Nautic Siege Core: Difference between revisions
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==Mechanics== | ==Mechanics== | ||
The Nautic Siege Core has 52 range and always begins unsubmerged after becoming the Paragon. | |||
===Monkey Special=== | ===Monkey Special=== | ||
{{Image needed|Add the menu for Nautic Siege Core alongside a submerged and unsubmerged Sub. Use the two-image template.}} | |||
The Nautic Siege Core's Monkey Special toggles it between being submerged and unsubmerged. When unsubmerged, it uses its cruise missile and pre-emptive missile attacks, and the player can change its targeting to [[First]], [[Last]], [[Close]], or [[Strong]]. When submerged, it uses its reactor attack and provides multiple [[buff]]s to towers within its range, and the player cannot change its targeting. It is unsubmerged by default and toggling it has a 0.5-second cooldown. On desktop, the player can also toggle it with the Monkey Special [[hotkey]]. | The Nautic Siege Core's Monkey Special toggles it between being submerged and unsubmerged. When unsubmerged, it uses its cruise missile and pre-emptive missile attacks, and the player can change its targeting to [[First]], [[Last]], [[Close]], or [[Strong]]. When submerged, it uses its reactor attack and provides multiple [[buff]]s to towers within its range, and the player cannot change its targeting. It is unsubmerged by default and toggling it has a 0.5-second cooldown. On desktop, the player can also toggle it with the Monkey Special [[hotkey]]. | ||
===Rocket attack=== | ===Rocket attack=== | ||
{{Image needed|Add GIF of the rocket attack}} | |||
While unsubmerged, the Nautic Siege Core's [[attack]] rapidly fires homing rockets that burst into three non-homing rockets on impact with the first Bloon they hit. It is not affected by {{BTD6 mk|Quad Burst}}. Like [[Advanced Intel (BTD6)|Advanced Intel]], the Nautic Siege Core can target Bloons that are within range of other [[tower]]s in addition to itself. Although it has [[Camo detection]], it cannot target [[Camo Bloon (BTD6)|Camo Bloon]]s within range of towers that do not have Camo detection. Any projectiles it fires at Bloons within range of towers that lack Camo detection are unable to hit Camo Bloons. | While unsubmerged, the Nautic Siege Core's [[attack]] rapidly fires homing rockets that burst into three non-homing rockets on impact with the first Bloon they hit. It is not affected by {{BTD6 mk|Quad Burst}}. Like [[Advanced Intel (BTD6)|Advanced Intel]], the Nautic Siege Core can target Bloons that are within range of other [[tower]]s in addition to itself. Although it has [[Camo detection]], it cannot target [[Camo Bloon (BTD6)|Camo Bloon]]s within range of towers that do not have Camo detection. Any projectiles it fires at Bloons within range of towers that lack Camo detection are unable to hit Camo Bloons. | ||
At Degree 1: | |||
*It has a cooldown of 0.15 seconds | |||
*The main rocket deals 40 damage, +160 MOAB-class damage, and +200 Boss damage. | |||
*The airburst darts have 9 pierce, and deal 40 damage, +80 MOAB-class damage, and +100 Boss damage. | |||
===Pre-emptive attack=== | ===Pre-emptive attack=== | ||
While unsubmerged, each time a Bloon enters the map (including [[Camo Bloon (BTD6)|Camo Bloon]]s), the Nautic Siege Core automatically launches a special missile at it, which has unlimited range and ignores [[line of sight]] blockers. It deals heavy damage, particularly to [[Boss Bloon]]s and [[Ceramic Bloon (BTD6)|Ceramic Bloon]]s (including [[Dreadbloon (BTD6)|Dreadbloon]]'s Ceramic Armor Shell). Unlike [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]], it can target non-[[MOAB-Class Bloon]]s, its damage can soak through MOAB-Class Bloon layers, and each missile also generates an explosion that damages other Bloons near the target. | {{Image needed|Add GIF of the pre-emptive attack while no main rockets are shooting (try submerging the sub)}} | ||
While unsubmerged, each time a Bloon enters the map (including [[Camo Bloon (BTD6)|Camo Bloon]]s), the Nautic Siege Core automatically launches a special missile at it, which has unlimited range and ignores [[line of sight]] blockers. It deals heavy damage, particularly to [[Boss Bloon]]s and [[Ceramic Bloon (BTD6)|Ceramic Bloon]]s (including [[Dreadbloon (BTD6)|Dreadbloon]]'s Ceramic Armor Shell). Unlike [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]], it can target non-[[MOAB-Class Bloon]]s, its damage can soak through MOAB-Class Bloon layers, and each missile also generates an explosion that damages other Bloons near the target. The explosion has 12 radius. | |||
At Degree 1: | |||
*The pre-emptive missile does 1000 damage, +1000 Ceramic damage, and +20,000 Boss damage. | |||
*The explosion has 10 pierce and does 350 damage. | |||
===Pulse attack=== | ===Pulse attack=== | ||
While submerged, the Nautic Siege Core's attack rapidly emits radioactive pulses around it that damage all Bloons within its [[range]] and remove [[Camo Bloon (BTD6)|Camo]] and [[Regrow Bloon (BTD6)|Regrow]] properties. Bloons hit by a pulse are irradiated for the same duration as its base attack cooldown, and its pulses cannot hit irradiated Bloons, which effectively prevents [[attack speed]] buffs and Degree-based attack speed modifiers from increasing its damage rate. | {{Image needed|Add GIF of the pulse}} | ||
