Strategy:Contested Territory (BTD6): Difference between revisions
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{{BTD6 last updated| | {{BTD6 last updated|52.1}}{{cleanup|Needs more general guidelines for gamemodes instead of only a list of recommended towers}} | ||
[[Contested Territory (BTD6)|Contested Territory]] is often regarded as the most difficult event mode to both understand and play, due to its unique restrictions and team-oriented focus. Competitive mode is no different, especially as multiple top level teams are vouching for at least a top 25 spot. | [[Contested Territory (BTD6)|Contested Territory]] is often regarded as the most difficult event mode to both understand and play, due to its unique restrictions and team-oriented focus. Competitive mode is no different, especially as multiple top level teams are vouching for at least a top 25 spot. | ||
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This strategy article should hopefully guide players whether they create or join a team to participate. | This strategy article should hopefully guide players whether they create or join a team to participate. | ||
== Team Recommendations == | == Team Recommendations == | ||
=== Preparation === | === Preparation === | ||
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*In local fights, attempt to capture other team's tiles first over neutral tiles to gain a points advantage. In cases where opposing locals have "died off" and understand one team has full control over the board, it can be good sport to avoid capturing their regular tiles to give them points. | *In local fights, attempt to capture other team's tiles first over neutral tiles to gain a points advantage. In cases where opposing locals have "died off" and understand one team has full control over the board, it can be good sport to avoid capturing their regular tiles to give them points. | ||
*When on the losing end of a team dominating the board, the same can be true; aggression against key relics or banners can lead to a coordinated team attempting to spawnlock your team, capturing tiles around spawn with unbeatable low scores, thus preventing any usage of tickets until the spawn tiles expire. Be mindful of "poking the bear" and weave around regular tiles to avoid disruption. | *When on the losing end of a team dominating the board, the same can be true; aggression against key relics or banners can lead to a coordinated team attempting to spawnlock your team, capturing tiles around spawn with unbeatable low scores, thus preventing any usage of tickets until the spawn tiles expire. Be mindful of "poking the bear" and weave around regular tiles to avoid disruption. | ||
* Some players like to lure opposing teams to capture a tile early before sneaking in another capture a few minutes later, especially if they have the relic advantage. If you suspect an opponent is trying to bait the tile capture, avoid the tile and find a different one to capture. | |||
:* On Least Cash and Least Tiers, a tile's round ending in 0, 1, or 2 and starting with 4, 6, or 8 take very short to capture after reaching a checkpoint. | |||
==Relic Strategy== | ==Relic Strategy== | ||
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For strategy about the optimal usage of each relic, rather than general strategy of all relics, refer to [[Strategy:Relic Knowledge]]. | For strategy about the optimal usage of each relic, rather than general strategy of all relics, refer to [[Strategy:Relic Knowledge]]. | ||
*Relics that negate | *Relics that negate Bloon properties are often game-changing. [[Alchemist Touch]], [[Camo Trap]], [[Royal Treatment]], and [[Sharpslosion]] are usually the strongest of these types of relics. | ||
*Damage-boosting relics are very strong for fast-attacking, high-projectile towers. [[MOAB Clash]] stands out in most situations, whereas other damage-boosting relics are niche. | *Damage-boosting relics are very strong for fast-attacking, high-projectile towers. [[MOAB Clash]] stands out in most situations, whereas other damage-boosting relics are niche. | ||
*Don't underestimate Power Relics. While they do have limited uses per game, most except [[Tech Bot (BTD6)|Tech Bot]] may be game-changing on all except Time Attack (which ban Powers). | *Don't underestimate Power Relics. While they do have limited uses per game, most except [[Tech Bot (BTD6)|Tech Bot]] may be game-changing on all except Time Attack (which ban Powers). | ||
