Necromancer (Battles 2): Difference between revisions
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==Strategy== | ==Strategy== | ||
{{BTDB2 last updated|4. | {{BTDB2 last updated|4.12|section=y}} | ||
Necromancer is an effective cleanup option, but should not be relied against large groups. Its pierce is consistent and has decent damage, being suitable for 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, but should not be relied against large groups. Its pierce is consistent and has decent damage, being suitable for 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. | ||
It's necessary to prepare Necromancer in advance and keeping it, making it less suitable, but not bad, for non-passive gameplay with Wizard strategies. For newer players, it should be treated 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 | It's necessary to prepare Necromancer in advance and keeping it, making it less suitable, but not bad, for non-passive gameplay with Wizard strategies. For newer players, it should be treated 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 two-tower combos that don't have a sufficient group-popper, such as Tack-Wizard. | ||
Crosspathing matters with Necromancer. 0-0-4 is sufficient, with 0-1-4 preferred in general gameplay, and 0-2-4 only mattering to deter non-Purple rushes and feed graveyard. 1-0-4 matters on maps with interweaving lanes, such as [[Garden]], to prevent unreliable spawning directions. | Crosspathing matters with Necromancer. 0-0-4 is sufficient, with 0-1-4 preferred in general gameplay, and 0-2-4 only mattering to deter non-Purple rushes and to feed graveyard. 1-0-4 matters on maps with interweaving lanes, such as [[Garden]], to prevent unreliable spawning directions. | ||
==Update history== | ==Update history== | ||