Arcane Spike (BTD6): Difference between revisions
Pixelentropy (talk | contribs) |
Swapped cost table and strategy. Middle crosspath breaks layerskipping anyways and outside of Logs good luck having Arcane Spike handle ceramic rushes without cleanup. Brew is still very useful on 420 and probably still valuable on 402. |
||
| Line 23: | Line 23: | ||
==Stats== | ==Stats== | ||
{{BTD6 stat list by tiers|Wizard Monkey|400}} | {{BTD6 stat list by tiers|Wizard Monkey|400}} | ||
== Costs and sell values == | |||
{{BTD6 cost list by upgrade|Wizard Monkey|1|4}} | |||
== Strategy == | == Strategy == | ||
{{BTD6 last updated| | {{BTD6 last updated|51.2|section=y}} | ||
Arcane Spike | Arcane Spike is used as a transition to {{BTD6|Archmage}}, with decent MOAB-class damage but poor performance against normal bloons. It should be used for blimp damage with cleanup support from other towers, especially since this pattern extends to Archmage. Against normal bloons, its low pierce and damage leaves it entirely unable to handle dense rushes such as 63. {{BTD6|Berserker Brew}} is a useful buff against blimps, but can lead to popping {{BTD6|Ceramic Bloon}}s into {{BTD6|Yellow Bloon}}s in mid-game, which can hurt cleanup options that depend on layer skipping such as [[Velociraptor]]. This only really matters when using 4-0-2 in [[CHIMPS]] runs, however, and even there there are high pierce bloon control options such as {{BTD6|Really Big Bombs}} that can handle these dense rushes. | ||
4-0-2 | |||
4-2-0 does more single target damage and is the better stepping stone to Archmage. 4-0-2's extra pierce is rarely relevant against blimps during mid-game, and does not improve its performance against bloon rushes enough to justify the tower for that role. 4-2-0 also gets much more value out of Alch buffs boosting Wall of Fire. | |||
==Update history== | ==Update history== | ||