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==Tile Strategy== | ==Tile Strategy== | ||
===Least Cash=== | ===Least Cash=== | ||
*If a | *If a Hero is available, centralizing a defense around the hero is usually the most cost-efficient. | ||
*Saveups for affording defense should focus largely on early-game. | *Saveups for affording defense should focus largely on early-game. | ||
*Cash-related relics are pointless on Least Cash, unless there's no better relics available. | *Cash-related relics are pointless on Least Cash, unless there's no better relics available. | ||
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**For a safer score, add cheap defense that covers the hero's main weaknesses. For example, one 0-0-0 Spac for Rosalia, to catch leaks and Camos. | **For a safer score, add cheap defense that covers the hero's main weaknesses. For example, one 0-0-0 Spac for Rosalia, to catch leaks and Camos. | ||
*If a Hero is not enabled, try to aim between $2000-$4000 score on most maps. With proper relics, it is possible to reach lower than that. | *If a Hero is not enabled, try to aim between $2000-$4000 score on most maps. With proper relics, it is possible to reach lower than that. | ||
*Wall of Fire on intersections can deliver a lot of damage to oncoming bloons as long as you can overcome its | *Wall of Fire on intersections can deliver a lot of damage to oncoming bloons as long as you can overcome its Purple weakness. | ||
*Base Mermonkeys have high pierce and can support a defense that has strong single target damage, especially with Sharper Prongs. | |||
*Cannon Ship with crosspaths covers all rounds on Beginner Maps with good water coverage, on certain maps even solo the MOABs. | *Cannon Ship with crosspaths covers all rounds on Beginner Maps with good water coverage, on certain maps even solo the MOABs. | ||
*On more difficult single-lane maps (like Chutes or Firing Range) that lack good LC towers like Wizard/Buccaneer or Heroes, Razor Rotors is a simple but beatable solution for any pre-R43 tile without needing Relics. Once relics are obtained more options become available to beat with cheaper, especially as relics like Super Monkey Storm can defeat the MOAB and allow weaker towers to clear. | *On more difficult single-lane maps (like Chutes or Firing Range) that lack good LC towers like Wizard/Buccaneer or Heroes, Razor Rotors is a simple but beatable solution for any pre-R43 tile without needing Relics. Once relics are obtained, more options become available to beat with cheaper, especially as relics like Super Monkey Storm can defeat the MOAB and allow weaker towers to clear. | ||
====Least Cash - Non-Regular==== | ====Least Cash - Non-Regular==== | ||
{{Strategy needed}} | {{Strategy needed}} | ||
*Observe the final round number and prepare in advance for difficult rounds. If it ends on Round 81 and beyond, the cheap combination of defenses must be able to handle both the mid-game | *Observe the final round number and prepare in advance for difficult rounds. If it ends on Round 81 and beyond, the cheap combination of defenses must be able to handle both the mid-game Bloon rushes and Super Ceramics. | ||
*Some maps such as [[Balance]] allow for extremely low scores. | |||
*Churchill, Silas, and Gwendolin are more effective here due to their potential to carry a basic defense. | *Churchill, Silas, and Gwendolin are more effective here due to their potential to carry a basic defense. | ||
**On some maps and mode conditions, Churchill with enough Relics like [[Sharpsplosion]] and [[Hero Booster]] allow him to solo with $1945/$2000/$2160 score. That being said, some combos on very low round non-Regular tiles can cut below his score. | |||
*Plasma Accelerator is cheaper than Spectre and Apache Dartship, and can solo to round 80 assuming proper relic support to save up to it. | *Plasma Accelerator is cheaper than Spectre and Apache Dartship, and can solo to round 80 assuming proper relic support to save up to it. | ||
*Abyssal Warrior has plenty of raw damage and a cheap camo crosspath, and aside from lack of | *Abyssal Warrior has plenty of raw damage and a cheap camo crosspath, and aside from lack of Lead damage, it can go to the early 70s. | ||
*Artillery Battery can also be used to clear up to the late 70s with proper | *Artillery Battery can also be used to clear up to the late 70s with proper targeting micro and decent bends, provided another way to clear camos is used. | ||
*Arctic Knight and Juggernaut on maps with walls can clear many rounds of dense | *Arctic Knight and Juggernaut on maps with walls can clear many rounds of dense Bloons. | ||
