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Fire Badger Multimelter
Introduction
Section titled “Introduction”A very strong and easy to play defensive composition, the combination of Fire Badgers and Melting Points with the Energy Diffraction technology (commonly known as Multimelters) performs best against short-ranged, fast aggro compositions like Wraith/Ball, Rhinos and Phantom Rays. Playing this composition, you are usually immune to most common one-round gutshot plays. Some players may call this composition a cheap way to win and you might even send a certain German into a so-called Multimeltdown – all the more reason to try it out!
Tech loadout
Section titled “Tech loadout”Fire Badger
Section titled “Fire Badger”-
Range Enhancement: Usually your first tech in the game, you should get it on round 3 or 4. Ranging your chaff clear unit is the first priority in almost any composition.
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Napalm: It should be your second tech on Fire Badgers, aim to get it around round 5-6. You should probably use your oil on round 4 or 5 (which the badgers will burn instantly) then click this tech the round after to continue burning your opponent’s chaff. Using oil after you have this tech is not very useful – they kind of do the same thing. You don’t always need to take levels on badgers, ground fire does not get any stronger. Aggro players just LOVE to see all their crawlers burn!
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Counter-Fire: Not a very important tech, usually you will stop at just range and napalm. Still, it is a good way to burn mustangs and make you survive sentry missiles.
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Scorching Charge: Hounds can make any techs on Fire Badgers useless with Armor Enhancement and Fire Extinguisher. You probably don’t want to play Fire Badgers against Hound compositions at all. But if you do, this is the only tech that actually does anything. Just blow’em up.
Melting Point
Section titled “Melting Point”-
Range Enhancement: Melting Points have a good base range but you still want to range them, especially to overcome the range deficit of the Energy Diffraction technology.
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Energy Diffraction: This technology makes Melting Points reasonably good against medium units such as Steel Balls or Phantom Rays. A somewhat less known but very important side effect is the ability to target anything in a 360° radius without needing to turn! This technology reduces their base range to 85m, which means they will still outrange most chaff clear units, especially those common in aggro. You should get this tech after or together with range though, unranged Multimelters tend not to do anything useful. Be careful though, as getting EMP’d will remove this effect.
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Electromagnetic Barrage: You will want to click this eventually against tech-reliant ground units like Melting Points, Tarantulas, Sabers, Forts or Scorpions. In fact, nne of the best counters to Multimelters is to simply outrange them with heavy-hitting ground units such as normal Melting Points. This technology lets you even the odds somewhat in that scenario.
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Energy Absorption: Makes your Multimelters very tanky and very difficult to kill while locked on to large targets due to the healing mechanic. Makes your opponent even more likely to try and EMP you. It will still lose most of the time to Steel Balls if they manage to get a lock on with their own Energy Absorption technology.
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Crawler Production (replaces Energy Absorption): An optional technology that is probably better in standard than defense. Producing crawlers once your opponent’s chaff clear is dead is very strong. You might not survive that long against aggro, though.
When to Play
Section titled “When to Play”Fire Badger/Multimelter is a composition that should always be on your mind when picking a Fire Badger opener and your opponent deploys aggressively on the first round. Whenever your opponent’s main chaff clear unit is Wraith, Fire Badger or Tarantula and plays on the line or close to it, you will find a lot of success with this composition. It is very powerful against a particular style of aggressive play that creates a new threat every round – Multimelters are reasonably strong against everything except chaff (but that’s what you have Fire Badgers for).
How to Play
Section titled “How to Play”Rounds 1-4
Section titled “Rounds 1-4”Any Fire Badger pack provides a good opportunity to go into Fire Badger/Multimelter, its viability depends more on your opponent’s decision to go with an aggressive setup. Watch out for Hound packs though – Hounds are the perfect counter to Fire Badgers and Multimelters are quite a waste against a 100-cost unit. Setup defensively, close to your tower. Build Fangs rather than Crawlers for chaff – Crawlers will just run into your napalm and burn. Consider getting some early DPS like a Phoenix or some Marksmen and aim to range your Fire Badgers by round 4 at the latest. You can also think about creating some counterplay with Jump Drive Phoenixes. Get into Melting Points round 4-5-ish.

An example round 1 setup with a correct guess on the middle wall coinfip. Fire badgers two squares in front of the tower with a suitable spot for a Melting Point in front of the tower.

A round 4 board - Fire Badgers have range, Wasp and Wraith were from drops. Already into Melting Point against Rhino Specialist, but wrong guess on the side. Good long-term prospects as Multimelter is great into both Rhino and Wraith.
Rounds 5-7+
Section titled “Rounds 5-7+”In the midgame, go heavy into Melting Points, getting Range and Energy Diffraction. Also get Napalm on your Fire Badgers. Keep building chaff and consider getting shielded Fangs. Your biggest threat is getting your Multimelters EMP’d, so keep Photon Farseers in your mind. Heavy air like EMP Raidens are also a threat. Keep leveling your Multimelters and get HP items or consider adding Anti-Air Marksmen or Farseers.

Round 7 - You shall not pass! Wasps can even be handled with Sentry Missiles, might need higher level towers against boom Rhino though.
Cards & Items
Section titled “Cards & Items”