Spiked Balls (BTD6): Difference between revisions
Qwertyxp2000 (talk | contribs) →Strategy: we already talking about spiked mines as a transitionary tower, 3-2-0 is better on shorter maps more specifically. also did some more adjustments and flowing to make it seem less like "this is all crap" and more like "there's some damn serious weaknesses right here". Also, the meta for sceramic cleanup is either a T5 like solver or something like blimpact for bomb-specific defenses; the days of cryo spalls is no more. Can't find a similar cheap SCeramic popper that isn't a staller |
Qwertyxp2000 (talk | contribs) →Strategy: icicles is a better example; yes, it costs very similar to a spalls btw if you crosspath them, and is the meta choice of ice cleanup even in late-game, yes, even late-game you wanna use it over the cryo which is cheaper. Not sure if the proj maths per spall is worth it on its own, but sure. Sorry for length, but it made more sense with the new structure without fragmenting the sentence structure. Unified the flow I guess? |
||
| Line 27: | Line 27: | ||
==Strategy== | ==Strategy== | ||
{{BTD6 last updated|52.2|section=y}} | {{BTD6 last updated|52.2|section=y}} | ||
Spiked Balls | Spiked Balls relies too heavily on its Ceramic bonuses to be an efficient cleanup during mid and late game, while lacking enough pierce to compete against supports that have similar costs, such as [[Juggernaut (BTD6)|Juggernaut]], [[Icicles (BTD6)|Icicles]], and [[Bloon Impact (BTD6)|Bloon Impact]]. It's powerful with Berserker Brew, but still requires too much investment to be a reasonable mid-game carry or tanking multiple Super Ceramics. Before round 81, much of its pierce is used on non-Ceramics, and it's less cost-efficient than a base Spike Factory with {{BTD6|Berserker Brew}}. Starting from round 81, it falls off against anything but stray Super Ceramics, since each Super Ceramic requires 1.5 piles to pop each one (0.85 with Berserker Brew). Therefore, Spiked Balls is preferred only as a transition to {{BTD6|Spiked Mines}}, which is its mid-game carry. | ||
Both crosspaths have their own use cases. 3-2-0 is better on shorter maps and when covering only one lane, while 3-0-2 is more useful for defending multiple or intersecting exits. | Both crosspaths have their own use cases. 3-2-0 is better on shorter maps and when covering only one lane, while 3-0-2 is more useful for defending multiple or intersecting exits. | ||