*Juggernaut is also generally a strong mid-game support and grouped damage. | |||
*Hydra Rocket Pods can carry Least Cash if given Relics to handle denser Bloon rounds, and single-target on non-long maps, as well as cheap towers to counter its steep early-game saveup. | |||
===Least Tiers=== | ===Least Tiers=== | ||
*If a hero is available, centralizing a defense around the hero is usually the most tier-efficient. | *If a hero is available, centralizing a defense around the hero is usually the most tier-efficient. | ||
*Have a saveup plan for affording defenses, especially if it involves an expensive T5. | *Have a saveup plan for affording defenses, especially if it involves an expensive T5. | ||
*Avoid unnecessary crosspathing as each upgrade counts towards the tier total. | |||
:*If this is unavoidable, upgrade the tower that is carrying the rounds to make it more effective. | |||
*Try to avoid panic buying any new towers. If a defense is failing, use a Power instead as they cost no tiers. | |||
*Check for possible towers that can deal with many Bloon types as a tier 3 or 4 instead of a tier 5. Super Monkeys are a good example of this, as it has powerful tier 3 upgrades compared to other towers. | |||
====Least Tiers - Regular==== | ====Least Tiers - Regular==== | ||
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*Hydra Rocket Pods covers all bloon types (including MOABs thanks to the recent buff) and can be afforded before the round 28 leads, though it may require some targeting in order to save up to it. | *Hydra Rocket Pods covers all bloon types (including MOABs thanks to the recent buff) and can be afforded before the round 28 leads, though it may require some targeting in order to save up to it. | ||
*Druid of the Jungle has many weaknesses but can be considered an option with proper relics. | *Druid of the Jungle has many weaknesses but can be considered an option with proper relics. | ||
*Pat targeting into an intersection and a 0-0-0 Spike Factory is a map | *Pat targeting into an intersection and a 0-0-0 Spike Factory is a map-dependent way to clear most rounds, and can be upgraded to Bigger Stacks (or, alternatively, a second Spike Factory)<!--also note +1 spike MK--> with little penalty to clear the 40s with proper Roar ability timing. | ||
*Super Monkey as an expensive tower is deceptively difficult to use, having many weaknesses and an expensive saveup. A hero that can cover weaknesses such as Ezili or Brickell can offer a 2 or 3 tier solution. | *Super Monkey as an expensive tower is deceptively difficult to use, having many weaknesses and an expensive saveup. A hero that can cover weaknesses such as Ezili or Brickell can offer a 2 or 3 tier solution. | ||
*Some 4th tier upgrades can be considered niche as many strong tier 3s exist, but sometimes they are the only option. | *Some 4th tier upgrades can be considered niche as many strong tier 3s exist, but sometimes they are the only option. | ||
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**Bloon Liquifier has solid attack speed but lacks pierce, often requiring Durable Shots and many powers to save up to and take out dense rounds. | **Bloon Liquifier has solid attack speed but lacks pierce, often requiring Durable Shots and many powers to save up to and take out dense rounds. | ||
**T-Rex needs proper repositioning but is otherwise a smooth attacker without proper Camo detection. | **T-Rex needs proper repositioning but is otherwise a smooth attacker without proper Camo detection. | ||
* | *Three 1-score heroless options are possible (with optimal MK and Relics): | ||
**Ace is the easiest of them. It only needs a long map and sufficient micromanagement of its flight targeting options. Recommended relics: Durable Shots, Flint Tips, Camo Trap, either Monkey Boost or SMS, and Alchemist Touch. | **Ace is the easiest of them. It only needs a long map and sufficient micromanagement of its flight targeting options. Recommended relics: Durable Shots, Flint Tips, Camo Trap, either Monkey Boost or SMS, and Alchemist Touch. | ||
**Super is only possible with immense saveup from Road Spikes and life restoring relics, and Power relics like SMS and Glue Trap to overcome | **Super is only possible with immense saveup from Road Spikes and life restoring relics, and Power relics like SMS and Glue Trap to overcome its low pierce. | ||
**Mortar is only possible on maps which are favorable to it, such as Moon Landing, and will need dealing with camos as well as Sharpsplosion, alongside intense mortar micro. | **Mortar is only possible on maps which are favorable to it, such as Moon Landing, and will need dealing with camos as well as Sharpsplosion, alongside intense mortar micro. | ||
====Least Tiers - Non-Regular==== | ====Least Tiers - Non-Regular==== | ||
