Strategy:Impoppable (BTD6): Difference between revisions

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{{BTD6 last updated|46.3}}{{lede image|BTD6 ImpoppableBtn.png|size=200px}}
{{lede image|BTD6 ImpoppableBtn.png|size=200px}}
'''[[Impoppable (BTD6)|Impoppable]]''' has 100 rounds, significantly more than [[Hard]] Standard. This leads to Super Ceramics on Rounds 81+ and exceedingly difficult rounds such as 95 and 98 appearing in standard gameplay, making the late-game far more difficult. In addition, all towers are ~11.1% more expensive than in Hard Standard. Therefore, farming greatly assists in beating Impoppable by allowing high-cost, high-power setups that coast through the late-game to be afforded. The Round 6 start and 1 life greatly increase the early game's difficulty, thus requiring a proper early-game strategy as well.
'''[[Impoppable (BTD6)|Impoppable]]''' has 100 rounds, significantly more than [[Hard]] Standard. This leads to Super Ceramics on Rounds 81+ and exceedingly difficult rounds such as 95 and 98 appearing in standard gameplay, making the late-game far more difficult. In addition, all towers are ~11.1% more expensive than in Hard Standard. Therefore, farming greatly assists in beating Impoppable by allowing high-cost, high-power setups that coast through the late-game to be afforded. The Round 6 start and 1 life greatly increase the early game's difficulty, thus requiring a proper early-game strategy as well.


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[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] ×75 <br>
[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] ×75 <br>
[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] ×122
[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] ×122
|This infamous round has 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively. One ability cannot handle all 3 waves, so if using <br> abilities, 3 ability towers or selling & rebuying is needed. Towers that excel in grouped damage are required to beat this round.
|This infamous round has 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively. One ability cannot handle all 3 waves, so if using <br> abilities, 3 ability towers or selling and rebuying is needed. Towers that excel in grouped damage are required to beat this round.
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|75
|75
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|[[Monkeyopolis (BTD6)|Monkeyopolis]]
|[[Monkeyopolis (BTD6)|Monkeyopolis]]
|[[File:BTD6 005-MonkeyVillage.png|x50px]]
|[[File:BTD6 005-MonkeyVillage.png|x50px]]
|Usually obtained in the 40s or 50s, Monkeyopolis's [[Monkey Commerce (BTD6)|Monkey Commerce]] discounts, [[Monkey Town (BTD6)|Monkey Town]] granting more cash per Bloon pop, [[Monkey City (BTD6)|Monkey City]] buffs to surrounding money-makers, and production of $1200 per round when absorbing one 0-0-0 [[Banana Farm (BTD6)|Banana Farm]] make it the most efficient money-maker and allows for a trivial late-game. Once Monkeyopolis is obtained, attempt to place all damaging towers and farms in its range, and the 2-0-5 cross-path is optimal to increase its range and grant [[Jungle Drums (BTD6)|Jungle Drums]]. The best way to obtain it is to first buy 3 0-0-2 Monkey Commerces close together, buy a Monkey City discounted by all 3, sell one Monkey Commerce, get a 0-0-0 Banana Farm discounted all 3 villages left, sell the other two Monkey Commerces, and finally upgrade the Monkey City into Monkeyopolis.
|Usually obtained in the 40s or 50s, Monkeyopolis's [[Monkey Commerce (BTD6)|Monkey Commerce]] discounts, [[Monkey Town (BTD6)|Monkey Town]] granting more cash per Bloon pop, [[Monkey City (BTD6)|Monkey City]] buffs to surrounding money-makers, and production of $1200 per round when absorbing one 0-0-0 [[Banana Farm (BTD6)|Banana Farm]] make it the most efficient money-maker and allows for a trivial late-game. Once Monkeyopolis is obtained, attempt to place all damaging towers and farms in its range, and the 2-0-5 crosspath is optimal to increase its range and grant [[Jungle Drums (BTD6)|Jungle Drums]]. The best way to obtain it is to first buy 3 0-0-2 Monkey Commerces close together, buy a Monkey City discounted by all 3, sell one Monkey Commerce, get a 0-0-0 Banana Farm discounted all 3 villages left, sell the other two Monkey Commerces, and finally upgrade the Monkey City into Monkeyopolis.
