The Final Harmonic: Difference between revisions
Qwertyxp2000 (talk | contribs) There isn't the unnerfed symphre anymore, so yeah gotta mention bfbs even if symphres technically has a bfb penalty despite not targeting them anymore |
Qwertyxp2000 (talk | contribs) →Strategy: wording could be improved but I included the circumvent to blasta (it works, I tell you) |
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Final Harmonic is a fairly inexpensive but reliable method of pulling in BFBs and ZOMGs into a specific area, especially on maps that have separated simultaneous lanes, in addition to a much higher limit to its damage-over-time (DoT) detonation. With many [[Echosense Network]] buffs, its trances can cover a very wide area and have no trouble reaching all lanes on most maps. Additionally, its special buffs in trance range can assist Magic synergies that have low flat pierce (this buff is a flat pierce bonus) and Heroes that depend on abilities and/or range, including Heroes that buff other towers. | Final Harmonic is a fairly inexpensive but reliable method of pulling in BFBs and ZOMGs into a specific area, especially on maps that have separated simultaneous lanes, in addition to a much higher limit to its damage-over-time (DoT) detonation. With many [[Echosense Network]] buffs, its trances can cover a very wide area and have no trouble reaching all lanes on most maps. Additionally, its special buffs in trance range can assist Magic synergies that have low flat pierce (this buff is a flat pierce bonus) and Heroes that depend on abilities and/or range, including Heroes that buff other towers. | ||
To optimize the damage-over-time detonation, its best pairing for the cost is the 5-0-2 [[The Bloon Solver (BTD6)|Bloon Solver]]. For higher-cost towers with stronger DoTs, [[Super Mines (BTD6)|Super Mines]] is an effective choice. Avoid mixing with low-damage DoTs (e.g. [[Hot Shot (BTD6)|Hot Shot]] Buccaneers), as these may trigger first, wasting the DoT detonations. | To optimize the damage-over-time detonation, its best pairing for the cost is the 5-0-2 [[The Bloon Solver (BTD6)|Bloon Solver]], followed by [[Glaive Lord (BTD6)|Glaive Lord]]. For higher-cost towers with stronger DoTs, [[Super Mines (BTD6)|Super Mines]] is an effective choice. Avoid mixing with low-damage DoTs (e.g. [[Hot Shot (BTD6)|Hot Shot]] Buccaneers), as these may trigger first, wasting the DoT detonations. | ||
Versus [[Blastapopoulos (BTD6)|Blastapopoulos]], Final Harmonic supported by [[Monkey Intelligence Bureau (BTD6)|Monkey Intelligence Bureau]] or handled by [[Ezili (BTD6)|Ezili]]'s Heartstopper will still be able to output its high damage with DoT detonations, since it's fast enough to detonate DoT before Blastapopoulos removes its DoT mutators, and counters to Purple immunity are required. | |||
2-0-5 crosspath is typically preferred for the faster DoT detonations and faster pickup of DDTs. 0-1-5 holds more, but since the trance already has reasonable pierce and [[Sharper Prongs]] adds only a small amount, it's less effective. 0-2-5 is no different to 0-1-5 except for the larger freezing tridents. | 2-0-5 crosspath is typically preferred for the faster DoT detonations and faster pickup of DDTs. 0-1-5 holds more, but since the trance already has reasonable pierce and [[Sharper Prongs]] adds only a small amount, it's less effective. 0-2-5 is no different to 0-1-5 except for the larger freezing tridents. | ||