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| Hello world | | Hello world |
| | |
| | == Working area so I don't get edit conflicts == |
| | {{BTD6 tower changes |
| | |version=56.0 |
| | |tower=Tack Shooter |
| | |changes 1=*{{buff|Damage increased|2|3}} |
| | |changes 1 tiers=3xx |
| | |path 2 tier 1 cost before=300 |
| | |path 2 tier 1 cost after=220 |
| | |path 3 tier 1 cost before=110 |
| | |path 3 tier 1 cost after=150 |
| | |path 3 tier 2 cost before=110 |
| | |path 3 tier 2 cost after=150 |
| | |quote 1=Hot Shots is historically far less popular than Tack Sprayer, to make it a more compelling alternative we’ve adjusted crosspath prices to allow room for Hot Shots to gain a damage increase while keeping those 302 and 203 total upgrade costs the same. |
| | |quote 1 tiers=xx1;xx2;2xx;3xx |
| | }} |
| | {{BTD6 tower changes |
| | |version=56.0 |
| | |tower=Ice Monkey |
| | |changes 1=*{{rate change|name=Main attack|1.2|1.56}} |
| | |changes 1 tiers=5xx |
| | |changes 2=*{{neutral|name=Ability|Freeze effect will now apply after damaging the Bloon}} |
| | |changes 2 tiers=x5x |
| | |path 2 tier 4 cost before=4000 |
| | |path 2 tier 4 cost after=4750 |
| | |quote 1=With growing Ice Monkey value in powerful freeze synergies, Super Brittle’s attack rate is being lowered so it can’t quite do everything on its own so easily, and Snowstorm’s price is being raised slightly. |
| | |quote 2=With growing Ice Monkey value in powerful freeze synergies, Super Brittle’s attack rate is being lowered so it can’t quite do everything on its own so easily [...] |
| | |quote 2 tiers=5xx |
| | |quote 3=[...] and Snowstorm’s price is being raised slightly. |
| | |quote 3 tiers=x4x |
| | }} |
| | {{BTD6 tower changes |
| | |version=56.0 |
| | |tower=Desperado |
| | |changes 1=*{{buff|name=Standoff buff|Amount of stacks increased|4|6)}} |
| | *{{buff|name=Standoff buff|Penalty per Bloon in range reduced|-15%|-10%|note=With both changes combined, the maximum attack speed remains the same (+60%) but now it goes back to zero with 6 Bloons in range instead of 4}} |
| | |changes 1 tiers=2xx |
| | |changes 2=*{{buff|Damage type changed|{{BTD6 dt|Sharp}}|{{BTD6 dt|Normal}}}} |
| | |changes 2 tiers=3xx;4xx |
| | |changes 3=*{{buff|name=Wanderer buff|Amount of stacks increased|3|5)}} |
| | *{{buff|name=Wanderer buff|Penalty per Monkey in range reduced|-15%|-9%|note=With both changes combined, the maximum attack speed remains the same (+45%) but now it goes back to zero with 5 Monkeys in range instead of 3}} |
| | |changes 3 tiers=xx1 |
| | |changes 4=*{{nerf|name=Shotgun shrapnel|Pierce reduced|10|6}} |
| | |changes 4 tiers=xx5 |
| | |quote 1=To make Desperado crosspaths feel smoother to play around, we’ve lowered the buff drop-off on both of the 2xx and xx1 crosspaths. Additionally Big Iron now pops Lead, allowing it to serve as an early round anti-lead option. Desert Phantom’s shrapnel pierce reduces as even unbuffed the group coverage is pretty crazy, though this doesn’t really change as much as it may look. |
| | |quote 2=To make Desperado crosspaths feel smoother to play around, we’ve lowered the buff drop-off on both of the 2xx and xx1 crosspaths |
| | |quote 2 tiers=2xx;xx1 |
| | |quote 3=Additionally Big Iron now pops Lead, allowing it to serve as an early round anti-lead option. |
| | |quote 3 tiers=3xx |
| | |quote 4=Desert Phantom’s shrapnel pierce reduces as even unbuffed the group coverage is pretty crazy, though this doesn’t really change as much as it may look. |
| | |quote 4 tiers=xx5 |
| | }} |
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| == Things I have to maintain on a new version of BTD6 so I don't forget == | | == Things I have to maintain on a new version of BTD6 so I don't forget == |
| {{BTD6 last updated|51.2|section=y}} | | {{BTD6 last updated|53.2|section=y}} |
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| {| class="wikitable" | | {| class="wikitable" |
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| |- | | |- |
| |[[Strategy:Rogue Legends]] | | |[[Strategy:Rogue Legends]] |
| |Yes | | |No |
| |- | | |- |
| |[[Strategy:Bloonarius (BTD6)|Strategy:Bloonarius]] | | |[[Strategy:Bloonarius (BTD6)|Strategy:Bloonarius]] |
| |Yes | | |No |
| |- | | |- |
| |[[Strategy:Lych]] | | |[[Strategy:Lych]] |
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Line 100: |
| |No | | |No |
| |} | | |} |
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| == v52 changes ==
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| ==== [[Dart Monkey (BTD6)|Dart Monkey]] ====
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| {{BTD6 tower changes
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| |version=52.0
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| |tower=Dart Monkey
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| |paragon changes=*{{nerf|Attack cooldown increased|0.4s|0.5s}}
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| *{{nerf|Bonus damage to Boss Bloons decreased|+80|+60}}
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| *{{buff|Main attack: Damage increased|15|25|note=It is currently unkown if these changes affect the 6 split projectiles}}
| |
| |quote 1=Dart Monkey’s paragon is currently far too cost effective for being the cheapest paragon so we are lowering its power, but this is mainly directly against bosses so its base damage will also increase to compensate against non-boss targets. We also want to note that the Juggernaut is currently unintentionally rebounding even off map borders, we have not fixed this for this update though will still be monitoring it for now.
