MOAB Shove (BTD6): Difference between revisions

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==Strategy==
==Strategy==
{{Strategy needed}}
{{Strategy needed|Elaborate how to optimize Shove with the end-of-round stall and lategame CHIMPS}}
{{BTD6 last updated|section=y|49.3}}
{{BTD6 last updated|51.1|section=y}}
MOAB Shove is a cheap and easy-to-use MOAB stall against a single blimp. It is a potent support that stands out against midgame MOABs and versus BFBs and ZOMGs in the late-game. However, it starts to fall off against multiple at a time, though it remains great at slowing down a crowd of already slow blimps. Unlike most towers, it doesn't fall off much on multilane maps, which often separate MOABs on different lanes, allowing Shove to focus on one at a time, and single out a target in a specific region.
MOAB Shove is a cheap and easy-to-use MOAB stall against a single blimp. It can be moved anywhere, allowing it to single out a MOAB or BFB for a very long stall. In the mid-game it assists towers that have a MOAB weakness, while towards the late-game it shifts into an end-of-round staller, alongside a significant ZOMG slow. Unlike most towers, Shove doesn't fall off much on multilane maps, which often separate MOAB-class Bloons on different lanes, allowing Shove to focus on one at a time, making it easier to focus on an isolated blimp.


In [[CHIMPS]], it is also used to stall the end of rounds in order to cool off activated abilities or maximize [[Perma-Spike (BTD6)|Perma-Spike]] stockpiles. For [[Boss Bloon Event (BTD6)|Boss Bloon Event]]s, it can be used to stall out Resurrected Blimps from T1 [[Lych]].<!--not sure what else shove in boss events-->
In [[CHIMPS]], its capability to end-of-round stall is important, long enough to cool off all activated abilities or maximize [[Perma-Spike (BTD6)|Perma-Spike]] stockpiles. For [[Boss Bloon Event (BTD6)|Boss Bloon Event]]s, Shove can be used to stall out Resurrected Blimps from T1 [[Lych]].<!--not sure what else shove in boss events, round stall dunno if viable-->


0-1-3 is preferred for its strong shove, and can also slowly push back a single BFB. 0-2-3 can target DDTs innately, though this is outclassed by more reliable DDT slowdowns such as [[Bloon Sabotage (BTD6)|Bloon Sabotage]], while top crosspaths are only beneficial if planning to further upgrade to [[Comanche Defense (BTD6)|Comanche Defense]].
0-1-3 is preferred for its strong shove, and can also slowly push back a single BFB. 0-2-3 can target DDTs innately, though this is outclassed by more reliable DDT slowdowns such as [[Bloon Sabotage (BTD6)|Bloon Sabotage]], while top crosspaths are only beneficial if planning to further upgrade to [[Comanche Defense (BTD6)|Comanche Defense]].


The extra missile attack rarely has a purpose, other than niche lead-popping, and limits stalling. Regardless, [[Razor Rotors (BTD6)|Razor Rotors]] has more reliable lead-popping and general damage for less cost.<!--stuff like least tiers ct or something-->
The extra missile attack actively goes against stalling and is too weak to serve as main damage. [[Razor Rotors (BTD6)|Razor Rotors]] has more reliable lead-popping and general damage for less cost.<!--stuff like least tiers ct or something-->


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