Ancestral Might: Difference between revisions
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Added all spell interactions with Ancestral Might, and rewrote strategy section. |
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'''Ancestral Might''' is one of [[Corvus (BTD6)|Corvus]]'s Spellbook spells in ''[[Bloons TD 6]]''. It is a duration-based ability that, while active, transforms the spirit into a giant red hand, smashing onto the strongest | '''Ancestral Might''' is one of [[Corvus (BTD6)|Corvus]]'s Spellbook spells in ''[[Bloons TD 6]]''. It is a duration-based ability that, while active, transforms the spirit into a giant red hand, smashing onto the strongest Bloon within Corvus's range, hitting multiple non-Purple type Bloons in a wide area. It lasts for 15 seconds, where it slaps every 1s with 50 damage and 14 pierce, at levels 13-19 its damage is increased to 150, and at level 20 to 270 damage. | ||
While active, all spells, with exception of [[Spear]], [[Storm (BTD6)|Storm]], [[Overload (BTD6)|Overload]], [[Nourishment]], [[Soul Barrier]], [[Vision]], and [[Recovery]], are disabled. | |||
While | Certain spells have special interactions with Ancestral Might: | ||
* [[Echo]] doubles the attack speed of Ancestral Might. <!-- While putting this specific Echo interaction after the Echo, Repel and Frostbound interaction probably makes more sense structurally, Echo + Ancestral Might is useful enough that I believe it's justified to mention it first. --> | |||
* [[Echo]], [[Repel]] and [[Frostbound]] can be used alongside Ancestral Might if they are activated beforehand, but cannot be activated while Ancestral Might is active. | |||
* [[Spear]], [[Storm (BTD6)|Storm]], [[Repel]], [[Frostbound]], and [[Overload (BTD6)|Overload]] will function normally, but have their effect centered on Corvus, and will not be doubled by [[Echo]]. | |||
* [[Ember]] retains its particle effects but is otherwise completely disabled. | |||
==Strategy== | ==Strategy== | ||
{{BTD6 last updated|54.2|section=y}} | |||
{{BTD6 last updated| | Ancestral Might is one of Corvus's strongest spells, important for breaking down groups of strong MOAB-class Bloons, as well as serving as one of the strongest and most consistent methods of damaging DDTs. As arguably Corvus's strongest tool, Ancestral Might should be used alongside Echo, this is done by activating Echo first, then generating mana, usually through Soul Harvest or Dark Ritual to afford Ancestral Might afterwards. Spirit Walk can also be used alongside to force Ancestral Might to target different groups of Bloons by putting undesired targets out of range. | ||
Ancestral Might is | |||
While it is active keep in mind that Ancestral Might will always target the strongest Bloon in Corvus's range regardless of his selected targeting priority, this, combines with its limited pierce causes groups of lower strength targets such as MOABs and Ceramics to not be popped by Ancestral Might, specially on denser rounds, towers that can cleanup these leaks are recommended, such as [[Glaive Lord (BTD6)|Glaive Lord]], [[Tyrannosaurus Rex|T-Rex]], and [[Perma-Spike (BTD6)|Perma-Spike]]. | |||
Unlike most spells, Ancestral Might is affected by all buffs that are applied to Corvus, such as [[Berserker Brew (BTD6)|Berserker Brew]] and [[Overclock (BTD6)|Overclock]], which can provide a sizable damage boost while Ancestral Might is active and go back to buffing other towers after it runs out. | |||
==Update history== | ==Update history== | ||