| |
| |paragon quote=Dart Monkey’s paragon is currently far too cost effective for being the cheapest paragon so we are lowering its power, but this is mainly directly against bosses so its base damage will also increase to compensate against non-boss targets. We also want to note that the Juggernaut is currently unintentionally rebounding even off map borders, we have not fixed this for this update though will still be monitoring it for now.
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| }}
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| ==== [[Bomb Shooter (BTD6)|Bomb Shooter]] ====
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| {{BTD6 tower changes
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| |version=52.0
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| |tower=Bomb Shooter
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| |changes 1=*{{nerf|Passive ability: Cooldown increased|60s|75s}}
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| |changes 1 tiers=xx5
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| |quote 1=Now that Bomb Blitz is much more reliable of a safety net we’re increasing its cooldown
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| |quote 1 tiers=xx5
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| }}
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|
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| ==== [[Desperado (BTD6)|Desperado]] ====
| |
| {{BTD6 tower changes
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| |version=52.0
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| |tower=Desperado
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| |changes 1=*{{buff|Area of effect: Number of shots required for activation decreased|55|50}}
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| |changes 1 tiers=5xx
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| |changes 2=*{{nerf|Rifle: Damage reduced|12|10|note=It is currently unknown if further upgrades are affected}}
| |
| |changes 2 tiers=x3x
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| |changes 3=*{{buff|Shotgun: Knockback multiplier for Lead and Ceramic Bloons increased|0×|−1×}}
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| |changes 3 tiers=xx3
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| |changes 4=*{{buff|Shotgun: Knockback multiplier for MOAB-Class Bloons increased|−0.1×|−1×}}
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| *{{buff|Shotgun: Knockback multiplier for Lead and Ceramic Bloons increased|−1×|−2×}}
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| *{{buff|Shotgun: Knockback multiplier for Rainbow and below Bloons increased|−1×|−2×}}
| |
| |changes 4 tiers=xx4
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| |changes 5=*{{buff|Shotgun: Knockback multiplier for MOAB-Class Bloons increased|−1×|−2×}}
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| *{{buff|Shotgun: Knockback multiplier for Lead and Ceramic Bloons increased|−2×|−3×}}
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| *{{buff|Shotgun: Knockback multiplier for Rainbow and below Bloons increased|−2×|−3×}}
| |
| |changes 5 tiers=xx5
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| |path 1 tier 4 cost before=4800
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| |path 1 tier 4 cost after=5800
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| |path 1 tier 5 cost before=17500
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| |path 1 tier 5 cost after=16500
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| |path 3 tier 4 cost before=8500
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| |path 3 tier 4 cost after=6500
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| |quote 1=Top and Middle Desperado favour lower tiers too much so we’re doing a light shift on these to more favour upgrades without improving them too much. Bottom path desperado on the other hand suffers on trickier maps due to its low range design so we are bumping up the knockback at all tiers and reducing Avenger’s cost.
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| |quote 2=Top and Middle Desperado favour lower tiers too much so we’re doing a light shift on these to more favour upgrades without improving them too much.
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| |quote 2 tiers=xx4+:x3x
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| |quote 3=Bottom path desperado on the other hand suffers on trickier maps due to its low range design so we are bumping up the knockback at all tiers and reducing Avenger’s cost.
