Strategy:CHIMPS: Difference between revisions

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{{BTD6 last updated|51.2}}{{lede image|BTD6 ClicksBtn.png|CHIMPS icon|size=200px}}
{{BTD6 last updated|55.1}}
{{outdated|Some towers/upgrades/strategies are adjusted for v55.1 but the entire page needs more review to remove the now irrelevant strategies and add more of the v55.x relevant strategies}}
{{lede image|BTD6 ClicksBtn.png|CHIMPS icon|size=200px}}
'''[[CHIMPS]]''' is arguably the most difficult game mode in BTD6, especially if [[Power]]s are used in other game modes.
'''[[CHIMPS]]''' is arguably the most difficult game mode in BTD6, especially if [[Power]]s are used in other game modes.


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*Use good save-up towers for the mid-game that allows for the accumulation of money for a strong tower well-suited for the late-game and prevent the dropping of many towers that become redundant past Round 80. These save-up towers include [[Dragon's Breath (BTD6)|Dragon's Breath]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]], [[Destroyer (BTD6)|Destroyer]], [[Plasma Accelerator (BTD6)|Plasma Accelerator]], and [[Aircraft Carrier (BTD6)|Aircraft Carrier]].
*Use good save-up towers for the mid-game that allows for the accumulation of money for a strong tower well-suited for the late-game and prevent the dropping of many towers that become redundant past Round 80. These save-up towers include [[Dragon's Breath (BTD6)|Dragon's Breath]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]], [[Destroyer (BTD6)|Destroyer]], [[Plasma Accelerator (BTD6)|Plasma Accelerator]], and [[Aircraft Carrier (BTD6)|Aircraft Carrier]].
*Do not spam towers whenever feeling like doing so and leave them at low tiers into the late-game. Focus on a few, strong towers with support centered around them to have the best prospects late-game. The exceptions to this rule are the few good, spammable strategies, such as [[Permanent Brew (BTD6)|Perma-Brew]] with many [[Destroyer (BTD6)|Destroyers]], [[Sun Avatar (BTD6)|Sun Avatars]], or a [[Sniper Monkey (BTD6)|Sniper Monkey]] army. These strong, powerful, and relatively expensive towers, along with powerful heroes and exceptional supporting towers, are termed as win conditions and listed [[#Win conditions suited for most maps|below]].
*Do not spam towers whenever feeling like doing so and leave them at low tiers into the late-game. Focus on a few, strong towers with support centered around them to have the best prospects late-game. The exceptions to this rule are the few good, spammable strategies, such as [[Permanent Brew (BTD6)|Perma-Brew]] with many [[Destroyer (BTD6)|Destroyers]], [[Sun Avatar (BTD6)|Sun Avatars]], or a [[Sniper Monkey (BTD6)|Sniper Monkey]] army. These strong, powerful, and relatively expensive towers, along with powerful heroes and exceptional supporting towers, are termed as win conditions and listed [[#Win conditions suited for most maps|below]].
*Strategies that focus on low-damage, high-projectile towers will benefit from Bloon debuffs such as [[Embrittlement (BTD6)|Embrittlement]] and 1-4-0 [[Glue Strike (BTD6)|Glue Strike]] (2-4-0 for the mid-game), as well as tower buffs such as [[Permanent Brew (BTD6)|Permanent Brew]].


==Win conditions suited for most maps==
==Win conditions suited for most maps==
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|[[Corvus (BTD6)|Corvus]]
|[[Corvus (BTD6)|Corvus]]
|[[File:BTD6 CorvusPortrait.png|x50px]]
|[[File:BTD6 CorvusPortrait.png|x50px]]
|After the [[Bloons TD 6 v44.0|version 44.0]] buffs, Corvus reaches Level 20 with much fewer need for Nourishment micro, especially on harder maps, simplifying gameplay with him. He trivializes the early-game with Spear, simplifies Round 40 with Ancestral Might, saves up tremendous amounts of money with Trample for dense rounds and Repel and Frostbound and Ancestral Might for blimps in the mid-game, and is powerful in the late-game with Ancestral Might and Overload. As with Geraldo, it takes time to learn him, but it is worth it due to his versatility coming from his spellbook working with a wide variety of strategies and carrying his strength across nearly all maps. Place him at the start of the track so that he can constantly farm mana, and move him there with Spirit Walk if needed.
