Captain Churchill (BTD6): Difference between revisions

Qwertyxp2000 (talk | contribs)
→Machine Gun: also churchill lvl15
→Mechanics: updated for 50.0's bugged/undocumented damage modifiers
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==Mechanics==
==Mechanics==
{{research|Double-check if all of the stats are correct, needs crossverification}}<!-- (remove if you're not Qwertyxp2000) -->
===Main Gun===
===Explosive Shell===
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.
{{incomplete|Elaborate on multi-explosion mechanic, and level improvements}}
Captain Churchill's shells produce explosions as they hit Bloons, at a short cooldown between new explosions. Shells cannot be affected by external pierce buffs, and can only produce more explosions with extra levels or his Armor Piercing Shells ability.  
 
At base, his explosions deal 3 damage and hit up to 12 Bloons within a blast radius of 18. Shells themselves deal no damage. Initially, his explosive shell attacks every 1.5 seconds.
 
As he levels up, his explosive shell improves:
{|class="wikitable"
{|class="wikitable"
|+Levels
!Level
!Level
!Effect
!Effect
|-
|-
|2
!2
|Explosion pierce increased to 15
|Explosion pierce increases to 15.
|-<!--do we add lvl4 range and camo detect? yeah I say so-->
|-
|4
!4
|Acquisition range increased from 65 to 75
|Acquisition range increases from 65 units to 75 units.
|-
|-
|6
!6
|Gains camo detection
|Gains [[Camo detection]]. Both the shells and the explosions can hit Camo Bloons.
|-
|-
|7
!7
|Explosion damage increased to 6 and explodes up to 4 times
|Maximum explosions increases to 4. Explosion base damage increases to 6.
|-
|-
|8
!8
|Attack cooldown decreased to 1.2s
|Attack cooldown reduces to 1.2 seconds, effectively increasing [[attack speed]] by 25%.
|-
|-
|9
!9
|Explodes up to 5 times
|Maximum explosions increases to 5.
|-
|-
|11
!11
|Explosion pierce increased to 20
|Explosion pierce increases to 20.
|-
|-
|12
!12
|Explosion damage increased to 9
|Explosion base damage increases to 9.
|-
|-
|14
!14
|Explosion damage increased to 12
|Explosion base damage increases to 12.
|-
|-
|15
!15
|Explosion deals +4 Fortified damage, +4 Lead damage, and +4 Camo damage
|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
!16
|Attack cooldown decreased to 0.9s
|Attack cooldown reduces to 0.9 seconds, effectively increasing attack speed by ~33%.
|-
|-
|18
!17
|Explosion deals 15 damage
|Damage to Lead Bloons increases to +8. No longer deals +4 damage to Fortified (presumably a bug).
|-
|-
|19
!18
|Explodes up to 7 times
|Explosion base damage increases to 15.
|-
|-
|20
!19
|Explosion damage increased to 20
|Maximum explosions increases to 7.
|-
!20
|Explosion base damage increases to 20.
|}
|}


===Machine Gun===
===Machine Gun===
{{incomplete|Add more stats of machine gun, and more tidbits of the machine gun like how the "snipe" attack works}}
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 Level 5, he unlocks his machine gun, automatically shooting at Bloons within his range. It is a [[damage types|sharp attack]] shot every 0.1s and initially deals 2 damage. It is always locked on First targeting.  
 
As he levels up, his machine gun improves:
{|class="wikitable"
{|class="wikitable"
|+Levels
!Level
!Level
!Effect
!Effect
|-
|-
|7
!6
|Damage increased to 4
|Gains Camo detection.
|-
!7
|Base damage increases to 4.
|-
!12
|Base damage increases to 6.
|-
|-
|13
!14
|Damage increased to 6
|Base damage increases to 8.
|-
|-
|14
!15
|Damage increased to 8
|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).
|-
|-
|15
!17
|Gains +2 Fortified damage, +2 Lead damage, and +2 Camo damage
|Damage to Lead Bloons increases to +4. No longer deals +2 damage to Fortified (presumably a bug).
|-
|-
|18
!18
|Damage increased to 10 and bonus Fortified damage increased to +4
|Base damage increases to 10. Damage to Lead Bloons increases to +8. Damage to Camo Bloons increases to +4.
|}
|}