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Повідомити про проблему з перекладом
{just use buckaneers and dart monkeys}
As I said from my last reply.
Use two 204 sub supported by 402 alchem.
A 002 dart to increase range and camo detection.
Those 4 alone can take you as far as r62.
If you didnt buy anything else. You should have about 32K, enough to buy sub commander.
Also, it can hit camo leads, if you have any tower with camo detection on the track.
I agree that the buffed 2-0-x sub can be stronger, but the 2-2-0 sub has the native ability to pop leads. For short tracks it can be much more reliable than the random cast of the potion.
the other buff (berserker brew) gives the tower more damage, attack speed and range. unlike the amd buff, this buff lasts an (always same) specific amount of time. and this is what makes your towers so much stronger and makes the top path alchemist by far the strongest tower in the game. it throws this buff always to the closest tower he is standing to that currently doesnt have the buff. stronger stimulant works like berserker brew, but the effects are stronger and it lasts longer.
and im not saying amd if a reliable lead popping power. it may be for a tower like permaspike (0-2-5) but for subs its not completely reliable, but as long as the track isnt that short (like expert maps are) and there are no other towers except the subs in range of the alchemist, it should be the needed lead popping power for hard mode (not for ddts tho). you should be pairing subs with brickell tho and her lvl3 abilitiy lets the subs pop lead, and this is enough for the whole game except round 95. and you should be using triple guns (2-0-3 sub), 2-0-4 is only really worth it after you have a sub commander (2-0-5)