Diamondback: Difference between revisions
Qwertyxp2000 (talk | contribs) got all bosses, now I need someone to go fix the info (don't rely on me to do this) |
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== Mechanics == | == Mechanics == | ||
=== Segments === | === Segments === | ||
Diamondback consists of multiple segments in a row: a head segment, a tail segment, and 5 body segments (7 body segments for Elite Diamondback). Each segment behaves as a separate Bloon and can take damage, but they all share a single health bar. Projectiles have their pierce reduced | Diamondback consists of multiple segments in a row: a head segment, a tail segment, and 5 body segments (7 body segments for Elite Diamondback). Each segment behaves as a separate Bloon and can take damage, but they all share a single health bar. Projectiles have their pierce reduced by 10000 if they hit Diamondback's head segment, or reduced by 2 if they hit a body segment. | ||
=== Rattle Tail === | === Rattle Tail === | ||
Diamondback's tail segment is protected by a shield with [[Fortified Bloon (BTD6)|Fortified]] properties, represented by a secondary brown bar beneath its health bar. The health of the shield is always equal to | Diamondback's tail segment is protected by a shield with [[Fortified Bloon (BTD6)|Fortified]] properties, represented by a secondary brown bar beneath its health bar. The health of the shield is always equal to 10% of Diamondback's maximum health for the current tier, including the extra health from [[Co-op (BTD6)|co-op]]. When the Rattle Tail shield is destroyed, Diamondback becomes [[stun]]ned for 12 seconds, the tail segment becomes susceptible to attack, and all segments take doubled damage from all sources until the shield regenerates. While the Rattle Tail shield is disabled, the zig-zagging lines on Diamondback's health bar will turn dull, its segments will visually crack, and the tail's health bar will turn bright blue and display "Vulnerable" text. The shield will regenerate after 60 seconds when destroyed. | ||
=== Scattered Bloons === | === Scattered Bloons === | ||
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=== Skulls === | === Skulls === | ||
Upon reaching a skull, Diamondback fully regenerates the Rattle Tail's shield, spawns more Bloons all over the track from its head and body segments, then loses one of its middle segments. It uses the same mechanics as its normal Bloon spawns, but with different Bloon types, usually including a number of [[Diamond Bloon|Diamond Bloons]]. Diamond Bloons spawned by Diamondback have modified health values based on the boss' current Tier; those spawned by Normal Diamondback additionally have their speed reduced to 20 (0.8× Red Bloon speed). | Upon reaching a skull, Diamondback fully regenerates the Rattle Tail's shield, spawns more Bloons all over the track from its head and body segments, then loses one of its middle segments. It uses the same mechanics as its normal Bloon spawns, but with different Bloon types, usually including a number of [[Diamond Bloon|Diamond Bloons]]. Diamond Bloons spawned by Diamondback have modified health values based on the boss' current Tier and are subject to Boss Health and Boss Speed modifiers; those spawned by Normal Diamondback additionally have their speed reduced to 20 (0.8× Red Bloon speed). | ||
Diamondback becomes invulnerable for 3 seconds after reaching a skull. A single attack cannot damage past a skull; for example if an attack normally deals 4,500 damage and Diamondback has only 1,000 health remaining to the next skull, that attack deals only 1,000 damage. | Diamondback becomes invulnerable for 3 seconds after reaching a skull. A single attack cannot damage past a skull; for example if an attack normally deals 4,500 damage and Diamondback has only 1,000 health remaining to the next skull, that attack deals only 1,000 damage. | ||
===[[Boss Rush]]=== | ===[[Boss Rush]]=== | ||
{{ | {{#lst:Boss Rush|Diamondback}} | ||
== Stats == | == Stats == | ||
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=== Normal === | === Normal === | ||
{{BTD6 boss bloon health|20000|95000|444000|900000|3800000}}{{BTD6 boss bloon health| | {{BTD6 boss bloon health|20000|95000|444000|900000|3800000}}{{BTD6 boss bloon health|2000|9500|44400|90000|380000|label=Rattle Tail shield health}} | ||
{|class="wikitable stat" | {|class="wikitable stat" | ||
|+Bloons spawned | |+Bloons spawned | ||
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=== Elite === | === Elite === | ||
{{BTD6 boss bloon health|95000|550000|4000000|15000000|65000000}}{{BTD6 boss bloon health| | {{BTD6 boss bloon health|95000|550000|4000000|15000000|65000000}}{{BTD6 boss bloon health|9500|55000|400000|150000|650000|label=Rattle Tail shield health}} | ||
{|class="wikitable stat" | {|class="wikitable stat" | ||
|+Bloons spawned | |+Bloons spawned | ||
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{{footnotes}} | {{footnotes}} | ||
==Round changes== | ==Round changes== | ||
When facing | When facing Diamondback, some rounds are modified from the [[List of rounds in BTD6|standard roundset]]. These rounds are identical to the ones used by [[Bloonarius (BTD6)|Bloonarius]], [[Phayze]], and [[Blastapopoulos (BTD6)|Blastapopoulos]]. | ||
{{BTD6 rounds modified|original=DefaultRoundSet|modifier=diamondback}} | |||
|} | |||
== Strategy == | == Strategy == | ||
