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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. |
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| == General tips == | | == General tips == |
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| * 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. |
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| | == Base == |
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| == 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]]. |
| The base (0-0-0) Sniper Monkey's high damage for a base tower allows for some normally difficult rounds like round 6 or 8 to become easier due to popping multiple layers. Thus, it can be utilized to start the early game well on many maps, even maps that are short. Snipers can also be utilized for cleanup, though this is dependent on the defense that surrounds it.
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| Multiple snipers are also damage efficient, and usually having 2-3 of them is common on harder maps like [[Geared]] or [[Muddy Puddles]], and can later be upgraded to [[Full Metal Jacket (BTD6)|Full Metal Jacket]] for the Lead Bloons on round 28/30 or to [[Night Vision Goggles (BTD6)|Night Vision Goggles]] for early camos on round 24/33.
| | 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. |
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| Its main drawback is its slow fire rate, making it unable to counter Bloon rushes like the end of round 10, at which point focusing on other defense for the early game is recommended. On some tough maps, it may also be necessary to change the targeting of the sniper, such as setting to Strong for bigger bloons and then First to take out solo bloons that slip by the early Dart Monkeys and Monkey Subs.
| | 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. |
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| == Upgrades == | | == Upgrades == |
| === Path 1 === | | === Path 1 === |
| * 1-x-x [[Full Metal Jacket (BTD6)|Full Metal Jacket]] is a cheap [[Lead Bloon (BTD6)|Lead]] popper for rounds 28 and 30. | | 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. |
| * 3-x-x [[Deadly Precision (BTD6)|Deadly Precision]] is rather uneventful DPS but has niche use cases, such as in [[Race Event|Race Event]]s due to it's instant kills of ceramics cleaning up after most of the bloons have already been sent. | | |
| * 4-x-x [[Maim MOAB (BTD6)|Maim MOAB]] is a decent stalling tower, being able to hold MOAB-Class Bloons in place while slowly taking them out. Due to its cost it is mostly used in [[Impoppable (BTD6)|Impoppable]] and [[CHIMPS]]. Its not very effective against [[DDT (BTD6)|DDTs]] making it sub par compared to stronger stalling towers such as [[MOAB Glue (BTD6)|MOAB Glue]] or [[Bloon Sabotage (BTD6)|Bloon Sabotage]]. It is a great tower for stalling rounds in Least Cash Boss Events where rounds 120+ can be deadly for many defenses. | | * 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. |
| * 5-x-x [[Cripple MOAB (BTD6)|Cripple MOAB]] debuffs all bloon types, including the [[BAD (BTD6)|BAD]], allowing for towers with weaker damage to deal solid DPS. Not particularly relevant in standard games due to the high price point, unless the player opts to build around it. Against Bosses, it becomes almost a necessity for it's powerful debuff which allows all towers including [[Paragon|Paragons]] to deal bonus damage. | | * 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. |
| * Top path Sniper Monkeys benefit from both crosspaths. x-2-0's shrapnel allows the stun and debuff effect to hit multiple blimps at once, which is incredibly useful when dealing with large amounts of BFBs in the mid-game and in the 90s. 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.
| | * 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. |
| * However, x-0-2 gives the Sniper Monkey more attack speed, which lets it keep blimps in place more effectively.
| | * 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. |
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| ===Path 2=== | | ===Path 2=== |
| * x-1-x [[Night Vision Goggles (BTD6)|Night Vision Goggles]] allows for cheap Camo popping on rounds 24/33. | | * x-1-x {{BTD6|Night Vision Goggles}} can pop the Camo Green on 24 and the Yellows on 33. |
| * x-2-x [[Shrapnel Shot (BTD6)|Shrapnel Shot]] is a great upgrade against grouped Bloons, and is a great utility option in general. The direction the shrapnel goes is based on the angle of the bullet, so placing the Sniper Monkey near the back to angle it's shots against the grain of the track is ideal. Shrapnel has low effectiveness to where it cannot be lined up well, such as [[Workshop (BTD6)|Workshop]] with it's completely straight path and line of sight blockers. | | * 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 [[Bouncing Bullet (BTD6)|Bouncing Bullet]] is a strong mid-game option against densely packed rounds such as 55. Spamming Bouncing Bullets can be a viable strategy, and an Alchemist's [[Berserker Brew (BTD6)|Berserker Brew]] pairs extremely favorably with 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 [[Supply Drop (BTD6)|Supply Drop]]'s ability can be rather useful for money generation alongside it's defensive capabilities from the previous tier. It's ability to pop Lead Bloons with the main bullet is niche. | | * 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 [[Elite Sniper (BTD6)|Elite Sniper]] is a useful mid-game tower. Its cheap cost allows it to buff many snipers in a Bouncing Bullet strategy, or increase the fire rate of the Maim and Cripple MOAB for more stun and debuff uptime. | | * 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. |
| * The middle path Sniper can benefit from both crosspaths depending on the availability of the Alchemist: Bouncing Bullets prefer 0-3-2 with a Berserker Brew, but can comfortably use Full Metal Jacket if not available. Elite Sniper has so much attack speed that Full Metal Jacket is almost always correct regardless of Berserker Brew buff.
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| | 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. |
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| | ===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. |
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| ===Path 3===
| | {{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. |
| * 2-0-3 [[Semi-Automatic (BTD6)|Semi-Automatic]] is overall a decent tower, dealing good single-target damage and cracking open Ceramics easily, but struggles to deal enough damage to the MOAB in time.
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| * 2-0-4 [[Full Auto Rifle (BTD6)|Full Auto Rifle]] is a great option for mid-game MOABs alongside ceramics, and delivering supporting fire to BFBs and. above
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| * 2-0-5 [[Elite Defender (BTD6)|Elite Defender]] as one of the cheapest Tier 5 towers, further improves it's effectiveness at cracking open large targets, now including BFBs that it can safely handle, as well as doing immense single target damage for late game rounds like 97 and 100, though other tier 5s should be purchased to cover it's grouped popping power weakness.
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| * All paths when crosspathed with Shrapnel Shot transform their purpose to a pierce/cleanup tower with global range. It's high rate of fire allows it to take out many groups of Bloons (though at the cost of it's single target prowess), especially when paired with a Berserker Brew buff to improve it's damage. Elite Defender often attacks so fast that [[Permanent Brew (BTD6)|Permanent Brew]] can be considered to keep the uptime on the damage buffs.
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| ==Navigation== | | ==Navigation== |
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| [[Category:BTD6 strategies]] | | [[Category:BTD6 strategies]] |