Glue Strike (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated|55.2|section=y}} | {{BTD6 last updated|55.2|section=y}} | ||
Glue Strike's Bloon debuffs make it an excellent support for towers that attack fast and shoot many projectiles, such as {{BTD6|Overdrive}} and {{BTD6|Bloonjitsu}}. The debuff greatly aids these towers against both hyperdense mid-game rounds and high-tier blimps in the late game, especially the {{BTD6|BAD}}, as well as against [[Boss Bloon]]s.<!--Bosses are not "late-game"; they're in mid-to-late, if anything--> The de-Lead is helpful for {{BTD6|DDT}}s, shielded [[Dreadbloon (BTD6)|Dreadbloon]] (except Primary immunity), and mid-game rounds with many Leads (such as round 63). However, its instant-use ability struggles against sustained blimps, such as Round 95's DDTs, unless using multiple Glue Strikes. Having infinite pierce, it has no trouble handling Bloons in [[Race (BTD6)|Race]] scenarios besides waiting its initial cooldown. Multiple Glue Strikes are often better than a single [[Glue Storm (BTD6)|Glue Storm]], which can be timed evenly across difficult moments instead of having a fixed downtime in the case of the latter upgrade. | Glue Strike's Bloon debuffs make it an excellent support for towers that attack fast and shoot many projectiles, such as {{BTD6|Overdrive}} and {{BTD6|Bloonjitsu}}. The debuff greatly aids these towers against both hyperdense mid-game rounds and high-tier blimps in the late game, especially the {{BTD6|BAD}}, as well as against [[Boss Bloon]]s.<!--Bosses are not "late-game"; they're in mid-to-late, if anything--> The de-Lead is helpful for {{BTD6|DDT}}s, shielded [[Dreadbloon (BTD6)|Dreadbloon]] (except Primary immunity), and mid-game rounds with many Leads (such as round 63). However, its instant-use ability struggles against sustained blimps, such as Round 95's DDTs, unless using multiple Glue Strikes. | ||
Having infinite pierce, it has no trouble handling Bloons in [[Race (BTD6)|Race]] scenarios besides waiting its initial cooldown. Multiple Glue Strikes are often better than a single [[Glue Storm (BTD6)|Glue Storm]], which can be timed evenly across difficult moments instead of having a fixed downtime in the case of the latter upgrade. | |||
A crosspath is always recommended for Glue Strike, giving extra support for specific strategies: | A crosspath is always recommended for Glue Strike, giving extra support for specific strategies: | ||
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*[[Stronger Glue (BTD6)|Stronger Glue]] is not necessary if only handling MOAB-class, but does benefit its Super Ceramic slowdown. | *[[Stronger Glue (BTD6)|Stronger Glue]] is not necessary if only handling MOAB-class, but does benefit its Super Ceramic slowdown. | ||
In time-sensitive situations, buy Glue Strike without crosspaths first before adding crosspaths, so the initial cooldown can begin sooner. | |||
Note that the extra damage debuff can only be applied by using the ability; the Glue Gunner's regular attack is essentially unchanged from [[Glue Hose (BTD6)|Glue Hose]]. | |||
==Update history== | ==Update history== | ||
{{BTD6 change list by upgrade|Glue Gunner|2|4}} | {{BTD6 change list by upgrade|Glue Gunner|2|4}} | ||