Dark Knight (BTD6): Difference between revisions

Qwertyxp2000 (talk | contribs)
not an expert at dk these days but I did add a little something
Strategy: I wonder if at some point I'll do one of these and someone will feel like I didn't add enough strategy...
 
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==Strategy==
==Strategy==
{{Strategy needed}}
{{BTD6 last updated|51.2|section=y}}
{{BTD6 last updated|49.3|section=y}}
Dark Knight is expensive, but has good enough MOAB-class DPS for mid-game and has strong Super Ceramic knockback during late game. Its low pierce and bloon damage make it very weak against bloon rushes for its cost, and its damage falls off after round 80, relegating it to support. Its darkshift ability allows it to function better on alternating lane maps, but can limit its synergy with local or area buffs. Due to its high price it should always be discounted by {{BTD6|Monkey Commerce}}.
Dark Knight has decent stats for its cost, serving well for quick MOAB-class popping, Ceramic knockback, the ability to teleport, and fair pierce. It remains useful for late-game thanks to its Super Ceramic control, but struggles against dense groups of bloons.


Top crosspath is mostly favored due to its innate Lead-popping and higher overall DPS. Bottom crosspath has less struggles against dense amounts of bloons and can synergize with Geraldo's [[Sharpening Stone]], in addition to more teleporting range per ability.
2-0-3 does more damage during midgame and can damage and slow down {{BTD6|DDT}}s in late game, making it generally preferred. 0-2-3 can slow down more Ceramics and MOABs late game and teleport over a larger range, as well as use Geraldo's [[Sharpening Stone]], but is generally weaker.


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