Creates a solid line of annihilation. You can erase most Bloons at your leisure.
~ BTD6 description
Ray of Doom (sometimes abbreviated as RoD) is the Tier 5 upgrade of Path 1 for the Dartling Gunner in Bloons TD 6. Like the Ray of Doom in BTD5, the Ray of Doom shoots a solid beam of constant destruction. It is a much more powerful version of Plasma Accelerator, and it deals extremely high damage with its laserbeam to compensate the lack of a high damage focal point. Ray of Doom now gains the normal damage type, allowing it to damage any bloon type including Purple Bloons.
The solid beam of destruction deals 25 damage per 0.20s, and the Laser Shock status effect deals 20 damage per 1.0s for 5.0 seconds. The RoD's intense laser can also pierce up to 1000 bloons, which for most cases is roughly infinite.
Ray of Doom is the best solo option at dealing huge damage with the least amount of lag possible. As such, if there is a great excess of money available, Ray of Doom should be the main option to go for main DPS while using as little device energy as possible. Because it is weak against DDTs and BADs, support against those types should be added too. Most of the time, you don't even have to worry about superceramics swarming your defenses, due to the Ray of Doom's ridiculously high amount of pierce and the fact that it can destroy superceramics in less than a second.
The 5-2-0 crosspath is highly preferred. There is no real benefit in adding faster swivel speed because combining extreme damage from the power laserbeam with +50% attack speed compensates for the Dartling Gunner's slow rotation speed, and the pierce buff from Powerful Darts is insignificant due to the Ray of Doom's already massive pierce.
Despite its massive pierce, the Ray of Doom's comparatively low single-target damage causes it to struggle somewhat against Fortified ZOMGs, Fortified DDTs, and BADs. For these cases, adding countermeasures against high-HP blimps addresses the Ray of Doom's weaknesses to those types of bloons.
Ray of Doom cannot pass through Line of Sight obstacles, making it a bad option on maps with lots of obstacles, unless it is placed on high ground.
With constant attacking, a Ray of Doom can wipe out Super Ceramics in a few seconds at most, MOABs in roughly the same amount of time, BFBs in approximately 6 seconds, Round 80-100 ZOMGs in approximately 30 seconds, and Round 100 BADs in approximately 240 seconds.
Target Ray of Doom along a straight line, specifically along the straight paths on maps such as In The Loop or Resort. This will optimize its extremely high pierce and damage potential.
Even though Ray of Doom is extremely expensive of an upgrade, Prince of Darkness + Plasma Accelerator can actually fully save up for Ray of Doom on easier CHIMPS maps, allowing the rounds up to Round 100 to become almost trivialized.
Ray of Doom and M.A.D are a good pair for many late-game rounds, as M.A.D can pop most blimps with ease, and Ray of Doom can pop a large quantity of ceramics spawned from these blimps.
While it was achievable to afford a Ray of Doom on CHIMPS, even on initial release, its power-versus-price efficiency was considered too low, so a considerable price reduction and attack speed buff were added to balance this.
22.0 (Dartling Gunner update)
Ray of Doom costs more ($55,000 → $110,000).
Only one Ray of Doom can be placed per player.
Ray of Doom now deals significantly more damage.
As our most recently added tower we are very happy with all the excitement surrounding this beloved monkey tower and the general middleground play position. We're happy enough with its time in the wild to make some first impression changes here which we hope you'll continue to enjoy.
~ Ninja Kiwi, referring to multiple Dartling upgrades
Ray of Doom costs less ($110,000 → $95,000).
[...] Plasma Accelerator attack delay has been buffed so that now the beam 'tic rate' matches the attack speed at tier 3, overall giving it a 20% buff to all DPS which carries on up to the Tier 5. [...]
~ Ninja Kiwi, referring to buffing both Plasma Accelerator and Ray of Doom
Ray of Doom attack rate increased (0.25s → 0.20s).
[...] Ray of Doom's damage bonuses have been shuffled around in order to not be so weak against Super Ceramics as by the time anyone reasonably affords this SCs are the only ones you'll be seeing.
~ Ninja Kiwi
Ray of Doom now deals 25 damage per 0.2 seconds to both regular bloons and MOAB-Class Bloons, instead of only doing 5 damage to regular bloons and 25 to blimps.
Laser Shock damage per second increased from 15 to 20.
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Ray of Doom
Ray of Doom versus MOAB-class
Ray of Doom versus 999 BFBs on Round 100
Ray of Doom versus 999 Fortified BFBs on Round 100
Ray of Doom versus 999 ZOMGs on Round 100
Ray of Doom versus 999 DDTs on Round 100
Ray of Doom in the Dartling Gunner teaser
The Ray of Doom's redesigned model was revealed in the Dartling Gunner reveal trailer.
Prior to the Version 24.0 Plasma Accelerator and Ray of Doom attack speed buff, with constant attacking, and not taking Laser Shock damage into account, a Ray of Doom without attack speed buffs or Faster Barrel Spin can wipe out Super Ceramics in less than 3 seconds, Fortified Super Ceramics in less than 6 seconds, and even shorter for regular MOABs (roughly 2-3 seconds). The same Ray of Doom takes roughly 7-10 seconds to wipe out BFBs, Round 80-100 ZOMGs take between 40-60 seconds to pop, Round 90-100 DDTs take roughly 5-6 seconds to pop, and Round 100 BADs take roughly 280 seconds to pop.
the laser particles are still normal size when the small monkeys option is turned on.