Signal Flare (BTD6): Difference between revisions
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Qwertyxp2000 (talk | contribs) →Strategy: chomchom's deadly precision 2026 video shows that he used signal flare 013 and got away with it when only used to decamo ddts (you still need 023 for other use cases like just general decamo reliability, but specifically against ddts then 013 is fine): https://www.youtube.com/watch?v=TfKoRzcLUZM |
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated|section=y | {{BTD6 last updated|53.2|section=y}} | ||
Signal Flare is a cheap and fairly reliable de-camo option. It functions the best on maps with one active lane per round, where its reliability can be further maximized by targeting on a bend near the entrance, but can still be used with active micromanagement on other maps. It does struggle against Round 78's Camo Ceramic clump, which requires micromanagement regardless of the map. | |||
0-2-3 is generally preferred, improving its consistency on all map formats, particularly against Camo Pinks. On a consistent bend, such as the beginning of [[Geared]], 0-1-3 can be enough to reliably decamo DDTs. 1-0-3, while cheaper than 0-2-3, is not very good outside of [[Race (BTD6)|Race]] conditions. | |||
==Update history== | ==Update history== | ||