Golden Justice: Difference between revisions

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→Strategy: 250 goldjust preferred? Idk how id summarise crosspath use cases here
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Adjusted lede, as the main focus is the new straight line piercing shot
 
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'''Golden Justice''' is the [[Desperado (BTD6)|Desperado]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It increases the damage of its pistol attack and allows it to hit multiple Bloons in a small area, uses a slower-firing rifle that deals much more damage and has infinite [[pierce]], and has a stronger version of the Marked to Pop ability. Crits from its attacks are also improved from 4x to 8x. The basic marking attack cooldown reduces from 9 to 3 seconds.
'''Golden Justice''' is the [[Desperado (BTD6)|Desperado]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede"/>This upgrade changes the rifle attack to produce a straight line shot that fires half as fast (every 3.18 seconds) but has practically infinite pierce and deals 280 base damage and +280 damage to Ceramic or Fortified Bloons. Additionally, this upgrade changes the following:
 
*Increases the [[crit]] damage of all its [[attack]]s from 4× to 8×.
Each pistol shot does 24 damage, deals +24 damage to Ceramics, and now produces an area-of-effect that hits up to 8 Bloons (9 with {{BTD6 mk|Extra Dart Pops}}) that overlap the initial shot's centerpoint,<!--0 units--> which also does 24 base damage and +24 damage to Ceramics. The AoE can hit the same Bloon as the initial shot. The initial shot also marks Bloons.
*Improves the pistol attack to now deal 24 base damage, +24 damage to [[Ceramic Bloon (BTD6)|Ceramic Bloon]]s, mark the target Bloon, and produce an area of effect around the target that hits up to 8 Bloons overlapping the initial shot's centerpoint,<!--0 units--> dealing the same base damage and damage to Ceramic layers as the initial shot. The AoE can hit the same Bloon as the initial shot.
 
*Increases the base [[attack speed]] of the marking attack from every 6 seconds to every 3 seconds, and reduces its minimum attack cooldown from 3 seconds to 1 second.
Each rifle shot now does 280 base damage and +280 damage to Fortified (before the damage multipliers from crits or hitting marked Bloons). However, its [[attack speed]] is halved compared to [[Bounty Hunter]] (3.18s attack cooldown).
*Increases the base damage of its Marked to Pop ability from 30 to 300. Its version of the ability occupies a separate slot from [[Bounty Hunter]]'s.<section end="lede"/>
 
Its own Marked to Pop ability is separated from Tier 4 [[Bounty Hunter]]s, and does 300 base damage per shot (before the damage multipliers from crits or hitting marked Bloons) instead of 30.


== Stats ==
== Stats ==
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==Strategy==
==Strategy==
{{strategy needed}}
{{strategy needed}}
{{BTD6 last updated|section=y|50.0}}
{{BTD6 last updated|50.2|section=y}}
Golden Justice's infinite pierce and high damage from the rifle attack makes it stand out against hyperdense rounds if it is allowed to shoot along a long straight line and if Bloons are slow enough between its long cooldown. The rifle's speed penalty makes it unreliable without consistent straight lines, and struggles versus fast-moving Bloons such as DDTs and Super Ceramics, hence unsuitable for most Expert Maps except [[Dark Castle]]. Like its previous two upgrades, the pistol attack should be avoided if possible, which is forced when Bloons get close and has significantly less DPS, despite the capability to directly mark targets.
Golden Justice's infinite pierce and high damage from the rifle attack makes it stand out against hyperdense rounds if it is allowed to shoot along a long straight line and if Bloons are slow enough between its long cooldown. The rifle's speed penalty makes it unreliable without consistent straight lines, and struggles versus fast-moving Bloons such as DDTs and Super Ceramics. Like its previous two upgrades, the pistol attack should be avoided if possible, which is forced when Bloons get close and has significantly less DPS, despite the capability to directly mark targets. Because of this weakness, Golden Justice is mostly locked to [[Silas (BTD6)|Silas]], which combined with [[Absolute Zero (BTD6)|Absolute Zero]] can keep the most powerful attack active at all times.


2-5-0 is usually preferred, to improve consistency against single targets because of [[Standoff]], and [[Quickdraw (BTD6)|Quickdraw]]'s distance speed buff sees more practical use given its need to fire along long straight lines. If groups of Bloons entering its range is a concern, going 0-5-2 can be considered because of [[Nomad]]'s increased speed per Bloon in range. However, as it has long range, retaining Wanderer buffs is not practical outside of custom challenges.
2-5-0 is usually preferred, to improve consistency against single targets because of [[Standoff]], and [[Quickdraw (BTD6)|Quickdraw]]'s distance speed buff sees more practical use given its need to fire along long straight lines. If groups of Bloons entering its range is a concern, going 0-5-2 can be considered because of [[Nomad]]'s increased speed per Bloon in range. However, as it has long range, retaining Wanderer buffs is not practical outside of custom challenges.