Pirate Lord (BTD6): Difference between revisions

No edit summary
Line 33: Line 33:


==Strategy==
==Strategy==
{{cleanup|this section is too wordy for an upgrade strategy and could probably be rewritten to be more concise}}
Pirate Lord is a solid Tier 5, dealing massively improved damage across the board compared to its predecessor, {{B|Monkey Pirates|BTD6}}. Like most Buccaneers, positioning it so that track surrounds it on opposing sides is essential, as its attacks can then activate from both sides. Its much improved hook ability means that its slight weakness against single-targets is mitigated in nearly all scenarios, except the Round 100 {{B|BAD|BTD6}}. The extra cash from its hooks can be used for income, especially when paired with {{B|Rubber to Gold|BTD6}}, though {{B|XXXL Trap|BTD6}} is generally superior for this purpose.
For its price, the Pirate Lord is one of the most versatile and powerful towers. An 0-5-2 Pirate Lord (Crow's Nest) is able to hit every Bloon type unaided, and on the right maps in the right spots, is one of the towers capable of completing the challenge All For One and One For One, which requires a single tower to defeat the first 100 rounds alone.


This potency comes from three sources -- the Grapes, the Bombs, and MOAB Takedown. Between the Grapes and Bombs, the Pirate Lord's close-in damage is extremely potent, capable of reducing even high-end blimps to ribbons in moments. Effectively any spot next to water will work well for this; ideally, however, it prefers to have open space and tracks on either side of it, to make use of its ability to attack from both sides at once and the Grapes' tendency to fly much farther than the Lord's targeting range. When large numbers of Blimps threaten to overwhelm it, the Pirate Lord can fall back on its MOAB Takedown ability; not only is it able to pull in six MOABs at a time, or take down ZOMGs at the cost of three hooks each (meaning it can take as much as 16,000 health off the board with one ability), but importantly, provided the Pirate Lord can see camo either through Crow's Nest or through aid from other towers, it can target and take down DDTs. Removing up to six fast, extremely tough DDTs from a field can easily be the difference between a win or loss. Add in that it is overall cheaper than its counterpart Carrier Flagship, and the Pirate Lord has a lot of things to offer it.
2-5-0 is the recommended crosspath in nearly all situations, thanks to the increased attack speed from {{B|Faster Firing|BTD6}} and more significant extra grape from {{B|Double Shot|BTD6) (Monkey Buccaneer}}. However, the 0-5-2 Pirate Lord is useful for the [[All for one and one for one]] achievement without selling, which is most easily achieved on [[Logs]], [[Cubism]], and [[Resort]]. {{B|Admiral Brickell|BTD6}} is essential to Pirate Lord, thanks to her Level 8 pierce buff and Naval Tactics ability granting a 2x attack speed boost in addition to {{B|DDT|BTD6}}-popping power to the frags. The 4-2-0 {{B|Stronger Stimulant|BTD6}} is strongly recommended as well, due to the low pierce of frags, low grape pierce, and {{B|Perishing Potions|BTD6}} being needed for uptime.
 
The downside, of course, is that Pirate Lord is ''much'' more dependent on positioning to be effective compared to Carrier Flagship. While both need to be placed on water, Aircraft Carrier and Carrier Flagship can still be highly effective even if that water is far from the track. Monkey Pirates and Pirate Lord can still make use of MOAB Takedown from anywhere on the map, but if they can't belly up to the firing line so that they can have good windows to get their guns on massed groups of Bloons, their damage potential drops off rapidly in comparison. Pirate Lord is also a selfish tower by comparison, offering none of the buffs to other towers that Carrier Flagship does. Both are excellent towers, but for different situations.


==Update history==
==Update history==