While submerged, the Nautic Siege Core's attack rapidly emits radioactive pulses around it that damage all Bloons within its [[range]] and remove [[Camo Bloon (BTD6)|Camo]] and [[Regrow Bloon (BTD6)|Regrow]] properties. Bloons hit by a pulse are irradiated for the same duration as its base [[attack cooldown]] of 0.28 seconds, and its pulses cannot hit irradiated Bloons, which effectively prevents [[attack speed]] buffs and Degree-based attack speed modifiers from increasing its damage rate. However, it can hit Bloons irradiated by [[Bloontonium Reactor (BTD6)|Bloontonium Reactor]]s and [[Energizer (BTD6)|Energizer]] and vice versa. | |||
At Degree 1: | |||
*Each pulse has 1000 pierce and deals 250 damage, +250 Ceramic damage, and +250 Boss damage | |||
===Buffs=== | ===Buffs=== | ||
{{Image needed|Add collage of images consisting of buffing other Paragons, Heroes, and Subs}} | |||
While submerged, the Nautic Siege Core provides the following buffs: | While submerged, the Nautic Siege Core provides the following buffs: | ||
*All non-[[Paragon]] towers on the map have their [[Activated Ability]] cooldowns reduced by 20%. | *All non-[[Paragon]] towers on the map have their [[Activated Ability]] cooldowns reduced by 20%. | ||
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===Final Strike=== | ===Final Strike=== | ||
[[file:BTD6 MonkeySub FinalStrikeIconAA.png|thumb]] | |||
'''Final Strike''' is the Nautic Siege Core's [[Activated Ability]]. Upon activation, the Nautic Siege Core starts a 15-second countdown, during which all its other attacks are disabled (though it can still provide buffs and use its Monkey Special). The countdown pauses between [[round]]s. 5 seconds into the countdown, it launches three missiles into the air, and when the countdown ends, the missiles strike their targets. One missile targets [[First]], one targets [[Close]], and one targets [[Strong]], and it can target Camo Bloons. On impact, each missile generates an explosion that deals heavy damage, generates a larger "aftershock" explosion that deals damage and [[stun]]s all Bloons except [[BAD (BTD6)|BAD]]s and [[Boss Bloon]]s for 15 seconds, and leaves behind five pools of radioactive fallout on the track that rapidly damage Bloons that pass over it (similar to [[Wall of Fire (BTD6)|Wall of Fire]]). The fallout lasts for 36 seconds and does not disappear at the end of the round. It has a base cooldown of 240 seconds and starts with its full cooldown. | '''Final Strike''' is the Nautic Siege Core's [[Activated Ability]]. Upon activation, the Nautic Siege Core starts a 15-second countdown, during which all its other attacks are disabled (though it can still provide buffs and use its Monkey Special). The countdown pauses between [[round]]s. 5 seconds into the countdown, it launches three missiles into the air, and when the countdown ends, the missiles strike their targets. One missile targets [[First]], one targets [[Close]], and one targets [[Strong]], and it can target Camo Bloons. On impact, each missile generates an explosion that deals heavy damage, generates a larger "aftershock" explosion that deals damage and [[stun]]s all Bloons except [[BAD (BTD6)|BAD]]s and [[Boss Bloon]]s for 15 seconds, and leaves behind five pools of radioactive fallout on the track that rapidly damage Bloons that pass over it (similar to [[Wall of Fire (BTD6)|Wall of Fire]]). The fallout lasts for 36 seconds and does not disappear at the end of the round. It has a base cooldown of 240 seconds and starts with its full cooldown. | ||
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The Nautic Siege Core is a particularly versatile Paragon, due to its different modes that offer support or damage. In late Freeplay most of the time, keep it submerged for its buffs to heroes and other subs<!--if you want to-->, and the ability cooldown reduction it gives to other Paragons, for example the [[Magus Perfectus]]'s Arcane Metamorphosis. However, while not as strong as some other Paragons, when unsubmerged it deals heavy damage, especially to Bosses. | The Nautic Siege Core is a particularly versatile Paragon, due to its different modes that offer support or damage. In late Freeplay most of the time, keep it submerged for its buffs to heroes and other subs<!--if you want to-->, and the ability cooldown reduction it gives to other Paragons, for example the [[Magus Perfectus]]'s Arcane Metamorphosis. However, while not as strong as some other Paragons, when unsubmerged it deals heavy damage, especially to Bosses. | ||
The Final Strike ability does massive damage, and can be used to allow hard rounds to be passed with much less difficulty than normal, though the really long cooldown prevents consistent use of the ability. Additionally, during the countdown, one should submerge the Nautic Siege Core, as while the countdown halts its attacks, it doesn't stop its buffs. Versus Bosses, time it very close to when the Boss would come on the upcoming round, but always account for the 3 second Boss arrival delay.<!--specifics of | The Final Strike ability does massive damage, and can be used to allow hard rounds to be passed with much less difficulty than normal, though the really long cooldown prevents consistent use of the ability. Additionally, during the countdown, one should submerge the Nautic Siege Core, as while the countdown halts its attacks, it doesn't stop its buffs. Versus Bosses, time it very close to when the Boss would come on the upcoming round, but always account for the 3 second Boss arrival delay.<!--specifics of dealing with the timer is not known yet--> | ||
Outside of buying for the faster Paragon ability cooldowns, high degrees are mandatory for the Nautic Siege Core, as it greatly improves its damage and Final Strike's consistency. | Outside of buying for the faster Paragon ability cooldowns, high degrees are mandatory for the Nautic Siege Core, as it greatly improves its damage and Final Strike's consistency. | ||