Super Maelstrom (BTD6): Difference between revisions

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'''Super Maelstrom''' is the [[Tack Shooter (BTD6)|Tack Shooter]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It upgrades the [[Blade Maelstrom (BTD6)|Blade Maelstrom's]] ability to last 9 seconds instead of 3, shoot out 4 blades at a time instead of 2, and increases the pierce of the ability's blades from 100 to 300. Additionally, its regular attack can now pop all Bloon types. However, the blades from the ability can not pop Lead. Additionally the base attack gains +3 additional damage (5 total)
'''Super Maelstrom''' is the [[Tack Shooter (BTD6)|Tack Shooter]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It upgrades the [[Blade Maelstrom (BTD6)|Blade Maelstrom's]] ability to last 9 seconds instead of 3, shoot out 4 blades at a time instead of 2, and increases the pierce of the ability's blades from 100 to 300. Additionally, its regular attack gains +3 additional damage (5 total) and can now pop all Bloon types. However, the blades from the ability can not pop Lead and do 2 damage.


== Super Maelstrom Ability ==
== Super Maelstrom Ability ==
[[File:BTD6 TackShooter SuperMaelstromUpgradeIconAA.png|thumb|100px]]
The Super Maelstrom ability has a cooldown of 20 seconds, with an initial cooldown of 6.67 seconds. When activated, it fires extra-strong blades in four directions for 9 seconds, and the direction in which it fires rapidly spin clockwise creating a spiral pattern with the blades. Each blade deals 2 [[Damage#Shatter|Shatter]] damage, has 300 [[pierce]], and is fired with an attack cooldown of 0.045 seconds. It can be affected with all types of buffs (damage, attack speed, pierce...).
The Super Maelstrom ability has a cooldown of 20 seconds, with an initial cooldown of 6.67 seconds. When activated, it fires extra-strong blades in four directions for 9 seconds, and the direction in which it fires rapidly spin clockwise creating a spiral pattern with the blades. Each blade deals 2 [[Damage#Shatter|Shatter]] damage, has 300 [[pierce]], and is fired with an attack cooldown of 0.045 seconds. It can be affected with all types of buffs (damage, attack speed, pierce...).


== Special crosspath bonuses ==
The ability also receives crosspathing benefits:
 
* [[Faster Shooting (BTD6) (Tack Shooter)|Faster Shooting]] — ability gains ~17.6% increased attack speed (0.85x attack cooldown).
* [[Faster Shooting (BTD6) (Tack Shooter)|Faster Shooting]] — ability gains ~17.6% increased attack speed.  
* [[Even Faster Shooting (BTD6)|Even Faster Shooting]] — ability gains ~38.4% increased attack speed total (0.85x attack cooldown on top, total of 0.7225x).
* [[Even Faster Shooting (BTD6)|Even Faster Shooting]] — ability gains ~38.4% increased attack speed total.
* [[More Tacks (BTD6)|More Tacks]] — ability gains +0.5s duration and spins counter-clockwise.
* [[More Tacks (BTD6)|More Tacks]] — ability gains +1.5s duration and spins counter-clockwise.
* [[Even More Tacks (BTD6)|Even More Tacks]] — ability gains +1s duration total.
* [[Even More Tacks (BTD6)|Even More Tacks]] — ability gains +3s duration total.


==Stats==
==Stats==
{{BTD6 stat list by tiers|Tack Shooter|050}}
{{BTD6 stat list by tiers|Tack Shooter|050}}
==Strategy==
{{BTD6 last updated|49.3|section=y}}
With support for {{BTD6|Lead Bloon}}s and [[Camo Bloon (BTD6)|Camo]] detection, Super Maelstrom effectively guarantees victory in [[Race Event]]s. Due to the fact that it extends the duration of Blade Maelstrom's ability when upgraded from it while the ability is active, Super Maelstrom transitions extremely smoothly from Blade Maelstrom in Race Events. 0-5-2 is the optimal crosspath in Race Events, due to the base damage of the blades being strong enough there and shorter downtime giving Bloons less time to reach the exit.
Super Maelstrom is also powerful against {{BTD6|Bloonarius}}'s insides, especially in Timed settings, where one-shotting Bloonarius spawns an extreme amount of Bloons that Super Maelstrom is well-suited against. Elsewhere, Super Maelstrom is a relatively effective mid-game tower, but heavily falls off on [[Expert]] maps (due to spread-out tracks) and after Round 80 (due to [[Ceramic Bloon (BTD6)#Super Ceramic Bloons|Super Ceramics]]). In both cases, 2-5-0 and 0-5-2 are on roughly equal footing, the former having stronger burst damage and the latter being more reliable. However, stacking ability cooldown reduction via [[Primary Expertise (BTD6)|Primary Expertise]] and [[Energizer (BTD6)|Energizer]] will allow for virtually 100% uptime with 0-5-2,<!--20*.8*.75=12, vs 12s of 0-5-2--> so 0-5-2 is sometimes favored for consistency if these supports are present.


==Costs and sell values==
==Costs and sell values==
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==Update history==
==Update history==
{{BTD6 change list by upgrade|Tack Shooter|2|5}}
{{BTD6 change list by upgrade|Tack Shooter|2|5}}
==Strategy==
With support for {{BTD6|Lead Bloon}}s and [[Camo Bloon (BTD6)|Camo]] detection, Super Maelstrom effectively guarantees victory in [[Race Event]]s. Due to the fact that it extends the duration of Blade Maelstrom's ability when upgraded from it while the ability is active, Super Maelstrom transitions extremely smoothly from Blade Maelstrom in Race Events. 0-5-2 is the optimal crosspath in Race Events, due to the base damage of the blades being strong enough there and shorter downtime giving Bloons less time to reach the exit.
Super Maelstrom is also powerful against {{BTD6|Bloonarius}}'s insides, especially in Timed settings, where one-shotting Bloonarius spawns an extreme amount of Bloons that Super Maelstrom is well-suited against. Elsewhere, Super Maelstrom is a relatively effective mid-game tower, but heavily falls off on [[Expert]] maps (due to spread-out tracks) and after Round 80 (due to [[Ceramic Bloon (BTD6)#Super Ceramic Bloons|Super Ceramics]]). In both cases, 2-5-0 and 0-5-2 are on roughly equal footing, the former having stronger burst damage and the latter being more reliable.


==Gallery==
==Gallery==