Sub Commander (BTD6): Difference between revisions
No edit summary |
No edit summary |
||
| Line 28: | Line 28: | ||
==Strategy== | ==Strategy== | ||
Sub Commander is a decent all-round T5 that has accurate high-projectile shots. It has a relatively smooth save-up from {{B|Armor Piercing Darts|BTD6}} and performs relatively well in the mid-game, with its biggest hurdles being Rounds 63 and 75, whose {{B|Lead Bloon|BTD6}}s can block it. Crosspathing with {{B|Advanced Intel|BTD6}} is preferred, as {{B|Heat-tipped Darts|BTD6}}'s innate Lead-popping is outweighed by its limited range. Sub Commander also pairs well with {{B|Stronger Stimulant|BTD6}}, thanks to the damage, pierce, and attack speed boosts all helping its better-splitting darts. | |||
Sub Commander is a decent | |||
Sub Commander by itself struggles past Round 80, especially against {{B|DDT|BTD6}}s, even with Heat-tipped Darts. Thus, it is generally used with other Subs that it can buff, with {{B|Pre-emptive Strike|BTD6}} being a strong pairing in [[CHIMPS]] due to the latter taking down all DDTs (including Fortified) with it and having other utilities. {{B|Ballistic Missile|BTD6}}s are recommended to round out the setup for compact maps where all lanes intersect, while {{B|Triple Guns|BTD6}} and/or Armor Piercing Darts are recommended on maps with alternating lanes. {{B|Admiral Brickell|BTD6}} is recommended, and Sub Commander + Triple Guns spam is also a strong option for Least Cash Ranked Bosses, especially [[Phayze]]. | |||
==Update history== | ==Update history== | ||