Monkey Sub (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
{{main strategy}} | {{main strategy}} | ||
Monkey Subs are most notable early game for their homing projectiles and range. Dart + Sub starts work on many maps, including [[Ouch]] and [[Bloody Puddles]], and a solo Sub start works on [[Flooded Valley]] and [[Erosion]]. However, since dart homing is hard to predict, making these starts work can be frustrating on harder maps. | |||
Early game Subs generally build towards 2-0-2, using their homing and global range to handle early game rounds, with bottom path upgrades improving the tower's single target DPS and cleanup abilities. Use with a {{BTD6|Berserker Brew}} for double damage and pierce. {{BTD6|Submerge and Support}} is consistent, high-pierce decamo as well. | |||
Later on, {{BTD6|Energizer}} is common with Heroes that appreciate faster leveling and abilities such as {{BTD6|Admiral Brickell}} and {{BTD6|Psi}}, while {{BTD6|Pre-emptive Strike}} is useful with {{BTD6|Silas}} due to effectively covering {{BTD6|DDT}}s and the {{BTD6|BAD}}. {{BTD6|Sub Commander}} struggles late game compared to more efficient options, and is especially weak to [[Super Ceramic Bloon (BTD6)|Super Ceramics]]. {{BTD6|First Strike Capability}} can be used to layerskip the BAD's insides if it is sufficiently damaged first. | |||
==Changes from ''Bloons TD 5''== | ==Changes from ''Bloons TD 5''== | ||