Mermonkey (BTD6): Difference between revisions
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The '''Mermonkey''' is a [[Magic]] [[tower]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|44.0}}. It [[attack]]s by throwing tridents that create damaging splashes around each [[Bloon]] they hit, similar to [[Hydra Rocket Pods (BTD6)|Hydra Rocket Pods]] and [[Captain Churchill (BTD6)|Captain Churchill]]'s explosives. Each trident can create two splashes by default. Each trident has a very brief (0. | The '''Mermonkey''' is a [[Magic]] [[tower]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|44.0}}. It [[attack]]s by throwing tridents that create damaging splashes around each [[Bloon]] they hit, similar to [[Hydra Rocket Pods (BTD6)|Hydra Rocket Pods]] and [[Captain Churchill (BTD6)|Captain Churchill]]'s explosives. Each trident can create two splashes by default, and each splash does 2 damage to up to 3 Bloons. Each trident has a very brief (0.05 seconds) cooldown between activating a splash on a new target. The Mermonkey can be placed on both land and water, but has 35% more [[range]] if placed in water. | ||
It can be upgraded to awaken an abyssal creature, fire freezing water attacks, or sing magical songs which heavily impede the bloons. | It can be upgraded to awaken an abyssal creature, fire freezing water attacks, or sing magical songs which heavily impede the bloons. | ||
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==Strategy== | ==Strategy== | ||
{{main strategy}} | {{main strategy}} | ||
{{BTD6 last updated|56. | {{BTD6 last updated|56.3|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 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. | *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 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, and one of the best supports for Spike Factories. | ||
*Path 2 focuses on stalling and cleaning up non-blimp Bloons by freezing. [[Riptide Champion]] does more damage to Bloons further away and can stall Ceramics over great distances, which remains useful in the lategame for Super Ceramics, but it can't stall White Bloons or Purple Bloons. It benefits the most from Echosense stacking, enabling a strategy of spamming 0-3-2 Riptide Champion to focus on long-distance stalling. [[Arctic Knight]] and [[Popseidon]]'s abilities work best on maps with lots of closed-in walls. | *Path 2 focuses on stalling and cleaning up non-blimp Bloons by freezing. [[Riptide Champion]] does more damage to Bloons further away and can stall Ceramics over great distances, which remains useful in the lategame for Super Ceramics, but it can't stall White Bloons or Purple Bloons. It benefits the most from Echosense stacking, enabling a strategy of spamming 0-3-2 Riptide Champion to focus on long-distance stalling. [[Arctic Knight]] and [[Popseidon]]'s abilities work best on maps with lots of closed-in walls. | ||
*Path 3's higher tiers are support-oriented, though its lower tiers are more for crosspathing than the higher tiers. 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. | *Path 3's higher tiers are support-oriented, though its lower tiers are more for crosspathing than the higher tiers. 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. | ||