Strategy:Sniper Monkey (BTD6): Difference between revisions

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{{BTD6 last updated|47.0}} {{Lede image|BTD6 000-SniperMonkey.png|200px}}
{{BTD6 last updated|51.2}} {{Lede image|BTD6 000-SniperMonkey.png|200px}}
The Sniper Monkey is a tower that excels at dealing high damage. Its Path 1 upgrades focus on single-target damage, and excel against [[MOAB-Class Bloon]]s. Its Path 2 upgrades deal solid grouped damage, while its Path 3 upgrades focus on high DPS.
The Sniper Monkey is a global range damage tower that deals high damage to single targets in range. Path 1 focuses on high damage and a stun effect against [[MOAB-Class Bloon]]s, path 2 changes the tower's focus toward grouped damage, and path 3 increases attack speed.


== General tips ==
== General tips ==


* The Sniper Monkey has global range and can attack Bloons anywhere on the map. This means it shines on maps with little to no [[line of sight]] blockers, as well as maps with specific placements that benefit it (such as the stone platforms on [[Dark Path]]).  
* Global range means Sniper Monkeys can function on most maps, but they need [[line of sight]] to land shots. Some maps have elevated spots that can give Snipers open sight lines, such as [[Water Park]]'s lifeguard seat. Snipers generally fall into a more supporting role late game, and are hard to use as primary damage there.
 
* If using the middle crosspath, put Snipers facing into approaching Bloons to maximize shrapnel damage.
*


== Base ==
== Base ==
The base (0-0-0) Sniper Monkey's slow attack speed makes it a poor early-game tower in most cases. However, on long maps (such as [[Resort]]) it can be useful as a cleanup option for leaking Bloons due to its global range. It is recommended not to use the Sniper Monkey by itself early-game: it cannot attack fast enough to achieve high DPS until x-x-3 ([[Semi-Automatic (BTD6)|Semi-Automatic]]), and its high damage is not very useful until [[Ceramic Bloon (BTD6)|ceramics]] start to appear on round 38 (round 32 in [[ABR]])


== Upgrades ==
At base (0-0-0), Snipers are strong against single or spaced Greens such as on rounds 6 or 8, but weak against dense clumps such as round 10. A Dart + Sniper start works on many maps, most notably [[Geared]] and [[Muddy Puddles]]. Since its overall damage output is low, it cannot handle a lane in split lane maps, making a Dart + Sniper start impossible on [[Bloody Puddles]].


=== Path 1 ===
While the Sniper never wastes pierce, it can waste damage if it targets a Red. Generally Snipers should be left on Strong to maximize damage and whittle down threats, then switch to First if it needs to clean up leaks. Last is also used when starting Muddy Puddles to feed more bloons to the Dart Monkey before the defense gets overwhelmed.


* 1-x-x [[Full Metal Jacket (BTD6)|Full Metal Jacket]] is a cheap [[Lead Bloon (BTD6)|Lead]] popper for rounds 28 and 30.
Spamming Snipers is better than upgrading them early on, with Geared especially getting up to 4 base Snipers before buying a better defense. If a Sniper is used early on, {{BTD6|Full Metal Jacket}} and {{BTD6|Night Vision Goggles}} are cheap options for hitting Lead and Camo.
* 3-x-x [[Deadly Precision (BTD6)|Deadly Precision]] is easily affordable before round 40, and is an excellent counter to the [[MOAB (BTD6)|MOAB]]. It can one-shot non-super [[Ceramic Bloon (BTD6)|ceramics]], meaning it holds up very well into the mid-game.


* 4-x-x [[Maim MOAB (BTD6)|Maim MOAB]] is one of the best stallers in the game (alongside [[MOAB Glue (BTD6)|MOAB Glue]]), being able to hold MOAB-Class Bloons in place while slowly taking them out. Its relatively low price for its value allows it to shine on [[Impoppable (BTD6)|Impoppable]] and [[CHIMPS]]. Its effectiveness against [[DDT (BTD6)|DDTs]] makes it stay relevant into the late-game, though by then you should ideally have a more reliable counter (such as [[Super Glue (BTD6)|Super Glue]] or [[Icicle Impale (BTD6)|Icicle Impale]]).  
== Upgrades ==
=== Path 1 ===
Focuses on increased damage. x-0-2 crosspaths are more consistent during mid-game to snipe key targets, but x-2-0 does more group damage and can give area stun late game, which is generally more valuable.


