Strategy:Engineer Monkey (BTD6): Difference between revisions

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{{incomplete|Add image of 0-0-0 Engineer and tips for Master Builder}}{{BTD6 last updated|51.2}}
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{{incomplete|tips for Master Builder}}
Engineers have relatively low upgrade costs with a large variety of uses ranging from DPS to support and even income generation. Notably, they make more usage of crosspaths than any other tower, with each crosspath bringing numerous different effects for each upgrade. Good choices with crosspaths, therefore, are core to Engineer strategies.
Engineer Monkeys are a supporting damage tower, specializing in damage-dealing sub-towers, buffing the attack speed of other towers, or bloon control and income generation.


== Base ==
== Base ==
The base tower is similar to a base [[Dart Monkey (BTD6)|Dart Monkey]], but with a slightly bigger footprint and slightly higher [[range]], [[pierce]], and [[attack speed|attack rate]]. This makes it a good group popper. On the other hand, it costs nearly twice as much as a base Dart Monkey. Still, it is a viable starting tower and is commonly used in conjunction with a base Dart Monkey to start [[CHIMPS]].
Base Engineers are cheap enough to start with, and have good [[range]], [[attack speed]], and [[pierce]] at base. They can be used in Dart + Engineer starts on single lane maps with straight lines to fire down, including [[Blons]] on [[CHIMPS]], and a solo Engineer start is also common in Least Tiers [[Boss Bloon Event]]s.<!-- Outside of Least Tiers, you just dart start, no? And if Engi can use its pierce well it's better than dart sub, just more map-dependent. -->


== Path 1 ==
== Path 1 ==
Path 1 focuses on DPS through usage of its Sentry turrets. This can be rather inconsistent, as Sentry placement partially relies on RNG, but is still useful and can even be used for group popping, as each Sentry can have its individual [[target priority]] set differently.
The top path focuses on deploying Sentries which deal damage. Sentries are placed in random positions in range that are not blocked by other towers, and both the sentry deployment rate and the sentry attack rate benefit from attack speed buffs. Middle crosspath gives more single target blimp damage, but bottom crosspath gives more pierce and much better crowd control with stuns. Bottom crosspath is usually preferred here, as it does more damage if it can max out pierce and offers more mid-game support.
 
[[Sentry Gun (BTD6)|Sentry]] is one of the tower’s core upgrades, allowing it to deploy multiple sub-towers that shoot the same attacks as a base Dart Monkey, with the same range as the Engineer. This has many advantages, as it allows the Engineer to attack outside of its range and pop many bloons at once, depending upon placement. With {{BTD6 mk|Vigilant Sentries}}, even more Sentries can be active at once. One of the biggest advantages of Sentries is that they inherit all buffs that the Engineer who deployed them received, allowing for the buffs’ effects to be multiplied over and over again with each Sentry. Attack speed buffs to the Engineer also cause Sentries to be deployed more often.
 
[[Faster Engineering (BTD6)|Faster Engineering]] allows deployment of Sentries, Cleansing Foam, and Bloon Traps at twice the speed as before. This allows for even more Sentries to be active at once, and used-up foam and traps can be quickly replaced. [[Sprockets (BTD6)|Sprockets]] doubles the attack rate of both the Engineer and its Sentries, and if crosspathed with Pin, allows Sentries to [[stun]] bloons just like the Engineer.


[[Sentry Expert (BTD6)|Sentry Expert]] allows the Engineer to create different kinds of Sentries depending upon what bloons are onscreen and which ones of those the Engineer determines to be the biggest threat. Other than placement of the Sentries, the main struggles this upgrade has is the tower’s inability to see camo. Laser Sentries are deployed against [[DDT (BTD6)|DDTs]] despite the lack of [[Camo detection]], making it difficult if there are many purple bloons in the same round. However, the upgrade shouldn’t be counted out, as the specialized Sentries won’t struggle in rounds with a consistent bloon type.
Lower tiers through {{BTD6|Sprockets}} produce Sentries comparable to {{BTD6|Dart Monkey}}s, with low pierce but good single target damage for their cost. Sprockets is worth crosspathing to 3-0-2 while lower tiers are not. Sentries lack any fooprint, making these upgrades useful when extra single target damage and preserving limited space are important, such as on {{BTD6|Workshop}} and [[Last Resort]]. None of these tiers can damage Lead or Camo.


