Ground Zero (BTD6): Difference between revisions

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==Strategy==
==Strategy==
{{strategy needed}}
{{strategy needed|Verify the use cases and tricks for GZ (there might be some missing tips and tricks with GZ)}}
{{BTD6 last updated|section=y|50.0}}
{{BTD6 last updated|section=y|50.2}}
Ground Zero's ability is a powerful way to destroy huge amounts of bloons anywhere on screen. In [[Race Event]]s and CT Time Attack, it stands out for clearing the majority of waves; buy it quickly in advance to cool off the ability, send many rounds, and activate the ability as soon as possible. For [[CHIMPS]], it is best used to wipe out difficult low-HP swarms, such as non-Fortified DDTs, MOABs, and Super Ceramics. Its cooldown is somewhat long, so use the ability sparingly. Versus Fortified DDTs, ensure no decamos are present, allowing one ability to wipe out all Fortified DDTs on round 99.
Ground Zero's ability is a powerful way to destroy huge amounts of bloons anywhere on screen. In [[Race Event]]s and CT Time Attack, it stands out for clearing the majority of waves; buy it quickly in advance to cool off the ability, send many rounds, and activate the ability as soon as possible. For [[CHIMPS]], it is best used to wipe out difficult low-HP swarms, such as DDTs, MOABs, and Super Ceramics. Its cooldown is somewhat long, so use the ability sparingly. Versus Fortified DDTs, ensure no decamos are present, allowing one ability to wipe out all Fortified DDTs on round 99.


The basic improved bombing run does a lot of damage, which can severely weaken mid-game Ceramics in one shot, but requires heavy micromanagement to fully optimize this attack. Without micromanagement, it's quite inconsistent and still has a major Black Bloon weakness. As the ability is unaffected by crosspaths, 1-4-0 is the preferred crosspath, with 2-4-0 optional for extra darts only, and 0-4-2 may assist heavy micro of its bombs.
The basic improved bombing run does a lot of damage, which can severely weaken mid-game Ceramics in one shot, but requires heavy micromanagement to fully optimize this attack. Without micromanagement, it's quite inconsistent and still has a major Black Bloon weakness. As the ability is unaffected by crosspaths, 1-4-0 is the preferred crosspath, with 2-4-0 optional for extra darts only, and 0-4-2 may assist heavy micro of its bombs.