Arctic Knight: Difference between revisions
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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--> | ||
In most situations 2-4-0 is preferred to maximize coverage of the projectiles on optimal maps<!--we are assuming the map edge bounce is nonexistent--> while 0-4-1 is preferred if innate camo detection | In most situations 2-4-0 is preferred to maximize coverage of the projectiles on optimal maps<!--we are assuming the map edge bounce is nonexistent--> while 0-4-1 is preferred if innate camo detection and homing tridents are preferred or going for [[Popseidon]], and the improved projectile accuracy via 0-4-1 is minor. For the main attack, 2-4-0 is preferred if pierce is used often or if there's not enough space to seek Bloons for increasing trident damage. | ||
==Update history== | ==Update history== | ||