Strategy:Bloons TD 6: Difference between revisions

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===Progression===
===Progression===
* It is recommended to beat easier game modes on many maps first before attempting harder game modes, such as [[Impoppable (BTD6)|Impoppable]], [[Half Cash]], and [[CHIMPS]], for the first time. That way, more Tower upgrades, Monkey Knowledge upgrades, and player experience can be obtained first, greatly easing the difficulty of these game modes. Note that Monkey Knowledge is disabled in CHIMPS.
* Early on, focus on gaining Player XP, Tower XP, and Monkey Money to unlock more towers, upgrades, and Heroes.
* Hard Standard is the ideal game mode for progression. It is relatively simple, being beaten easily on most maps with general recommendations listed in this article, and grants a large amounts of Player XP, Tower XP, and Monkey Money for the time spent beating it.
** Clearing a given difficulty mode on a given map for the first time rewards a [[medal]] and much more Monkey Money than future clears, as well as unlocking new difficulties.
* Watch a few guides before or while attempting a game mode of unprecedented difficulty, such as CHIMPS. Take note of the guide maker's choices and attempt to modify and incorporate them later on.
** Higher rounds give much more Player and Tower XP, making [[Hard]] Standard the ideal game mode for progression. It is relatively simple, and this article provides the tools to handle all the threats it poses.
* Experimenting with new strategies is key to progression. This can be done in [[Sandbox (BTD6)|Sandbox]] and [[Challenge Editor]]. Practicing can also be done in the latter.
** [[Freeplay]] allows the player to play on into higher rounds than the difficulty requires, but XP rates are dramatically reduced while in Freeplay, and there is no further Monkey Money reward for continuing.
** Focusing on one tower type supported by a Hero will funnel all Tower XP earned during the game into that tower type, allowing for much faster upgrade unlocks.
* Among the hardest difficulties, [[Impoppable (BTD6)|Impoppable]] and [[CHIMPS]] expect the player to already have access to many upgrades and at least one tier 5 upgrade, while [[Half Cash]] becomes far easier once the player has earned Monkey Knowledge upgrades to strengthen their towers. However, proactively working towards CHIMPS clears can earn various achievements and several Monkey Knowledge points, once the player feels prepared.
* [[Sandbox (BTD6)|Sandbox]] and [[Challenge Editor]] are good tools for experimenting with new strategies and towers. This can help with figuring out new approaches to key rounds or with understanding and iterating on strategies seen in guides. Note that Sandbox cannot send a round the player has never reached before.
* Attempt to obtain achievements, especially ones that grant Monkey Knowledge points, such as [[All for one and one for one]].
* Attempt to obtain achievements, especially ones that grant Monkey Knowledge points, such as [[All for one and one for one]].
* Proper hero choice is important in BTD6. The first recommended heroes to purchase are [[Sauda (BTD6)|Sauda]] and [[Benjamin (BTD6)|Benjamin]], with both being easy to use and a good option in most situations (except for CHIMPS in Benjamin's case). [[Geraldo (BTD6)|Geraldo]] and [[Corvus (BTD6)|Corvus]] are the most powerful heroes, but also the most difficult to learn. Purchasing them is recommended once the player can defeat CHIMPS on Intermediate maps.
* Heroes often form the backbone of strategies in BTD6. Every Hero can work well when used properly, but [[Sauda (BTD6)|Sauda]] and [[Benjamin (BTD6)|Benjamin]] are both easy to use and very effective in most game modes, making them useful targets for early Monkey Money.
* Remember rounds that can easily cause a loss, and these rounds are listed below.
* Remembering what bloons appear on which round helps guide what towers and defenses to buy. Below is a table of the more dangerous/infamous rounds in the game.