|After the [[Update history:Bloons TD 6/Version 44.0|version 44.0]] buffs, Corvus reaches Level 20 with much fewer need for Nourishment micro, especially on harder maps, simplifying gameplay with him. He trivializes the early-game with Spear, simplifies Round 40 with Ancestral Might, saves up tremendous amounts of money with Trample for dense rounds and Repel and Frostbound and Ancestral Might for blimps in the mid-game, and is powerful in the late-game with Ancestral Might and Overload. As with Geraldo, it takes time to learn him, but it is worth it due to his versatility coming from his spellbook working with a wide variety of strategies and carrying his strength across nearly all maps. Place him at the start of the track so that he can constantly farm mana, and move him there with Spirit Walk if needed.
|-
|-
|[[Silas (BTD6)|Silas]]
|[[Silas (BTD6)|Silas]]
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|[[Pirate Lord (BTD6)|Pirate Lord]]
|[[Pirate Lord (BTD6)|Pirate Lord]]
|[[File:BTD6 050-MonkeyBuccaneer.png|x50px]]
|[[File:BTD6 050-MonkeyBuccaneer.png|x50px]]
|Pirate Lord is beginner-friendly, and does good damage in the latter part of late-game and early late-game. It starts to fall off in the 90s due to its relatively low single-target damage that resulted to the nerf to [[Cannon Ship (BTD6)|Cannon Ship]]'s frags, but remains quite powerful due to its ability. Pair it with Admiral Brickell for her Naval Tactics and Mega Mines abilities.
|Pirate Lord is beginner-friendly, and does good damage in the latter part of late-game and early late-game. It starts to fall off in the 90s due to its relatively low single-target damage that resulted to the nerf to [[Cannon Ship (BTD6)|Cannon Ship]]'s frags, but remains quite powerful due to its ability. Pair it with [[Admiral Brickell (BTD6)|Admiral Brickell]] for her Naval Tactics and Mega Mines abilities.
|-
|-
|[[Sky Shredder (BTD6)|Sky Shredder]]
|[[Sky Shredder (BTD6)|Sky Shredder]]
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|[[Bomb Blitz (BTD6)|Bomb Blitz]]
|[[Bomb Blitz (BTD6)|Bomb Blitz]]
|[[File:BTD6 005-BombShooter.png|x50px]]
|[[File:BTD6 005-BombShooter.png|x50px]]
|If it can be afforded before difficult rounds, Bomb Blitz can act as a safety cushion with its passive ability,<!--we know how it works, don't have to explain it TOO deep--> in case of accidental leaks, for a low cost compared to most Tier 5's. The main attack is decent for cleanup, especially with [[Striker Jones (BTD6)|Striker Jones]] allowing an ability reset and important buffs for all Bomb Shooters.
|If it can be afforded before difficult rounds, Bomb Blitz can act as a safety cushion with its passive ability,<!--we know how it works, no need to explain it TOO deep--> in case of accidental leaks, for a low cost compared to most Tier 5's. The main attack is decent for cleanup, especially with [[Striker Jones (BTD6)|Striker Jones]] allowing an ability reset and important buffs for all Bomb Shooters.
|}
|}


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|[[Rubber to Gold (BTD6)|Rubber to Gold]]
|[[Rubber to Gold (BTD6)|Rubber to Gold]]
|[[File:BTD6 004-Alchemist.png|x50px]]
|[[File:BTD6 004-Alchemist.png|x50px]]
|Despite its bloon property debuffs, it is far too slow and inconsistent versus DDTs, and only marginally cheaper than [[Monkey Intelligence Bureau (BTD6)|Monkey Intelligence Bureau]]. [[Embrittlement (BTD6)|Embrittlement]] is a far more effective choice against DDTs, and has better group-popping against all rounds, including dense Ceramic rounds such as Round 63.
