Herald of Everfrost: Difference between revisions
Hubianzhen (talk | contribs) bloonarius can be "stunned" due to its skulls (more noticeable in high boss speed games) |
→Strategy: Updating Lych bit as yes Herald of Everfrost has also strong matchup against Lych as it also low key deals large damage by skipping the 3 to 5 Lych souls per threshold, but its nowhere as big as skipping a large chunks of Dreadbloons shield and Reality Shield, i say indirectly but in total HP calculations, i will have yet to count every single Reality Warper Phayze. |
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The '''Herald of Everfrost''' is the [[Ice Monkey (BTD6)|Ice Monkey]]'s [[Paragon]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|52.0}}. It is a combination of [[Super Brittle (BTD6)|Super Brittle]], [[Absolute Zero (BTD6)|Absolute Zero]], and [[Icicle Impale (BTD6)|Icicle Impale]]. | The '''Herald of Everfrost''' is the [[Ice Monkey (BTD6)|Ice Monkey]]'s [[Paragon]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|52.0}}. It is a combination of [[Super Brittle (BTD6)|Super Brittle]], [[Absolute Zero (BTD6)|Absolute Zero]], and [[Icicle Impale (BTD6)|Icicle Impale]]. | ||
The Herald of Everfrost's attacks alternate between four Ice Lance Beams and one Snowstorm Roar; either attack is only used when Bloons are in [[range]]. It also has an [[Arctic Wind (BTD6)|Arctic Wind]]-like aura that greatly slows [[Bloon|Bloons]] and [[MOAB-Class Bloon|MOAB-Class Bloons]] within its radius. The Paragon creates ice platforms for the water placement of land towers globally. | <section begin="lede" />The Herald of Everfrost's attacks alternate between four Ice Lance Beams and one Snowstorm Roar; either attack is only used when Bloons are in [[range]]. It also has an [[Arctic Wind (BTD6)|Arctic Wind]]-like aura that greatly slows [[Bloon|Bloons]] and [[MOAB-Class Bloon|MOAB-Class Bloons]] within its radius. The Paragon creates ice platforms for the water placement of land towers globally. | ||
* '''Ice Lance Beam''': The Paragon launches an ice beam attack with very high [[pierce]] which travels in a straight line and [[Freeze|freezes]] all damaged Bloons for 10 seconds, leaving a trail of groups of 6 giant ice shards as it travels. Bloons that survive the attack grow icicles that damage other Bloons. | * '''Ice Lance Beam''': The Paragon launches an ice beam attack with very high [[pierce]] which travels in a straight line and [[Freeze|freezes]] all damaged Bloons for 10 seconds, leaving a trail of groups of 6 giant ice shards as it travels. Bloons that survive the attack grow icicles that damage other Bloons. | ||
* '''Snowstorm Roar''': The Paragon freezes all Bloons on screen, applying [[Permafrost (BTD6)|permafrost]] to Bloons below a [[BAD (BTD6)|BAD]], removing [[Camo Bloon|Camo]] and [[Regrow Bloon (BTD6)|Regrow]] properties, as well as Lead and Frozen immunities. This attack also inflicts a powerful debuff that causes Bloons to take +8 [[damage]] from all attacks with an additional +40 damage from attacks that deal {{BTD6 dt|Cold}}, {{BTD6 dt|Frigid}}, or {{BTD6 dt|Glacier}}-type damage. This debuff overrides both [[Embrittlement (BTD6)|Embrittlement]] and [[Super Brittle (BTD6)|Super Brittle]]. BADs and [[Boss Bloon|Boss Bloons]] also receive the damage debuff with the visual effect, but they are not slowed. | * '''Snowstorm Roar''': The Paragon freezes all Bloons on screen, applying [[Permafrost (BTD6)|permafrost]] to Bloons below a [[BAD (BTD6)|BAD]], removing [[Camo Bloon|Camo]] and [[Regrow Bloon (BTD6)|Regrow]] properties, as well as Lead and Frozen immunities. This attack also inflicts a powerful debuff that causes Bloons to take +8 [[damage]] from all attacks with an additional +40 damage from attacks that deal {{BTD6 dt|Cold}}, {{BTD6 dt|Frigid}}, or {{BTD6 dt|Glacier}}-type damage. This debuff overrides both [[Embrittlement (BTD6)|Embrittlement]] and [[Super Brittle (BTD6)|Super Brittle]]. BADs and [[Boss Bloon|Boss Bloons]] also receive the damage debuff with the visual effect, but they are not slowed. | ||
Additionally, it has an [[Activated Ability]] called '''Eclipse of Fimbulwinter'''. It has a 5-second delay before freezing every Bloon on screen for 10 seconds, although BADs and Bosses are only frozen for 5 seconds. If a Boss Bloon reaches a skull after getting frozen during the ability, the skull effects are [[#Activated Ability|skipped completely]], and the Boss thaws early. It has a cooldown of 90 seconds and can only be used once per round. It can be used multiple times per Boss tier, but can only cancel the effects of one skull per Boss tier. | Additionally, it has an [[Activated Ability]] called '''Eclipse of Fimbulwinter'''. It has a 5-second delay before freezing every Bloon on screen for 10 seconds, although BADs and Bosses are only frozen for 5 seconds. If a Boss Bloon reaches a skull after getting frozen during the ability, the skull effects are [[#Activated Ability|skipped completely]], and the Boss thaws early. It has a cooldown of 90 seconds and can only be used once per round. It can be used multiple times per Boss tier, but can only cancel the effects of one skull per Boss tier.<section end="lede" /> | ||
==Mechanics== | ==Mechanics== | ||
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* '''Global slow effect''': Lasts for 25 seconds, starting at the moment the ability is activated. It slows Boss Bloons by 5%, BADs by 10%, and all other Bloons by 30%. | * '''Global slow effect''': Lasts for 25 seconds, starting at the moment the ability is activated. It slows Boss Bloons by 5%, BADs by 10%, and all other Bloons by 30%. | ||