[[Sentry Champion (BTD6)|Sentry Champion]] switches out all Sentries for larger ones that have a greater range and rapidly shoot plasma balls with decent popping power, releasing a large, high-damage explosion when expiring after a short delay. While it excels at single-target DPS, the upgrade overall isn’t a great DPS option compared to others. Fortunately, external speed buffs can easily eliminate its weaknesses. Its relatively low cost allows money to be spent on those buffs. The Sentries’ inability to damage purple bloons is another weakness, requiring external support to handle rounds with many of these.
{{BTD6|Sentry Expert}} varies sentry types, letting it hit all Bloon types besides Camo and focus on either group damage or blimp damage. The reactive sentry deployment can actively hurt it in some cases, but it functions well as group damage in mid-game with the bottom crosspath. Middle crosspath does improve its performance against blimps, but it still needs slowdown support for fortified MOABs.


Path 2 crosspaths are generally better for building up the first path, due to the extra range and damage against blimps and fortified bloons. For mid-game, however, or for other Engineers after Sentry Champion is built, Path 3 is also viable, as it grants far higher pierce to the Sentries, and stalling properties once Sprockets is purchased, as well.
{{BTD6|Sentry Champion}} is a cheap but somewhat weak T5 that relies on its synergy with attack speed buffs such as {{BTD6|Call to Arms}} and debuffs such as {{BTD6|Embrittlement}} or {{BTD6|Glue Strike}}<!-- Overclock doesn't have special synergy here, doesn't buff sentries -->. It needs external support for {{BTD6|Purple Bloon}}s on 78 and 95. {{BTD6|Pin}} falls off late game due to {{BTD6|Super Ceramic}}s and middle crosspaths can see more use here, but bottom crosspath still has better synergy with debuffs and performs better on dense rounds.


== Path 2 ==
== Path 2 ==
Path 2 focuses on support.  
Path 2 focuses on support. Lower tiers are not useful by themselves, but can be useful as crosspaths. Since this path focuses heavily on buffs, it needs to either be used with care or avoided against [[Lych]].


[[Larger Service Area (BTD6)|Larger Service Area]] grants both the Engineer and Sentries (if purchased) a larger attack range, also allowing Sentries and Bloon Traps to be deployed in the increased range. Additionally, it allows the player to choose a spot where the [[Bloon Trap (BTD6)|Bloon Trap]] is deployed, instead of the Engineer simply placing it close by. This allows better management of the tower’s assets and lets it cover a massive amount of the track when crosspathed with Sentries.
{{BTD6|Cleansing Foam}} with bottom crosspath slows bloons, removes camo, and pops lead in early game. During mid-game, its pierce is too low to handle all camo or regrow bloons. Late game, it can de-camo every DDT by manually targeting slightly off the track to conserve pierce. It is very niche with top or no crosspath.


[[Deconstruction (BTD6)|Deconstruction]] allows the Engineer and Sentries to do extra damage to Fortified and MOAB-class bloons, and it causes Bloon Trap and above to automatically strip fortification when trapping bloons. This upgrade is perfect for crosspathing with Sentries and reducing their higher tiers’ more glaring weaknesses. Additionally, with Deconstruction, early MOABs will be eliminated in no time if several Sentries and the Engineer are all firing at them at once.
{{BTD6|Overclock}} is an attack speed buff for other towers. Compared to slowdown support, it is more expensive, but it helps against {{BTD6|BAD}}s. In [[CHIMPS]], it is most useful for single expensive damage towers like [[Tyrannosaurus Rex]] or {{BTD6|MOAB Domination}}, especially T4 ones due to their better uptime. Overclocking a {{BTD6|Banana Research Facility}} or {{BTD6|Banana Central}} is more space and cost-efficient than buying more, making Overclock a pillar of mid-game and late game farming. Overclocking a {{BTD6|Monkey City}} can also get a bigger {{BTD6|Monkeyopolis}} in late game. Crosspaths do not affect the ability.