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| |quote 3 tiers=xx3+
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| }}
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|
| |
| ==== [[Heli Pilot (BTD6)|Heli Pilot]] ====
| |
| {{BTD6 tower changes
| |
| |version=52.0
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| |tower=Heli Pilot
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| |changes 1=*{{nerf|MOAB Shove: Speed multiplier for BFBs increased|0.1×|0.11×}}
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| *{{nerf|MOAB Shove: Speed multiplier for ZOMGs and DDTs increased|0.61×|0.75×|note=X-X-4 Comanche Defense unchanged (0× and 0.2× respectively). The previous value listed for the ZOMG multiplier in the patch notes has the Bigger Jets upgrades applied.}}
| |
| |changes 1 tiers=xx3
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| |quote 1=MOAB Shove heli’s still stall ZOMGs incredibly efficiently for such a cheap tower, so we are furthering the previous nerf to ZOMG slow amount, still leaving Comanche Defense unchanged
| |
| |quote 1 tiers=xx3
| |
| }}
| |
|
| |
| ==== [[Super Monkey (BTD6)|Super Monkey]] ====
| |
| {{BTD6 tower changes
| |
| |version=52.0
| |
| |tower=Super Monkey
| |
| |changes 1=*{{nerf|Sacrifice value threshold for tier 1 benefits increased|$300+|$10,001+}}
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| *{{nerf|Sacrifice value threshold for tier 2 benefits increased|$1,001+|$15,001+}}
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| *{{nerf|Sacrifice value threshold for tier 3 benefits increased|$2,001+|$20,001+}}
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| *{{nerf|Sacrifice value threshold for tier 4 benefits increased|$4,001+|$25,001+}}
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| *{{nerf|Sacrifice value threshold for tier 5 benefits increased|$7,501+|$30,001+}}
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| *{{nerf|Sacrifice value threshold for tier 6 benefits increased|$10,001+|$35,001+}}
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| *{{nerf|Sacrifice value threshold for tier 7 benefits increased|$15,001+|$40,001+}}
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| *{{nerf|Sacrifice value threshold for tier 8 benefits increased|$25,001+|$45,001+|note=Max sacrifice value unchanged ($50,001+)}}
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| *{{nerf|Ballistic Missile (all versions): Minimum range increased|80 units|100 units}}
| |
| |changes 1 tiers=4xx+
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| |quote 1=Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples
| |
| |quote 1 tiers=4xx+
| |
| }}
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| |
| ==== [[Mermonkey (BTD6)|Mermonkey]] ====
| |
| {{BTD6 tower changes
| |
| |version=52.0
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| |tower=Mermonkey
| |
| |changes 1=*{{buff|Attack cooldown bonus increased|15%|20%}}
| |
| |changes 1 tiers=1xx+
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| |changes 2=*{{buff|Attack cooldown bonus increased|18%|25%}}
| |
| |changes 2 tiers=2xx+
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| |changes 3=*{{nerf|Tentacle attack: Pierce reduced|24|20}}
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| |changes 3 tiers=3xx
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| |changes 4=*{{nerf|Tentacle attack: Pierce reduced|32|30}}
| |
| |changes 4 tiers=4xx
| |
| |changes 5=*{{buff|Projectile speed increased|100 units/s|110 units/s}}
| |
| |changes 5 tiers=x3x
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| |changes 6=*{{buff|Range bonus per stack increased|+6%|+10%|note=Maximum range bonus increased from +60% to +100%}}
| |
| |changes 6 tiers=xx2
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| |changes 7=*{{buff|Trance: Pierce increased|4|5}}
| |
| |changes 7 tiers=xx3
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| |changes 8=*{{buff|Trance: Pierce increased|8|10}}
| |
| |changes 8 tiers=xx4
| |
| |base cost before=375
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| |base cost after=275
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| |path 2 tier 2 cost before=300
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| |path 2 tier 2 cost after=225
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| |path 2 tier 3 cost before=1900
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| |path 2 tier 3 cost after=1100
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| |path 3 tier 2 cost before=380
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| |path 3 tier 2 cost after=280
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| |quote 1=Last update many players felt blindsided when Brickell stopped applying her buff to Mermonkeys since there was no mention in the balance changes section. We would like to apologize for that - it was tasked internally as a bug as it was indeed unintended to work that way. We then left the issue alone for a long time, mostly due to other more pressing matters, and this issue fell through the cracks. In retrospect, it would have been better to treat this as balance rather than a simple bug fix due to how much time had passed. Reading through your feedback, we did consider just reverting the change, however the bigger issue that the feedback reinforced to us was that players considered Mermonkey to be so bad that it was only a "good" tower when used in combination with a single, water-only hero.
| |
| This sort of forced synergy goes against our design intentions - namely that Mermonkey being our signature amphibious tower should be able to stand on its own without being balance-locked to an interaction with a single hero. With all that in mind, we feel Mermonkey's highest priority right now is large sweeping buffs to each of the paths, so most of the following changes are our first step towards this starting from the low tier crosspaths.