* '''Freeze''': This attack is applied 5 seconds after the ability is activated, affecting all layers and lasts for 10s. BADs and Boss Bloons are also frozen, but the duration is halved (5s). Frozen BADs move at 2.25 units/s and Bosses move at half speed. | * '''Freeze''': This attack is applied 5 seconds after the ability is activated, affecting all layers and lasts for 10s. BADs and Boss Bloons are also frozen, but the duration is halved (5s). Frozen BADs move at 2.25 units/s (half normal speed) and Bosses move at half speed. | ||
* '''Permafrost''': It is applied at the same time as the freeze, lasting for 10s and slows regular Bloons by 75% and MOAB-Class Bloons by 50%, but it doesn't affect BADs or Boss Bloons. | * '''Permafrost''': It is applied at the same time as the freeze, lasting for 10s and slows regular Bloons by 75% and MOAB-Class Bloons by 50%, but it doesn't affect BADs or Boss Bloons. | ||
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The Herald of Everfrost and its ability have varied matchups against each Boss: | The Herald of Everfrost and its ability have varied matchups against each Boss: | ||
*[[Bloonarius (BTD6)|Bloonarius]]: Least effective matchup, since most Paragons already deal enough damage and have enough pierce to deal with its minions by the late game, and the Boss does not have an invulnerability period. However, the ability's slowdown is effective against BAD spawns and limiting the Boss's progression on shorter maps. | *[[Bloonarius (BTD6)|Bloonarius]]: Least effective matchup, since most Paragons already deal enough damage and have enough pierce to deal with its minions by the late game, and the Boss does not have an invulnerability period. However, the ability's slowdown is effective against BAD spawns and limiting the Boss's progression on shorter maps. | ||
*[[Lych]]: Particularly on rounds with {{BTD6|DDT}}s and Fortified DDTs, preventing a skull will avoid Lych- | *[[Lych]]: Particularly on rounds with {{BTD6|DDT}}s and Fortified DDTs, preventing a skull will avoid invulnerability and Lych-Souls. Additionally, not being able to become invulnerable allows better chaining of high-damage Paragon abilities, such as [[Goliath Doomship]]'s Carpet Bomb. | ||
*[[Vortex (BTD6)|Vortex]]: A double-edged sword, as the Boss would not be knocked back, but a detrimental tower stun can be avoided. | *[[Vortex (BTD6)|Vortex]]: A double-edged sword, as the Boss would not be knocked back, but a detrimental tower stun can be avoided. | ||
*[[Dreadbloon (BTD6)|Dreadbloon]]: Its best matchup against all except Primary immunity, potentially skipping the non-Elite Support category completely and offering a significant Bloon damage debuff that makes unshielded Dreadbloon easier to handle by projectile spam strategies. Time just before destroying the Military or Magic skulls for the best results. Still effective against the Elite version but not as powerful due to the immunities looping twice. | *[[Dreadbloon (BTD6)|Dreadbloon]]: Its best matchup against all except Primary immunity, potentially skipping the non-Elite Support category completely and offering a significant Bloon damage debuff that makes unshielded Dreadbloon easier to handle by projectile spam strategies. Time just before destroying the Military or Magic skulls for the best results. Still effective against the Elite version but not as powerful due to the immunities looping twice. Also indirectly deals massive damage by skipping Ceramic shield. | ||
*[[Phayze (BTD6)|Phayze]]: Good matchup, since it can prevent a warp and reduce the speed penalty of towers. Despite stripping Camo properties, Phayze will be immune to decamo for half the time, and can still be an anti-synergy with [[Ascended Shadow]]. | *[[Phayze (BTD6)|Phayze]]: Good matchup, since it can prevent a warp and reduce the speed penalty of towers. Despite stripping Camo properties, Phayze will be immune to decamo for half the time, and can still be an anti-synergy with [[Ascended Shadow]]. Also indirectly deals massive damage by skipping reality warper Shield | ||
*[[Blastapopoulos (BTD6)|Blastapopoulos]]: Another very strong matchup, with the Bloon damage debuff and Heat Bar reductions assisting projectile spam strategies significantly. Skipping a skull effect is beneficial to limit Pyroclastic Rocks or Meteors where towers are close to the Boss. | *[[Blastapopoulos (BTD6)|Blastapopoulos]]: Another very strong matchup, with the Bloon damage debuff and Heat Bar reductions assisting projectile spam strategies significantly. Skipping a skull effect is beneficial to limit Pyroclastic Rocks or Meteors where towers are close to the Boss. | ||
*[[Diamondback]]: Having an extra segment leaves more opportunity to hit multiple parts of the Boss at once, though this also leaves more area to partially consume pierce. The Rattle Tail keeping its shield's health from before the skull make it easier to trigger its self-debuffs, or keep them if the shield was already destroyed. | *[[Diamondback]]: Having an extra segment leaves more opportunity to hit multiple parts of the Boss at once, though this also leaves more area to partially consume pierce. The Rattle Tail keeping its shield's health from before the skull make it easier to trigger its self-debuffs, or keep them if the shield was already destroyed. | ||