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For the BTD5 counterpart, see Ray of Doom (BTD5).
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.

It costs $80,750 on Easy, $95,000 on Medium, $102,000 on Hard, and $132,000 on Impoppable.

Strategy[]

Summary[]

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.

Tips[]

  • 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.
  • Add Jungle Drums and Overclock to optimize the Ray of Doom's performance.
  • 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.
  • An alchemist buff to the Ray of Doom is almost useless to the Ray of Doom unless upgraded to Permanent Brew, due to Ray of Doom's fast attack speed, wearing off Acidic Mixture Dips and Berserker Brews extremely quickly.
  • 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.

Version History[]

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)
  • Initial release.
  • Nerf Ray of Doom costs more ($55,000 → $110,000).
  • Nerf Only one Ray of Doom can be placed per player.
  • Buff Ray of Doom now deals significantly more damage.
23.0
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
  • Buff Ray of Doom costs less ($110,000 → $95,000).
24.0
[...] 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
  • Buff Ray of Doom attack rate increased (0.25s → 0.20s).
28.0
[...] 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
  • Buff 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.
  • Buff Laser Shock damage per second increased from 15 to 20.

Gallery[]

Ray of Doom versus MOAB-class[]

Teaser[]

Trivia[]

  • The Ray of Doom's redesigned model was revealed in the Dartling Gunner reveal trailer.
  • Ray of Doom is the first Tier 5 upgrade of an introduced returning tower in BTD6 where the BTD5 counterpart was a Tier 4 upgrade. Other Tier 5 upgrades in BTD6 that were formerly Tier 4 upgrades include Glaive Lord, Cripple MOAB, and Absolute Zero, but the Boomerang Monkey, Sniper Monkey, and Ice Monkey were all released on the initial release of BTD6.
  • The Ray of Doom's outfit and design could be close to Iron Man, However, its much close from Red Ranger/Akai Sentai from Power Rangers/Super Sentai.
  • The design of the Ray of Doom is likely based on stereotypical supervillain death rays.
  • Before Version 23.0's price buffs, the BTD6 Ray of Doom upgrade alone costed twice as much as the upgrade alone in BTD5.
  • At 75,000 XP, the Ray of Doom has the fourth highest XP requirement of any upgrade, followed by the Super Monkey's Tier 5 upgrades The Anti-Bloon, Legend of the Night, and True Sun God in that order.
  • 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.


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