===Important rounds===
===Important rounds===
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|[[File:BTD6 bloon GreenCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Green Bloon (BTD6)|Green]] x1
|[[File:BTD6 bloon GreenCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Green Bloon (BTD6)|Green]] x1
[[File:BTD6 bloon Blue.png|x20px]] [[Blue Bloon (BTD6)|Blue]] x20
[[File:BTD6 bloon Blue.png|x20px]] [[Blue Bloon (BTD6)|Blue]] x20
|The Camo Green is relatively easy to deal with, but not having a Camo tower and having no money to buy one could cost the entire game.
|The Camo Green can only be popped by towers with [[camo detection]].
|-
|-
|28
|28
|[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] x6
|[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] x6
|Without reliable Lead popping and enough money, this round could become a dead-end.
|Most common earlygame towers are unable to damage Lead Bloons, and each one costs many lives to leak.
|-
|-
|33
|33
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|91
|91
|[[File:BTD6 bloon CeramicFortified.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[Ceramic Bloon (BTD6)|Ceramic]] x100<br />[[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] x20
|[[File:BTD6 bloon CeramicFortified.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[Ceramic Bloon (BTD6)|Ceramic]] x100<br />[[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] x20
|This round is usually simple, but difficult on maps with very separate Bloon & MOAB lanes, especially [[Cargo]] and [[Dark Dungeons]]. On maps containing them, the Bloons-only lane(s) are the hardest out of any pre-[[Freeplay]] CHIMPS round, due to towers falling behind the spaced Super Ceramics when placed to deal with the BFBs first.
|This round is usually simple, but difficult on maps with very separate Bloon and MOAB lanes, especially [[Cargo]] and [[Dark Dungeons]]. On maps containing them, the Bloons-only lane(s) are the hardest out of any pre-[[Freeplay]] CHIMPS round, due to towers falling behind the spaced Super Ceramics when placed to deal with the BFBs first.
|-
|-
|92
|92
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|[[File:BTD6 bloon MoabIcon.png|x20px]] [[MOAB (BTD6)|MOAB]] x60
|[[File:BTD6 bloon MoabIcon.png|x20px]] [[MOAB (BTD6)|MOAB]] x60
[[File:BTD6 bloon DdtFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[DDT (BTD6)|DDT]] x9
[[File:BTD6 bloon DdtFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[DDT (BTD6)|DDT]] x9
|Many strategies that beat Round 95 fail here due to them based on group-popping powers that falls off, as the DDTs gain 2x on this round, with MOABs and their Super Ceramic insides still consuming pierce. Unlike Round 95, ability cooldowns are a severe issue, due to the DDTs spawning right after the notorious Round 98.
|The Fortified DDTs in this round require twice as much single target damage to pop compared to the DDTs in Round 95. There is also very little time between the end of Round 98 and the DDT spawns, which can leave most abilities on cooldown, and the MOABs still consume pierce from towers aiming at DDTs.
|-
|-
|100
|100
|[[File:BTD6 bloon BadIcon.png|x20px]] [[BAD (BTD6)|BAD]] x1
|[[File:BTD6 bloon BadIcon.png|x20px]] [[BAD (BTD6)|BAD]] x1
|Many strategies that revolve around stalling and/or grouped popping powers completely fail to Round 100 due to the BAD being immune to all slowdowns from towers and requiring single-target damage options to be dealt with.
|The BAD layer requires far more single-target damage than any previous round, and it is completely immune to any form of slowdown or stalling. Many strategies lack the sheer damage required to take the BAD down on shorter maps, instead turning to dedicated single-target damage burst options like [[First Strike Capability]].
|}
|}


