Mermonkey (BTD6): Difference between revisions
→Strategy: most of this section was fluff that re-explained what all the paths do instead of how you use them, which is not the purpose of strategy sections, so i rewrote the whole thing |
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==Strategy== | ==Strategy== | ||
{{main strategy}} | {{main strategy}} | ||
{{BTD6 last updated| | {{BTD6 last updated|56.0|section=y}} | ||
The Mermonkey is a versatile tower that has roles at all stages of a run. It generally suffers from low range, even when placed in water, but stacking [[Echosense Network]] can improve this without much additional cost. While viable without water, placing Mermonkeys in water helps in the long run if possible, since it stacks multiplicatively with Echosense. | |||
*The base Mermonkey is one of the most cost-effective starting and earlygame towers due to its [[Hydra Rocket Pods (BTD6)|Hydra Rocket Pods]]-style mechanics, high pierce and damage, and reasonable attack speed, allowing it to one- or two-shot most earlygame Bloons. | |||
* | *Path 1 compresses multiple roles. Its tentacles can eliminate non-Super Ceramic Bloons, its ink stalls lower-tier blimps starting at tier 4, and its pierce buffs mainly support towers with naturally high pierce that still want to use up all their pierce (such as [[Spike Factory (BTD6)|Spike Factories]] and [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]]). [[Lord of the Abyss]] is notably the only way to add water to maps without water in [[CHIMPS]] and some other modes. | ||
* | *Path 2 focuses on stalling and cleaning up non-blimp Bloons by freezing. The higher tiers do more damage to Bloons further away and can stall Ceramics over great distances, which remains useful in the lategame for Super Ceramics, but they can't stall White Bloons or Purple Bloons. [[Arctic Knight]] and [[Popseidon]]'s abilities work best on maps with lots of closed-in walls. | ||
*Path 3 is support-oriented. Its trance stalls and displaces Bloons in short bursts, including blimps at higher tiers, which can allow towers with area-of-effect attacks to distribute their damage more effectively (especially with [[Symphonic Resonance]] by using the trance totem). The main use of the higher tiers is stalling and its unique mechanic that triggers [[damage over time]] on Bloons all at once, which is powerful with towers that deal a lot of DoT over very long durations, such as [[Glaive Lord (BTD6)|Glaive Lord]] and [[The Bloon Solver (BTD6)|The Bloon Solver]]. It has other minor support functions, including removing camo, buffing other [[Magic]] towers' pierce, and buffing [[Hero]]es' range and ability cooldowns. | |||
==Pre-release== | ==Pre-release== | ||