|Despite its Bloon property debuffs, it is far too slow and inconsistent versus DDTs, and only marginally cheaper than [[Monkey Intelligence Bureau (BTD6)|Monkey Intelligence Bureau]]. [[Embrittlement (BTD6)|Embrittlement]] is a far more effective choice against DDTs, and has better group-popping against all rounds, including dense Ceramic rounds such as Round 63, while [[Glue Strike (BTD6)|Glue Strike]] comes with consistent Bloon slowdown and an activated ability that can stop Lead immunities.
|-
|-
|[[Bloon Master Alchemist (BTD6)|Bloon Master Alchemist]]
|[[Bloon Master Alchemist (BTD6)|Bloon Master Alchemist]]
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|Benjamin's primary use is making cash which is not allowed. With Biohack being a worse Pat Rallying Roar, his only niche is downgrading difficult waves with Syphon Funding. Syphon is relatively difficult to use properly, so he should not be used by inexperienced players. Note that losses from Trojan can be avoided by placing Benjamin behind a Line of Sight blocker, which is not present on some maps.
|Benjamin's primary use is making cash which is not allowed. With Biohack being a worse Pat Rallying Roar, his only niche is downgrading difficult waves with Syphon Funding. Syphon is relatively difficult to use properly, so he should not be used by inexperienced players. Note that losses from Trojan can be avoided by placing Benjamin behind a Line of Sight blocker, which is not present on some maps.
|-
|-
|[[Trade Empire (BTD6)|Trade Empire]]
|[[Merchantman (BTD6)|Merchantman]]<br />[[Favored Trades (BTD6)|Favored Trades]]<br />[[Trade Empire (BTD6)|Trade Empire]]
|[[File:BTD6 005-MonkeyBuccaneer.png|x50px]]
|[[File:BTD6 003-MonkeyBuccaneer.png|x50px]][[File:BTD6 004-MonkeyBuccaneer.png|x50px]][[File:BTD6 005-MonkeyBuccaneer.png|x50px]]
|While Trade Empire does benefit other Merchantmen with bonus damage, it is primarily used for its income generation and as such should not be used seriously.
|The bonus damage from spare cash is not significant enough to make any of these upgrades worth it on CHIMPS outside of challenges.<!--we can mention challenges, but not elaborate them--> While Trade Empire does benefit other Merchantmen with bonus damage, it is primarily used for its income generation and as such should not be used seriously.
|-
|-
|[[Monkey City (BTD6)|Monkey City]]
|[[Monkey City (BTD6)|Monkey City]]
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** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8.
** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8.
** 0-0-0 [[Desperado (BTD6)|Desperado]] can eliminate the need for extremely precise placement required on certain Expert maps. Two 0-0-0 Desperados notably can beat the first rounds of [[Quad]] and [[Bloody Puddles]], with some targeting changes necessary on harder maps.
** 0-0-0 [[Desperado (BTD6)|Desperado]] can eliminate the need for extremely precise placement required on certain Expert maps. Two 0-0-0 Desperados notably can beat the first rounds of [[Quad]] and [[Bloody Puddles]], with some targeting changes necessary on harder maps.
** [[Mermonkey (BTD6)|Mermonkey]] is a cheap and effective early-game tower, with its main advantage being its high grouped damage and water benefits for a cheap cost.
* By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained, unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important.
* By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained, unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important.
** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads.
** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads.
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** 1-2-0 [[Wall of Fire (BTD6)|Wall of Fire]] works on intersections, but be careful about the initial cooldown at the start of each round, and Round 25's Purples.
** 1-2-0 [[Wall of Fire (BTD6)|Wall of Fire]] works on intersections, but be careful about the initial cooldown at the start of each round, and Round 25's Purples.
** 0-0-0 or 1-0-0 [[Spike Factory (BTD6)|Spike Factories]] can tank leaking Bloons well, in addition to fending off Camos in the early-game.
** 0-0-0 or 1-0-0 [[Spike Factory (BTD6)|Spike Factories]] can tank leaking Bloons well, in addition to fending off Camos in the early-game.
** [[Abyss Dweller]], usually 3-0-1 for camo detection and homing, is a strong choice especially on maps that have loops.
** All of these towers carry their power well into the latter part of early-game, which is why they are generally recommended.
