Strategy:Contested Territory (BTD6): Difference between revisions
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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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*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 Purple weakness. | *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 Bloon rushes and Super Ceramics. | *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 targeting micro and decent bends, provided another way to clear camos is used. | *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 Bloons. | *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=== | ||
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* 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. 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. | *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. | *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--> | *Some difficult maps with Time Attack include [[Rake]], [[Water Park]], [[Quiet Street]], [[Bloonarius Prime]], and [[Lost Crevasse]].<!--even after 52.0, lostcrev seems difficult--> | ||
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====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. | ||