The Navarch is not just an offensive powerhouse; it also serves as a central support hub for aquatic strategies:
An Alchemist placed near the Navarch is non-negotiable.
The Navarch automatically fires ten grappling hooks at the strongest MOAB-class Bloons (ZOMGs, BFBs, etc.) from any distance.
: The Navarch actually reduces the attack cooldown of all other water-based towers and Monkey Aces (like the Goliath Doomship ) by 15% .
: Because of the 2-use-per-round cap, timing is more critical than raw cooldown reduction. In deep freeplay, players often save these charges for the most dangerous Fortified BADs that appear later in a wave.
You never want to sail solo. The Navarch is strong, but it is slow. To break the cooldown cap, you need a support crew.
The Navarch of the Seas is a tide turner. Respect the cooldown, manage the hook, and the sea—and the bloons—will bow to you.
: Fires a giant grappling hook that instantly pulls in and destroys the strongest MOAB-class bloon on screen, including Fortified BADs .
: To prevent it from trivializing late-game rounds, the ability is limited to two uses per round .
Because of the stun mechanics, you can often get away with using the ability on a non-optimal target (like a dense BFB pack) rather than saving it for a single ZOMG, simply because the passives will hold the ZOMG in place long enough for the cooldown to refresh.
Beyond "Faster Takedowns," the Global Ability Cooldowns point provides a further 3% reduction to all ability cooldowns.