** All of these towers carry their power well into the latter part of early-game, which is why they are generally recommended.
* The latter part of the early game, Rounds 31-40, contains the toughest rounds. In particular, the MOAB poses severe challenge to practically all unplanned early game setups. Obtain strong towers that can defeat those rounds and carry power into the mid-game, and do not spam low-tier defenses that do not upgrade into anything useful.
* The latter part of the early game, Rounds 31-40, contains the toughest rounds. In particular, the MOAB poses severe challenge to practically all unplanned early game setups. Obtain strong towers that can defeat those rounds and carry power into the mid-game, and do not spam low-tier defenses that do not upgrade into anything useful.
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** [[MOAB Mauler (BTD6)|MOAB Mauler]] does well against Round 40, and retains power against grouped MOABs in the mid-game.
** [[MOAB Mauler (BTD6)|MOAB Mauler]] does well against Round 40, and retains power against grouped MOABs in the mid-game.
** Give a Berserker Brew to the Airburst Darts and then upgrade it to [[Triple Guns (BTD6)|Triple Guns]]. This setup cruises the 30s and early 40s with relative ease on most maps.  
** Give a Berserker Brew to the Airburst Darts and then upgrade it to [[Triple Guns (BTD6)|Triple Guns]]. This setup cruises the 30s and early 40s with relative ease on most maps.  
** [[Dragon's Breath (BTD6)|Dragon's Breath]] reliably pops all non-MOABs that it passes through its wall of fire, excluding Purples. It remains powerful through the mid-game.
** [[Dragon's Breath (BTD6)|Dragon's Breath]] reliably pops all non-MOABs that pass through its wall of fire, excluding Purples. It remains powerful through the mid-game.


==Mid-game (rounds 41-80)==
==Mid-game (rounds 41-80)==
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==Late game (rounds 81+)==
==Late game (rounds 81+)==
* Super Ceramics start appearing on Round 81, having 60 (120 for Fortified) health and only spawning one children. Thus, many towers fall off against them, such as [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], and [[Crossbow Master (BTD6)|Crossbow Master]]. For this reason, these towers are generally not recommended for CHIMPS on Expert maps.
* Super Ceramics start appearing on Round 81, having 60 (120 for Fortified) health and only spawning one child. Thus, many towers fall off against them, such as [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], and [[Crossbow Master (BTD6)|Crossbow Master]]. For this reason, these towers are generally not recommended for CHIMPS on Expert maps.
* Rounds 81-85 are the last rounds that give 0.2x instead of 0.1x income, so a win condition should be purchased by these rounds.
* Rounds 81-85 are the last rounds that give 0.2x instead of 0.1x income, so a win condition should be purchased by these rounds.
* Support towers listed in the [[#General recommendations|General Recommendations]] section are worth it to get in practically every situation. It is generally not needed to obtain all of them every game, but purchasing some of them greatly aids the defense and is much more cost-efficient than purchasing another win condition.
* Support towers listed in the [[#General recommendations|General Recommendations]] section are worth it to get in practically every situation. It is generally not needed to obtain all of them every game, but purchasing some of them greatly aids the defense and is much more cost-efficient than purchasing another win condition.
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** [[MOAB Press (BTD6)|MOAB Press]] stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once.
** [[MOAB Press (BTD6)|MOAB Press]] stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once.
** [[Bloon Sabotage (BTD6)|Bloon Sabotage]] makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides of blimps that pop while the ability is active.
** [[Bloon Sabotage (BTD6)|Bloon Sabotage]] makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides of blimps that pop while the ability is active.
** 1-4-0 [[Glue Strike (BTD6)|Glue Strike]] is recommended on any strategy that consists of high-projectile defenses, being a solution to handling insides of dense rounds especially as well as countering DDTs.
<!--most CHIMPS guides don't use symphres anymore due to how expensive it compared to stuff like sabo and relentless, since it can't affect BFBs anymore-->
<!--most CHIMPS guides don't use symphres anymore due to how expensive it compared to stuff like sabo and relentless, since it can't affect BFBs anymore-->
* Some support towers are only useful for some situations.  
* Some support towers are only useful for some situations.