Nautic Siege Core: Difference between revisions
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The '''Nautic Siege Core''' is the [[Monkey Sub (BTD6)|Monkey Sub]]'s [[Paragon]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|41.0}}. It is a combination of [[Energizer (BTD6)|Energizer]], [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]], and [[Sub Commander (BTD6)|Sub Commander]]. | The '''Nautic Siege Core''' is the [[Monkey Sub (BTD6)|Monkey Sub]]'s [[Paragon]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|41.0}}. It is a combination of [[Energizer (BTD6)|Energizer]], [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]], and [[Sub Commander (BTD6)|Sub Commander]]. | ||
The Nautic Siege Core can switch between being surfaced and being submerged. When surfaced, it [[attack]]s by rapidly firing homing rockets at Bloons within its [[range]] or within the range of other [[tower]]s, which burst into smaller [[projectile]]s on impact, and it also automatically launches one powerful missile at each Bloon that enters the map. When submerged, it damages Bloons within its range with radioactive pulses and provides several buffs, especially to [[Hero]]es and other [[Monkey Sub (BTD6)|Monkey Sub]]s. It has an [[Activated Ability]] that starts a 15-second countdown, after which it fires three powerful missiles that each deal heavy damage with an explosion, stun Bloons with an aftershock, and leave pools of radioactive fallout on the track that damage Bloons that pass over them. | <section begin="lede" />The Nautic Siege Core can switch between being surfaced and being submerged. When surfaced, it [[attack]]s by rapidly firing homing rockets at Bloons within its [[range]] or within the range of other [[tower]]s, which burst into smaller [[projectile]]s on impact, and it also automatically launches one powerful missile at each Bloon that enters the map. When submerged, it damages Bloons within its range with radioactive pulses and provides several buffs, especially to [[Hero]]es and other [[Monkey Sub (BTD6)|Monkey Sub]]s. It has an [[Activated Ability]] that starts a 15-second countdown, after which it fires three powerful missiles that each deal heavy damage with an explosion, stun Bloons with an aftershock, and leave pools of radioactive fallout on the track that damage Bloons that pass over them.<section end="lede" /> | ||
==Mechanics== | ==Mechanics== | ||
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===Rocket attack=== | ===Rocket attack=== | ||
{{Image needed|Add GIF of the rocket attack}} | {{Image needed|Add GIF of the rocket attack}} | ||
While unsubmerged, the Nautic Siege Core's [[attack]] rapidly fires homing rockets that burst into three non-homing rockets on impact with the first Bloon they hit | While unsubmerged, the Nautic Siege Core's [[attack]] rapidly fires homing rockets that burst into three non-homing rockets on impact with the first Bloon they hit. Like [[Advanced Intel (BTD6)|Advanced Intel]], the Nautic Siege Core can target Bloons that are within range of other [[tower]]s in addition to itself. Although it has [[Camo detection]], it cannot target [[Camo Bloon (BTD6)|Camo Bloon]]s within range of towers that do not have Camo detection. Any projectiles it fires at Bloons within range of towers that lack Camo detection are unable to hit Camo Bloons. | ||
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===Final Strike=== | ===Final Strike=== | ||
[[file:BTD6 MonkeySub FinalStrikeIconAA.png|thumb]] | [[file:BTD6 MonkeySub FinalStrikeIconAA.png|thumb|50px]] | ||
'''Final Strike''' is the Nautic Siege Core's [[Activated Ability]]. Upon activation, the Nautic Siege Core starts a 15-second countdown, during which all its other attacks are disabled (though it can still provide buffs and use its Monkey Special). The countdown pauses between [[round]]s. 5 seconds into the countdown, it launches three missiles into the air, and when the countdown ends, the missiles strike their targets. One missile targets [[First]], one targets [[Close]], and one targets [[Strong]], and it can target Camo Bloons. On impact, each missile generates an explosion that deals heavy damage, generates a larger "aftershock" explosion that deals damage and [[stun]]s all Bloons except [[BAD (BTD6)|BAD]]s and [[Boss Bloon]]s for 15 seconds, and leaves behind five pools of radioactive fallout on the track that rapidly damage Bloons that pass over it (similar to [[Wall of Fire (BTD6)|Wall of Fire]]). The fallout lasts for 36 seconds and does not disappear at the end of the round. It has a base cooldown of 240 seconds and starts with its full cooldown. | '''Final Strike''' is the Nautic Siege Core's [[Activated Ability]]. Upon activation, the Nautic Siege Core starts a 15-second countdown, during which all its other attacks are disabled (though it can still provide buffs and use its Monkey Special). The countdown pauses between [[round]]s. 5 seconds into the countdown, it launches three missiles into the air, and when the countdown ends, the missiles strike their targets. One missile targets [[First]], one targets [[Close]], and one targets [[Strong]], and it can target Camo Bloons. On impact, each missile generates an explosion that deals heavy damage, generates a larger "aftershock" explosion that deals damage and [[stun]]s all Bloons except [[BAD (BTD6)|BAD]]s and [[Boss Bloon]]s for 15 seconds, and leaves behind five pools of radioactive fallout on the track that rapidly damage Bloons that pass over it (similar to [[Wall of Fire (BTD6)|Wall of Fire]]). The fallout lasts for 36 seconds and does not disappear at the end of the round. It has a base cooldown of 240 seconds and starts with its full cooldown. | ||
If there are no Bloons on-screen when the countdown ends, the ability pauses until a target becomes available. The ability does not start its cooldown or re-enable the Nautic Siege Core's other attacks until it has a target. | If there are no Bloons on-screen when the countdown ends, the ability pauses until a target becomes available. The ability does not start its cooldown or re-enable the Nautic Siege Core's other attacks until it has a target. | ||
===Monkey Knowledge interactions=== | |||
*{{BTD6 mk|Naval Upgrades}}: Affects all projectiles (except ones with pierce caps). | |||
*{{BTD6 mk|Breaking Ballistic}}: No effect. | |||
*{{BTD6 mk|Quad Burst}}: No effect. | |||
*{{BTD6 mk|Flanking Maneuvers}}: Affects all attacks. | |||
*{{BTD6 mk|Sub Admiral}}: No effect. | |||
==Stats== | ==Stats== | ||