M.A.D (BTD6): Difference between revisions
added that mad has a slightly higher line of sight |
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M.A.D also has a slightly elevated line of sight compared to Rocket Storm. | M.A.D also has a slightly elevated line of sight compared to Rocket Storm. | ||
==Stats== | ==Stats== | ||
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== Strategy == | == Strategy == | ||
M.A.D's extreme MOAB damage makes it a staple against [[Boss Bloon]]s, | M.A.D's extreme MOAB damage makes it a staple against [[Boss Bloon]]s, being one of the most cost efficient towers against Tier 2 bosses. In particular, the ability provides exceptional bursts in damage. Attack speed buffs (such as {{B|Jungle Drums|BTD6}}, {{B|Stronger Stimulant|BTD6}}, {{B|Overclock|BTD6}}, and {{B|Homeland Defense|BTD6}}) and {{B|Energizer|BTD6}}'s reduction of the ability's cooldown maximize M.A.D's capability. It is also strong in [[Freeplay]], but is not as dominant there as against Bosses due to its lack of synergy with debuffs (such as {{B|Super Brittle|BTD6}}). | ||
Outside of Bosses | Outside of Bosses and Freeplay that utilize its extreme MOAB damage, M.A.D is generally not recommended due to its high price and near total lack of Bloon damage. | ||
For crosspathing, 1-5-0 is the recommended crosspath against Bosses to make all shots hit ({{B|Laser Shock|BTD6}}'s ~1.05 damage per second effect is not worth it), while 0-5-2 is superior in Freeplay due to the extreme amount of {{B|BAD|BTD6}}s there that pierce cap 1-5-0 easily. | For crosspathing, 1-5-0 is the recommended crosspath against Bosses to make all shots hit ({{B|Laser Shock|BTD6}}'s ~1.05 damage per second effect is not worth it), while 0-5-2 is superior in Freeplay due to the extreme amount of {{B|BAD|BTD6}}s there that pierce cap 1-5-0 easily. <!-- is 0-5-2 actually used in Freeplay? --> | ||
==Costs and sell values== | ==Costs and sell values== | ||