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|[[Benjamin (BTD6)|Benjamin]]
|[[Benjamin (BTD6)|Benjamin]]
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|[[Geraldo (BTD6)|Geraldo]]
|[[Geraldo (BTD6)|Geraldo]]
|[[File:BTD6 GeraldoPortrait.png|x50px]]
|[[File:BTD6 GeraldoPortrait.png|x50px]]
|When placing Geraldo between Rounds 6-10 (with later placements recommended for harder maps), [[Rare Quincy Action Figure]] generates very large amounts of money. There are two ways to take advantage of it: one is to sell it in the 30s for [[Monkey Bank (BTD6)|Monkey Bank]], which would be sold in the 40s after it becomes full for Monkeyopolis to smooth-sail the rest of the game, while the other is to sell it on Round 81 for a very expensive tower that solos the game, such as [[Flying Fortress (BTD6)|Flying Fortress]]. In addition, [[See Invisibility Potion]] makes Camos much easier to deal with in the early-game, [[Gerry's Fire]] simplifies the 30s & 40s, and [[Jar of Pickles]] helps low-damage towers greatly. All of these grant Geraldo versatility in Impoppable and make him a great choice on all maps.
|When placing Geraldo between Rounds 6-10 (with later placements recommended for harder maps), [[Rare Quincy Action Figure]] generates very large amounts of money. There are two ways to take advantage of it: one is to sell it in the 30s for [[Monkey Bank (BTD6)|Monkey Bank]], which would be sold in the 40s after it becomes full for Monkeyopolis to smooth-sail the rest of the game, while the other is to sell it on Round 81 for a very expensive tower that solos the game, such as [[Flying Fortress (BTD6)|Flying Fortress]]. In addition, [[See Invisibility Potion]] makes Camos much easier to deal with in the early-game, [[Gerry's Fire]] adds solid extra damage throughout the game, [[Genie Bottle]] simplify difficult late-game rounds, and [[Jar of Pickles]] helps low-damage towers greatly. All of these grant Geraldo versatility in Impoppable and make him a great choice on all maps.
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|-
|[[Airburst Darts (BTD6)|Airburst Darts]]
|[[Airburst Darts (BTD6)|Airburst Darts]]
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|[[Spiked Mines (BTD6)|Spiked Mines]]
|[[Spiked Mines (BTD6)|Spiked Mines]]
|[[File:BTD6 400-SpikeFactory.png|x50px]]
|[[File:BTD6 400-SpikeFactory.png|x50px]]
|Spiked Mines tanks large amounts of Bloons and blimps in the mid-game with [[Berserker Brew (BTD6)|Berserker Brew]], preventing any sudden loss. It remains very useful against late-game Super Ceramics thanks to its bonus Ceramic damage. It is useful even on multi-lane maps when 2 of it is bought, and the 4-2-0 cross-path allows it to tank more Bloons, while the 4-0-2 cross-path is better on maps where targeting matters (such as [[Dark Dungeons]]).
|Spiked Mines tanks large amounts of Bloons and blimps in the mid-game with [[Berserker Brew (BTD6)|Berserker Brew]], preventing any sudden loss. It remains very useful against late-game Super Ceramics thanks to its bonus Ceramic damage. It is useful even on multi-lane maps when 2 of it is bought, and the 4-2-0 crosspath allows it to tank more Bloons, while the 4-0-2 crosspath is better on maps where targeting matters (such as [[Dark Dungeons]]).
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|[[Perma-Spike (BTD6)|Perma-Spike]]
|[[Perma-Spike (BTD6)|Perma-Spike]]
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** Some maps feature unique starts. For example, [[Spillway]]'s middle barrel makes a [[Ninja Monkey (BTD6)|Ninja Monkey]] into 1-0-0 and then 1-0-1 ( does not require Bonus Monkey! or More Cash) the optimal start.
** Some maps feature unique starts. For example, [[Spillway]]'s middle barrel makes a [[Ninja Monkey (BTD6)|Ninja Monkey]] into 1-0-0 and then 1-0-1 ( does not require Bonus Monkey! or More Cash) the optimal start.
** Once a robust starting set-up has been required, attempt to get the hero as early as possible, especially if Benjamin is used. When close to affording the hero, selling one tower to afford them is recommended. However, with Geraldo, it is best to hold off on purchasing him if selling is required to afford him so that Rare Quincy Action Figure can be bought.
** Once a robust starting set-up has been required, attempt to get the hero as early as possible, especially if Benjamin is used. When close to affording the hero, selling one tower to afford them is recommended. However, with Geraldo, it is best to hold off on purchasing him if selling is required to afford him so that Rare Quincy Action Figure can be bought.
