Coldchain: Difference between revisions
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Qwertyxp2000 (talk | contribs) →Strategy: the sharding is no longer broken but it's still "good" because of how it's working well for coldness and stuff |
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{{research| | |||
{{research|Confirm the shard targeting}} | |||
{{BTD6 upgrade info | |||
|id=Coldchain | |id=Coldchain | ||
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'''Coldchain''' is the [[Skywarden (BTD6)|Skywarden]]'s path 3 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede"/>This upgrade causes its [[projectile]]s to apply a [[slow]]ing effect to the first [[Bloon]] each one deals damage to, reducing their movement speed by 25% for 3 seconds. [[MOAB-Class Bloon]]s do not move slower, and the duration does not refresh on Bloons already slowed by it, but these still count as the first Bloon hit. This upgrade also unlocks the Ice Combo: | '''Coldchain''' is the [[Skywarden (BTD6)|Skywarden]]'s path 3 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede"/>This upgrade causes its [[projectile]]s to apply a [[slow]]ing effect to the first [[Bloon]] each one deals damage to, reducing their movement speed by 25% for 3 seconds. [[MOAB-Class Bloon]]s do not move slower, and the duration does not refresh on Bloons already slowed by it, but these still count as the first Bloon hit. This upgrade also unlocks the Ice Combo: | ||
#All Skywardens with this upgrade, [[Frozen Verdict]], or [[Winter's Mercy]] apply a circling blue mark to all Bloons they deal damage to, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. All projectiles that hit affected Bloons consume one less [[pierce]] (effectively losing zero pierce, unless they have pierce penalties or hit Bloons that consume extra pierce), including projectiles from other towers. | #All Skywardens with this upgrade, [[Frozen Verdict]], or [[Winter's Mercy]] apply a circling blue mark to all Bloons they deal damage to, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. All projectiles that hit affected Bloons consume one less [[pierce]] (effectively losing zero pierce, unless they have pierce penalties or hit Bloons that consume extra pierce), including projectiles from other towers. | ||
#Starting on the third hit, each arrow | #Starting on the third hit, each arrow reduces the speed of all other Bloons within an 8-unit radius of the affected Bloon by 20%. | ||
#Starting on the fourth hit, each arrow spawns | #Starting on the fourth hit, each arrow spawns two shrapnel projectiles, which move in a straight line from the point of impact towards the two closest Bloons in a 300 unit radius. These projectiles have 3 pierce, deal 3 {{BTD6 dt|12}}-type damage and +3 damage to frozen Bloons, and have a 35% chance to freeze non-MOAB-Class Bloons for 1.5 seconds (affecting all layers).<section end="lede" /> | ||
==Stats== | ==Stats== | ||
{{ | {{BTD6 last updated|56.3|section=y}}{{Incomplete|Missing crosspath interactions}}{{BTD6 tower|range=48|footprintRadius=6|targetTypeFirst=y|targetTypeLast=y|targetTypeClose=y|targetTypeStrong=y|attacks={{BTD6 attack|range=48|filterInvisible=true|eject=-0.8, 18.3, 7|targetTypes=Depends on targeting option|rate=1.55|projectiles={{BTD6 projectile|randomAngle=3|count=1|maxPierce=-1|pierce=6|filterInvisible=true|radius=2|damage=1|maxDamage=-1|distributeToChildren=true|immuneBloonProperties=17|maxDistance=75|speed=450|lifespan=0.16|acceleration=-20|damageModifierForFrozen=1|effects={{BTD6 buff|immunitiesGranted=Frozen}}{{BTD6 effect|damageModifierForFrozen=7}}{{BTD6 effect|lifespan=3|name=Ice combo - Slow effect|multiplier=0.75}}{{BTD6 effect|lifespan=2|name=Ice combo - Pierce effect|pierceCost=-1}}{{BTD6 zone|name=Ice combo - Slow zone|radius=8|slowMultiplier=0.8}}{{BTD6 projectile|count=2|seekDistance=300|maxPierce=-1|pierce=3|filterInvisible=true|name=Ice combo - Shrapnel|radius=2|damage=3|maxDamage=-1|distributeToChildren=true|immuneBloonProperties=12|speed=450|lifespan=0.08|damageModifierForFrozen=3|effects={{BTD6 effect|multiplier=0|name=Freeze|layers=9999999|chance=0.35|lifespan=1.5}}}}}}}}|buffs={{BTD6 buff||name=Attack speed buff|ratePercentagePerStack=0.05|maxStackSize=10|lifespan=2|appliesToOwningTower=true}}{{BTD6 buff|name=Pierce buff|pierceMultiplier=1.5|lifespan=1.0|appliesToOwningTower=true}}}} | ||
Notes: | |||
* The +7 damage bonus to frozen is only applied to Blue, Green, Yellow and Pink Bloons. | |||
==Costs and sell values== | ==Costs and sell values== | ||
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated|56.3|section=y}} | |||
{{BTD6 last updated|56. | Coldchain in dense groups is a powerful T3 in [[Silas (BTD6)|Silas]] strategies when combined with additional Ice defense, at minimum needing [[Icicles (BTD6)|Icicles]] and [[Embrittlement (BTD6)|Embrittlement]] to create enough Frozen Bloons to trigger as well as dealing with mid-game rushes and DDTs. With this setup, it only struggles at single-target damage, which is compensated by those specialists such as [[First Strike Capability (BTD6)|First Strike Capability]]. | ||
Coldchain in dense groups is a powerful T3 in [[Silas (BTD6)|Silas]] strategies when combined with additional Ice defense, at minimum needing [[Icicles (BTD6)|Icicles]] and [[Embrittlement (BTD6)|Embrittlement]] to create enough Frozen Bloons to trigger as well as dealing with mid-game rushes and DDTs. | |||
Outside of ice strategy, Coldchain can be used as a support for strategies that need more help with Bloon cleanup. Bloons affected by the Ice Combo essentially<!--pierce penalties exist, like druidstorm--> consume no pierce, making Ceramic rushes easier to handle. However, Coldchain struggles in the early-game and must be combined with otherwise self-sufficient defenses to make the cleanup assistance work. | |||
1-0-3 is an important crosspath to improve its coverage on maps that demand range, with 2-0-3 being useful for innate camo detection and/or when the range boost sidegrade is necessary. 0- | 1-0-3 is an important crosspath to improve its coverage on maps that demand range, with 2-0-3 being useful for innate camo detection and/or when the range boost sidegrade is necessary. 0-2-3 loses full piercing projectiles in exchange for blasts, which makes it less consistent at straight directions, but allows it to ignore obstacles and gain pierce from attacking further away. | ||
==Update history== | ==Update history== | ||