BAD (BTD6): Difference between revisions

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The '''BAD''' is a type of [[MOAB-Class Bloon]] in ''[[Bloons TD 6]]'' and the strongest non-[[Boss Bloon]] in normal gameplay. It first appears on [[List of rounds in BTD6|round 100]], or round 99 in [[Alternate Bloons Rounds]]. BADs have the same speed and size as ZOMGs. They are immune to all forms of [[blowback]], [[knockback]], [[slow]]ing, and [[stun|stunn]]ing, except for [[Time Stop]], [[Workshop (BTD6)#Reverse_Motor|Workshop's Reverse Motor]], and [[Herald of Everfrost]]'s Eclipse of Fimbulwinter ability. Each BAD releases two [[ZOMG (BTD6)|ZOMG]]s and three [[DDT (BTD6)|DDT]]s when popped.
The '''BAD''' is a type of [[MOAB-Class Bloon]] in ''[[Bloons TD 6]]'' and the strongest non-[[Boss Bloon]] in normal gameplay. It first appears on [[List of rounds in BTD6|round 100]], or round 99 in [[Alternate Bloons Rounds]]. BADs have the same speed and size as ZOMGs. They are immune to all forms of [[blowback]], [[knockback]], [[slow]]ing, and [[stun|stunn]]ing, except for [[Time Stop]], [[Workshop (BTD6)#Reverse_Motor|Workshop's Reverse Motor]], and [[Herald of Everfrost]]'s Eclipse of Fimbulwinter ability. Each BAD releases two [[ZOMG (BTD6)|ZOMG]]s and three [[DDT (BTD6)|DDT]]s when popped.


Although BADs normally have 55,760 [[RBE]] (98,360 when [[Fortified Bloon (BTD6)|Fortified]]), the health of all MOAB-Class Bloons increases with each [[round]] after round 81, so the actual RBE of the BAD on round 100 is 67,200 (429,920 for Fortified BAD on Round 140). Like all MOAB-class Bloons, BADs have four damage phases.
Although BADs normally have 55,760 [[RBE]] (98,360 when [[Fortified Bloon (BTD6)|Fortified]]), the health of all MOAB-Class Bloons increases with each [[round]] after round 81, so the actual RBE of the BAD on round 100 is 67,200 (429,920 for Fortified BAD on Round 140). Like all MOAB-class Bloons, a BAD has four damage phases.


==Round appearances==
==Round appearances==
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==Tips==
==Tips==
{{BTD6 last updated|51.2|section=y}}
{{strategy needed|Add tips for how to deal with BADs specifically}}
*BADs are the biggest threats throughout deep [[Freeplay]], leading to a lot of strategies revolving around dealing with them.
*BADs are the biggest threats throughout deep [[Freeplay]], leading to a lot of strategies revolving around dealing with them.
*The first BAD poses a threat to defenses that lack single-target damage and rely too much on stalling. Also, when popped, the children DDTs can quickly rush through the defenses.
*[[First Strike Capability (BTD6)|First Strike]] can instantly destroy the BAD on round 100 if it has taken around 25,000 damage first (19,500 if {{BTD6 mk|Big Bloon Sabotage}} is enabled).
*[[First Strike Capability (BTD6)|First Strike]] can instantly destroy the BAD on round 100 if it has taken around 25,000 damage first (19,500 if {{BTD6 mk|Big Bloon Sabotage}} is enabled).
**At the last damage phase, its left and right turbines are destroyed, a simple indicator that the BAD is beginning to be within insta-kill range.<!--need 25k damage first; not quite there yet--> With Big Bloon Sabotage, the BAD reaches its final phase once it has taken 20,160 damage; without it, it's 22,400.<!--28/5=22.4-->
**At the last damage phase, its left and right turbines are destroyed, a simple indicator that the BAD is beginning to be within insta-kill range.<!--need 25k damage first; not quite there yet--> With Big Bloon Sabotage, the BAD reaches its final phase once it has taken 20,160 damage; without it, it's 22,400.<!--28/5=22.4-->