Avenger: Difference between revisions
| Line 23: | Line 23: | ||
==Strategy== | ==Strategy== | ||
{{BTD6 last updated|52.2|section=y}} | {{BTD6 last updated|52.2|section=y}} | ||
Avenger's low range, pierce, and damage demand multiple buffs (e.g. {{BTD6|Berserker Brew}} and {{BTD6|Primary Training}}) to become a viable midgame carry. It is still on the expensive side | Avenger's low range, pierce, and damage demand multiple buffs (e.g. {{BTD6|Berserker Brew}} and {{BTD6|Primary Training}}) to become a viable midgame carry. It is still on the expensive side and requires straight lines to be consistent. Since its knockback is a speed multiplier, it lacks much synergy with other slowdown effects. If only used for MOAB-class knockback, Avenger's shotgun range can be positioned just far enough from the track to avoid targeting {{BTD6|Ceramic Bloon}}s yet clipping blimps' large hitboxes, particularly for the {{BTD6|Quickdraw}} benefits. It should be set to [[Strong]] as its knockback is just as effective against {{BTD6|ZOMG}}s as against {{BTD6|MOAB}}s. Avenger performs poorly against {{BTD6|DDT}}s even with Lead popping buffs. Finally, its life loss reduction effect can be used as a last resort in the mid-game, but is difficult for making income with its [[Nomad]] effect. | ||
2-0-4 is preferred to directly increase knockback uptime and damage at long range. 0-2-4 gets more damage at close range via crits and has natural [[Camo detection]], but this hurts Avenger late game due to its lack of DDT damage. | 2-0-4 is preferred to directly increase knockback uptime and damage at long range. 0-2-4 gets more damage at close range via crits and has natural [[Camo detection]], but this hurts Avenger late game due to its lack of DDT damage. | ||