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==Strategy== *The '''DJ Booth's''' buffs are calculated as *:[[Range Buff]]:<br/><math> \text{Original Range} \times (1 + \text{[[Range Buff]]}) </math> *:[[Discount Buff]]:<br/><math> \text{Original Price} \times (1 - \text{Discount Buff}) </math> *:[[Damage Buff]]:<br/><math> \text{Original Damage} \times (1 + \text{[[Damage Buff]]}) </math> *: where ''Range'' and ''[[Discount Buff]]s'' are the buffs supplied by the '''DJ Booth''' in decimal form (for example, 10% is 0.1). Additionally, damage is rounded down. **For example, a Level 5 '''DJ Booth''' set on the Green Track (15% [[Discount Buff]], 10% [[Range Buff]], 7.5% [[Damage Buff]]) will decrease the cost of a Level 4 [[Ranger]] from {{Money|25,000}} to {{Money|21,250}}, increase its range from 70 to 77, and increase its damage from 875 to 940. **However, the [[Range Buff]] cannot increase the range of the following towers: ***The [[Shotgunner]], as its bullets do not extend into the gained range. ***The '''DJ Booth'''. ****The '''DJ Booth''' also cannot decrease the upgrade prices of another '''DJ Booth'''. ***The circling range of the [[Ace Pilot]]. ****The radius in which towers gain hidden detection from the [[Ace Pilot]] also cannot be increased. ****These towers' attack ranges will still be increased. ***The chain range of the [[Electroshocker]] and [[Tesla]]. ****The attack range can still be increased. ***The deadzone ranges of towers like the [[Biologist]] and [[Engineer]]. ***The sentry building range of the [[Engineer]]. ***The explosion radius from [[Splash Damage|Splash Damage towers]] cannot be increased. **The [[Discount Buff]] cannot decrease a tower's placement cost. It also does not affect the [[Farm]]. **There are multiple towers that cannot be affected by its [[Damage Buff]]: {{DamageBuff}} *Only one '''DJ Booth''' can be placed per player, so choose the spot wisely. **The '''DJ Booth''' has a larger placement footprint than other towers, so be aware of the space that it takes up. *This is very efficient with towers with high upgrade costs and long range, such as the [[Ranger]] and [[Turret]]. **In addition, towers with short range, such as the [[Ace Pilot]], [[Crook Boss]] and [[Pyromancer]], will also greatly benefit from the range increase. *The '''DJ Booth''' can drop defense of enemies, though the way it is done in is unique. Instead of reducing it by 25% of the enemy's defense, it is a flat reduction based on the number of towers in its range, with the highest being 18%. **For example, an enemy with 50% defense and the '''DJ Booth''' has 20 towers in its range, it will have its defense reduced to 32%. **This means that in comparison to other defense dropping towers, like the [[Pyromancer]], it is more effective on enemies with low defense, such as the [[Molten Golem]], while the [[Pyromancer]] is more effective on enemies with higher defense, like the [[Reaver]]. *The Purple track knocks back and slows down enemies when the ''Drop the Beat'' ability is used, making it useful at stalling hordes or singular enemies. **Its knockback cannot affect any enemy immune to it, such as stun immune enemies. Additionally, bigger enemies will get pushed back a smaller distance. **The only enemies immune to its slowdown are bosses. This makes it a great choice for slowing down enemies. ***If you have enough money, you can keep selling and replacing the '''DJ Booth''' and use its purple track ability to constantly slow down enemies. *The Green track generates cash when the ''Drop the Beat'' ability is used, allowing you to gain back some cash that was spent on the '''DJ Booth'''. **You can stall waves of a match to give the ability more time to go off cooldown, allowing for more usages and generating you more cash. *The Red track deals damage to enemies when the ''Drop the Beat'' ability is used, making it useful against hordes of enemies. **Additionally, it can hit enemies regardless of what immunities they have, making it useful against lead, flying and hidden enemies. *The '''DJ Booth''' can be extremely useful in increasing the [[Commander]] and [[Mercenary Base]]'s range so that more towers receive the buffs from these towers. **It can also be useful at reducing their ability costs. *The '''DJ Booth''' can increase the [[Medic]]'s range, allowing it to shield towers that are further away. *While the '''DJ Booth's''' range cannot be buffed by another '''DJ Booth''', the [[Ranger]]'s [[Range Buff]] is able to buff the '''DJ Booth's''' range. *If you want to sell your towers, do be aware that towers within the range of the '''DJ Booth''' get less cash back in comparison to those outside the range of the '''DJ Booth'''. **If you would like to relocate your towers, it is not recommended to sell your '''DJ Booth''' as well because sell prices are permanently affected if a tower is upgraded with a Level 3 or higher '''DJ Booth''' nearby. *Due to the fact that the '''DJ Booth''' can only give the buffs from one track before Level 5 (and even then, it does not give as much passively for other tracks), it may be a good idea to change the tracks regularly to cope with the kinds of threats that may be faced. **If the wave is fairly easy, then it is recommended to use the Green track most of the time, with the discounts allowing you and other players to save money and build up defenses easier. **If there are multiple tough enemies, using the Red track is recommended to increase other towers' damage, deal extra damage via the ''Drop the Beat'' ability, and for the enemies defenses to be reduced via the ability. **If there are multiple fast enemies that can easily escape the range of your towers, using the Purple track's ability is great at pushing them back and slow them down. The increased range for affected towers will also ensure they can hit more enemies in their range.
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