Coldchain: Difference between revisions
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#All Skywardens with this upgrade, [[Frozen Verdict]], or [[Winter's Mercy]] apply a circling blue mark to all Bloons they deal damage to, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. All projectiles that hit affected Bloons consume one less [[pierce]] (effectively losing zero pierce, unless they have pierce penalties or hit Bloons that consume extra pierce), including projectiles from other towers. | #All Skywardens with this upgrade, [[Frozen Verdict]], or [[Winter's Mercy]] apply a circling blue mark to all Bloons they deal damage to, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. All projectiles that hit affected Bloons consume one less [[pierce]] (effectively losing zero pierce, unless they have pierce penalties or hit Bloons that consume extra pierce), including projectiles from other towers. | ||
#Starting on the third hit, each arrow applies the slowing effect to all other Bloons within an 8-unit radius of the affected Bloon. | #Starting on the third hit, each arrow applies the slowing effect to all other Bloons within an 8-unit radius of the affected Bloon. | ||
#Starting on the fourth hit, each arrow spawns five shrapnel projectiles, spread over a 25° angle, in the same direction as the arrow. These projectiles have 3 pierce, deal 3 {{BTD6 dt|12}}-type damage and +3 damage to frozen Bloons, and have a 35% chance to freeze non-MOAB-Class Bloons for 1.5 seconds (affecting all layers).<section end="lede"/> | #Starting on the fourth hit, each arrow spawns five shrapnel projectiles, spread over a 25° angle, in the same direction as the arrow. These projectiles have 3 pierce, deal 3 {{BTD6 dt|12}}-type damage and +3 damage to frozen Bloons, and have a 35% chance to freeze non-MOAB-Class Bloons for 1.5 seconds (affecting all layers). There is a minimum cooldown between triggering shards.<section end="lede"/> | ||
==Stats== | ==Stats== | ||
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==Strategy== | ==Strategy== | ||
{{ | {{outdated|v56.2 nerf to shard frequency might make it no longer "broken"}} | ||
{{BTD6 last updated|56.0|section=y}} | {{BTD6 last updated|56.0|section=y}} | ||
Coldchain in dense groups is a powerful T3 in [[Silas (BTD6)|Silas]] strategies when combined with additional Ice defense, at minimum needing [[Icicles (BTD6)|Icicles]] and [[Embrittlement (BTD6)|Embrittlement]] to create enough Frozen Bloons to trigger as well as dealing with mid-game rushes and DDTs. All it struggles is single-target damage, which is compensated by those specialists such as [[First Strike Capability (BTD6)|First Strike Capability]]. | Coldchain in dense groups is a powerful T3 in [[Silas (BTD6)|Silas]] strategies when combined with additional Ice defense, at minimum needing [[Icicles (BTD6)|Icicles]] and [[Embrittlement (BTD6)|Embrittlement]] to create enough Frozen Bloons to trigger as well as dealing with mid-game rushes and DDTs. All it struggles is single-target damage, which is compensated by those specialists such as [[First Strike Capability (BTD6)|First Strike Capability]]. | ||
1-0-3 is an important crosspath to improve its coverage on maps that demand range, with 2-0-3 being useful for innate camo detection and/or when the range boost sidegrade is necessary. 0-1-3 can be used to improve its attack speed rates, making it useful when the extra range is not needed. 0-2-3 is not very consistent due to shots no longer firing full piercing projectiles. | 1-0-3 is an important crosspath to improve its coverage on maps that demand range, with 2-0-3 being useful for innate camo detection and/or when the range boost sidegrade is necessary. 0-1-3 can be used to improve its attack speed rates, making it useful when the extra range is not needed. 0-2-3 is not very consistent due to shots no longer firing full piercing projectiles. | ||
==Update history== | |||
{{BTD6 change list by upgrade|Skywarden|3|3}} | |||
==Gallery== | ==Gallery== | ||