Captain Churchill (BTD6): Difference between revisions
Qwertyxp2000 (talk | contribs) →Machine Gun: also churchill lvl15 |
→Mechanics: updated for 50.0's bugged/undocumented damage modifiers |
||
| Line 28: | Line 28: | ||
==Mechanics== | ==Mechanics== | ||
===Main Gun=== | |||
=== | Captain Churchill's Main Gun fires a shell every 1.5 seconds that pierces through Bloons and generate an explosion on each collision. The shells cannot generate explosions for {{hover|0.05 seconds|3 frames}} after each collision (to ensure there is some spacing between each explosion). Each shell technically has infinite [[pierce]], but can only generate up to three explosions by default, and they expire after generating the maximum number of explosions. The shells themselves deal no damage, but the explosions deal 3 [[Damage type|explosion-type]] damage and have 12 [[pierce]] with an 18-unit blast radius. | ||
Captain Churchill's shells | |||
{|class="wikitable" | {|class="wikitable" | ||
|+Levels | |||
!Level | !Level | ||
!Effect | !Effect | ||
|- | |- | ||
!2 | |||
|Explosion pierce | |Explosion pierce increases to 15. | ||
|- | |- | ||
!4 | |||
|Acquisition range | |Acquisition range increases from 65 units to 75 units. | ||
|- | |- | ||
!6 | |||
|Gains | |Gains [[Camo detection]]. Both the shells and the explosions can hit Camo Bloons. | ||
|- | |- | ||
!7 | |||
|Explosion damage | |Maximum explosions increases to 4. Explosion base damage increases to 6. | ||
|- | |- | ||
!8 | |||
|Attack cooldown | |Attack cooldown reduces to 1.2 seconds, effectively increasing [[attack speed]] by 25%. | ||
|- | |- | ||
!9 | |||
| | |Maximum explosions increases to 5. | ||
|- | |- | ||
!11 | |||
|Explosion pierce | |Explosion pierce increases to 20. | ||
|- | |- | ||
!12 | |||
|Explosion damage | |Explosion base damage increases to 9. | ||
|- | |- | ||
!14 | |||
|Explosion damage | |Explosion base damage increases to 12. | ||
|- | |- | ||
!15 | |||
| | |Explosions now deal +4 damage to Lead Bloons (not DDTs), Fortified Bloons, and Camo Bloons, which stacks for Bloons that have multiple of these properties (i.e., Camo Fortified Lead Bloons take +12 damage in total). | ||
|- | |- | ||
!16 | |||
|Attack cooldown | |Attack cooldown reduces to 0.9 seconds, effectively increasing attack speed by ~33%. | ||
|- | |- | ||
!17 | |||
| | |Damage to Lead Bloons increases to +8. No longer deals +4 damage to Fortified (presumably a bug). | ||
|- | |- | ||
!18 | |||
| | |Explosion base damage increases to 15. | ||
|- | |- | ||
|20 | !19 | ||
|Explosion damage | |Maximum explosions increases to 7. | ||
|- | |||
!20 | |||
|Explosion base damage increases to 20. | |||
|} | |} | ||
===Machine Gun=== | ===Machine Gun=== | ||
At level 5, Churchill unlocks a machine gun attack that shoots at Bloons within his range. It always targets [[first]], regardless of Churchill's target priority. Its shots collide with the target instantly without any travel time, and it can only hit one Bloon at a time, even with pierce buffs. It deals 2 sharp-type damage every 0.1 seconds. | |||
At | |||
{|class="wikitable" | {|class="wikitable" | ||
|+Levels | |||
!Level | !Level | ||
!Effect | !Effect | ||
|- | |- | ||
|7 | !6 | ||
| | |Gains Camo detection. | ||
|- | |||
!7 | |||
|Base damage increases to 4. | |||
|- | |||
!12 | |||
|Base damage increases to 6. | |||
|- | |- | ||
!14 | |||
| | |Base damage increases to 8. | ||
|- | |- | ||
!15 | |||
| | |Now deals +2 damage to Lead Bloons (not DDTs), Fortified Bloons, and Camo Bloons, which stacks for Bloons that have multiple of these properties (i.e., Camo Fortified Lead Bloons take +6 damage in total). | ||
|- | |- | ||
!17 | |||
| | |Damage to Lead Bloons increases to +4. No longer deals +2 damage to Fortified (presumably a bug). | ||
|- | |- | ||
!18 | |||
|Damage | |Base damage increases to 10. Damage to Lead Bloons increases to +8. Damage to Camo Bloons increases to +4. | ||
|} | |} | ||