M.A.D (BTD6): Difference between revisions
Pixelentropy (talk | contribs) use |
Qwertyxp2000 (talk | contribs) this is all I could think of right now, strategy seems like it's similar (nothing too defining in terms of differences), also adjusted some wordings and specified the actual damage (yes it does more damage) of the explosions |
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'''M.A.D''' is the [[Dartling Gunner (BTD6)|Dartling Gunner]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It replaces the Dartling Gunner's rockets with mega missiles, which it fires 3 times more slowly but deals | '''M.A.D''' is the [[Dartling Gunner (BTD6)|Dartling Gunner]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It replaces the Dartling Gunner's rockets with mega missiles, which it fires 3 times more slowly (from 0.132 seconds to 0.396 seconds) but deals 3 [[damage]] with each explosion instead of 2, and deals a massive +450 damage to [[MOAB-Class Bloon]]s hit directly by the missiles (the explosions have no bonus MOAB-class damage, only the missiles). The [[pierce]] of each missile increases from 8 to 20, allowing them to create up to ten explosions instead of four, but each explosion still has 8 pierce. [[Powerful Darts (BTD6)|Powerful Darts]] no longer increases missile pierce but will increase explosion pierce by +2 (10 pierce). | ||
Additionally, the M.A.D's ability is separated from other Rocket Storms;<!--note the ability icon has changed, so consider it a separate but still interconnected ability from predecessor--> explosions from this ability's missiles deal increased pierce (8 to 18) and [[Ceramic damage]] (+1 to +5), plus more [[MOAB damage]] (+250), being significantly more powerful than the main attack against both Ceramics and blimps. | Additionally, the M.A.D's ability is separated from other Rocket Storms;<!--note the ability icon has changed, so consider it a separate but still interconnected ability from predecessor--> explosions from this ability's missiles deal increased pierce (8 to 18) and [[Ceramic damage]] (+1 to +5), plus more [[MOAB damage]] (+250), being significantly more powerful than the main attack against both Ceramics and blimps. | ||
M.A.D fires missiles by alternating between its left arm and right arm instead of firing from its center, so the missiles have slightly more spread. | M.A.D fires missiles by alternating between its left arm and right arm instead of firing from its center, so the missiles have slightly more spread. Also, M.A.D has a slightly elevated line of sight compared to Rocket Storm. | ||
Despite visually being much larger, the main attack's rockets and explosions have exactly the same [[projectile size]] as the previous upgrade. Only the Rocket Storm rockets have a larger hitbox. | Despite visually being much larger, the main attack's rockets and explosions have exactly the same [[projectile size]] as the previous upgrade. Only the Rocket Storm rockets have a larger hitbox. | ||
==Stats== | ==Stats== | ||
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== Strategy == | == Strategy == | ||
M.A.D's extreme MOAB damage makes it a staple against [[Boss Bloon]]s, being one of the most cost efficient towers against Tier 2 | {{BTD6 last updated|51.1|section=y}} | ||
M.A.D's extreme MOAB damage makes it a staple against [[Boss Bloon]]s, being one of the most cost efficient towers against Tier 2 Bosses. In particular, the ability provides exceptional bursts in damage. Attack speed buffs (such as {{BTD6|Jungle Drums}}, {{BTD6|Stronger Stimulant}}, {{BTD6|Overclock}}, and {{BTD6|Homeland Defense}}) and {{BTD6|Energizer}}'s reduction of the ability's cooldown maximize M.A.D's capability. It is also strong in [[Freeplay]], but is not as dominant there as against Bosses due to its lack of synergy with debuffs (e.g. {{BTD6|Super Brittle}}). | |||
Outside of Bosses and Freeplay that use its extreme MOAB damage, M.A.D is generally not recommended due to its high | Outside of Bosses and Freeplay that use its extreme MOAB-class damage, M.A.D is generally not recommended due to its high cost and extreme lack of non-blimp damage. | ||
For crosspathing, 1-5-0 is the recommended crosspath against Bosses to make all shots hit ({{BTD6|Laser Shock}}'s ~1.05 damage per second effect is not worth it). 0-5-2 is superior in Freeplay for increased pierce and increased spread which improves map coverage. | For crosspathing, 1-5-0 is the recommended crosspath against Bosses to make all shots hit ({{BTD6|Laser Shock}}'s ~1.05 damage per second effect is not worth it). 0-5-2 is superior in Freeplay for increased pierce and increased spread which improves map coverage. | ||