Great White: Difference between revisions

they are different now, so maybe two columns for thrash cooldown is needed now...
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'''Great White''' is the [[Beast Handler (BTD6)|Beast Handler]]'s path 1 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. The Beast Handler now handles a great white instead of a barracuda. Its Beast Power is increased by +5, changing its Beast Power scale from 3–6 to 8–24.
'''Great White''' is the [[Beast Handler (BTD6)|Beast Handler]]'s path 1 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. The Beast Handler now handles a great white instead of a barracuda. Its Beast Power is increased by +5, changing its Beast Power scale from 3–6 to 8–24.


The Great White jumps out of the water at set intervals, latches onto a Bloon or [[MOAB-Class Bloon]], including [[Lead Bloon (BTD6)|Lead Bloons]], and thrashes multiple times before returning to the water, as opposed to [[Barracuda]]'s rate-buffable, single-attack jumps. The thrash's damage, pierce, and radius are all improved. Thrashes can be affected by all external buffs.
The Great White jumps out of the water at set intervals, latches onto a Bloon or [[MOAB-Class Bloon]], including [[Lead Bloon (BTD6)|Lead Bloons]], and thrashes multiple times before returning to the water, as opposed to [[Barracuda]]'s rate-buffable, single-attack jumps. Thrashes are centered on the Great White. The thrash's damage (2–4 → 12–36), pierce (4–12 → 10–30), and radius (8 → 15) are all improved. Thrashes can be affected by all external buffs. Thrashes occur every 0.6 seconds and do not trigger immediately after grabbing.<!--as in, initial cooldown of thrash equaling cooldown of thrash--> Merges increase the thrash's damage, pierce, attack cooldown, and knockback duration. The Great White itself has 40 range instead of 35.
 
If the target can be one-shot, the Great White drags it into the water; the target is immediately popped while the Great White moves at a constant speed<!--i.e. no acceleration--> towards the location it jumped from. If it cannot be one-shot, the Great White latches onto it for up to 3 seconds before disappearing.


==Mechanics==
==Mechanics==
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#*While being latched, the target is slowed by 40%.
#*While being latched, the target is slowed by 40%.


During dragging, the shark creates splash that deals damage and knockbacks Bloons every 0.3 seconds.<!--it actually use the frame--> While latching, the same splash is created every 0.6 seconds. The splash has 15 radius and 10 base pierce. All merge benefits improve the pierce, attack speed, and damage of the splashes.
During dragging or latching, the shark creates splash that deals damage and knockbacks Bloons every 0.6 seconds.<!--it actually use the frame--> The splash has 15 radius and 10 base pierce. All merge benefits improve the pierce, attack speed, and damage of the splashes. Unlike the other beasts, sharks use the thrash cooldown to calculate the thrash rate (for further information, see [[Beast Handler (BTD6)#Stat modifiers|this link]]).


There is also a 1.1-second delay after dragging or latching before the next jump, which is unaffected by merging or external buffs.
There is also a 1.1-second delay after dragging or latching before the next jump, which is unaffected by merging or external buffs.
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==Stats==
==Stats==
{{Incomplete|Add the knockback durations per beast power (it increases knockback duration per degree)}}
{{BTD6 stat list by tiers|Beast Handler|300}}
{{BTD6 stat list by tiers|Beast Handler|300}}


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==Strategy==
==Strategy==
{{Outdated|reevaluate great white power after it got nerfed}}
{{Outdated|reevaluate great white power after it got nerfed}}
Low-power Great White is good for Round 40, but is a downgrade compared to Power 6 Barracuda in many cases due to its downtime, remaining in water for 1.1 seconds after each jump compared to Barracuda's constant attacks. Power 24 Great White is powerful for the mid-game, dragging in blue MOABs while its thrash largely wipes out everything nearby in addition to breaking down higher-tier blimps well. However, its downtime means that it is still inconsistent, requiring another tower to clean up Bloons while it remains in the water.
{{BTD6 last updated|48.0|section=y}}
Low-power Great White is good for Round 40, but is a downgrade compared to Power 6 Barracuda in many cases due to its downtime, taking a long time after each jump compared to [[Barracuda (BTD6)|Barracuda]]'s constant attacks. Power 24 Great White is powerful for the mid-game, dragging in blue MOABs while its thrash largely wipes out everything nearby in addition to breaking down higher-tier blimps well. However, its downtime means that it is still inconsistent, requiring another tower to clean up Bloons while it remains in the water.


Merging into the Great White is recommended, compensating its downtime with high grouped damage. Power 12 is enough to one-shot Ceramics, and Power 19 for Fortified Ceramics, however the main benefits for merges to Great White are increased attack speed and pierce. Power 24's blue MOAB one-shot is a major upgrade; the slower takedowns on blue MOABs allow the shark to splash for longer, in addition to eliminating individual blue MOABs. Merging with two Great Whites saves the most money.
Merging into the Great White is recommended, compensating its downtime with high grouped damage. Power 12 is enough to one-shot Ceramics, and Power 19 for Fortified Ceramics, however the main benefits for merges to Great White are increased attack speed and pierce. Power 24's blue MOAB one-shot is a major upgrade; the slower takedowns on blue MOABs allow the shark to splash for longer, in addition to eliminating individual blue MOABs. Merging with two Great Whites saves the most money.