===Placement tips===
===Placement tips===
* Instead of focusing on putting towers so that that their range covers as much of the track as possible, put them so that they can cover as many distinct sections of the track as possible. That is, put towers in a spot where Bloons pass through their range on as many occasions as possible, and an example of such a spot is the center of [[In The Loop]].
* A tower that can see more of the track has more time to pop bloons. This helps with popping down tough bloons, but rounds themselves can also last a while. In most cases, it is better for a tower to be able to target multiple disparate parts of a track, such as in the center of [[In The Loop]], so that the tower has much more effective time to attack bloons despite seeing less total track length.
* Cram towers as tightly as possible. It allows for better utilization of the best spots to place towers in, more towers able to be crammed into the range of [[Monkey Village (BTD6)|Monkey Villages]], and more buffs able to be fit inside each tower's range in the case of towers such as [[Shinobi Tactics (BTD6)|Shinobi Tactics]].
* Early on, most towers should be spread out. Do not put every tower by the entrance of the map, or what could be a fairly long map with plenty of points of overlap turns into a very short map where any Bloon that makes it past the entrance will leak. This is particularly notable with tough individual Bloons that take several hits to pop.
* In general, place non-seeking, high-pierce towers so that they shoot down straight lines while still having good coverage. Example of such a spots include the spots in near the top-right of [[Resort]], and towers that take advantage of such placements include [[MOAB Domination (BTD6)|MOAB Domination]] and [[Captain Churchill (BTD6)|Captain Churchill]].
** In [[co-op (BTD6)|co-op]], many players will try to place all their towers by the entrance in this manner to pop Bloons before other players and maximize their own pop count. It is not worth it to try and compete with them. The goal is to win the game, not get the most pops, and the best option is still to focus defenses on how to best pop and clean up rounds, the same as any other game.
* Place low-range towers or towers with low-range projectiles inside bends/loops, such as Resort's top-right loop. These towers include [[Tack Shooter (BTD6)|Tack Shooters]], [[Ice Monkey (BTD6)|Ice Monkeys]] (except [[Icicle Impale (BTD6)|Icicle Impale]]), and [[Sauda (BTD6)|Sauda]].  
* Later on, cramming towers together can make it easier to cover a large number of towers with area buffs such as from [[Monkey Village (BTD6)|Monkey Villages]] or [[Shinobi Tactics (BTD6)|Shinobi Tactics]], and if one spot on the map is ideal for hitting Bloon lanes, then that spot should have more towers than anywhere else on the track in late game. Slowdown effects also become more potent the more towers are nearby to exploit them.
* Try to place towers according to the area their attacks cover.
** Towers like [[MOAB Domination (BTD6)|MOAB Domination]] and [[Captain Churchill (BTD6)|Captain Churchill]] shoot down straight lines with high pierce, and like getting long straightaways to make use of their straight line attacks.
** Low-range towers that attack in any or all directions, like [[Tack Shooter (BTD6)|Tack Shooters]], [[Ice Monkey (BTD6)|Ice Monkeys]], and [[Sauda (BTD6)|Sauda]], want to be placed in tight bends where they have more time to attack bloons.
** Some towers can ignore obstacles or have seeking projectiles that can turn to match the track layout, like [[Arcane Mastery (BTD6)|Arcane Mastery]]. These towers are less dependent on placement to perform well, though they still enjoy being able to see large portions of or multiple points on the track.
* [[Targeting option]]s can help towers perform better in their positions. Towers facing down straightaways can use Last to ensure they always attack in that direction and maximize their pierce, while early towers on the track will usually be more effective when targeting Strong to wear down the most dangerous Bloon targets. First is most useful on towers handling cleanup, so that stragglers do not slip through.


