Infernal: Difference between revisions

Toukka (talk | contribs)
Added Apache Prime to the recommended towers and upgrades.
m Frankly, Prime has been power-crept too much to be truly recommended on any map. Comanche is now the better option in almost all scenarios, and if dense-round counters are desired, BEZ covers them while also doing far better on DDT rounds. The tip about Heli placement is great though, and I do appreciate all contributions here!
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|[[Comanche Commander (BTD6)|Comanche Commander]]
|[[Comanche Commander (BTD6)|Comanche Commander]]
|[[File:BTD6 005-HeliPilot.png|x50px]]
|[[File:BTD6 005-HeliPilot.png|x50px]]
|The single-lane alternating round format of Infernal greatly helps Comanche Commander, along with [[Heli Pilot (BTD6)|Heli Pilots]] in general. Comanche is good at support with its shoving capabilities and also does solid damage when paired with debuffs such as [[Glue Storm (BTD6)|Glue Storm]] that also solves its lack of DDT-popping power. [[Geraldo (BTD6)|Geraldo]] is recommended, as Sharpening Stone alleviates Comanche's pierce capping, Pet Rabbit does solid damage mid-game and late-game, Gerry's Fire assists in the save-up towards Comanche, Rejuv Potion allows for easy Round 100 victories and resets Glue Storm's cooldown, Camo Potion improves Comanche's power against DDTs, and Genies do great amounts of damage.
|The single-lane alternating round format of Infernal greatly helps Comanche Commander, along with [[Heli Pilot (BTD6)|Heli Pilots]] in general. To fit Commander+[[Monkey Village (BTD6)|Monkey Village]]+[[Berserker Brew (BTD6)|Alchemist]], place the Village on the top of the island, then place the Heli Pilot as far up as possible, and there will be just enough space left for the Alchemist. Commander's shove provides some support, and it does solid damage when paired [[Glue Storm (BTD6)|Glue Storm]] (which also lets it do solid DDT damage) and [[Geraldo (BTD6)|Geraldo]]'s [[Sharpening Stone]]. Compared to its competitor, [[Apache Prime (BTD6)|Apache Prime]], Commander's superior DDT damage, shoving capabilities, and cheaper price more than makes up for its weaker performance on dense rounds.
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|[[Apache Prime (BTD6)|Apache Prime]]  
|[[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]]  
|[[File:BTD6 500-HeliPilot.png|50x50px]]
|[[File:BTD6 005-DartlingGunner.png|50x50px]]
|Apache Prime thrives on Infernal, due to its global range, and sue to only one track being active at a time. One the side islands you can neatly fit a [[Heli Pilot (BTD6)|Heli Pilot]], a [[Monkey Village (BTD6)|Village]], and an [[Alchemist (BTD6)|Alchemist]]. The easiest way to do this is by first placing the Village on the top of the island, the placing the Heli Pilot as far up as possible, which should leave just enough space for an Alchemist Below it. The hero of choice doesn't matter as much as other strategies, though [[Quincy (BTD6)|Quincy]] is a popular choice since you can start with him on round 6, and his [[Quincy (BTD6)#Storm of Arrows|Storm of Arrows]] ability can defeat large bloon rushes in the midgame, that the Apache Dartship might struggle to. In the lategame Apache prime can solo most rounds with ease. Even with an [[Monkey Intelligence Bureau (BTD6)|MIB]], Apache Prime struggles against DDT's, so it is recommended to get a tower that can deal well with DDTs, such as [[Icicle Impale (BTD6)|Icicle Impale]] or [[Prince of Darkness (BTD6)|Prince of Darkness]].
|BEZ wipes out the entire late-game with ease when paired with [[Stronger Stimulant (BTD6)|Stronger Stimulant]], [[Overclock (BTD6)|Overclock]], and [[MIB (BTD6)|MIB]], including dense rounds, DDTs, and the BAD. Its high price may seem intimidating, but [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] performs well mid-game and can save up to BEZ with little help. [[Corvus (BTD6)|Corvus]] is recommended, as he further eases the save-up and still retains solid power late-game.
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==Gallery==
==Gallery==