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beast handler's middle path is epic and awesome and cool
beast handler's bottom path is bugged to be overpowered, and the 5th tier can drag any non BAD bloon to an earlier point in the track. The path, when popping a bloon it can drag, will also pop 3/4 of the children instantly.
I'd say right now the bottom path is better outside of freeplay, but the top is better up until round 150 in freeplay.
"fusion" from what i understand just increases damage dealt, and you must have 4 4th tiers fused in order to get a 5th tier.
- top path: early level: moderate attack speed, like a buffed dart monkey. Tier 3+: slower attack speed (especially while dragging bloons), and focus more on dealing high damage to 1 bloon, like sniper. Depending on tier and beast power, he can 1 shot MOAB class bloons. Still be careful of grouped MOAB class bloons, unless you have 2-3 towers nearby
- middle path: more suited for group damage, with decent damage. However, it have low range. Early lead popping power. At tier 3+, he deal bonus damage to stunned bloons. His ability stun bloons up to ZOMG / DDT, which benefit that damage boost.
- bottom path: bird is the only beast that get camo detection (note: getting bottom path does NOT give other beast camo detection, contrary to all other towers). The bird is more about dragging bloons closer to the start than damaging bloons. The bird give more time for your other towers to pop them (like a targeted storm druid)
Top path: Mainly useful for single-target instakills, even BADs (until round 150+).
Middle Path: Excels at grouped bloons and can stun anything below a BAD with Stomp ability
Bottom Path: Ultimate Stalling tower. Can grab anything below a BAD and bring them back to the designated spot.
"Merging" beasts give a portion of power indicated on the icon to another beast handler using the same type, making it perform generally better. you can also utilize the control range of merged handlers to further extend the range of said beast.
tier 5 beasts require four tier 4 beasts of the same type with three of them merged onto one, then that handler can upgrade to tier 5.
top path has a fish, you need water within range. it starts as a constant close-range attacking type then transitions to a offensive-support style type that can grapple and drag bloons/MOABs back into the water similar to a x-4-x monkey buccaneer.
Middle path is dinosaurs that are slow but high damage and pierce attacks up close. you need land within range to place one. it can pop lead/frozen bloons after a point. At tier 4, it gains a long range, but not map-wide stomp ability that deals significant damage and briefly stuns most bloons. Merging onto this makes the ability power and cooldown stronger. afaik this abilitiy has infinite pierce, useful when you need to temporarily clear out tons of ceramics.
Bottom path is birds, needing vision of the track, the bird will grab bloons to peck at them, and any bloons that survive it will grab and bring back to the marked location. It can gain vision of camo and the ability to grab MOABS after a point, a stall supportive type all tiers including tier 5 which constantly blows bloons back with gales of winds each time it attacks. this CANNOT deal with DDTs despite seeing them, have a x-3-x village nearby to enable that.
in short: it's a great tower, tricky to handle, and impressively powerful in both offense and supportive means, a carry if done right, pat is a excellent hero to pair with them
I don't think how you obtain the number matters. I think only the final power number matter.
You mean the 3 quests where the game tell you about the merging ability (which you have to figure out by yourself) and basically do the same thing 3 times, without going too much in depth with tower's strength and weakness?
Hope this helps!