[[Cleansing Foam (BTD6)|Cleansing Foam]] allows the tower to spray foam that can decamo and de-regrow bloons, while also removing the lead layer of lead bloons. It also quadruples attack and deployment speed for 1 second at the start of every round. While the foam cannot actually damage bloons with lead properties, namely DDTs and Dreadbloon, it does bypass the extra health Fortified Leads have. However, powerful anti-lead measures can usually be secured well before Fortified Leads appear, so it is mostly useless for this purpose. When crosspathed with Sentries, the Sentries’ nail attacks remove lead and regrow from (normal) bloons, and can decamo them if they have camo detection. Cleansing Foam can be used on rounds with many DDTs, especially when paired with {{BTD6 mk|Thicker Foams}}, allowing powerful towers that can’t see camo, such as high-tier [[Boomerang Monkey (BTD6)|Boomerang Monkeys]], to quickly eliminate the DDTs.
{{BTD6|Ultraboost}} boosts towers up to effectively a second Overclock boost at max stacks, mostly used in [[Freeplay]] and [[Boss Bloon Event]]s. Its actual Overclock boost has higher uptime than normal Overclocks, reaching 100% uptime on T5s, but it is better to focus on building Ultraboost stacks on key towers and use other Overclocks to apply the main Overclock buff. Ultraboost is common in Least Tiers Boss Events especially, as its support bonus is far stronger relative to its 6 tier cost than any other tower. Crosspaths do not affect the ability.
 
[[Overclock (BTD6)|Overclock]] is one of the best upgrades for the tower, as it allows the Engineer to give a tower of the player’s choice a massive attack speed buff. [[Banana Farm (BTD6)|Banana Farms]], when Overclocked, make much more money, while [[Monkey Village (BTD6)|Villages]] just get increased range (except for [[Primary Expertise (BTD6)|Primary Expertise]], to which both the attack speed buff and increased radius is applied). The upgrade also gives a hefty increase to the Engineer’s pierce, while granting more pierce to the Cleansing Foam as well. Overclock rewards strategies that rely on powerful towers rather than many towers, and its uptime for below Tier 5 towers is equal to or even greater than its cooldown, allowing said monkeys to constantly have a very high attack rate. This can turn towers that are middling at DPS, such as Sentry Champion and [[Apache Prime (BTD6)|Apache Prime]], into masters of DPS.
 
Ultraboost provides an even better buff: it lasts a full minute regardless of tier, has a shortened cooldown, and gives a small, permanent attack speed buff to the tower it is used on. This permanent buff stacks up to ten times on the same tower, totaling a permanent buff almost equal to that of the Overclock ability buff. On top of that, the permanent buff stacks with the Overclock/Ultraboost ability. It also gets a big pierce increase to both the nail and foam attacks. Focus should be switched from towers that can keep the uptime to the most powerful, since the uptime can easily be kept to permanent. Towers with an already huge attack speed, such as [[Avatar of Wrath (BTD6)|Avatar of Wrath]] and [[Flying Fortress (BTD6)|Flying Fortress]] can have their attack speed multiplied many times over to wipe out even Fortified [[BAD (BTD6)| BADs]] and Bosses with ease. It is best not to use it against [[Gravelord Lych (BTD6)|Lych]], as it will simply allow him to heal large amounts of health while stealing the boost.
 
Crosspaths become less and less useful as you level up, and overall, Path 3 is the better option, as while none of the crosspaths benefit the Overclock or Ultraboost, the extra pierce and slowdown effect given to the Cleansing Foam allows it to be used as a viable decamo tower, particularly against DDTs.


== Path 3 ==
== Path 3 ==
Path 3 focuses on taking out Bloon rushes.
Path 3 focuses on taking out Bloon rushes.


[[Oversize Nails (BTD6)|Oversize Nails]] increase the pierce of all weapons, also allowing the Engineer and Sentries to pop frozen bloons. This allows a 1-0-1 Engineer to be a cheap option for very quickly detonating bloons frozen by [[Ice Shards (BTD6)|Ice Shards]], making the section of track that the Ice Shards is covering very hazardous.
{{BTD6|Pin}} is an early game stun support that helps clump bloons to maximize pierce. It counts as a stun effect for towers like {{BTD6|Sauda}}, but cannot affect Ceramics. Mostly used as a crosspath for top path Engineers.
 
[[Pin (BTD6)|Pin]] allows the Engineer (and Sentries, if Sprockets is purchased) to stun below-ceramic bloons while still leaving them poppable to monkeys that can’t pop frozen bloons. It also makes Cleansing Foam, if purchased, temporarily slow down all non-blimps that pass through it to half-speed, allowing for more time for towers to eliminate rushes. Pin is counted as a stun, so towers that do more damage to stunned bloons, such as [[Flash Bomb (BTD6)|Flash Bomb]] [[Ninja Monkey (BTD6)|Ninjas]] and [[Sauda (BTD6)|Sauda]], can be paired with Pin Engineers to further increase their potential.


