Ground Zero (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
{{strategy needed}} | {{strategy needed}} | ||
Ground Zero's ability is a powerful way to destroy huge amounts of bloons anywhere on screen. In [[Race Event]]s and CT Time Attack, it stands out for clearing the majority of waves. For [[CHIMPS]], it is best used to wipe out difficult low-HP swarms, such as non-Fortified DDTs, MOABs, and Super Ceramics. | {{BTD6 last updated|section=y|49.3}} | ||
Ground Zero's ability is a powerful way to destroy huge amounts of bloons anywhere on screen. In [[Race Event]]s and CT Time Attack, it stands out for clearing the majority of waves; buy it quickly in advance to cool off the ability, send many rounds, and activate the ability as soon as possible. For [[CHIMPS]], it is best used to wipe out difficult low-HP swarms, such as non-Fortified DDTs, MOABs, and Super Ceramics. Its cooldown is somewhat long, so use the ability sparingly. | |||
The basic improved bombing run does a lot of damage, which can severely weaken mid-game Ceramics in one shot, but requires heavy micromanagement to fully optimize this attack. Without micromanagement, it's quite inconsistent and still has a major Black Bloon weakness. | The basic improved bombing run does a lot of damage, which can severely weaken mid-game Ceramics in one shot, but requires heavy micromanagement to fully optimize this attack. Without micromanagement, it's quite inconsistent and still has a major Black Bloon weakness. As the ability is unaffected by crosspaths, 1-4-0 is the preferred crosspath, with 2-4-0 optional for extra darts only, and 0-4-2 may assist heavy micro of its bombs. | ||
==Update history== | ==Update history== | ||