Bloonarius (BTD6): Difference between revisions
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Tier 1 and 2 defenses are usually split on towers that can reliably damage the boss and towers with very high pierce that can handle the spawns. | Tier 1 and 2 defenses are usually split on towers that can reliably damage the boss and towers with very high pierce that can handle the spawns. | ||
In the first category [[Elite Defender (BTD6)|Elite Defender]] is always a reliable option on Tier 1. A combination of [[Embrittlement (BTD6)|Embrittlement]] / [[Super Brittle (BTD6)|Super Brittle]] with [[Overdrive (BTD6)|Overdrive]] / [[The Tack Zone (BTD6)|The Tack Zone]] or [[Poplust (BTD6)|Poplust]] / [[Avatar of Wrath (BTD6)|Avatar of Wrath]] shine due Bloonarius low speed, meaning it can stay on the range of those towers for longer. [[Spike Storm (BTD6)|Spike Storm]] / [[Carpet of Spikes (BTD6)|Carpet of Spikes]] and [[Sticky Bomb (BTD6)|Sticky Bomb]] / [[Master Bomber (BTD6)|Master Bomber]] are also on longer maps due Bloonarius high HP. [[M.A.D (BTD6)|M.A.D]] can also be used with caution on its placement as the pierce on its rockets can be consumed by the spawns before it reaches the boss. Towers that are used for damaging the boss should have their targeting set to Strong if possible to avoid getting them distracted with the spawns or to First if their help is needed to deal with the spawns. | In the first category [[Elite Defender (BTD6)|Elite Defender]] is always a reliable option on Tier 1. A combination of [[Embrittlement (BTD6)|Embrittlement]] / [[Super Brittle (BTD6)|Super Brittle]] with [[Overdrive (BTD6)|Overdrive]] / [[The Tack Zone (BTD6)|The Tack Zone]] or [[Poplust (BTD6)|Poplust]] / [[Avatar of Wrath (BTD6)|Avatar of Wrath]] shine due Bloonarius low speed, meaning it can stay on the range of those towers for longer. [[Spike Storm (BTD6)|Spike Storm]] / [[Carpet of Spikes (BTD6)|Carpet of Spikes]] and [[Sticky Bomb (BTD6)|Sticky Bomb]] / [[Master Bomber (BTD6)|Master Bomber]] are only effective also on longer maps due Bloonarius high HP. [[M.A.D (BTD6)|M.A.D]] can also be used with caution on its placement as the pierce on its rockets can be consumed by the spawns before it reaches the boss. Towers that are used for damaging the boss should have their targeting set to Strong if possible to avoid getting them distracted with the spawns or to First if their help is needed to deal with the spawns. | ||
For defending the spawns in the lower tiers, specially after a skull, towers with very high pierce are needed, common examples are multiple [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] / [[Glaive Lord (BTD6)|Glaive Lord]], [[The Big One (BTD6)|The Big One]], [[Bloon Liquefier (BTD6)|Bloon Liquefier]] / [[The Bloon Solver (BTD6)|The Bloon Solver]], [[Jungle's Bounty (BTD6)|Jungle's Bounty]] / [[Spirit of the Forest (BTD6)|Spirit of the Forest]], the abilities of the [[Blade Maelstrom (BTD6)|Blade Maelstrom]] and [[Geraldo (BTD6)|Geraldo's]] [[Blade Trap]]. | For defending the spawns in the lower tiers, specially after a skull, towers with very high pierce are needed, common examples are multiple [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] / [[Glaive Lord (BTD6)|Glaive Lord]], [[The Big One (BTD6)|The Big One]], [[Bloon Liquefier (BTD6)|Bloon Liquefier]] / [[The Bloon Solver (BTD6)|The Bloon Solver]], [[Jungle's Bounty (BTD6)|Jungle's Bounty]] / [[Spirit of the Forest (BTD6)|Spirit of the Forest]], the abilities of the [[Blade Maelstrom (BTD6)|Blade Maelstrom]] and [[Geraldo (BTD6)|Geraldo's]] [[Blade Trap]]. | ||