* By Round 15, unless using [[Captain Churchill (BTD6)|Captain Churchill]], the hero should have been acquired. Start building a solid set-up for the early-game during these rounds.
** Airburst Darts performs exceptionally well on nearly all maps with water.
** [[Wall of Fire (BTD6)|Wall of Fire]] easily takes care of Bloons that enter its fire. 1-2-0 is more reliable, but 0-2-2 is preferred if it is to be upgraded to [[Dragon's Breath (BTD6)|Dragon's Breath]].
** One 0-0-0 into 1-0-0 [[Spike Factory (BTD6)|Spike Factory]] reliably tanks leaking Bloons, including the Round 24 Camo.
** 1-3-0 [[Druid of the Jungle (BTD6)|Druid of the Jungle]] is arguably the best choice on maps with 1 lane active per round.
** Round 24's Camo can be tanked with enough [[Pre-game Prep]] spikes, but watch out for them if these spikes are not present. Watch out for Round 28's Leads as well.
** On easier maps or with near-full Monkey Knowledge, it is possible to get a slight head-start into farming here. One 2-0-0 Banana Farm by Round 30 is a good starting point.
* For the latter part of the early game, Rounds 31-40, a start to farming is optimal. The defense should have both solid single-target and grouped popping power by the MOAB's appearance.
** Attempt to get at least a 2-0-0 farm by Round 40. If on an easier map or with near-full Monkey Knowledge, purchasing a Monkey Bank in the 30s can work and sets the stage for an early Monkeyopolis and easier mid-game and late-game.
** [[Destroyer (BTD6)|Destroyer]] does both solid MOAB damage and solid Bloon damage with the 3-1+-0 crosspath. Berserker Brew amplifies its power even further.
** Upgrading Airburst Darts to Triple Guns grants it further increased power to deal with the MOAB and the early mid-game.
** [[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.
** Do not farm too hard in the rounds immediately prior to the MOAB's appearance.
** Save the Hero's ability/inventory for the MOAB, by far the hardest challenge of the early-game. Also, purchase a robust defense with solid single-target and grouped popping power.


==Mid-game (rounds 41-80)==
==Mid-game (rounds 41-80)==
* The hero steadily gains importance throughout the mid-game. Utilize their abilities/inventory when needed, and use towers that work well with them, such as Triple Darts for Geraldo (whose [[Sharpening Stone]] and [[Jar of Pickles]] both aid greatly).
* Berserker Brew/Stronger Stimulant should be purchased for the strongest mid-game tower(s). The damage, attack speed, and pierce buffs multiply the power of nearly all mid-game towers.
* Rounds 41-60 generally feature continued farming and getting a tower that carries the tower through the mid-game.
** If a Monkey Bank has not been obtained, get it in the early 40s.
** When the Monkey Bank fills up in the 40s to 50s, sell it and follow the procedure listed in the '''Towers suited for most maps''' section to obtain a Monkeyopolis.
** Neva-Miss Targeting + Berserker Brew + Camo support can be obtained in the 40s. It easily defeats the early mid-game on nearly all maps and transitions well into Spectre.
** [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] is solid on most maps, and allows plenty of farming while it powers through the mid-game.
** [[Artillery Battery (BTD6)|Artillery Battery]] easily cleans up Bloons, with its Bombardment ability being able to take down blimps and hyper-dense rounds. It works especially on maps with loops such as [[Dark Path]] and [[Moon Landing (BTD6)|Moon Landing]] and with some micromanagement.
** [[Aircraft Carrier (BTD6)|Aircraft Carrier]] performs strongly against both blimps and Bloons.
** [[Spiked Balls (BTD6)|Spiked Balls]] and [[Spiked Mines (BTD6)|Spiked Mines]] prevent random leaks, which occur especially easily on short maps. Both carry power into the late-game, unlike most other towers listed here.
** [[Plasma Accelerator (BTD6)|Plasma Accelerator]] deals solid MOAB-class damage and cleans up non-Super Ceramic Bloons fairly well. Place it so that it has a long-straight line to shoot down on, and focus its high-damage point at the end of the beam on the most dangerous clump of Bloons/blimps.
** With good farming, Spectre can be obtained in the 50s. It carries through the whole mid-game with a 2-2-0 Monkey Village, and farming while it plows through the mid-game allows the on-time affording of virtually any late-game tower.