==Gameplay recommendations==
==Gameplay recommendations==


===General===
===General===
* The hero is extremely important to all game modes. Never forget to place them down, and utilize their abilities and synergies with towers.
* Early on, base towers are generally more cost-efficient than early upgrades. A Dart Monkey with [[Very Quick Shots (BTD6)|Very Quick Shots]], for instance, costs 2.5x as much as a basic Dart Monkey, but is only 1.5x as powerful. Placing an extra Dart Monkey instead will deal more damage for less money.
* Perform save-ups, and do not simply purchase a new tower or random upgrade whenever money is there for it. Instead, save money for a tower more powerful than those on the screen.
* The hero is extremely important to all game modes. Never forget to place them down, and make sure to use their abilities and tower synergies. Abilities usually only last a short time, but their effects are huge.
* Focus on a few strong towers rather than spamming low-tier ones, especially in the mid-game and late game. Exceptions include [[Permanent Brew (BTD6)|Permanent Brew]] and [[Destroyer (BTD6)|Destroyers]] or [[Full Auto Rifle (BTD6)|Full Auto Rifles]], which are powerful strategies that involve spamming.
* Past the first couple upgrades, higher tier upgrades are usually more cost-efficient. The more expensive an upgrade, the more powerful it will be relative to its cost. A stable defense wants to save up money for a big improvement later, rather than spending now on weak towers.
* Supporting towers are extremely important in BTD6. In particular, [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] are pivotal regardless of the game mode. Camo support, such as [[Radar Scanner (BTD6)|Radar Scanner]], [[Submerge and Support (BTD6)|Submerge and Support]], [[Signal Flare (BTD6)|Signal Flare]], aid greatly by allowing powerful towers that cannot detect Camo to be used. Other supporting towers, such as [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], [[Symphonic Resonance]], gain great importance when the game goes to Round 81 or more. Other support towers are useful in certain situations, for example [[Overclock (BTD6)|Overclock]] (with a >$35,000 tower, especially a Tier 4) and [[Shattering Shells (BTD6)|Shattering Shells]] (for towers struggling specifically with Round 98).
** Building off of this, most late game plans revolve around saving up for one or two strong core towers that can handle the later rounds, then supporting them. An expensive tier 5 tower can easily outperform its cost in cheap early game or even mid-game damage towers.
* Towers recommended for each stage of the game are listed at the next main section.
* Supporting towers and buffs can greatly improve a tower's performance. [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] are especially pivotal across every game mode. The right support also covers for a strong tower's weaknesses. If a tower can't see Camo, then Camo support, such as [[Radar Scanner (BTD6)|Radar Scanner]], [[Submerge and Support (BTD6)|Submerge and Support]], [[Signal Flare (BTD6)|Signal Flare]], can cover that weakness.
* Stall and slowdown towers, such as [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], or [[Symphonic Resonance]], become easier to field and more valuable as the game goes on. They work just as well regardless of how long or short the map is, and give massive benefits against tough lategame rounds.
 
The following sections will talk about heuristics to think about through various game stages. Specific tower choices to consider are listed in the table further down.


===Early game (rounds 1-40)===
===Early game (rounds 1-40)===
* Attempt to save up for the hero as early as possible. Sell a one or two towers if possible and the hero can be afforded by doing so.
* Early defense should focus on unupgraded towers, which are more efficient for both tough Bloons and clumps of Bloons.
* After the hero is obtained, end the spamming of Tier 0 and Tier 1 towers, and start saving up for a Tier 2-Tier 3 tower that retains its value throughout the early-game.
* Attempt to save up for the Hero as early as possible. Towers can be sold for most of the cost they were bought for, and in some cases this can be worth it to place the Hero down faster. If using Benjamin, then he should instead only be placed when the player has a proper defense, as he cannot pop early Bloons.
* Start farming around Round 20 if the game goes to Round 80 or more (unless playing on [[Half Cash]]), depending on the difficulty, as farms are forced to be dropped later if playing on a very hard map on a challenging game mode. Attempt to obtain a 2-0-0 Farm by Round 30.
* Once early defense stabilizes a bit, try to save up into a strong early game carry tower with tier 2 or 3 upgrades.
* Watch out for Round 24's Camos and Round 28's Leads.
** Make sure to consider the tower's [[damage type]], and include some basic towers that can handle earlygame immunities if need be. Blacks first appear on round 20, whites on 22, camos on 24, purples on 25, and leads on 28. [[Ninja Monkey (BTD6)|Ninja Monkeys]], 1-x-x or x-1-x [[Sniper Monkey (BTD6)|Sniper Monkeys]], and [[Bomb Shooter (BTD6)|Bomb Shooters]] are common additions to patch holes in a defense. These towers should usually be set on strong to actively target the problematic Bloons. The Hero's ability can also cover for these immunities in some cases, such as [[Obyn Greenfoot (BTD6)|Obyn]]'s Brambles ability being able to hit Camo Bloons.
* In the 30s, make the defense able to take care of all Bloon types, eespecially in [[Apopalypse (BTD6)|Apopalypse]] and Alternate Bloons Rounds.
 
* During the late 30s, save up for a proper mid-game tower.
A strong early tower should handle most of the rest of early game, giving time to think about plans going forward.
* End the early-game farming before Round 38 to save up money for defense against the MOAB.
 
* Selling may be required for the MOAB on Round 40, which poses a daunting challenge. Save the hero's abilities/inventory for this round, and buy a defense that pops the MOAB with good single target damage and cleans up the Ceramics with solid grouped popping power.
* Bloon threats at this stage are largely either large threatening Bloons with a lot of HP and children, or a quick, dense rush of individually weak Bloons. Some towers have great damage against single targets, but lack the pierce to handle dense groups, while other towers have massive pierce that lets them handle dense rushes well, but lack the ability to concentrate their damage into a single target.
* The MOAB marks the end of [[Easy]] and [[Primary Only]], so everything can be sold to go all-out on the MOAB in these modes.
* Because tough single target Bloons split into multiple children, a tower with good single target damage tends to be best placed near the start of the map, while crowd control is better later in the map. This becomes more relevant going into mid-game.
* In most game modes, income is available through towers such as [[Banana Farm (BTD6)|Banana Farms]], reducing money available for the current defense for more money over time. It takes anywhere from 10 to 15 rounds for most income sources to pay off their initial cost, but a stable early game defense can handle the initial cost and use the extra money generated later on to outspend late game problems. Income sources can be sold in a pinch to recuperate most of the money spent on them. They are never actually necessary to complete a normal game on any difficulty, but can make later rounds much easier.
* Camo Bloons and other immunities become more prevalent as the game goes on, with Camo in particular requiring targeted effort on [[camo detection]] or camo removal. Few towers can easily attack all Bloon types equally, but a pair of towers can collectively handle all Bloon types well, or buffs such as [[Acidic Mixture Dip (BTD6)|Acidic Mixture Dip]] can be used to get around specific immunities.
* The round 40 MOAB marks the end of [[Easy]] difficulty. Most Heroes have an ability that works well either on the outer layer or the Ceramics inside, and using it here will make the round much easier. Focus on single target damage early in the map, and crowd control later in the map.


===Mid-game (rounds 41-80)===
===Mid-game (rounds 41-80)===
* All towers obtained must either be or be upgradeable to towers that have strategic importance later on in the mid-game and/or in the late-game.
* Mid-game amplifies the single target vs crowd control distinction mentioned earlier. Threatening rounds can blow past defenses with either a bulky Fortified MOAB or a dense rush with a huge number of Ceramics. Defenses have to be able to deal with both.
* The hero becomes very important in the mid-game, and utilizing their abilities/inventory when needed is crucial.
* Focus on a small number of powerful individual towers, building support around them. Ideally, these towers should be upgraded into powerful tier 5s later on that can handle late game as well, saving money on lower tiers and the support bought around them.
* Berserker Brew/Stronger Stimulant should be purchased for the strongest mid-game tower(s). Their damage, attack speed, and pierce buffs can multiply the tower's power multiple times.
** {{B|Berserker Brew|BTD6}}/{{B|Stronger Stimulant|BTD6}} and {{B|Jungle Drums|BTD6}} become much more affordable around this time, and provide massive buffs to many mid-game towers. The strongest tower on the map is always worth buffing, especially if they synergize well with the flat damage and pierce increases.
* Outside of Half Cash, Jungle Drums becomes extremely worth it in the early mid-game as well.
* The bottom path for Monkey Villages becomes more feasible to get around this time. The discounts from x-x-2 villages are quite valuable in CHIMPS due to it going to round 100. When using Village discounts, place down a 2-0-2 and a 0-2-2 Village near each other so that towers nearby get both Village buffs and a double discount, and so that the villages boost each other's ranges and discount each other. This double discount setup is helpful for using lots of lategame support towers, various lategame damage setups that spend a lot of money on tier 3 towers, and for allowing both [[Primary Training (BTD6)|Primary Training]] and [[Monkey Intelligence Bureau (BTD6)|MIB]] to be used simultaneously; MIB also gets a big discount from its large cost.
* For rounds 41-60, focus on getting a tower that breezes through the mid-game and saves up large amounts of money for a late-game tower.
* The big midgame Ceramic rushes come on rounds 63, 76, and 78, and require heavy group popping power to clear effectively. 76 and 78 can be cleaned up with an ability use by most Heroes, provided they're off cooldown, but 63's rushes are too close together, requiring multiple abilities or raw popping power.
* The BFB on Round 60 is the end of [[Medium]], [[Reverse (BTD6)|Reverse]], [[Military Only]], and [[Apopalypse (BTD6)|Apopalypse]]. Therefore, the player can go all-out on the BFB.
* Past round 80 and going into late game will be a big difficulty spike. If planning to play past round 80, save up money for a big purchase of a late game damage tower, most likely a tier 5. In general, the more expensive the tier 5, the more powerful it is, and most tier 5s in the $20k price range are not strong enough to carry late game. Try aiming for a tower that costs at least $35k total, as towers in this price range start holding enough power to fight against the tough lategame rounds. Win conditions should also always be buffed by an Alchemist if possible, and generally justify a Stronger Stimulant.
* Continue farming until the mid-50s if the game ends on Round 80, but keep farming until the mid-game ends if playing on Impoppable.
* During Rounds 61-80, save up for a win condition, which is a strong and relatively expensive tower that excels in either damage or support.
* Watch out for Rounds 63, 75, and 78, the hardest mid-game rounds. Make sure to have solid grouped popping powers for these rounds.
* Round 80 marks the end of [[Hard]], [[Alternate Bloons Rounds]], [[Magic Monkeys Only]], [[Double HP MOABs]], and [[Half Cash]]. Therefore, go all-out on the ZOMG unless going into Freeplay.


===Late game (rounds 81+)===
===Late game (rounds 81+)===
* Super Ceramics appear on Round 81, having 60 HP (120 if Fortified) and only spawning 1 Bloon, severely limiting the capability of many towers. These towers include [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], [[Crossbow Master (BTD6)|Crossbow Master]], and [[The Big One (BTD6)|The Big One]].
* Past round 80, all Ceramic Bloons from blimps are now Super Ceramics, with a total of 68 HP (128 if Fortified), but never splitting into multiple children. This drastically increases the amount of single target damage needed to deal with normal Bloons, and most mid-game crowd control towers drop in value dramatically as they lack the ability to handle Super Ceramics quickly, such as [[Recursive Cluster (BTD6)|Recursive Cluster]] and [[The Big One (BTD6)|The Big One]].
* One win condition should be obtained by Round 85, the last round to grant 0.2x income instead of 0.1x, regardless of the price.
* With each individual Bloon and blimp having so much HP, slowdown and stall towers become incredibly powerful. Both blimp stall and regular Bloon stall can drastically improve the performance of the Hero and any win conditions at this point. Money also comes flowing in with the sheer number of blimps in these rounds, making them much more affordable, particularly when discounted.
* Utilize many of the support towers listed in the General subsection.
* Starting on round 90, [[DDT (BTD6)|DDTs]] will start spawning. They have fairly low HP, but the speed of a Pink Bloon and camo, lead, and black properties. Stalls are at their strongest against these blimps, due to their lower density. Make sure to equip your win condition so that they can bypass all of these immunities at once; mid-game camo detection and de-camo methods work for the camo portion, and there are numerous different options to allow towers to pop lead, then MIB is a somewhat expensive option that can guarantee that any tower in range can damage DDTs.
* Strong tower(s) that pop Lead, Black, and Camo must be obtained by Round 90 for DDTs.
* All the money during this stage can potentially be used to buy a second win condition, which can help deal with all the threats in the 90s. This second win condition should cover for any weaknesses of the first - for instance, a {{B|Sky Shredder|BTD6}} has great blimp damage, but struggles to pick off Super Ceramics, so a [[Bloon Solver]] or {{B|The Biggest One|BTD6}} can cover for that weakness.
* In the 90s, a second win condition can be obtained if possible. The second win condition must cover the weaknesses of the first win condition.
* Ability timing becomes very important in the 90s, as every round is a threat and bad ability timing can easily leave them on cooldown when they're needed. Stalling at the end of a round can help refresh ability cooldowns, and try to avoid ending a round while all abilities are on cooldown.
* If relying on abilities, careful management of them is essential in the 90s. Attempt to leave at least one ability without cooldown at the start of every round.
* Late game rounds tend to alternate between speed/single target tests with DDT rushes and hyperdense rounds featuring large clumps of ZOMGs and BFBs.
* The defense must be able to pop spaced DDT rounds and clumped ZOMG + BFB rounds.
* In many cases, round 100 can require specific towers to solve, which can deal huge amounts of single target damage to punch through the BAD layer. [[The Blazing Sun]], [[First Strike Capability (BTD6)|First Strike Capability]], or [[Spike Storm (BTD6)|Spike Storm]] are particularly notable towers here for handling the round.
* Preparation for Round 100 is essential, and do not have no money going into Round 100 with a stall or grouped-popping reliant defense (in which case a [[First Strike Capability (BTD6)|First Strike Capability]] or [[Spike Storm (BTD6)|Spike Storm]] is needed).


