Geraldo (BTD6): Difference between revisions
Qwertyxp2000 (talk | contribs) attempted to add geraldo lantern main attack (putted it under shop because readers only really wanna see the shop first, and both it and the shop unlock at lvl1 anyway so yeah) |
Qwertyxp2000 (talk | contribs) not much for the strategy section, but so far makes more sense |
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===Lantern=== | ===Lantern=== | ||
{{research | {{research|Possibly more stuff that was missed out? Crosscheck the information written by Qwertyxp2000}} | ||
Geraldo holds a lantern that zaps bloons, creating an area of energy that pops all visible Bloons except Leads and Purple. Like [[Ezili (BTD6)|Ezili]], Geraldo's attacks will immediately hit bloons as soon as they enter his range. He attacks every 1.1s, each zap covers 10 blast radius, popping up to 5 bloons and dealing 1 damage. He starts with 40 range, and despite gaining range upgrades, this shouldn't really affect his items later on. | Geraldo holds a lantern that zaps bloons, creating an area of energy that pops all visible Bloons except Leads and Purple. Like [[Ezili (BTD6)|Ezili]], Geraldo's attacks will immediately hit bloons as soon as they enter his range. He attacks every 1.1s, each zap covers 10 blast radius, popping up to 5 bloons and dealing 1 damage. He starts with 40 range, and despite gaining range upgrades, this shouldn't really affect his items later on. | ||
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{{strategy needed}} | {{strategy needed}} | ||
Geraldo has many items that make him a very flexible hero. He does not require much micromanagement during rounds, but encourages players to actively manage items (and sometimes levels, too) for each round. | |||
More tips: | |||
*Geraldo lacks lead-popping until Level 8, via [[Gerry's Fire]]. | *Geraldo lacks lead-popping until Level 8, via [[Gerry's Fire]]. | ||
*Timing the round to place Geraldo matters, especially for his Level 20 stock refresh. | *Timing the round to place Geraldo matters, especially for his Level 20 stock refresh. | ||