* During Rounds 61-80, if the mid-game defense has not been solidified, continue doing so in the 60s. One cheap late-game tower can be obtained, and if an expensive one is desired, attempt to farm well here to be able to obtain it before Super Ceramics pose too large of a challenge.
** Spectre can be obtained in the early 60s if still desired.
** To farm, build 2-0-3 [[Marketplace (BTD6)|Marketplaces]] around the Monkeyopolis, as they make good income for their cost and can be sold for higher returns thanks to [[Banana Salvage (BTD6)|Banana Salvage]] if needed.
** [[Carrier Flagship (BTD6)|Carrier Flagship]] solos the mid-game with relative ease on most maps and remains strong in the late-game.
** [[Glaive Lord (BTD6)|Glaive Lord]] is a very solid win condition that remains extremely powerful in the late-game.
** [[Perma-Spike (BTD6)|Perma-Spike]] tanks very large amounts of Bloons and blimps and guarantees victory when combined later on with a powerful tower. Pair it with Berserker Brew.


==Late game (rounds 81+)==
==Late game (rounds 81+)==
 
* Super Ceramics start appearing on Round 81, posing trouble for many mid-game focused defenses that struggle against them. Towers that struggle against Super Ceramics include [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], and [[Crossbow Master (BTD6)|Crossbow Master]], and it is recommended to sell them on Round 81 for better late-game options.
* In the 80s, attempt to get a 2nd late-game tower (listed at the end of the section above) or obtain the expensive late-game carry if it is desired. These late-game carry towers are listed here.
** Flying Fortress + 2-2-0 Village fully guarantees victory on most maps. On True Expert maps such as [[Quad]] and [[Ouch]], giving it some support will suffice. Recommended support towers are listed in the main bullet point below and Gameplay section above.
** [[Ray of Doom (BTD6)|Ray of Doom]] works well on all maps where its ray can get a straight line down all paths.
** [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]] is somewhat weaker than Fortress and Ray of Doom, but is more affordable and still guarantees victory with only some support on the majority of maps.
** [[Pouākai]] likewise effectively guarantees victory on most maps, especially when merged with extra [[Golden Eagle]]s for Max (132) Beast power. On harder maps, use Perma-Spike to guarantee victory by tanking its sporadic leaks and add extra defense for the BAD.
** With an expensive late-game carry, Overclock is strongly recommended (except for Pouākai, which Overclock does not work on). Get two Overclocks if full uptime and reliability are desired.
* The 90s feature the most difficult rounds, and it is advised to purchase supporting towers here. Other late-game damage towers can also be dropped if extra cash is present.
** Giant Condor can turn multi-lane maps into effectively single-lane maps and grants good utility by grabbing Bloons back near the start of the track.
** Relentless Glue contains both the solid slow from [[MOAB Glue (BTD6)|MOAB Glue]] and solid stunning capabilities with its splats.
** Bloon Sabotage is especially useful against DDT rounds such as 95 and 99, with the ability slowing them down by half. Note that it does not slow the insides that blimps pop into while the ability is active.
** Symphonic Resonance can trance blimps into a ring that more towers reach and buys more time for their destruction.
** MOAB Press does large amounts of knockback against blimps, being especially useful for dense rounds such as 98.
** [[Permanent Brew (BTD6)|Permanent Brew]], [[Call to Arms (BTD6)|Call to Arms]], and [[Homeland Defense (BTD6)|Homeland Defense]] can be bought if many damage towers are present and large amounts of spare cash is left. They further boost the damage towers' power, while speeding up the late-game rounds.
* If using many ability-reliant towers, be careful about their timings in the 90s. Attempt to leave at least 1 ability active at the start of every round, and if not, sell-and-rebuys may need to be performed. If the hard part of the round comes in quickly, as in Round 99, even selling-and-rebuying might not be enough. However, Geraldo's [[Rejuv Potion]] is useful for this scenario if he is used.
* For Round 100, if expensive and ultra-high damage towers such as Fortress are present, the round is usually trivial. If no BAD-damaging tower is present, selling-and-rebuying is needed to afford BAD-damaging towers, such as [[First Strike Capability (BTD6)|First Strike Capability]] (which one-shots the BAD when used slightly after the last damage phase), [[Spike Storm (BTD6)|Spike Storm]], or [[MOAB Eliminator (BTD6)|MOAB Eliminator]].
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