==Towers suited for most game modes and maps==
==Towers suited for most game modes and maps==
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|-
|-
|[[Grape Shot (BTD6)|Grape Shot]]
|[[Grape Shot (BTD6)|Grape Shot]]
|[[File:BTD6 000-MonkeyBuccaneer.png|x50px]]
|[[File:BTD6 010-MonkeyBuccaneer.png|x50px]]
|Grape Shot excels on nearly all maps with water, especially if placed so that the track surrounds it on 2 opposing sides and both of its guns can trigger.
|Grape Shot excels on nearly all maps with water, especially if placed so that the track surrounds it on 2 opposing sides and both of its guns can trigger.
|-
|-
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|[[Monkey Bank (BTD6)|Monkey Bank]]
|[[Monkey Bank (BTD6)|Monkey Bank]]
|[[File:BTD6 030-BananaFarm.png|x50px]]
|[[File:BTD6 030-BananaFarm.png|x50px]]
|Monkey Bank generates by far the most amounts of cash out of the money-making towers in its price range, even without [[Bigger Banks]]. It is usually obtained in the 30s and 40s, and collecting it when full generates large amounts of cash. After collecting it, either a stronger defense or [[Monkeyopolis (BTD6)|Monkeyopolis]] can be purchased, the latter by selling the Monkey Bank and having some extra cash on hand. It is recommended to obtain Monkeyopolis if playing on Impoppable, but keeping it and spending the collected cash on defense is simpler for other game modes.
|Monkey Bank generates by far the most amount of cash out of the money-making towers in its price range, even without [[Bigger Banks]]. It is usually obtained in the 30s and 40s, and collecting it when full generates large amounts of cash. After collecting it, either a stronger defense or [[Monkeyopolis (BTD6)|Monkeyopolis]] can be purchased, the latter by selling the Monkey Bank and having some extra cash on hand. It is recommended to obtain Monkeyopolis if playing on Impoppable, but keeping it and spending the collected cash on defense is simpler for other game modes.
|}
|}


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* Deflation: [[Strategy:Deflation (BTD6)|Strategy:Deflation]]
* Deflation: [[Strategy:Deflation (BTD6)|Strategy:Deflation]]
* Military Only: [[Strategy:Military Only]]
* Military Only: [[Strategy:Military Only]]
* Reverse: [[Reverse (BTD6)#Strategy]]
* Apopalypse: [[Strategy:Apopalypse (BTD6)|Strategy:Apopalypse]]
* Apopalypse: [[Strategy:Apopalypse (BTD6)|Strategy:Apopalypse]]
* Magic Monkeys Only: [[Strategy:Magic Monkeys Only]]
* Magic Monkeys Only: [[Strategy:Magic Monkeys Only]]
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* Impoppable: [[Strategy:Impoppable (BTD6)|Strategy:Impoppable]]
* Impoppable: [[Strategy:Impoppable (BTD6)|Strategy:Impoppable]]
* CHIMPS: [[Strategy:CHIMPS]]
* CHIMPS: [[Strategy:CHIMPS]]
==Navigation==
==Navigation==
{{BTD6 strategy nav}}
{{BTD6 strategy nav}}
[[Category:BTD6 strategies]]
[[Category:BTD6 strategies]]