Strategy:CHIMPS: Difference between revisions
updated description for symphonic resonance to eliminate DDT stalling |
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{{BTD6 last updated| | {{BTD6 last updated|55.1}} | ||
{{outdated|Some towers/upgrades/strategies are adjusted for v55.1 but the entire page needs more review to remove the now irrelevant strategies and add more of the v55.x relevant strategies}} | |||
{{lede image|BTD6 ClicksBtn.png|CHIMPS icon|size=200px}} | |||
'''[[CHIMPS]]''' is arguably the most difficult game mode in BTD6, especially if [[Power]]s are used in other game modes. | '''[[CHIMPS]]''' is arguably the most difficult game mode in BTD6, especially if [[Power]]s are used in other game modes. | ||
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==General recommendations== | ==General recommendations== | ||
===Preparation=== | ===Preparation=== | ||
* | *When playing CHIMPS on difficult maps, create a plan for each stage of the game based on what you currently know. It may help to observe how experienced players complete CHIMPS, so you can attempt to incorporate elements of their gameplay into yours without directly copying them. Learning how to create your own solution will improve your skills and prospects for future runs. | ||
*While attempting to incorporate new strategies into harder maps or the first CHIMPS run without guides, doing some practice runs where retrying last round can be used freely is good practice that can build on the player's ability to defeat CHIMPS on their own. For maps where all parts of the game are difficult, get through the whole CHIMPS game with a red badge before going for a Black Border. | *While attempting to incorporate new strategies into harder maps or the first CHIMPS run without guides, doing some practice runs where retrying last round can be used freely is good practice that can build on the player's ability to defeat CHIMPS on their own. For maps where all parts of the game are difficult, get through the whole CHIMPS game with a red badge before going for a Black Border. | ||
*Experiment different strategies in [[Sandbox (BTD6)]] or [[Challenge Editor]] to speed up the testing process if only a few rounds are being the roadblock. | *Experiment different strategies in [[Sandbox (BTD6)|Sandbox]] or [[Challenge Editor]] to speed up the testing process if only a few rounds are being the roadblock. Make sure to turn off Monkey Knowledge before testing. | ||
*Remember the rounds that frequently become a roadblock, and plan ahead for those rounds later on. Rounds that | *Remember the rounds that frequently become a roadblock, and plan ahead for those rounds later on. Rounds that are challenging to nearly all CHIMPS runs are listed [[#The most challenging rounds|below]]. | ||
===The most challenging rounds=== | ===The most challenging rounds=== | ||
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*Always recognize the importance of support. They include [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], [[Symphonic Resonance]], and more. They tremendously assist the main damage tower in many cases for relatively little cost. | *Always recognize the importance of support. They include [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], [[Symphonic Resonance]], and more. They tremendously assist the main damage tower in many cases for relatively little cost. | ||
*Use good save-up towers for the mid-game that allows for the accumulation of money for a strong tower well-suited for the late-game and prevent the dropping of many towers that become redundant past Round 80. These save-up towers include [[Dragon's Breath (BTD6)|Dragon's Breath]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]], [[Destroyer (BTD6)|Destroyer]], [[Plasma Accelerator (BTD6)|Plasma Accelerator]], and [[Aircraft Carrier (BTD6)|Aircraft Carrier]]. | *Use good save-up towers for the mid-game that allows for the accumulation of money for a strong tower well-suited for the late-game and prevent the dropping of many towers that become redundant past Round 80. These save-up towers include [[Dragon's Breath (BTD6)|Dragon's Breath]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]], [[Destroyer (BTD6)|Destroyer]], [[Plasma Accelerator (BTD6)|Plasma Accelerator]], and [[Aircraft Carrier (BTD6)|Aircraft Carrier]]. | ||
*Do not spam towers whenever feeling like doing so and leave them at low tiers into the late-game. Focus on a few, strong towers with support centered around them to have the best prospects late-game. The exceptions to this rule are the few good, spammable strategies, such as [[Permanent Brew (BTD6)|Perma-Brew]] with many [[Destroyer (BTD6)|Destroyers]], [[Sun Avatar (BTD6)|Sun Avatars]], or a [[Sniper Monkey (BTD6)|Sniper Monkey]] army. These strong, powerful, and relatively expensive towers, along with powerful heroes and exceptional supporting towers, are termed as win conditions and listed below. | *Do not spam towers whenever feeling like doing so and leave them at low tiers into the late-game. Focus on a few, strong towers with support centered around them to have the best prospects late-game. The exceptions to this rule are the few good, spammable strategies, such as [[Permanent Brew (BTD6)|Perma-Brew]] with many [[Destroyer (BTD6)|Destroyers]], [[Sun Avatar (BTD6)|Sun Avatars]], or a [[Sniper Monkey (BTD6)|Sniper Monkey]] army. These strong, powerful, and relatively expensive towers, along with powerful heroes and exceptional supporting towers, are termed as win conditions and listed [[#Win conditions suited for most maps|below]]. | ||
*Strategies that focus on low-damage, high-projectile towers will benefit from Bloon debuffs such as [[Embrittlement (BTD6)|Embrittlement]] and 1-4-0 [[Glue Strike (BTD6)|Glue Strike]] (2-4-0 for the mid-game), as well as tower buffs such as [[Permanent Brew (BTD6)|Permanent Brew]]. | |||
==Win conditions suited for most maps== | ==Win conditions suited for most maps== | ||
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|[[Obyn Greenfoot (BTD6)|Obyn]] | |[[Obyn Greenfoot (BTD6)|Obyn]] | ||
|[[File:BTD6 ObynGreenFoot.png|x50px]] | |[[File:BTD6 ObynGreenFoot.png|x50px]] | ||
|Obyn is a simple yet versatile Hero, being useful throughout the course of the game on nearly all maps. His seeking attack performs well against the first rounds, and brambles deals with early-game Camos (albeit needing luck on multi-lane maps) and Round 40. Nature's | |Obyn is a simple yet versatile Hero, being useful throughout the course of the game on nearly all maps. His seeking attack performs well against the first rounds, and brambles deals with early-game Camos (albeit needing luck on multi-lane maps) and Round 40. Nature's Ward Totem provides valuable support throughout the game, and Wall of Trees tanks large amounts of leaks, especially at Level 20, at which it serves a similar role as {{B|Perma-Spike|BTD6}}. Obyn's buffs to [[Magic]] towers are useful as well, especially to {{B|Druid of the Storm|BTD6}}, {{B|Avatar of Wrath|BTD6}}, and {{B|Archmage|BTD6}}, with the latter two also having their weaknesses covered by Wall of Trees. Nonetheless, he remains a strong addition to strategies without Magic towers, thanks to his other utilities. | ||
|- | |- | ||
|[[Ezili (BTD6)|Ezili]] | |[[Ezili (BTD6)|Ezili]] | ||
|[[File:BTD6 EziliPortrait.png|x50px]] | |[[File:BTD6 EziliPortrait.png|x50px]] | ||
|Ezili's MOAB Hex ability is an exceptionally powerful asset, being able to eliminate heaps of blimps and reduce RBE stress on other towers throughout the mid-game and late-game. While her early-game is sub-par, she is capable of easily breaking open the Round 40 MOAB and future blimps thanks to Level 6. MOAB Hex is useful on all maps, and it synergizes the best with towers that deal solid overall damage but struggle to clumped Super Ceramics, such as Archmage and {{B|Prince of Darkness|BTD6}} (which also benefits from Ezili's pierce buff to Zombie Bloons). The Level 20 MOAB Hex's ability to one-shot the {{B|BAD|BTD6}} can be | |Ezili's MOAB Hex ability is an exceptionally powerful asset, being able to eliminate heaps of blimps and reduce RBE stress on other towers throughout the mid-game and late-game. While her early-game is sub-par, she is capable of easily breaking open the Round 40 MOAB and future blimps thanks to Level 6. MOAB Hex is useful on all maps, and it synergizes the best with towers that deal solid overall damage but struggle to clumped Super Ceramics, such as Archmage and {{B|Prince of Darkness|BTD6}} (which also benefits from Ezili's pierce buff to Zombie Bloons). The Level 20 MOAB Hex's ability to one-shot the {{B|BAD|BTD6}} can be used for [[Expert]] maps, where it costs $13-16k to purchase and is cheaper than other options (such as {{B|First Strike Capability|BTD6}}). | ||
|- | |- | ||
|[[Corvus (BTD6)|Corvus]] | |[[Corvus (BTD6)|Corvus]] | ||
|[[File:BTD6 CorvusPortrait.png|x50px]] | |[[File:BTD6 CorvusPortrait.png|x50px]] | ||
|After the [[Bloons TD 6 | |After the [[Update history:Bloons TD 6/Version 44.0|version 44.0]] buffs, Corvus reaches Level 20 with much fewer need for Nourishment micro, especially on harder maps, simplifying gameplay with him. He trivializes the early-game with Spear, simplifies Round 40 with Ancestral Might, saves up tremendous amounts of money with Trample for dense rounds and Repel and Frostbound and Ancestral Might for blimps in the mid-game, and is powerful in the late-game with Ancestral Might and Overload. As with Geraldo, it takes time to learn him, but it is worth it due to his versatility coming from his spellbook working with a wide variety of strategies and carrying his strength across nearly all maps. Place him at the start of the track so that he can constantly farm mana, and move him there with Spirit Walk if needed. | ||
|- | |||
|[[Silas (BTD6)|Silas]] | |||
|[[File:BTD6 SilasPortrait.png|x50px]] | |||
|He is very effective with an Ice-focused strategy, breezing through the mid-game and late-game (except BADs) with Ice Monkeys, though his early-game can be difficult to master because of frozen immunities blocking many towers. He removes Ice Monkey's biggest weaknesses, ice fragments improve damage consistency, Ice Walls give more time to pop Bloons, and himself benefits from extra Frozen damage, with a large power spike once he unlocks Frozen Burial and its on-demand global freeze. On water maps, he allows land towers to be placed in more optimal locations. [[Icicles (BTD6)|Icicles]] is his best mid-game carry, and [[Absolute Zero (BTD6)|Absolute Zero]] for late-game (and can receive his level 13 discount). His only weakness is a complete lack of BAD damage, which is compensated with single-target options such as [[MOAB Eliminator (BTD6)|MOAB Eliminator]] and [[Spike Storm (BTD6)|Spike Storm]].<!--what about pspike (which tanks the BAD layer)--> | |||
|- | |- | ||
|[[Comanche Commander (BTD6)|Comanche Commander]] | |[[Comanche Commander (BTD6)|Comanche Commander]] | ||
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|[[The Bloon Solver (BTD6)|The Bloon Solver]] | |[[The Bloon Solver (BTD6)|The Bloon Solver]] | ||
|[[File:BTD6 500-GlueGunner.png|x50px]] | |[[File:BTD6 500-GlueGunner.png|x50px]] | ||
|Solver is arguably the best win condition against clumped low-tier blimps and clumped Super Ceramics, both of which are very challenging to CHIMPS runs. It wipes out Super Ceramics with ease, with its puddles triggering a chain effect that deals solid damage to blimps and other Super Ceramics as well. Pair it with [[Carpet of Spikes (BTD6)|Carpet of Spikes]], which pops high-health blimps and DDTs to allow Solver to trigger the chain effect. Contrary to popular belief and the case in the past, 5-2-0 is the optimal crosspath for Solver, | |Solver is arguably the best win condition against clumped low-tier blimps and clumped Super Ceramics, both of which are very challenging to CHIMPS runs. It wipes out Super Ceramics with ease, with its puddles triggering a chain effect that deals solid damage to blimps and other Super Ceramics as well. Pair it with [[Carpet of Spikes (BTD6)|Carpet of Spikes]], which pops high-health blimps and DDTs to allow Solver to trigger the chain effect. