Spiked Balls (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated|51.2|section=y}} | {{BTD6 last updated|51.2|section=y}} | ||
Spiked Balls is a late game {{BTD6|Super Ceramic}} catcher, being relatively cheap and taking 1.5 piles<!--the proj, could say "balls" or "spiked balls" but it is confusing--> to pop each [[Super Ceramic Bloon (BTD6)|Super Ceramic]] (0.85 with {{BTD6|Berserker Brew}}) and being more consistent, but less powerful, than other Ceramic control options such as {{BTD6|Cryo Cannon}} or {{BTD6|Juggernaut}}. Before round 81, Spiked Balls struggles to be dependable, being less cost-efficient than a 1-x-x Spike Factory with Berserker Brew; | Spiked Balls is a late game {{BTD6|Super Ceramic}} catcher, being relatively cheap and taking 1.5 piles<!--the proj, could say "balls" or "spiked balls" but it is confusing--> to pop each [[Super Ceramic Bloon (BTD6)|Super Ceramic]] (0.85 with {{BTD6|Berserker Brew}}) and being more consistent, but less powerful, than other Ceramic control options such as {{BTD6|Cryo Cannon}} or {{BTD6|Juggernaut}}. Before round 81, Spiked Balls struggles to be dependable, being less cost-efficient than a 1-x-x Spike Factory with Berserker Brew; when solo, the former only excels at layer-skipping Ceramics and has less pierce (by +1)<!--spalls 11, 1xx spac + bbrew is 12--> and overall damage (by +1 to MOABs, only 2 less to Ceramics, equal below Ceramic) compared to the latter combo. Spiked Balls still has good synergy with [[Berserker Brew (BTD6)|Berserker Brew]] due to a slow attack speed leading to good buff uptime coupled with getting full use out of the damage and pierce buffs. Versus early MOABs, it still requires additional towers to chip the MOAB to avoid wasting hits against non-Ceramics. Spiked Balls outside of the late-game should serve as a stepping stone for {{BTD6|Spiked Mines}}, which is much more efficient versus groups of Bloons. | ||
Both crosspaths are useful, with 3-2-0 having more power if spike piles are consistently pressured throughout the round and is the better stepping stone, while 3-0-2 is more useful against fast Bloon rushes such as round 36, maps where the tower can target multiple exits or intersecting exits, and if Bloons can be stalled for long enough for the longer lifespan to become relevant, though {{BTD6|Long Life Spikes}} is generally stronger with stall (and can carry over rounds). | Both crosspaths are useful, with 3-2-0 having more power if spike piles are consistently pressured throughout the round and is the better stepping stone, while 3-0-2 is more useful against fast Bloon rushes such as round 36, maps where the tower can target multiple exits or intersecting exits, and if Bloons can be stalled for long enough for the longer lifespan to become relevant, though {{BTD6|Long Life Spikes}} is generally stronger with stall (and can carry over rounds). | ||