Glue Storm (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
{{outdated|Check 2-5-0 vs 0-5-2 comparison in v48.0}} | |||
Glue Storm is a powerful supporting tower, being the most useful past Round 80. Its +2 damage buff is now applied consistently as blimps are popped, thus the ability effectively grants +2 damage to all towers on the screen while active, greatly aiding fast-attacking, low-damage towers (such as {{B|Sun Avatar|BTD6}}). The ability's consistent de-[[Lead Bloon (BTD6)|Lead]] capability allows for the complete skip of [[Monkey Intelligence Bureau (BTD6)|MIB]], as the ability is able to de-Lead all {{B|DDT|BTD6}}s. The ability also provides valuable slowdown against Bloons, largely neutralizing their threat. | Glue Storm is a powerful supporting tower, being the most useful past Round 80. Its +2 damage buff is now applied consistently as blimps are popped, thus the ability effectively grants +2 damage to all towers on the screen while active, greatly aiding fast-attacking, low-damage towers (such as {{B|Sun Avatar|BTD6}}). The ability's consistent de-[[Lead Bloon (BTD6)|Lead]] capability allows for the complete skip of [[Monkey Intelligence Bureau (BTD6)|MIB]], as the ability is able to de-Lead all {{B|DDT|BTD6}}s. The ability also provides valuable slowdown against Bloons, largely neutralizing their threat. | ||
Glue Storm is also powerful against [[Boss Bloon]]s and in [[Freeplay]], with its ability permanently providing the debuff to all blimps once the ability glue is first applied. In Freeplay, {{B|Primary Expertise|BTD6}} and {{B|Energizer|BTD6}}/[[Nautic Siege Core]] are essential for the ability to have a shorter cooldown and catch newly-spawned {{B|BAD|BTD6}}s more quickly. 2-5-0 is the optimal crosspath for Glue Storm in [[Race Event]]s, but the added initial cooldown greatly harms it and makes selling and rebuying {{B|Glue Strike|BTD6}} a superior strategy. 0-5-2 is | Glue Storm is also powerful against [[Boss Bloon]]s and in [[Freeplay]], with its ability permanently providing the debuff to all blimps once the ability glue is first applied. In Freeplay, {{B|Primary Expertise|BTD6}} and {{B|Energizer|BTD6}}/[[Nautic Siege Core]] are essential for the ability to have a shorter cooldown and catch newly-spawned {{B|BAD|BTD6}}s more quickly. 2-5-0 is the optimal crosspath for Glue Storm in [[Race Event]]s, but the added initial cooldown greatly harms it and makes selling and rebuying {{B|Glue Strike|BTD6}} a superior strategy. However, 2-5-0 basically has full uptime anyways on singular targets with a permanent +3 damage instead of +2, though transitioning from Glue Strike during the mid-game is tougher. 0-5-2 is not as preferable but still helpful in [[2MPC]], with the extra slowdown against {{B|Super Ceramic Bloon|BTD6}}s as the main bonus. | ||
==Update history== | ==Update history== | ||
{{BTD6 change list by upgrade|Glue Gunner|2|5}} | {{BTD6 change list by upgrade|Glue Gunner|2|5}} | ||