{{outdated| | {{outdated|v55.0 Fortified shield reduction makes the shield easier to break outside of Boss Rush}} | ||
{{Main strategy}} | |||
{{BTD6 last updated|54.0|section=y}} | {{BTD6 last updated|54.0|section=y}} | ||
Diamondback is a boss that rewards planned positioning of towers with high pierce to take the greatest advantage of its body segments each independently taking damage. While damaging multiple segments at once allows towers to do major damage to the boss in spite of its imposing health pool, the head deletes all projectiles that touch it, rendering head-on attacks less effective, while its body also reduces incoming pierce to reduce the effectiveness of low-pierce attacks and quickly depleting terrain hazards such as [[Spike Factory (BTD6)|Spike Factory]] piles. Towers are best positioned in locations where they can attack from the sides or back of the boss, or at parts of the map where Diamondback's segments will tightly bunch up or coil, maximizing the amount of segments a single projectile can hit at once. Because of the boss' multiple segments, damaging effects normally limited to one per Bloon also have increased effectiveness, with [[Master Bomber (BTD6)|Master Bomber]] in particular being able to attach multiple simultaneous bombs to the boss and deal major damage. | Diamondback is a boss that rewards planned positioning of towers with high pierce to take the greatest advantage of its body segments each independently taking damage. While damaging multiple segments at once allows towers to do major damage to the boss in spite of its imposing health pool, the head deletes all projectiles that touch it, rendering head-on attacks less effective, while its body also reduces incoming pierce to reduce the effectiveness of low-pierce attacks and quickly depleting terrain hazards such as [[Spike Factory (BTD6)|Spike Factory]] piles. Towers are best positioned in locations where they can attack from the sides or back of the boss, or at parts of the map where Diamondback's segments will tightly bunch up or coil, maximizing the amount of segments a single projectile can hit at once. Because of the boss' multiple segments, damaging effects normally limited to one per Bloon also have increased effectiveness, with [[Master Bomber (BTD6)|Master Bomber]] in particular being able to attach multiple simultaneous bombs to the boss and deal major damage. | ||
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Ironically, the best way to approach the Rattle Tail is simply to not engage with it at all, as its high health and full regeneration at each skull makes it hard to destroy without dealing enough collateral damage to other segments to reach the next skull threshold. In addition, the debuff will usually lead to the next skull being reached near-instantly because of the massive damage amplification, immediately regrowing the tail and causing the debuff to wear off, making the benefits short-lived and usually unnecessary compared to attacking the normal segments with piercing attacks. In addition, especially on Elite, the tail will only appear on screen when Diamondback has traversed a large amount of distance, further minimizing the time the player has to target it. The main benefit of going for the tail is it immobilizing Diamondback if broken, which can be beneficial depending on the map and boss modifiers. | Ironically, the best way to approach the Rattle Tail is simply to not engage with it at all, as its high health and full regeneration at each skull makes it hard to destroy without dealing enough collateral damage to other segments to reach the next skull threshold. In addition, the debuff will usually lead to the next skull being reached near-instantly because of the massive damage amplification, immediately regrowing the tail and causing the debuff to wear off, making the benefits short-lived and usually unnecessary compared to attacking the normal segments with piercing attacks. In addition, especially on Elite, the tail will only appear on screen when Diamondback has traversed a large amount of distance, further minimizing the time the player has to target it. The main benefit of going for the tail is it immobilizing Diamondback if broken, which can be beneficial depending on the map and boss modifiers. | ||
A major threat, particularly in early tiers and/or Elite, are the [[Diamond Bloon|Diamond Bloons]] scattered by Diamondback at skull thresholds. As they require a specific number of hits to destroy instead of raw damage, are immune to all impairing effects, absorb massive amounts of pierce in groups, incur massive life loss when leaking, and release a Fortified Ceramic even when popped, very few early defenses are capable of handling them. Recommended towers for Diamond Bloon cleanup are towers capable of fast attacks or rapid DoT, such as top-path [[Glue Gunner (BTD6)|Glue Gunner]], [[Destroyer (BTD6)|Destroyer]] with [[Grape Shot (BTD6)|Grape Shot]], [[Dragon's Breath (BTD6)|Dragon's Breath]], and [[Overdrive (BTD6)|Overdrive]]/[[The Tack Zone (BTD6)|The Tack Zone]]. While Diamond Bloons are less of a threat in the later tiers when more defensive options are available, one must still keep a backup defense if the defense chosen to handle Diamondback relies on damage per hit, such as the [[M.A.D (BTD6)|M.A.D]], [[Ballistic Obliteration Missile Bunker]], or [[Goliath Doomship]]. | |||
== Update history == | == Update history == | ||