Golden Justice: Difference between revisions
m →Stats |
Qwertyxp2000 (talk | contribs) dunno if lede is good enough yet but added the lede tags |
||
| Line 14: | Line 14: | ||
|xp =40000 | |xp =40000 | ||
}} | }} | ||
'''Golden Justice''' is the [[Desperado (BTD6)|Desperado]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It increases the damage of its pistol attack and allows it to hit multiple Bloons in a small area, uses a slower-firing rifle that deals much more damage and has 9,999,999 [[pierce]] (practically infinite pierce), and has a stronger version of the Marked to Pop ability. Crit damage from its attacks are also improved from 4× to 8×. The basic marking attack cooldown is reduced from 6 to 3 seconds and its minimum cooldown is reduced from 3 seconds to 1 second. | '''Golden Justice''' is the [[Desperado (BTD6)|Desperado]]'s path 2 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede"/>It increases the damage of its pistol attack and allows it to hit multiple Bloons in a small area, uses a slower-firing rifle that deals much more damage and has 9,999,999 [[pierce]] (practically infinite pierce), and has a stronger version of the Marked to Pop ability. Crit damage from its attacks are also improved from 4× to 8×. The basic marking attack cooldown is reduced from 6 to 3 seconds and its minimum cooldown is reduced from 3 seconds to 1 second. | ||
Each pistol shot does 24 damage, deals +24 damage to Ceramics, and now produces an area-of-effect that hits up to 8 Bloons that overlap the initial shot's centerpoint,<!--0 units--> which also does 24 base damage and +24 damage to Ceramics. The AoE can hit the same Bloon as the initial shot. The initial shot also marks Bloons. | Each pistol shot does 24 damage, deals +24 damage to Ceramics, and now produces an area-of-effect that hits up to 8 Bloons that overlap the initial shot's centerpoint,<!--0 units--> which also does 24 base damage and +24 damage to Ceramics. The AoE can hit the same Bloon as the initial shot. The initial shot also marks Bloons. | ||
| Line 20: | Line 20: | ||
Each rifle shot now does 280 base damage, +280 damage to Ceramic, and +280 damage to Fortified (before the damage multipliers from crits or hitting marked Bloons). However, its [[attack speed]] is halved compared to [[Bounty Hunter]] (3.18s attack cooldown). | Each rifle shot now does 280 base damage, +280 damage to Ceramic, and +280 damage to Fortified (before the damage multipliers from crits or hitting marked Bloons). However, its [[attack speed]] is halved compared to [[Bounty Hunter]] (3.18s attack cooldown). | ||
Its own Marked to Pop ability is separated from Tier 4 [[Bounty Hunter]]s, and does 300 base damage per shot (before the damage multipliers from crits or hitting marked Bloons) instead of 30. | Its own Marked to Pop ability is separated from Tier 4 [[Bounty Hunter]]s, and does 300 base damage per shot (before the damage multipliers from crits or hitting marked Bloons) instead of 30.<section end="lede"/> | ||
== Stats == | == Stats == | ||
| Line 30: | Line 30: | ||
==Strategy== | ==Strategy== | ||
{{strategy needed}} | {{strategy needed}} | ||
{{BTD6 last updated|section=y | {{BTD6 last updated|50.2|section=y}} | ||
Golden Justice's infinite pierce and high damage from the rifle attack makes it stand out against hyperdense rounds if it is allowed to shoot along a long straight line and if Bloons are slow enough between its long cooldown. The rifle's speed penalty makes it unreliable without consistent straight lines, and struggles versus fast-moving Bloons such as DDTs and Super Ceramics. Like its previous two upgrades, the pistol attack should be avoided if possible, which is forced when Bloons get close and has significantly less DPS, despite the capability to directly mark targets. Because of this weakness, Golden Justice is mostly locked to [[Silas (BTD6)|Silas]], which combined with [[Absolute Zero (BTD6)|Absolute Zero]] can keep the most powerful attack active at all times. | Golden Justice's infinite pierce and high damage from the rifle attack makes it stand out against hyperdense rounds if it is allowed to shoot along a long straight line and if Bloons are slow enough between its long cooldown. The rifle's speed penalty makes it unreliable without consistent straight lines, and struggles versus fast-moving Bloons such as DDTs and Super Ceramics. Like its previous two upgrades, the pistol attack should be avoided if possible, which is forced when Bloons get close and has significantly less DPS, despite the capability to directly mark targets. Because of this weakness, Golden Justice is mostly locked to [[Silas (BTD6)|Silas]], which combined with [[Absolute Zero (BTD6)|Absolute Zero]] can keep the most powerful attack active at all times. | ||