* Try to clear all the rounds with 1 or 2 tier | * Try to clear all the rounds with 1 or 2 tier 5's instead of placing more towers. | ||
* Certain single towers that carry the mid-to-lategame will require a tier-efficient saveup tower in the early-game. This usually happens when saving up for expensive base towers such as Heli or Super. | |||
* Spirit of the Forest, Glaive Lord, Pirate Lord, Spectre, Plasma Accelerator, Prince of Darkness, Pop and Awe, and many others can solo rounds up to round 80, provided you account for their weaknesses. | * Spirit of the Forest, Glaive Lord, Pirate Lord, Spectre, Plasma Accelerator, Prince of Darkness, Pop and Awe, and many others can solo rounds up to round 80, provided you account for their weaknesses. | ||
* Artillery Battery (with good bends), Abyssal Warrior, and 0-2-5 Elite Defender can do the same but can struggle past 62. | * Artillery Battery (with good bends), Abyssal Warrior, and 0-2-5 Elite Defender can do the same but can struggle past 62. | ||
* Apache Dartship is an easy method of excelling the midgame without a T5, provided the map lacks simultaneous lanes. It only struggles to beat rounds with multiple Fortified MOABs (especially R64), and rounds from R75 and beyond. | * Apache Dartship is an easy method of excelling the midgame without a T5, provided the map lacks simultaneous lanes. It only struggles to beat rounds with multiple Fortified MOABs (especially R64), and rounds from R75 and beyond. | ||
** If Etienne is enabled, he can be used to give Camo detection to a tower that excels at everything else, like an Apache Dartship/Prime, resulting in a 6-7 score. | ** If Etienne is enabled, he can be used to give Camo detection to a tower that excels at everything else, like an Apache Dartship/Prime, resulting in a 6-7 score. | ||
*Observe the final round number and prepare for difficult rounds, especially if wanting to reduce score by cutting out certain crosspaths. | * Observe the final round number and prepare for difficult rounds, especially if wanting to reduce score by cutting out certain crosspaths. | ||
* On rounds going beyond 90, having at least two towers is almost always necessary. Flying Fortress is an easy carry, provided Spectre's Super Ceramic weakness is dealt with. | |||
* On low round tiles, Hydra can be an easy solution with some micro, but make sure to add Relics that support its early-game, and in some cases also Fortified damage. | |||
===Time Attack=== | ===Time Attack=== | ||
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*Towards the cleanup stages, restart if necessary to avoid finishing times too late and wasting tickets. | *Towards the cleanup stages, restart if necessary to avoid finishing times too late and wasting tickets. | ||
*Be aware of what the longest round in a given Time Attack tile is. | *Be aware of what the longest round in a given Time Attack tile is. | ||
*Any tile with Bomb will have a much easier time for [[Sharpsplosion]] to carry the tile due to [[Cluster Bombs (BTD6)|Cluster Bombs]] and [[Recursive Cluster (BTD6)|Recursive Cluster]]. | |||
====Time Attack - Regular==== | ====Time Attack - Regular==== | ||
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====Time Attack - Non-Regular==== | ====Time Attack - Non-Regular==== | ||
{{Strategy needed}} | {{Strategy needed}} | ||
*Certain tiles may have terrible tower choices and/or on a difficult Race Event map | *Certain tiles may have terrible tower choices and/or on a difficult Race Event map. Check what towers and upgrades have the most cost-efficient combination of pierce and damage for these tiles if opting for a high score. Starting cash on non-regular tiles also vary, which alters possible starting options. | ||
**Any tile with Boomerang, Bomb, Tack, Ice, or Ace will on average have faster times than those without. | |||
*Account for additional rules, especially faster Bloon speed or Double HP MOABs, to slow down on certain rounds. | |||
*Some difficult maps with Time Attack include [[Rake]], [[Water Park]], [[Quiet Street]], [[Bloonarius Prime]], and [[Lost Crevasse]].<!--even after 52.0, lostcrev seems difficult--> | |||
