Sub Commander (BTD6): Difference between revisions
Pixelentropy (talk | contribs) Does this page need gifs? projectile and animations carry over from previous tiers |
Pymonkibot (talk | contribs) m Text replacement - "\{\{B\|(.*)\|BTD6" to "{{BTD6|$1" |
||
| 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 {{ | Sub Commander is a decent all-round T5 that has accurate high-projectile shots. It has a relatively smooth save-up from {{BTD6|Armor Piercing Darts}} and performs relatively well in the mid-game, with its biggest hurdles being Rounds 63 and 75, whose {{BTD6|Lead Bloon}}s can block it. Crosspathing with {{BTD6|Advanced Intel}} is preferred, as {{BTD6|Heat-tipped Darts}}'s innate Lead-popping is outweighed by its limited range. Sub Commander also pairs well with {{BTD6|Stronger Stimulant}}, thanks to the damage, pierce, and attack speed boosts all helping its better-splitting darts. | ||
Sub Commander by itself struggles past Round 80, especially against {{ | Sub Commander by itself struggles past Round 80, especially against {{BTD6|DDT}}s, even with Heat-tipped Darts. Thus, it is generally used with other Subs that it can buff, with {{BTD6|Pre-emptive Strike}} being a strong pairing in [[CHIMPS]] due to the latter taking down all DDTs (including Fortified) with it and having other utilities. {{BTD6|Ballistic Missile}}s are recommended to round out the setup for compact maps where all lanes intersect, while {{BTD6|Triple Guns}} and/or Armor Piercing Darts are recommended on maps with alternating lanes. {{BTD6|Admiral Brickell}} is recommended, and Sub Commander + Triple Guns spam is also a strong option for Least Cash Ranked Bosses, especially [[Phayze]]. | ||
==Update history== | ==Update history== | ||