Erosion: Difference between revisions
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==Strategy== | ==Strategy== | ||
Erosion is not particularly difficult outside of [[CHIMPS]] mode since towers sold by the eroding mechanic give back cash, though | {{BTD6 last updated|56.3|section=y}} | ||
Erosion is not particularly difficult outside of [[CHIMPS]] mode since towers sold by the eroding mechanic give back cash, though Heroes shouldn't be placed on temporary land unless they can teleport away. However, the eroding mechanic, along with the extremely short length of the final track, makes Erosion a difficult Advanced map. Place as few towers as possible outside of the permanent platform in CHIMPS, as they don't give cash back once they sink. For the early game and mid-game, use global towers placed on the top-right or towers able to be teleported. Alternatively, Arctic Wind and its ice platforms can be used, now that itself is allowed to be placed on water. | |||
===Recommended towers and upgrades=== | ===Recommended towers and upgrades=== | ||
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|[[File:BTD6 CorvusPortrait.png|x50px]] | |[[File:BTD6 CorvusPortrait.png|x50px]] | ||
|His Spirit can pop Bloons from anywhere, and his Spear spell is very powerful throughout the early game. At level 7, he can use Spirit Walk to move to a new lane away from collapsing ice and constantly gain mana. During the mid-game, his Spellbook can save up titanic amounts of money for a solid tower that defeats the late-game, such as [[Carpet of Spikes (BTD6)|Carpet of Spikes]] and [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]]. In the late-game, Corvus still has solid utility with Ancestral Might and Overload. | |His Spirit can pop Bloons from anywhere, and his Spear spell is very powerful throughout the early game. At level 7, he can use Spirit Walk to move to a new lane away from collapsing ice and constantly gain mana. During the mid-game, his Spellbook can save up titanic amounts of money for a solid tower that defeats the late-game, such as [[Carpet of Spikes (BTD6)|Carpet of Spikes]] and [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]]. In the late-game, Corvus still has solid utility with Ancestral Might and Overload. | ||
|- | |||
|[[Dan D'Monke (BTD6)|Dan D'Monke]] | |||
|[[File:BTD6 DanDMonkePortrait.png|x50px]] | |||
|Similar to Corvus, Dan can use Reposition or Volant Strike at level 7 to teleport himself before the ice under him collapses, though he can't reach level 7 before the first ice platform collapses, and his short range prevents him from reaching the first path from the second ice platform even when transformed into the Masqued Macaque (though [[Aerial Attunement]] can alleviate this in the earlygame). His main strength on this map is that Reposition can also teleport other towers, allowing shorter-range towers that excel on single-lane maps (such as [[Spike Factory (BTD6)|Spike Factories]]) to last for the whole game without a [[Support Chinook (BTD6)|Support Chinook]]. | |||
|- | |- | ||
|[[Psi (BTD6)|Psi]] | |[[Psi (BTD6)|Psi]] | ||
Latest revision as of 04:40, 1 September 2026
| Difficulty | Advanced | ||
|---|---|---|---|
| Music | Sunshine Serenade | ||
| Default Co-op division | Free-for-all | ||
| Introduced | Version 37.0 | ||
| Entrances | 6 | Exits | 6 |
| Junctions | 0 | Water? | Yes |
| Path lengths (RBS) | ||||
|---|---|---|---|---|
| Path | Easy | Medium | Hard | |
| First | 9.0 | 8.2 | 7.2 | |
| Second | 11.2 | 10.2 | 9.0 | |
| Third | 14.6 | 13.3 | 11.7 | |
| Fourth | 13.6 | 12.4 | 10.9 | |
| Fifth | 9.8 | 8.9 | 7.8 | |
| Sixth | 5.4 | 4.9 | 4.3 | |
Erosion is an Advanced map in Bloons TD 6, introduced in version 37.0. It takes place at an ice floe which gradually melts as rounds progress. A polar bear is present on the map, which moves to stay on solid ice every time a piece melts. The polar bear does not interact with towers or Bloons.
This map's concept was designed by /u/TheWiseTroll, for the "200k Map Contest Competition" held on /r/btd6, and it was selected as a winner along with Dark Dungeons and Covered Garden.[1]
Layout
[edit | edit source]Erosion has 6 different paths, with only one of which being active at a time. On round 1, this starts with the path in the bottom-left.
At the end of round 17 and every 18 rounds after (35, 53, 71, 89), the land between the current track and the next tracks will collapse, selling all land towers on the ice and changing the path to the next lane. Pat Fusty, Ice Monkeys, Mermonkeys, Sun Temples, and True Sun Gods are not sold and transform into water towers when the land under them erodes. Additionally, any towers in range of an Arctic Wind or above's ice platforms will also not be sold. The map reaches the top-right lane and stops eroding on round 90, and the round 90+ lane is the shortest lane out of any lane in any map that gives rewards in BTD6 (only Blons has a shorter lane). Heli Pilots cannot be placed on the top-right section of this map, despite having enough space to do so (can be observed by placing a Banana Farm, which has a larger footprint and can be placed).
