Beast Handler (BTD6): Difference between revisions
→Mechanics: elaborating on the mechanics of power and merging |
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<math>\text{Damage}=\text{Base Damage} + \lfloor \text{Damage Range} \times \text{percent}\rfloor</math> | <math>\text{Damage}=\text{Base Damage} + \lfloor \text{Damage Range} \times \text{percent}\rfloor</math> | ||
For [[Velociraptor]] and above, bonus stun damage is also affected by merging. The increased value is | For [[Velociraptor]] and above, bonus stun damage is also affected by merging. The increased value is based on the base damage increase from merging, and is calculated before the multiplicative bonus: | ||
<math>\text{Bonus Stun Damage}=\text{Base Bonus Stun Damage} + \lfloor\frac{\text{Damage Range} \times \text{percent}}{\text{Stun Bonus Divisor}}\rfloor</math> | <math>\text{Bonus Stun Damage Additive}=\text{Base Bonus Stun Damage} + \lfloor\frac{\text{Damage Range} \times \text{percent}}{\text{Stun Bonus Divisor}}\rfloor</math> | ||
The <math>\text{Stun Bonus Divisor}</math> above is 3.<!--at least, now--> | The <math>\text{Stun Bonus Divisor}</math> above is 3.<!--at least, now--> | ||
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===Merging=== | ===Merging=== | ||
A Beast Handler can merge one or both of its beasts with any other Beast Handler on the map. A beast can only merge with another beast of the same or higher tier, and cannot merge with a beast that is already at its maximum Beast Power. Tier 1 beasts cannot merge with other tier 1 beasts, due to them always being at their maximum Beast Power, but they can still merge with higher tier beasts. The player can upgrade a | A Beast Handler can merge one or both of its beasts with any other Beast Handler on the map. A beast can only merge with another beast of the same upgrade path and the same or higher tier, and cannot merge with a beast that is already at its maximum Beast Power. Tier 1 beasts cannot merge with other tier 1 beasts, due to them effectively always being at their maximum Beast Power, but they can still merge with higher tier beasts. The player can upgrade a Beast Handler after merging its beast to increase the Beast Power it contributes, but they cannot upgrade it beyond the target beast's tier. | ||
Merging a beast removes it from play and transfers its Beast Power to the target beast. If the player sells a Beast Handler that has other Beast Handlers contributing to it, their beasts return to them. Otherwise, merging is irreversible. | Merging a beast removes it from play and transfers its Beast Power to the target beast. If the player sells a Beast Handler that has other Beast Handlers contributing to it, their beasts return to them. Otherwise, merging is irreversible. | ||
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==Upgrades== | ==Upgrades== | ||
{{BTD6 upgrade list by tower|Beast Handler}} | {{BTD6 upgrade list by tower/new|Beast Handler}} | ||
==Stats== | ==Stats== | ||
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==''Rogue Legends''== | ==''Rogue Legends''== | ||
===Starter parties with Beast Handlers=== | ===Starter parties with Beast Handlers=== | ||
{{BTD6 hero list by insta| | {{BTD6 hero list by insta|Beast Handler}} | ||
===Artifacts | ===Related Artifacts=== | ||
{{hat|This list does not include Artifacts that affect all Support towers.}} | {{hat|This list does not include Artifacts that affect all Support towers.}} | ||
{{BTD6 artifact list by name|Cornered Beasts;Dream Teams;Explosive Economics|columns=1}} | {{BTD6 artifact list by name|Cornered Beasts;Dream Teams;Explosive Economics|columns=1}} | ||
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==Strategy== | ==Strategy== | ||
{{main strategy}}{{BTD6 last updated| | {{main strategy}} | ||
{{BTD6 last updated|55.2|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]]. | |||
Water and land beasts appreciate from repositioning to catch Bloons from a deployable area around the Beast Handler. The Beast Handler's big range is not to be confused for the range of the beast itself. Place the beast along a bend, or anywhere where it will have maximum coverage of one lane. There is a cooldown to repositions, which prevents spamming it; practise quickly placing the beast ahead of the Bloons in a general location without getting too picky about pixel perfectness. Persistent mid-round micro is not needed to take full advantage of these beasts, except for challenges that limit cash or tiers (e.g. Contested Territory). | |||
* The top path trains water beasts. They have a fast attack speed and later knockback, making them very consistent. At tier 3, the beast | |||
Air beasts require basic knowledge about Bloon lanes, but otherwise needs little micro. There are two lane-based mechanics that are vital for mastering air beasts: the percentage distance of each lane's entrance and exit, and identifying traversing lanes. Scratching is less important than grabbing, but by placing the target reticle far enough towards the exit, it can prevent the air beast from spending too much time moving Bloons. Traversing lanes are a great way to minimize flight distance while sending Bloons back a large distance from the exit. | |||
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. | |||
* The top path trains water beasts. They have a fast attack speed and later knockback, making them very consistent. At tier 3, the beast is altered to specialize 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. | |||
* 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. | * 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. | ||
* 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. | * 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. It takes time for them to fly to and from a new target, so have other towers to account for its downtime. | ||
When merging beasts, the efficiency should be considered. | |||
*Tier 3 beasts are more cost-efficient for Beast Power than Tier 2 and 1, with Tier 2 being better than Tier 1, even when excluding the base Beast Handler's cost. The caveat is that only one Tier 3 is allowed per Beast Handler. | |||
*Tier 4 beasts are very inefficient in cost but can be used when there is a tower placement limit, or when saving up for the Tier 5 upgrade. Depending on Beast Handler, keeping them unmerged may be better just before buying Tier 5. | |||
Crosspaths are usually irrelevant for a Beast Handler. Aside from considerations for cost efficiency, a Beast Handler with two Beasts share the same targeting priorities for both beasts. Otherwise, the benefits of buying both beasts are separated (e.g. Adasaurus's Lead-popping for a path 3 Beast Handler via 0-2-3). | |||
==Pre-release== | ==Pre-release== | ||