Juggernaut (BTD6): Difference between revisions

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== Strategy ==
== Strategy ==
{{BTD6 last updated|49.2|section=yes}}Juggernaut is a strong tower for the early game and early mid-game on maps with obstacles, such as [[Cornfield]] and [[Hedge]], where its balls can repeatedly bounce off walls and hit Bloons multiple times.<!--someone mentioned blimp damage via jugg...--> However, on open<!--non-enclosed--> maps, it falls short of other towers (such as Power 6 [[Adasaurus]]) in serving its role due to its very low single-target damage on those maps, in addition to the lack of walls. Unlike most cheap towers of its price range, it doesn't fall off very much versus [[Ceramic Bloon (BTD6)#Super Ceramic Bloons|Super Ceramics]] starting from round 81, thanks to its consistent Ceramic knockback. Juggernaut is also powerful tower in [[Race Event]]s, thanks to its high pierce. Like [[Spike-o-pult (BTD6)|Spike-o-pult]], aim Juggernaut along straight lines to maximize pierce.
{{BTD6 last updated|49.2|section=yes}}Juggernaut is a strong tower for the early game and early mid-game on maps with obstacles, such as [[Cornfield]], [[Hedge]], and [[Dark Dungeons]], where its balls can repeatedly bounce off walls and hit Bloons multiple times.<!--someone mentioned blimp damage via jugg...--> However, on open<!--non-enclosed--> maps, it falls short of other towers (such as Power 6 [[Adasaurus]]) in serving its role due to its very low single-target damage on those maps. Unlike most cheap towers of its price range, it doesn't fall off much versus [[Ceramic Bloon (BTD6)#Super Ceramic Bloons|Super Ceramics]] starting from round 81, thanks to its consistent Ceramic knockback. Juggernaut is also powerful tower in [[Race Event]]s, thanks to its high pierce. Like [[Spike-o-pult (BTD6)|Spike-o-pult]], aim Juggernaut along straight lines to maximize pierce.


4-2-0 is recommended in most scenarios as extra attack speed helps clear denser Bloon waves. 4-0-2 can be used in certain situations where no external camo detection is available or extra knockback is needed.
4-2-0 is recommended in most scenarios as extra attack speed helps clear denser Bloon waves. 4-0-2 can be used in certain situations where no external camo detection is available or extra knockback is needed.