Deadeye: Difference between revisions

No edit summary
Qwertyxp2000 (talk | contribs)
Line 29: Line 29:


==Strategy==
==Strategy==
{{BTD6 last updated|49.3|section=y}}
{{BTD6 last updated|50.0|section=y}}
Most players use Deadeye for the range buff and/or the temporary camo detection, less so the Deadeye's moderately slow rifle attack. The rifle attack does its job at chipping high-HP targets, however its pistol that it forcefully uses at close range targets is weaker against groups, though still useful for close-range damage to single targets. If using it for damage, place it far from the track, and ensure its pistol will rarely or never attack. Overall, Deadeye offers supplementary high damage and support for the midgame at a reasonable cost.
Most players use Deadeye for the range buff and/or the temporary camo detection, less so the Deadeye's moderately slow rifle attack. The rifle attack does its job at chipping high-HP targets, however its pistol that it forcefully uses at close range targets is weaker against groups, though still useful for close-range damage to single targets. If using it for damage, place it far from the track, and ensure its pistol will rarely or never attack. Overall, Deadeye offers supplementary high damage and support for the midgame at a reasonable cost.


Take Aim ability's extra range and temporary camo detection is often used to assist rounds that have Camos,<!--we often use bhunt for the max monkeyopolis--> though occasionally used to boost Villages (such as [[Monkey Commerce (BTD6)|Monkey Commerce]] to discount more towers in range). Take Aim is also useful in maximizing the damage of towers with high projectile spread, such as [[Buckshot (BTD6)|Buckshot]] and its upgrades, [[Grape Shot (BTD6)|Grape Shot]] Buccaneers, or [[Sun Avatar (BTD6)|Sun Avatars]], allowing all if not most of their projectiles to hit Bloons.
Take Aim ability's extra range and temporary camo detection is often used to assist rounds that have Camos,<!--we often use bhunt for the max monkeyopolis--> though occasionally used to boost Villages (such as [[Monkey Commerce (BTD6)|Monkey Commerce]] to discount more towers in range). Take Aim is also useful in maximizing the damage of towers with high projectile spread, such as [[Buckshot (BTD6)|Buckshot]] and its upgrades, [[Grape Shot (BTD6)|Grape Shot]] Buccaneers, or [[Sun Avatar (BTD6)|Sun Avatars]], allowing all if not most of their projectiles to hit Bloons.


For crosspaths, 2-3-0 is preferred, which already takes advantage of the rifle attack and maximizing crit chance, and improves its single-target damage. 0-3-2 has a usually lower but consistent speed bonus compared to 2-3-0, retaining it if Bloons enter its close range too often, however it's more prone to the [[Wanderer]] penalty due to the extra range it gains. If used only for Take Aim, not crosspathing is optimal.
For crosspaths, the preferred crosspath depends. 2-3-0 already takes advantage of the rifle attack and maximizing crit chance, and improves its single-target damage. 0-3-2 has a consistent speed bonus compared to 2-3-0, retaining it if Bloons enter its close range too often, and better versus groups due to [[Nomad]], however it's more prone to the [[Wanderer]] penalty due to the extra range it gains. If used only for Take Aim, not crosspathing is optimal.


== Update history ==
== Update history ==