Red Hot Rangs (BTD6): Difference between revisions
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'''Red Hot Rangs''' is the [[Boomerang Monkey (BTD6)|Boomerang Monkey]]'s path 3 tier 2 [[upgrade]] in ''[[Bloons TD 6]]''. It increases the damage of boomerangs by 1 and allows them to pop [[Lead Bloon (BTD6)|Lead]] and [[Frozen Bloons|Frozen]] Bloons. If used for {{BTD6|Perma Charge}}, the damage is increased by 4 ( | '''Red Hot Rangs''' is the [[Boomerang Monkey (BTD6)|Boomerang Monkey]]'s path 3 tier 2 [[upgrade]] in ''[[Bloons TD 6]]''. It increases the damage of boomerangs by 1 and allows them to pop [[Lead Bloon (BTD6)|Lead]] and [[Frozen Bloons|Frozen]] Bloons. If used for {{BTD6|Perma Charge}}, the damage is increased by 4. [[Glaive Lord (BTD6)|Glaive Lord]]'s main glaives gain +2 damage instead of +1. | ||
==Stats== | ==Stats== | ||
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated| | {{BTD6 last updated|51.2|section=y}} | ||
Red Hot Rangs is not recommended for use by itself, but when crosspathed to 2-0-2 or 0-2-2, serves as a good early-game tower especially with {{BTD6 mk|Recurring 'Rangs}}. 2-0-2 excels against dense rounds such as 27 but suffers from unreliability, while 0-2-2 is reliable and good against spread-out rounds such as 26 but struggles against dense rounds. | |||
When used as a crosspath for Tier | When used as a crosspath for Tier 3 and above upgrades, Red Hot Rangs is the optimal crosspath for {{BTD6|Glaive Ricochet}}, as the extra damage layer-skips Bloons, making it more efficient at cleanup than the extra speed from {{BTD6|Faster Rangs}}. It is used with {{BTD6|M.O.A.R Glaives}} without {{BTD6|Berserker Brew}}, in addition to with {{BTD6|Perma Charge}} and {{BTD6|Glaive Lord}} when innate {{BTD6|DDT}}-popping power is needed. Red Hot Rangs is sub-par with {{BTD6|Bionic Boomerang}}, preferring {{BTD6|Glaives}} for the triple pierce, however {{BTD6|Turbo Charge}} may much benefit from it for bursting Boss damage during [[Boss Rush]]. | ||
==Update history== | ==Update history== | ||