Glue Storm (BTD6): Difference between revisions
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'''Glue Storm''' is the [[Glue Gunner (BTD6)|Glue Gunner]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It replaces the [[Glue Strike (BTD6)|Glue Strike]] ability with the Glue Storm ability, which glues all Bloons on screen every second for 20 seconds instead of only applying once. The rate at which Bloons are glued by the ability is affected by rate buffs such as [[Jungle Drums (BTD6)|Jungle Drums]]. Glue from the ability lasts for 11 seconds (24 with [[Stickier Glue (BTD6)|Stickier Glue]]), and the slowdown soaks up to three non-blimp layers (all with [[Glue Soak (BTD6)|Glue Soak]], includes blimp layers with [[Corrosive Glue (BTD6)|Corrosive Glue]]), while the debuffs soak up to 6 non-blimp layers. Affected Bloons take a +2 damage debuff. | '''Glue Storm''' is the [[Glue Gunner (BTD6)|Glue Gunner]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It replaces the [[Glue Strike (BTD6)|Glue Strike]] ability with the Glue Storm ability, which glues all Bloons on screen every second for 20 seconds instead of only applying once. The rate at which Bloons are glued by the ability is affected by rate buffs such as [[Jungle Drums (BTD6)|Jungle Drums]]. Glue from the ability lasts for 11 seconds (24 with [[Stickier Glue (BTD6)|Stickier Glue]]), and the slowdown soaks up to three non-blimp layers (all with [[Glue Soak (BTD6)|Glue Soak]], includes blimp layers with [[Corrosive Glue (BTD6)|Corrosive Glue]]), while the debuffs soak up to 6 non-blimp layers. Affected Bloons take a +2 damage debuff. | ||
This | This Glue Gunner's [[Ability Cooldown|ability cooldown]] is 40 seconds. | ||
==Stats== | ==Stats== | ||
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==Strategy== | ==Strategy== | ||
{{BTD6 last updated|55.0|section=y}} | |||
Glue Storm is a powerful supporting tower, being the most useful past Round 80. Its damage buff is now applied consistently as blimps and insides are popped, thus the ability effectively grants extra damage to all towers on the screen while active, greatly aiding fast-attacking, low-damage towers ( | Glue Storm is a powerful supporting tower, being the most useful past Round 80. Its damage buff is now applied consistently as blimps and insides are popped, thus the ability effectively grants extra damage to all towers on the screen while active, greatly aiding fast-attacking, low-damage towers (e.g. {{BTD6|Sun Avatar}}, and {{BTD6|Bloonjitsu}} with {{BTD6|Shinobi Tactics}}). Compared to multiple {{BTD6|Glue Strike}}s, Glue Storm is more consistent when sustained but has a forced downtime, unlike the former. Its consistent de-[[Lead Bloon (BTD6)|Lead]] capability reduces dependency of [[Monkey Intelligence Bureau (BTD6)|MIB]] versus {{BTD6|DDT}}s, including from round 95's DDTs. The ability's long duration also provides valuable slowdown against Bloons, largely neutralizing their threat. | ||
Glue Storm is also powerful against [[Boss Bloon]]s and in [[Freeplay]]. In Freeplay, {{BTD6|Primary Expertise}} and {{BTD6|Energizer}}/[[Nautic Siege Core]] are essential for the ability to have a shorter cooldown and catch newly-spawned {{BTD6|BAD}}s more quickly. However, Glue Storm is suboptimal in [[Race Event]]s due to | Glue Storm is also powerful against [[Boss Bloon]]s and in [[Freeplay]]. In Freeplay, {{BTD6|Primary Expertise}} and {{BTD6|Energizer}}/[[Nautic Siege Core]] are essential for the ability to have a shorter cooldown and catch newly-spawned {{BTD6|BAD}}s more quickly. However, Glue Storm is suboptimal in [[Race Event]]s due to the better value of instant activations in time-sensitive situations in the case of Glue Strike, making selling and rebuying Glue Strike a superior strategy. | ||
Crosspaths are important for maximizing its support role. | Crosspaths are important for maximizing its support role. Glue Storm may still benefit from first-path crosspaths, as the re-gluing still has a long enough cooldown to not have full uptime during the ability. However, without third-path crosspath, Glue Storm's debuffs lacks full uptime on singular targets (up to 21 seconds out of 40),<!--10+11=21--> requiring cooldown buffs to maintain the debuff; with [[Energizer (BTD6)|Energizer]] and [[Primary Expertise (BTD6)|Primary Expertise]] singular targets have almost 100% uptime,<!--21/22--> and just over 100% when also adding {{BTD6 mk|Global Ability Cooldowns}}. 0-5-1 is better for uptime where ability cooldown reductions can't be obtained for singular targets, with the extra slowdown against {{BTD6|Super Ceramic Bloon}}s via 0-5-1 as an extra bonus. In [[CHIMPS]], either crosspath is roughly equally as strong at the T5, as it's still encouraged to destroy blimps as fast as possible in Glue Storm synergies. | ||
==Update history== | ==Update history== | ||