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| |quote 1 tiers=000;1xx+;x2x;x3x;xx2;xx3;xx4
| |
| }}
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| == TLDR Boss Strategy Guide == | | == TLDR Boss Strategy Guide == |
Hello world
“
Hot Shots is historically far less popular than Tack Sprayer, to make it a more compelling alternative we’ve adjusted crosspath prices to allow room for Hot Shots to gain a damage increase while keeping those 302 and 203 total upgrade costs the same.
— Update notes
”
| Tiers |
Changes
|
| 3-X-X Hot Shots
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Damage increased ― 2 → 3
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| X-1-X Long Range Tacks
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Upgrade cost reduced ― $300 → $220
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| X-X-1 More Tacks
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Upgrade cost increased ― $110 → $150
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| X-X-2 Even More Tacks
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Upgrade cost increased ― $110 → $150
Overall cost increased by $80 (due to cost changes for previous tiers)
|
“
With growing Ice Monkey value in powerful freeze synergies, Super Brittle’s attack rate is being lowered so it can’t quite do everything on its own so easily, and Snowstorm’s price is being raised slightly.
— Update notes
”
| Tiers |
Changes
|
| 5-X-X Super Brittle
|
Main attack: Attack cooldown increased ― 1.2s → 1.56s (attack speed reduced by 23.08%)
|
| X-4-X Snowstorm
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Upgrade cost increased ― $4,000 → $4,750
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| X-5-X Absolute Zero
|
Ability: Freeze effect will now apply after damaging the Bloon
|
“
To make Desperado crosspaths feel smoother to play around, we’ve lowered the buff drop-off on both of the 2xx and xx1 crosspaths. Additionally Big Iron now pops Lead, allowing it to serve as an early round anti-lead option. Desert Phantom’s shrapnel pierce reduces as even unbuffed the group coverage is pretty crazy, though this doesn’t really change as much as it may look.
— Update notes
”
| Tiers |
Changes
|
| 2-X-X Standoff
|
Standoff buff: Amount of stacks increased ― 4 → 6)
Standoff buff: Penalty per Bloon in range reduced ― -15% → -10% - Note: With both changes combined, the maximum attack speed remains the same (+60%) but now it goes back to zero with 6 Bloons in range instead of 4
|
3-X-X Big Iron 4-X-X Twin Sixes
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Damage type changed ― Sharp → Normal
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| X-X-1 Wanderer
|
Wanderer buff: Amount of stacks increased ― 3 → 5)
Wanderer buff: Penalty per Monkey in range reduced ― -15% → -9% - Note: With both changes combined, the maximum attack speed remains the same (+45%) but now it goes back to zero with 5 Monkeys in range instead of 3
|
| X-X-5 The Desert Phantom
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Shotgun shrapnel: Pierce reduced ― 10 → 6
|
Things I have to maintain on a new version of BTD6 so I don't forget
[edit | edit source]
This will beat the boss 83.3% of the time (screw you dreadbloon):
- Step 1: Free dart
- Step 2: Farm
- Step 3: Elite Defender
- Step 4: MAD
- Step 5: Spam paragons
- Step 6: ???
- Step 7: Profit!
99% of the time will be Geraldo if he's available, otherwise Ben. A cheap hero if you just need early game defense (spoiler: will be Gwen or Ezili, maybe Quincy). Brickell or Adora for tower spam strategies. You can ignore the rest.
In lower tiers, just divide defenses between damaging the boss and dealing with the spawns. Once a paragon enters the field, it will just melt Bloonarius and its spawns.
Elite Defender erases tier 1. In the mid game you might also need to divide defenses between damaging Lych and dealing with resurrected MOABs. In later tiers the paragons will destroy everything on single lane maps but need to be careful with DDTs on multi-lanes.
Just don't put all your defense on the same spot, attack from afar is really good.
Use primary towers to deal with the rock bloons. One main source of damage works well with a secondary defense to defend the immunity phase. Don't make paragons of the same category during the late game.
See vortex. Don't use radar scanner or Etienne. On razor-thin defenses the last skull might be difficult due bloons being very close to the exit and Phayze loves to troll.
Just ignore the heat mechanic and pray it doesn't come up at the wrong time. otherwise, just exit the game and retry the round.
Min-max everything. Spam overdrives or carpet of spikes for lower tiers and just make OP paragons on the later tiers. Bloonarius can be insta-killed.
Single paragon tend to be the better strategies, low tier tower spam can get you far. Normal can be beaten without farming most of the time. Time will rarely matter.
Farming is done by just one or two farms plus possibly monkeyopolis. Farm efficiency and overclock is important to use all the cash in a paragon. Normal will be solved pretty quickly and if the week is easy you'll see 2k+ players with the same score, looking at you 2024-11-23 Blastapopoulos and 2025-06-16 Phayze.