* 5-x-x [[Cripple MOAB (BTD6)|Cripple MOAB]] is not a bad tower, but its ineffectiveness against [[BAD (BTD6)|BADs]], coupled with its rather high price, leave it in an unfortunate situation. While it is great to have, it usually is unaffordable before the mid-90s and so is seen less than its tier 4 counterpart.
* 1-x-x {{BTD6|Full Metal Jacket}} is a cheap damage increase that pops [[Lead Bloon (BTD6)|Leads]]. The extra damage can be useful early game if it avoids overkilling Bloons.
* Top path Sniper Monkeys benefit from both crosspaths. x-2-0's shrapnel allows the stun effect to hit multiple blimps at once, which is incredibly useful when dealing with large amounts of DDTs on Rounds 95, 97, and 99. It also gives the Sniper [[camo detection]] which can be useful if [[Monkey Village (BTD6)|villages]] are banned or unable to be placed near the tower.  
* 3-x-x {{BTD6|Deadly Precision}} oneshots Ceramics with global range, which can potentially instakill the final Bloon in a [[Race Event]]. It can also handle the r40 MOAB and Ceramics in the 40s, but struggles against dense rounds.
* However, x-0-2 gives the Sniper Monkey more attack speed, which lets it keep blimps in place more effectively. This also increases its single target damage, making it more viable against the BAD on round 100.
* 4-x-x {{BTD6|Maim MOAB}} is a global range blimp stalling tower. It is expensive for mid-game, but can stall and pop blimps there and in late game. Pair with {{BTD6|Berserker Brew}} and perhaps Elite Sniper. Low stun duration means it struggles against {{BTD6|DDT}}s on round 95, necessitating another stall tower such as {{BTD6|Bloon Sabotage}}. In Least Cash Boss Events, set on Last, it can stall rounds during the boss to avoid dealing with dangerous 120+ rounds.
* 5-x-x {{BTD6|Cripple MOAB}} is an expensive damage debuff for {{BTD6|BAD}}s and Bosses, being too expensive and too weak to see much use in [[CHIMPS]]. Its debuff is very powerful, however, and it is always useful in these cases. The debuff has low duration, so without heavy attack speed boosting, 5-0-2 is preferred.  


===Path 2===
===Path 2===
* x-1-x {{BTD6|Night Vision Goggles}} can pop the Camo Green on 24 and the Yellows on 33.
* x-2-x {{BTD6|Shrapnel Shot}} gives extra group damage, which is powerful, if it can maximize its pierce. Useless against tough single targets like r40, and reliant on shrapnel flying into Bloons behind it.
* x-3-x {{BTD6|Bouncing Bullet}} is an early game and mid-game crowd control option. Use with [[Berserker Brew]] for Lead popping and triple damage. Useless against tough single targets like r40, but shrapnel follows the bounce, making positioning less important. Can be spammed for late game damage with Elite Sniper and {{BTD6|Geraldo}}, but is quite weak in this role.
* x-4-x {{BTD6|Supply Drop}} gives weak cash generation by itself, requiring stalling to be effective while making that stalling harder with its global damage. Generally only used as a stepping stone to Elite Sniper.
* x-5-x {{BTD6|Elite Sniper}} is a relatively cheap T5 for mid-game that handles bloon rushes well but struggles against blimps. Pair with Maim or Cripple MOAB for the extra damage and stun uptime. Its speed buff is core to late game Bouncing Bullet spam, while its money generation is a nice bonus outside of CHIMPS.


* x-2-x [[Shrapnel Shot (BTD6)|Shrapnel Shot]] is a great upgrade against grouped Bloons, and in general is a great utility option. The direction the shrapnel goes is based on the angle of the bullet, so placing the Sniper Monkey directly in front of the track can increase DPS.
Bottom crosspath is cheaper and stronger with a full Alchemist buff, making 0-3-2 generally better. The top crosspath does more damage with low AMD uptime, however, which favors 2-5-0 Elite Sniper.
* x-3-x [[Bouncing Bullet (BTD6)|Bouncing Bullet]] is a strong mid-game option against densely packed rounds such as 55.
* x-4-x [[Supply Drop (BTD6)|Supply Drop]]'s ability is not game-changing, but its ability to pop Lead Bloons without Full Metal Jacket is useful as it functions as a [[MIB (BTD6)|MIB]] skip, allowing the Sniper to use the bottom crosspath.
* x-5-x [[Elite Sniper (BTD6)|Elite Sniper]] is a useful mid-game cleanup tower. Its cheap cost allows it to perform well in spam strategies with [[Full Auto Rifle (BTD6)|Full Auto Rifles]] or Bouncing Bullets.
* The middle path Sniper is best crosspathed with x-x-2: the attack speed outweighs the single target damage from [[Large Calibre (BTD6)|Large Calibre]] and Full Metal Jacket's Lead popping is not needed.
 
===Path 3===
<br>


===Path 3===<!-- All these upgrades function the same and have the same role, doesn't seem like separate breakdowns are relevant -->
Path 3 is generally overshadowed by path 2 dealing the same damage over a group for cheaper and with better buff uptime, but it does get better single target damage and is more consistent against spaced Bloons. This path prefers top crosspath as a result, unless a {{BTD6|Permanent Brew}} is available.


