Bloon Area Denial System (BTD6): Difference between revisions

→Strategy: Should be good I think?
→Strategy: cleanup
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==Strategy==
==Strategy==
{{BTD6 last updated|51.2|section=y}}
{{BTD6 last updated|52.2|section=y}}
Bloon Area Denial System is a solid mid-game option with good damage, buffability, knockback, and global range. Its main role is as a stepping stone for {{BTD6|Bloon Exclusion Zone}} due to its power as a late game win condition. By itself, it has solid mid-game performance and knockback against Ceramics helps it stay relevant late game, but it is generally expensive for what it offers in the 90s and it is better to push for BEZ to close the game out.
Bloon Area Denial System is a mid-game carry with good damage, knockback, range, and receptiveness to buffs. Its main role is as a stepping stone into the {{BTD6|Bloon Exclusion Zone}} to finish the game; if not, the BADS is reduced to an expensive staller by the 90s. Since it has an almost global range and fires down a line, it is very useful in maps with straightaways or limited placements like [[Sanctuary]].


Since it has global range and shotguns down a line, it is very useful in maps with straightaways or limited placements like [[Sanctuary]].
2-0-4 does more damage, gets higher {{BTD6|Acidic Mixture Dip}} uptime, is more accurate, and is the better stepping stone into BEZ. 0-2-4 handles Ceramics in the late game more effectively by applying knockback more often and has innate [[Camo detection]].
 
2-0-4 does more damage, gets higher {{BTD6|Acidic Mixture Dip}} uptime, has less spread for easier aiming on effective maps, and is the better stepping stone into BEZ. 0-2-4 handles Ceramics in late game more effectively by applying knockback more often and has innate camo detection.


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