Boss Bloons always appear on the third path, regardless of the round number.
Strategy
[edit | edit source]Erosion is not particularly difficult outside of CHIMPS mode since towers sold by the eroding mechanic give back cash, though Heroes shouldn't be placed on temporary land unless they can teleport away. However, the eroding mechanic, along with the extremely short length of the final track, makes Erosion a difficult Advanced map. Place as few towers as possible outside of the permanent platform in CHIMPS, as they don't give cash back once they sink. For the early game and mid-game, use global towers placed on the top-right or towers able to be teleported. Alternatively, Arctic Wind and its ice platforms can be used, now that itself is allowed to be placed on water.
Recommended towers and upgrades
[edit | edit source]| Name | Portrait | Reasoning |
|---|---|---|
| Corvus | His Spirit can pop Bloons from anywhere, and his Spear spell is very powerful throughout the early game. At level 7, he can use Spirit Walk to move to a new lane away from collapsing ice and constantly gain mana. During the mid-game, his Spellbook can save up titanic amounts of money for a solid tower that defeats the late-game, such as Carpet of Spikes and Bloon Exclusion Zone. In the late-game, Corvus still has solid utility with Ancestral Might and Overload. | |
| Dan D'Monke | Similar to Corvus, Dan can use Reposition or Volant Strike at level 7 to teleport himself before the ice under him collapses, though he can't reach level 7 before the first ice platform collapses, and his short range prevents him from reaching the first path from the second ice platform even when transformed into the Masqued Macaque (though Aerial Attunement can alleviate this in the earlygame). His main strength on this map is that Reposition can also teleport other towers, allowing shorter-range towers that excel on single-lane maps (such as Spike Factories) to last for the whole game without a Support Chinook. | |
| Psi | Psi's global ranged attacks and abilities make them useful starting in the early game onwards and provides a good source of support DPS that can make saving up for expensive win conditions easier. | |
| Bloon Exclusion Zone | Bloon Exclusion Zone has a reasonable save-up because of the long length of the mid game tracks. Once afforded it easily beats the late game rounds with a source of lead popping. | |
| Carpet of Spikes | It is powerful on this map due to the extremely short length of the round 90+ lane. The short length of that lane allows for extreme concentration of spikes that deal massive damage with every passive & active ability, easily sweeping DDT rounds, doing solid damage to ZOMG shells, and eliminating Round 100's BAD as a problem altogether. Use the 0-5-2 crosspath, as without it, most spikes will be wasted on inactive lanes, and use a MIB or Embrittlement to give it DDT popping power. | |
| Advanced Intel | This upgrade allows Monkey Subs to adapt to lane changes by attacking within the range of other towers. It is primarily used for the early game, with Airburst Darts coupled with this upgrade contributing significantly throughout. | |
| Arctic Wind | Arctic Wind platforms are important if wanting to salvage land towers, especially for Round 90 and above, which offers little space, and opens room for larger towers including Heli Pilot (which artificially cannot be placed on the top-right island). Additionally, Arctic Wind offers Ceramic slowdown for a decently low cost. |
Gallery
[edit | edit source]| This article or section needs more screenshots. See the screenshot guidelines for more information on what screenshots are needed and how to add them. The editor that added this notice elaborates: r18, r36, r54, r72, r90 |
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Concept art
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Easter theme
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Fireworks theme
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Halloween theme
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Holiday theme
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Island statue
In other languages
[edit | edit source]| Language | Text | Notes |
|---|---|---|
| Arabic | المحو | "Erasure" |
| Danish | Erosion | — |
| German | Erosion | — |
| Spanish | Erosión | — |
| Spanish (Latin America) | Erosión | — |
| Finnish | Eroosio | — |
| French | Érosion | — |
| Italian | Erosione | — |
| Japanese | 腐食 | "Corrosion" |
| Korean | 침식 | Same meaning as English. The Hanja form is "浸蝕". |
| Dutch | Erosie | — |
| Norwegian | Erosjon | — |
| Polish | Erozja | — |
| Portuguese (Brazil) | Erosão | — |
| Russian | Эрозия | — |
| Swedish | Erosion | — |
| Thai | Erosion | Untranslated. |
| Turkish | Erozyon | — |
| Chinese (simplified) | 侵蚀 | — |
| Chinese (traditional) | 侵蝕 | — |
References
[edit | edit source]- Path lengths sourced from the BTD6 Index