{{BTD6|Elite Defender}} is a popular option for tier 1 Bosses and rounds like 97 and 100, being cheap and easy to use. It competes with [[The Blazing Sun]], which does more damage but with limited range.


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Latest revision as of 08:36, 10 November 2025

This article was last updated for: version 51.2

The Sniper Monkey is a global range damage tower that deals high damage to single targets in range. Path 1 focuses on high damage and a stun effect against MOAB-Class Bloons, path 2 changes the tower's focus toward grouped damage, and path 3 increases attack speed.

General tips

  • Global range means Sniper Monkeys can function on most maps, but they need line of sight to land shots. Some maps have elevated spots that can give Snipers open sight lines, such as Water Park's lifeguard seat. Snipers generally fall into a more supporting role late game, and are hard to use as primary damage there.
  • If using the middle crosspath, put Snipers facing into approaching Bloons to maximize shrapnel damage.

Base

At base (0-0-0), Snipers are strong against single or spaced Greens such as on rounds 6 or 8, but weak against dense clumps such as round 10. A Dart + Sniper start works on many maps, most notably Geared and Muddy Puddles. Since its overall damage output is low, it cannot handle a lane in split lane maps, making a Dart + Sniper start impossible on Bloody Puddles.

While the Sniper never wastes pierce, it can waste damage if it targets a Red. Generally Snipers should be left on Strong to maximize damage and whittle down threats, then switch to First if it needs to clean up leaks. Last is also used when starting Muddy Puddles to feed more bloons to the Dart Monkey before the defense gets overwhelmed.

Spamming Snipers is better than upgrading them early on, with Geared especially getting up to 4 base Snipers before buying a better defense. If a Sniper is used early on, Full Metal Jacket and Night Vision Goggles are cheap options for hitting Lead and Camo.

Upgrades

Path 1

Focuses on increased damage. x-0-2 crosspaths are more consistent during mid-game to snipe key targets, but x-2-0 does more group damage and can give area stun late game, which is generally more valuable.

  • 1-x-x Full Metal Jacket is a cheap damage increase that pops Leads. The extra damage can be useful early game if it avoids overkilling Bloons.
  • 3-x-x Deadly Precision oneshots Ceramics with global range, which can potentially instakill the final Bloon in a Race Event. It can also handle the r40 MOAB and Ceramics in the 40s, but struggles against dense rounds.
  • 4-x-x Maim MOAB is a global range blimp stalling tower. It is expensive for mid-game, but can stall and pop blimps there and in late game. Pair with Berserker Brew and perhaps Elite Sniper. Low stun duration means it struggles against DDTs on round 95, necessitating another stall tower such as Bloon Sabotage. In Least Cash Boss Events, set on Last, it can stall rounds during the boss to avoid dealing with dangerous 120+ rounds.
  • 5-x-x Cripple MOAB is an expensive damage debuff for BADs and Bosses, being too expensive and too weak to see much use in CHIMPS. Its debuff is very powerful, however, and it is always useful in these cases. The debuff has low duration, so without heavy attack speed boosting, 5-0-2 is preferred.

Path 2

  • x-1-x Night Vision Goggles can pop the Camo Green on 24 and the Yellows on 33.
  • x-2-x Shrapnel Shot gives extra group damage, which is powerful, if it can maximize its pierce. Useless against tough single targets like r40, and reliant on shrapnel flying into Bloons behind it.
  • x-3-x Bouncing Bullet is an early game and mid-game crowd control option. Use with Berserker Brew for Lead popping and triple damage. Useless against tough single targets like r40, but shrapnel follows the bounce, making positioning less important. Can be spammed for late game damage with Elite Sniper and Geraldo, but is quite weak in this role.
  • x-4-x Supply Drop gives weak cash generation by itself, requiring stalling to be effective while making that stalling harder with its global damage. Generally only used as a stepping stone to Elite Sniper.
  • x-5-x Elite Sniper is a relatively cheap T5 for mid-game that handles bloon rushes well but struggles against blimps. Pair with Maim or Cripple MOAB for the extra damage and stun uptime. Its speed buff is core to late game Bouncing Bullet spam, while its money generation is a nice bonus outside of CHIMPS.

Bottom crosspath is cheaper and stronger with a full Alchemist buff, making 0-3-2 generally better. The top crosspath does more damage with low AMD uptime, however, which favors 2-5-0 Elite Sniper.

Path 3

Path 3 is generally overshadowed by path 2 dealing the same damage over a group for cheaper and with better buff uptime, but it does get better single target damage and is more consistent against spaced Bloons. This path prefers top crosspath as a result, unless a Permanent Brew is available.

Elite Defender is a popular option for tier 1 Bosses and rounds like 97 and 100, being cheap and easy to use. It competes with The Blazing Sun, which does more damage but with limited range.