Sub Commander (BTD6): Difference between revisions

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==Strategy==
==Strategy==
{{Strategy needed}}
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 T5 with all-round stats for a T5 that has accurate high-projectile shots. Not only can it carry grouped rounds with ease if afforded before Round 63, its special buffs benefit Sub armies significantly. However it struggles significantly against Lead and DDTs and requires Acidic Mixture Dip or MIB to pop them. Middle crosspath is usually not preferred due to the lack of range.  
 
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==