[[Double Gun (BTD6)|Double Gun]] doubles the Engineer’s attack speed, and makes Sentries shoot two nails per shot instead of one, doubling their damage. This can carry the early game provided it has anti-lead and -camo support, and can more reliably bring bloon rushes to a halt.  
{{BTD6|Double Gun}} can be used without crosspaths to save up for an early {{BTD6|Captain Churchill}} on single lane maps. It is much weaker than Sprockets due to the lack of Sentry Pin.


Bloon Trap makes the Engineer create an on-track trap that can instakill up to 5 ceramics, or 6 with {{BTD6 mk|Big Traps}}, and collect double the money after it is full compared to what you would get for popping them normally. The value of this is heavily boosted when near [[Monkey Town (BTD6)|Monkey Town]]/[[Monkey City (BTD6)|City]] Villages or when trapping bloons affected by a [[Rubber to Gold (BTD6)|Rubber to Gold]] [[Alchemist (BTD6)|Alchemist]]. [[Banana Farmer (BTD6)|Banana Farmers]] can autocollect full traps, so if one is on screen, you can place the Engineer nearby if you don’t want to micromanage it. Otherwise, place it near the beginning of the track so that other monkeys don’t steal bloons that would otherwise feed income.
{{BTD6|Bloon Trap}} switches over primarily to income generation with its trap, generating lots of money when entire rounds are fed to it. 0-1-4 lets the trap be manually targeted to the edge of the Engineer's range to maximize income, and this upgrade sees a lot of use in [[Boss Bloon Event]]s from round 34 to the late 50s. During the 50s, a 0-3-2 {{BTD6|MOAB SHREDR}} is often used with set targeting slightly off the track, so that MOAB layers can be popped to collect the insides in the trap. It can still make a profit during the 60s and 70s, but needs several full traps to compete with other options due to decreased per-pop income. It is very weak in CHIMPS.


XXXL Traps fulfill even more uses, instakilling up to a [[ZOMG (BTD6)|ZOMG]] (DDTs can only be trapped if visible), immensely increasing the number of bloons the trap can hold, and giving triple the amount of cash compared to regularly popping it. While using it to get rid of slow-moving blimps is the most common use, it can also be used mid-to-late track to tank thick rushes that get through, having an almost comparable reliability of doing this to [[Perma-Spike (BTD6)|Perma-Spike]].
{{BTD6|XXXL Trap}} is expensive, but is much more consistent, generates twice as much extra profit, and can instakill blimps to benefit from {{BTD6|Rubber to Gold}}'s cash generation. Before round 78, it is too expensive for its extra value, but after that it makes more money for its cost than other options. Use 0-2-5 to ignore fortified status on blimps for greater capacity. Since the tower demands all of the pops each round and generates money, it is useful for building towards [[Master Builder]], but it does not work well with other towers farming pops for their Paragons. In CHIMPS, trap downtime makes it weak to {{BTD6|DDT}}s, but it is otherwise strong if it can be afforded.


Crosspathing generally depends on preference: Path 1 allows for quicker deployment of traps, but the Sentries may undermine the traps’ income generation by stealing pops. Path 2 is usually preferred thanks to the custom positioning of traps and ability to handle fortified rushes, but suffers against constant rushes due to being unable to replace the traps quickly enough.
== Navigation ==
{{BTD6 engineer monkey nav}}{{BTD6 strategy nav}}
[[Category:BTD6 strategies]]

Latest revision as of 00:38, 13 December 2025

This article was last updated for: version 51.2
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The editor who added this notice elaborates: tips for Master Builder

Engineer Monkeys are a supporting damage tower, specializing in damage-dealing sub-towers, buffing the attack speed of other towers, or bloon control and income generation.

Base

Base Engineers are cheap enough to start with, and have good range, attack speed, and pierce at base. They can be used in Dart + Engineer starts on single lane maps with straight lines to fire down, including Blons on CHIMPS, and a solo Engineer start is also common in Least Tiers Boss Bloon Events.

