The Blazing Sun: Difference between revisions

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'''The Blazing Sun''' is the [[Desperado (BTD6)|Desperado]]'s path 1 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It increases the damage of its pistol shots from 5 to 20, grants them 40 extra damage to Ceramics, reduces the [[attack speed|attack cooldown]] between bursts from 1.2 seconds to 0.3 seconds, and gains a special mechanic that changes its [[attack speed]] and allows it to inflict [[damage over time]] based on the number of shots it has fired.
'''The Blazing Sun''' is the [[Desperado (BTD6)|Desperado]]'s path 1 tier 5 [[upgrade]] in ''[[Bloons TD 6]]''. It increases the damage of its pistol shots from 5 to 20, grants them 40 extra damage to Ceramics, reduces the [[attack speed|attack cooldown]] between bursts from 1.2 seconds to 0.3 seconds, and grants a special mechanic that changes its [[attack speed]] and allows it to inflict [[damage over time]] based on the number of shots it has fired.


== Mechanics ==
== Mechanics ==
The Blazing Sun has a counter that starts at 0 and increases by 1 each time it fires a shot, which is capped at 75. If a shot fully pops a Bloon, it reduces the counter by 1. The counter resets if The Blazing Sun does not attack for 0.88 seconds{{fn|Exactly 53 frames}}.
The Blazing Sun has a counter that starts at 0 and increases by 1 each time it fires a shot, which is capped at 75. If a shot fully pops a Bloon, it reduces the counter by 1. The counter resets if The Blazing Sun does not attack for 0.88 seconds.{{fn|Exactly 53 frames}}


Once the counter has reached 55, each shot also generates a small area of effect with 5 [[pierce]] (6 with {{BTD6 mk|Extra Dart Pops}}) that sets all non-[[Purple Bloon (BTD6)|Purple Bloon]]s on fire. The area of effect deals no damage by itself, but the [[damage over time]] deals 50 damage every 1.5 seconds for 12.05 seconds.
Once the counter has reached 55, each shot also generates a small area of effect with 5 [[pierce]] (6 with {{BTD6 mk|Extra Dart Pops}}) that sets all non-[[Purple Bloon (BTD6)|Purple Bloon]]s on fire. The area of effect deals no damage by itself, but the [[damage over time]] deals 50 damage every 1.5 seconds for 12.05 seconds.
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==Strategy==
==Strategy==
{{Cleanup|sort into proper paragraphs instead of tacking on more points}}
Costing less than $20,000 outside of Impoppable, with decent damage and high attack speed but without any pierce or ability to buff it, The Blazing Sun serves a similar purpose to a 2-0-5 [[Elite Defender (BTD6)|Elite Defender]]. It offers cheap single-target damage from rounds 60 to 85, allowing the player to easily save up to an expensive tier 5. However, The Blazing Sun suffers a large decline in power after round 80 due to [[Super Ceramic Bloon (BTD6)|Super Ceramics]]. As such, cleanup towers should be used alongside it, such as [[Psi (BTD6)|Psi]] for the ability to remove lots of RBE by taking out weaker [[MOAB-Class Bloon]]s, or [[Spiked Mines (BTD6)|Spiked Mines]] for its immense Ceramic Bloon stopping power. On later rounds, dense groups of blimps become a problem for it, but it can provide solid supporting fire for rounds with high health single targets, such as 97 or 100.
Costing less than $20,000<!--standalone upgrade--> outside of Impoppable, with decent damage and high attack speed but without any pierce nor ability to buff it, this upgrade serves a similar purpose to a 2-0-5 [[Elite Defender (BTD6)|Elite Defender]], offering cheap single-target damage between rounds 60 to 85, in order to save up to a more expensive tier 5. Like Elite Defender, its potential to carry a defense falls off significantly after round 80 due to the inability to deal with hordes of [[Super Ceramic Bloon (BTD6)|Super Ceramic]] children that spawn. As a result, cleanup towers and heroes are recommended alongside it, such as [[Psi (BTD6)|Psi]] for the ability to remove lots of RBE by taking out weaker [[MOAB-Class Bloon]]s, or [[Spiked Mines (BTD6)|Spiked Mines]] for its immense Ceramic Bloon stopping power. Also on later rounds, the high density of MOAB-Class Bloons make its power after rounds 80+ much weaker due to only being able to hit a single MOAB at a time, but for rounds with high health single targets such as 97 or 100, it can provide solid supporting fire.


The Blazing Sun recieves poor feedback to buffs from common support towers like [[Berserker Brew (BTD6)|Berserker Brew]], however due to the [[Quickdraw (BTD6)|Quickdraw]] upgrade, more range effectively improves its speed, so a [[Primary Training (BTD6)|Primary Training]] can be considered. Its Damage over Time is high enough to consider pairing the upgrade with [[The Final Harmonic]] to amplify its effect and stall groups of BFBs. Like with all Desperados, [[Captain Churchill (BTD6)|Captain Churchill]] is a strong pick to cover its weaknesses.
The Blazing Sun is generally unreceptive to buffs from common support towers like [[Berserker Brew (BTD6)|Berserker Brew]], but more range effectively improves its speed due to the [[Quickdraw (BTD6)|Quickdraw]] upgrade, so a [[Primary Training (BTD6)|Primary Training]] can be considered. Additionally, its damage over time is high enough to consider pairing the upgrade with [[The Final Harmonic]] to amplify its effect and stall groups of BFBs. Like with all Desperados, [[Captain Churchill (BTD6)|Captain Churchill]] is a strong pick to cover its weaknesses.


Its best crosspath is 5-2-0, as the critical shot chances are much more common when one is already encouraged to place as far away from the track as possible, as well as [[Nomad]]'s speed buff not being enough to counteract the close range penalty of the [[Standoff]] upgrade.
Its best crosspath is 5-2-0, as the critical shot chances are much more common when one is already encouraged to place as far away from the track as possible, as well as [[Nomad]]'s speed buff not being enough to counteract the close range penalty of the [[Standoff]] upgrade.