===Boss=== | ===Boss=== | ||
{{Main|Strategy:Boss Bloon Event}} | {{Main|Strategy:Boss Bloon Event}} | ||
*Since money is everything when taking down timed bosses, try to greed out as much as possible using income generators like Banana Farms and Merchantmen. | *Since money is everything when taking down timed bosses, try to greed out as much as possible using income generators like Banana Farms and Merchantmen. | ||
**If multiple income generators are enabled, the typical priority list of towers for starting income generation is: Farm, Buccaneer (Merchantman), Engineer (Bloon Trap), Alchemist (Lead to Gold, Rubber to Gold), Druid (Jungle's Bounty), Village (Monkey Town), Heli (Support Chinook), Sniper (Supply Drop). | **If multiple income generators are enabled, the typical priority list of towers for starting income generation is: Farm, Buccaneer (Merchantman), Engineer (Bloon Trap), Alchemist (Lead to Gold, Rubber to Gold), Druid (Jungle's Bounty), Village (Monkey Town), Heli (Support Chinook), Sniper (Supply Drop). Desperado's income generation (Bounty Hunter) is not worth the investment.<!--you use bhunt for moabs, bfbs, and zomgs, but even in two-tier boss it's not feasible--> | ||
*Bloon-dependent income like Bloon Traps are almost always worth it when placed down early enough. | *Bloon-dependent income like Bloon Traps are almost always worth it when placed down early enough. | ||
*Cash-related relics such as [[Rounding Up]] and [[Thrive]] are beneficial for snowballing income. [[Starting Stash]] allows early-game snowball to begin sooner, same applies for [[Box of Monkey]] for defense (and earlier Merchantman if no Farms, and Bloon Trap if no Farms and Boats). | *Cash-related relics such as [[Rounding Up]] and [[Thrive]] are beneficial for snowballing income. [[Starting Stash]] allows early-game snowball to begin sooner, same applies for [[Box of Monkey]] for defense (and earlier Merchantman if no Farms, and Bloon Trap if no Farms and Boats). | ||
**For use of Thrive on 1 Tier Boss tiles, use Thrive on R34-R35 and R38-R39 for the most income per pop. On 2 Tier Boss Battles, R49-50 and R54-55 give the most income per pop. | **For use of Thrive on 1 Tier Boss tiles, use Thrive on R34-R35 and R38-R39 for the most income per pop. On 2 Tier Boss Battles, R49-50 and R54-55 give the most income per pop. | ||
*If all Heroes are enabled, heroes with income generation are often the best. | *If all Heroes are enabled, heroes with income generation are often the best. Benjamin is the simplest and gives the most profit. Geraldo has more utility but a less flexible income generation. However, Sauda is still a great choice for cheap early-game defense. | ||
*Unless a hero is planned ahead for their Level 7, or has income generation, it is best to hold off placing the hero until affording at least the first income generator, if possible. | *Unless a hero is planned ahead for their Level 7, or has income generation, it is best to hold off placing the hero until affording at least the first income generator, if possible. | ||
*Before the Boss begins, turn off Auto Start one round before (R39, R59), for better preparation. | *Before the Boss begins, turn off Auto Start one round before (R39, R59), for better preparation. | ||
*Shorter maps and harder difficulties (Bloons move faster on Hard than Medium or Easy) allow the player to get away with leaking the Round 24 Camo Green without a time penalty. | |||
====Boss - 1 Tier==== | ====Boss - 1 Tier==== | ||
*With a max | *With a max Farm cap, it's safe to rush a Monkey Bank for its cost effectiveness, then fill the rest of the slots with Marketplaces. The first bank can be gotten around round 20 by using a 2-2-0 and a 2-0-2 farm, then selling your Salvage farm to upgrade to bank at around $1100. | ||
*With a max tower cap, it's ideal to spend as little tower slots for defense and use almost all of your towers for farming. Place a bunch of 2-0-0 farms and then upgrade them to marketplaces when you get the money. | *With a max tower cap, it's ideal to spend as little tower slots for defense and use almost all of your towers for farming. Place a bunch of 2-0-0 farms and then upgrade them to marketplaces when you get the money. | ||
*Stop buying income generation at round 38, especially without Favored Trades, as it will not make you more money before the boss arrives. | *Stop buying income generation at round 38, especially without Favored Trades, as it will not make you more money before the boss arrives. | ||