Nautic Siege Core: Difference between revisions
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===Rocket attack=== | ===Rocket attack=== | ||
{{Image needed|Add GIF of the rocket attack}} | {{Image needed|Add GIF of the rocket attack}} | ||
While unsubmerged, the Nautic Siege Core's [[attack]] rapidly fires homing rockets that burst into three non-homing rockets on impact with the first Bloon they hit | While unsubmerged, the Nautic Siege Core's [[attack]] rapidly fires homing rockets that burst into three non-homing rockets on impact with the first Bloon they hit. Like [[Advanced Intel (BTD6)|Advanced Intel]], the Nautic Siege Core can target Bloons that are within range of other [[tower]]s in addition to itself. Although it has [[Camo detection]], it cannot target [[Camo Bloon (BTD6)|Camo Bloon]]s within range of towers that do not have Camo detection. Any projectiles it fires at Bloons within range of towers that lack Camo detection are unable to hit Camo Bloons. | ||
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===Final Strike=== | ===Final Strike=== | ||
[[file:BTD6 MonkeySub FinalStrikeIconAA.png|thumb]] | [[file:BTD6 MonkeySub FinalStrikeIconAA.png|thumb|50px]] | ||
'''Final Strike''' is the Nautic Siege Core's [[Activated Ability]]. Upon activation, the Nautic Siege Core starts a 15-second countdown, during which all its other attacks are disabled (though it can still provide buffs and use its Monkey Special). The countdown pauses between [[round]]s. 5 seconds into the countdown, it launches three missiles into the air, and when the countdown ends, the missiles strike their targets. One missile targets [[First]], one targets [[Close]], and one targets [[Strong]], and it can target Camo Bloons. On impact, each missile generates an explosion that deals heavy damage, generates a larger "aftershock" explosion that deals damage and [[stun]]s all Bloons except [[BAD (BTD6)|BAD]]s and [[Boss Bloon]]s for 15 seconds, and leaves behind five pools of radioactive fallout on the track that rapidly damage Bloons that pass over it (similar to [[Wall of Fire (BTD6)|Wall of Fire]]). The fallout lasts for 36 seconds and does not disappear at the end of the round. It has a base cooldown of 240 seconds and starts with its full cooldown. | '''Final Strike''' is the Nautic Siege Core's [[Activated Ability]]. Upon activation, the Nautic Siege Core starts a 15-second countdown, during which all its other attacks are disabled (though it can still provide buffs and use its Monkey Special). The countdown pauses between [[round]]s. 5 seconds into the countdown, it launches three missiles into the air, and when the countdown ends, the missiles strike their targets. One missile targets [[First]], one targets [[Close]], and one targets [[Strong]], and it can target Camo Bloons. On impact, each missile generates an explosion that deals heavy damage, generates a larger "aftershock" explosion that deals damage and [[stun]]s all Bloons except [[BAD (BTD6)|BAD]]s and [[Boss Bloon]]s for 15 seconds, and leaves behind five pools of radioactive fallout on the track that rapidly damage Bloons that pass over it (similar to [[Wall of Fire (BTD6)|Wall of Fire]]). The fallout lasts for 36 seconds and does not disappear at the end of the round. It has a base cooldown of 240 seconds and starts with its full cooldown. | ||
If there are no Bloons on-screen when the countdown ends, the ability pauses until a target becomes available. The ability does not start its cooldown or re-enable the Nautic Siege Core's other attacks until it has a target. | If there are no Bloons on-screen when the countdown ends, the ability pauses until a target becomes available. The ability does not start its cooldown or re-enable the Nautic Siege Core's other attacks until it has a target. | ||
===Monkey Knowledge interactions=== | |||
*{{BTD6 mk|Naval Upgrades}}: Affects all projectiles (except ones with pierce caps). | |||
*{{BTD6 mk|Breaking Ballistic}}: No effect. | |||
*{{BTD6 mk|Quad Burst}}: No effect. | |||
*{{BTD6 mk|Flanking Maneuvers}}: Affects all attacks. | |||
*{{BTD6 mk|Sub Admiral}}: No effect. | |||
==Stats== | ==Stats== | ||