}, has a [[Ability cooldown|cooldown]] of 45 seconds, and an initial cooldown of 15 seconds. | ||
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated|53.0|section=y}} | {{BTD6 last updated|53.0|section=y}} | ||
Perma Charge is a decent late-game tower, dealing good amounts of all-around late-game damage but falling short of {{BTD6|Glaive Lord}} in some circumstances. Perma Charge is very strong with the ability active, wiping out large amounts of Bloons and blimps alike, but struggles against [[Ceramic Bloon (BTD6)#Super Ceramic Bloons|Super Ceramics]] during down time. Perma Charge greatly benefits from the Recurring Rangs MK, making it deals more damage overall. {{BTD6|Primary Mentoring}}'s buffs, especially the +1 pierce (from {{BTD6|Primary Training}}) and 15% shorter ability cooldowns, greatly benefit Perma Charge. | Perma Charge is a decent late-game tower, dealing good amounts of all-around late-game damage but falling short of {{BTD6|Glaive Lord}} in some circumstances. Perma Charge is very strong with the ability active, wiping out large amounts of Bloons and blimps alike, but struggles against [[Ceramic Bloon (BTD6)#Super Ceramic Bloons|Super Ceramics]] during down time. Perma Charge greatly benefits from the {{BTD6 mk|Recurring 'Rangs}} MK, making it deals more damage overall. {{BTD6|Primary Mentoring}}'s buffs, especially the +1 pierce (from {{BTD6|Primary Training}}) and 15% shorter ability cooldowns, greatly benefit Perma Charge. | ||
The optimal crosspath for Perma Charge is situational. 0-5-2 is usually preferred, granting a more significant damage increase than for Turbo Charge and innate {{BTD6|DDT}} popping power. However, when Lead-popping support (such as {{BTD6|Glue Storm}} or [[Monkey Intelligence Bureau (BTD6)|MIB]]) is obtained, 2-5-0 can be used, having more grouped popping power, being more flexible by having less trouble against dense groups, but still falling short against DDTs and the {{BTD6|BAD}}. {{BTD6|Geraldo}} is the best [[Hero]] for Perma Charge, as [[Gerry's Fire]] gains increased damage and pierce from the ability and [[Rejuv Potion]] resets its ability cooldown when needed. | The optimal crosspath for Perma Charge is situational. 0-5-2 is usually preferred, granting a more significant damage increase than for Turbo Charge and innate {{BTD6|DDT}} popping power. However, when Lead-popping support (such as {{BTD6|Glue Storm}} or [[Monkey Intelligence Bureau (BTD6)|MIB]]) is obtained, 2-5-0 can be used, having more grouped popping power, being more flexible by having less trouble against dense groups, but still falling short against DDTs and the {{BTD6|BAD}}. {{BTD6|Geraldo}} is the best [[Hero]] for Perma Charge, as [[Gerry's Fire]] gains increased damage and pierce from the ability and [[Rejuv Potion]] resets its ability cooldown when needed. | ||