Bloonarius (BTD6): Difference between revisions
Qwertyxp2000 (talk | contribs) |
Qwertyxp2000 (talk | contribs) moving out "In Boss Rush" (or just remove it, if that doesn't make sense at all), also some more stuff. strategy seems similar for v54.0 so that's good |
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===[[Boss Rush]]=== | ===[[Boss Rush]]=== | ||
<section begin="Boss Rush"/> | In Boss Rush, <section begin="Boss Rush"/>Bloonarius moves at a speed value of 0.75 (0.03x Red Bloon speed). Damaging Bloonarius is meant to send a wave of 2 Scattered Bloons every time it loses 15% of its current health, but as {{BTD6 version|54.0}} this behavior is bugged and only sends them every 10 pops (10, 20, 30, etc.). Popping Bloonarius makes it send a stronger wave of 4 to 12 Scattered Bloons. Every 10 pops, it triggers its skull ability, sending a stronger wave of 8 Bloons.<section end="Boss Rush"/> | ||
==Stats== | ==Stats== | ||
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==Strategy== | ==Strategy== | ||
{{main strategy}}Compared to other bosses, Bloonarius is the most simple in terms of its mechanics, but should not be underestimated, specially in the lower tiers, as the Bloons it spawns when damaged and after reaching a skull can easily overrun unprepared defenses. | {{main strategy}} | ||
{{BTD6 last updated|54.2|section=y}} | |||
Compared to other bosses, Bloonarius is the most simple in terms of its mechanics, but should not be underestimated, specially in the lower tiers, as the Bloons it spawns when damaged and after reaching a skull can easily overrun unprepared defenses. | |||
Tier 1 and 2 defenses are usually split on towers that can reliably damage the boss and towers with very high pierce that can handle the spawns. | Tier 1 and 2 defenses are usually split on towers that can reliably damage the boss and towers with very high pierce that can handle the spawns. | ||