Call to Arms (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
{{Strategy needed}} | {{Strategy needed}} | ||
{{BTD6 last updated|52.2|section=y}} | |||
The increased attack speed and pierce of Call to Arms ability makes it one of the strongest buffs in the game. Certain towers particularly benefit from the Call to Arms buff, including Spike Factories other than their abilities (which don't benefit from speed buffs), and path-2 Engineers, which double-dip speed buffs (extra and faster sentries)<!--or some wording like that--> and improve efficiency against dense groups. While the [[Monkey Intelligence Bureau (BTD6)|Monkey Intelligence Bureau]] local buffs are helpful, the ability buff is global but can be sapped by [[Lych (BTD6)|Lych]]. | |||
Most of the time, Call to Arms is bought as a budget version of [[Homeland Defense (BTD6)|Homeland Defense]], or to transition into it. Call to Arms can also be bought to charge up and sell-and-rebuy Homeland Defense abilities. In most game modes other than CHIMPS, Call to Arms is outclassed by Homeland Defense, as the latter has double the bonuses, though they both see use in [[Boss Bloon Event]]s and [[Boss Rush]]. Being able to activate the ability between rounds is most useful in Timed Bosses; before the round starts, activate the ability and then sell it to buy further setup while keeping the buff running. | |||
==Update history== | ==Update history== | ||