Necromancer (Battles 2): Difference between revisions
Qwertyxp2000 (talk | contribs) No edit summary |
Qwertyxp2000 (talk | contribs) |
||
| Line 26: | Line 26: | ||
Necromancer is an effective cleanup option, however it should not be relied against large groups. Its pierce is consistent and has decent damage, making it suitable at chipping a few strong Bloons (even a single non-Fortified [[MOAB (Battles 2)|MOAB]]) but not enough for reliable single-target. Despite popping Purples, undead Bloons can still be overrun because its other attacks can't pop them; layering other Grouped rushes (e.g. Grouped Whites) behind is an effective hinderance. Because of [[Shimmer (Battles 2)|Shimmer]] and innate camo detection, it and nearby towers have no Camo troubles. | Necromancer is an effective cleanup option, however it should not be relied against large groups. Its pierce is consistent and has decent damage, making it suitable at chipping a few strong Bloons (even a single non-Fortified [[MOAB (Battles 2)|MOAB]]) but not enough for reliable single-target. Despite popping Purples, undead Bloons can still be overrun because its other attacks can't pop them; layering other Grouped rushes (e.g. Grouped Whites) behind is an effective hinderance. Because of [[Shimmer (Battles 2)|Shimmer]] and innate camo detection, it and nearby towers have no Camo troubles. | ||
Preparing Necromancer in advance and keeping it is necessary, making it less suitable, but not bad, for non-passive gameplay with Wizard strategies. Newer players should appreciate it as a safeguard | Preparing Necromancer in advance and keeping it is necessary, making it less suitable, but not bad, for non-passive gameplay with Wizard strategies. Newer players should appreciate it as a safeguard. Competitive players should keep a Necro around and only sell it as a last resort, such as intense mid-game micromanagement. Like with most Wizard strategies, Necromancer works best in Tack-Wizard loadouts. | ||
Crosspathing matters with Necromancer. 0-0-4 is sufficient, however 0-1-4 is preferred in general gameplay, with 0-2-4 only mattering to deter non-Purple rushes and feed graveyard (since Wall of Fire can't synergize with damage scaling from Necromancer). 1-0-4 matters on certain maps where undead Bloons have unreliable spawning, such as [[Garden]]. | Crosspathing matters with Necromancer. 0-0-4 is sufficient, however 0-1-4 is preferred in general gameplay, with 0-2-4 only mattering to deter non-Purple rushes and feed graveyard (since Wall of Fire can't synergize with damage scaling from Necromancer). 1-0-4 matters on certain maps where undead Bloons have unreliable spawning, such as [[Garden]]. | ||