Red Hot Rangs (BTD6): Difference between revisions
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==Strategy== | ==Strategy== | ||
Red Hot Rangs is not recommended for use by itself, but when crosspathed to 2-0-2 or 0-2-2, serves as a good early-game tower. 2-0-2 excels against dense rounds such as 27 but suffers from unreliability, while 0-2-2 is reliable and good against spread-out rounds such as 26 but struggles against dense rounds. | {{BTD6 last updated|49.2|section=y}}Red Hot Rangs is not recommended for use by itself, but when crosspathed to 2-0-2 or 0-2-2, serves as a good early-game tower especially with {{BTD6 mk|Recurring 'Rangs}}. 2-0-2 excels against dense rounds such as 27 but suffers from unreliability, while 0-2-2 is reliable and good against spread-out rounds such as 26 but struggles against dense rounds. | ||
When used as a crosspath for Tier 3s and above, Red Hot Rangs is the optimal crosspath for {{B|Glaive Ricochet|BTD6}}, granting doubled damage. It is used with {{B|M.O.A.R Glaives|BTD6}} without {{B|Berserker Brew|BTD6}}, while being used with {{B|Perma Charge|BTD6}} and {{B|Glaive Lord|BTD6}} when innate {{B|DDT|BTD6}}-popping power is needed. It is the worse crosspath for {{B|Bionic Boomerang|BTD6}} and {{B|Turbo Charge|BTD6}}, both of which benefit more from increased pierce that is obtained with {{B|Glaives|BTD6}}. | When used as a crosspath for Tier 3s and above, Red Hot Rangs is the optimal crosspath for {{B|Glaive Ricochet|BTD6}}, granting doubled damage. It is used with {{B|M.O.A.R Glaives|BTD6}} without {{B|Berserker Brew|BTD6}}, while being used with {{B|Perma Charge|BTD6}} and {{B|Glaive Lord|BTD6}} when innate {{B|DDT|BTD6}}-popping power is needed. It is the worse crosspath for {{B|Bionic Boomerang|BTD6}} and {{B|Turbo Charge|BTD6}}, both of which benefit more from increased pierce that is obtained with {{B|Glaives|BTD6}}. | ||