Path 1

The top path focuses on deploying Sentries which deal damage. Sentries are placed in random positions in range that are not blocked by other towers, and both the sentry deployment rate and the sentry attack rate benefit from attack speed buffs. Middle crosspath gives more single target blimp damage, but bottom crosspath gives more pierce and much better crowd control with stuns. Bottom crosspath is usually preferred here, as it does more damage if it can max out pierce and offers more mid-game support.

Lower tiers through Sprockets produce Sentries comparable to Dart Monkeys, with low pierce but good single target damage for their cost. Sprockets is worth crosspathing to 3-0-2 while lower tiers are not. Sentries lack any fooprint, making these upgrades useful when extra single target damage and preserving limited space are important, such as on Workshop and Last Resort. None of these tiers can damage Lead or Camo.

Sentry Expert varies sentry types, letting it hit all Bloon types besides Camo and focus on either group damage or blimp damage. The reactive sentry deployment can actively hurt it in some cases, but it functions well as group damage in mid-game with the bottom crosspath. Middle crosspath does improve its performance against blimps, but it still needs slowdown support for fortified MOABs.

Sentry Champion is a cheap but somewhat weak T5 that relies on its synergy with attack speed buffs such as Call to Arms and debuffs such as Embrittlement or Glue Strike. It needs external support for Purple Bloons on 78 and 95. Pin falls off late game due to Super Ceramics and middle crosspaths can see more use here, but bottom crosspath still has better synergy with debuffs and performs better on dense rounds.

Path 2

Path 2 focuses on support. Lower tiers are not useful by themselves, but can be useful as crosspaths. Since this path focuses heavily on buffs, it needs to either be used with care or avoided against Lych.

Cleansing Foam with bottom crosspath slows bloons, removes camo, and pops lead in early game. During mid-game, its pierce is too low to handle all camo or regrow bloons. Late game, it can de-camo every DDT by manually targeting slightly off the track to conserve pierce. It is very niche with top or no crosspath.

Overclock is an attack speed buff for other towers. Compared to slowdown support, it is more expensive, but it helps against BADs. In CHIMPS, it is most useful for single expensive damage towers like Tyrannosaurus Rex or MOAB Domination, especially T4 ones due to their better uptime. Overclocking a Banana Research Facility or Banana Central is more space and cost-efficient than buying more, making Overclock a pillar of mid-game and late game farming. Overclocking a Monkey City can also get a bigger Monkeyopolis in late game. Crosspaths do not affect the ability.

Ultraboost boosts towers up to effectively a second Overclock boost at max stacks, mostly used in Freeplay and Boss Bloon Events. Its actual Overclock boost has higher uptime than normal Overclocks, reaching 100% uptime on T5s, but it is better to focus on building Ultraboost stacks on key towers and use other Overclocks to apply the main Overclock buff. Ultraboost is common in Least Tiers Boss Events especially, as its support bonus is far stronger relative to its 6 tier cost than any other tower. Crosspaths do not affect the ability.

Path 3

Path 3 focuses on taking out Bloon rushes.

Pin is an early game stun support that helps clump bloons to maximize pierce. It counts as a stun effect for towers like Sauda, but cannot affect Ceramics. Mostly used as a crosspath for top path Engineers.

Double Gun can be used without crosspaths to save up for an early Captain Churchill on single lane maps. It is much weaker than Sprockets due to the lack of Sentry Pin.

Bloon Trap switches over primarily to income generation with its trap, generating lots of money when entire rounds are fed to it. 0-1-4 lets the trap be manually targeted to the edge of the Engineer's range to maximize income, and this upgrade sees a lot of use in Boss Bloon Events from round 34 to the late 50s. During the 50s, a 0-3-2 MOAB SHREDR is often used with set targeting slightly off the track, so that MOAB layers can be popped to collect the insides in the trap. It can still make a profit during the 60s and 70s, but needs several full traps to compete with other options due to decreased per-pop income. It is very weak in CHIMPS.

XXXL Trap is expensive, but is much more consistent, generates twice as much extra profit, and can instakill blimps to benefit from Rubber to Gold's cash generation. Before round 78, it is too expensive for its extra value, but after that it makes more money for its cost than other options. Use 0-2-5 to ignore fortified status on blimps for greater capacity. Since the tower demands all of the pops each round and generates money, it is useful for building towards Master Builder, but it does not work well with other towers farming pops for their Paragons. In CHIMPS, trap downtime makes it weak to DDTs, but it is otherwise strong if it can be afforded.