The Final Harmonic: Difference between revisions
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{{BTD6 last updated|52.0|section=y}} | {{BTD6 last updated|52.0|section=y}} | ||
Final Harmonic is a fairly inexpensive but reliable method of pulling in BFBs and ZOMGs into a specific area, especially on maps that have separated simultaneous lanes, in addition to much | Final Harmonic is a fairly inexpensive but reliable method of pulling in BFBs and ZOMGs into a specific area, especially on maps that have separated simultaneous lanes, in addition to a much higher limit to its damage-over-time (DoT) detonation. With many [[Echosense Network]] buffs, its trances can cover a very wide area and have no trouble reaching all lanes on most maps. Additionally, its special buffs in trance range can assist Magic synergies that have low flat pierce (this buff is a flat pierce bonus) and Heroes that depend on abilities and/or range, including Heroes that buff other towers. | ||
To optimize the damage-over-time detonation, its best pairing for the cost is the 5-0-2 [[The Bloon Solver (BTD6)|Bloon Solver]]. For higher-cost towers with stronger DoTs, [[Super Mines (BTD6)|Super Mines]] is an effective choice. Avoid mixing with low-damage DoTs (e.g. [[Hot Shot (BTD6)|Hot Shot]] Buccaneers), as these may trigger first, wasting the DoT detonations. | To optimize the damage-over-time detonation, its best pairing for the cost is the 5-0-2 [[The Bloon Solver (BTD6)|Bloon Solver]]. For higher-cost towers with stronger DoTs, [[Super Mines (BTD6)|Super Mines]] is an effective choice. Avoid mixing with low-damage DoTs (e.g. [[Hot Shot (BTD6)|Hot Shot]] Buccaneers), as these may trigger first, wasting the DoT detonations. | ||