Arctic Knight: Difference between revisions
Overclockbtd (talk | contribs) removing this from lede because its repeated in mechanics |
Qwertyxp2000 (talk | contribs) |
||
| Line 51: | Line 51: | ||
Arctic Knight excels on maps with obstacles, especially standing out on [[Dark Dungeons]], because the Ice Jet ability can maximize its pierce and hit many more times on bloons. Its main attack does decent damage and freezing, though most of its power still comes from its ability. However, both its tridents and Ice Jet leave behind many White and Zebra Bloons so it should be combined with quick-attacking frozen-popping towers, such as [[Juggernaut (BTD6)|Juggernaut]].<!--yes, chomchom used jugg and it worked well to clear zebra excesses--> | Arctic Knight excels on maps with obstacles, especially standing out on [[Dark Dungeons]], because the Ice Jet ability can maximize its pierce and hit many more times on bloons. Its main attack does decent damage and freezing, though most of its power still comes from its ability. However, both its tridents and Ice Jet leave behind many White and Zebra Bloons so it should be combined with quick-attacking frozen-popping towers, such as [[Juggernaut (BTD6)|Juggernaut]].<!--yes, chomchom used jugg and it worked well to clear zebra excesses--> | ||
Both crosspaths help improve the Arctic Knight, however only 0-4-1 affects the ability by granting innate camo detection and greater accuracy of the Ice Jet. In most situations 0-4-1 is still preferred in most cases, because the seeking tridents help catch faster Bloons more reliably. 2-4-0 is still helpful if it uses pierce often, where the seeking matters less. | |||
0-4-1 | |||
==Update history== | ==Update history== | ||