(according to advanced popology, it is infinite) |
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|pierce = 4 (homing dart)<br />100 (ballistic missile)<br />≤10000 (first strike missile, targeted strong bloon(s))<br />infinite (first strike missile, splash damage) |
|pierce = 4 (homing dart)<br />100 (ballistic missile)<br />≤10000 (first strike missile, targeted strong bloon(s))<br />infinite (first strike missile, splash damage) |
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|attackspeed = Fast (darts, every 0.75s, excluding additional upgrades)<br />Moderately Slow (ballistic missiles, every 1.5s) |
|attackspeed = Fast (darts, every 0.75s, excluding additional upgrades)<br />Moderately Slow (ballistic missiles, every 1.5s) |
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− | |range = |
+ | |range = 50 (main attack and ballistic missile, excluding additional upgrades)<br />Infinite (first strike attack) |
|camo = Restricted (darts and ballistic missiles, upgradable to 2/4/0 and requires another camo detection tower around the map)<br />Yes (first strike missile) |
|camo = Restricted (darts and ballistic missiles, upgradable to 2/4/0 and requires another camo detection tower around the map)<br />Yes (first strike missile) |
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|related upgrades = *[[First Strike Capability (BTD5)]], for the BTD5 counterpart |
|related upgrades = *[[First Strike Capability (BTD5)]], for the BTD5 counterpart |
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*{{buff}} Adding Airburst Darts increases ballistic missile rate from 1.5s to 0.75s |
*{{buff}} Adding Airburst Darts increases ballistic missile rate from 1.5s to 0.75s |
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*{{buff}} Ballistic Missiles now deal more damage to Ceramics and MOABs (5 --> 6) |
*{{buff}} Ballistic Missiles now deal more damage to Ceramics and MOABs (5 --> 6) |
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+ | |||
+ | ;19.0 |
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+ | *{{nerf}} First Strike Capability's Ballistic Missile range reduced from 60 -> 50 |
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+ | *{{nerf}} First Strike Capability's 0-4-1 Ballistic Missile crosspath's fire rate reduced from 1.275 -> 1.3125 |
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+ | *{{nerf}} First Strike Capability's 0-4-2 Ballistic Missile crosspath's fire rate reduced from 0.75 -> 0.984375 |
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+ | *{{nerf}} First Strike Capability's x-4-x Ballistic Missile’s splash should no longer hit Camo without Camo Detection |
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==Gallery== |
==Gallery== |
Revision as of 00:05, 10 July 2020
- "First Strike Capability" redirects here. For the BTD5 counterpart, see First Strike Capability (BTD5).
“ | First Strike ability: A devastating missile strike on the largest Bloon on screen. | ” |
~ BTD6 upgrade description |
First Strike Capability is the 4th upgrade for Path 2 for the Monkey Sub in Bloons Tower Defense 6. This upgrade grants an ability that deals up to 10,000 damage to the strongest bloon on screen, capable of fully annihilating any bloon up to ZOMGs or DDTs, or even BADs if damaged enough, then spreading the rest of the damage to any other nearby bloons, along with a large explosion that deals 350 damage. There is a cooldown of 60 seconds after using the First Strike Capability ability.
It costs $11,050 on Easy, $13,000 on Medium, $14,040 on Hard, and $15,600 on Impoppable.
Tips
- First Strike Capability is very useful to counter the Round 100 BAD (along with Round 99 BAD in ABR) during the BAD's final stages.
- A single First Strike activation can be either used to cripple the BAD or to cleanly kill the BAD.
- To kill the BAD without any children, you have to wait until the BAD is weakened slightly after the last stage.
- It is also to be noted that you may simply not want the DDTs, in which case the ability can be activated earlier.
- A double First Strike activation does the same thing as above, although it is easier to time and works with more strategies.
- On longer maps, this can be done with one First Strike, but buying either: another First Strike, Bloontonium Reactor or Energizer this strategy can be carried over to shorter maps.
- A single First Strike activation can be either used to cripple the BAD or to cleanly kill the BAD.
- First Strike Capability costs $16820 ($350 + $485 + $325 + $1620 + $14040) on Hard Difficulty, so be sure to have around at least $16820 left over before Round 100 starts in CHIMPS Mode if you are planning to use it.
Version History
- 2.0
Price of First Strike Capability decreased ($20,000 --> $13,000)
- 8.0
No longer freezes the game when the ability hits a Black Bloon.
- 8.1
First Strike Capability ability now can instakill all Bloons in explosion radius up to ZOMGs instead of just stripping them into children layers (specifically MOAB-class Bloons, BFBs and ZOMGs used to become MOABs upon ability impact). Also does an additional 350 damage to all bloons in its explosion radius.
- 9.0
No longer crashes the game when the ability destroys a BAD.
- 12.0
First Strike Capability ability missile deals less damage (16700 --> 10000)
- 18.0
- First Strike Capability's ballistic missiles can deal 2x more damage if nearby Sub Commander. Doesn't affect First Strike Capability ability missiles.
- First Strike Capability's base range increased (42 --> 60)
- First Strike Capability's ballistic missiles are now limited to base range, unless Advanced Intel is purchased.
- Adding Twin Guns increases ballistic missile rate from 1.5s to 1.275s
- Adding Airburst Darts increases ballistic missile rate from 1.5s to 0.75s
- Ballistic Missiles now deal more damage to Ceramics and MOABs (5 --> 6)
- 19.0
- First Strike Capability's Ballistic Missile range reduced from 60 -> 50
- First Strike Capability's 0-4-1 Ballistic Missile crosspath's fire rate reduced from 1.275 -> 1.3125
- First Strike Capability's 0-4-2 Ballistic Missile crosspath's fire rate reduced from 0.75 -> 0.984375
- First Strike Capability's x-4-x Ballistic Missile’s splash should no longer hit Camo without Camo Detection
Gallery
Trivia
- The monkey piloting the submarine resembles Sean Connery acting as Marko Ramius in "The Hunt for Red October". Like the actor, the monkey wears a black ushanka and has a white beard.
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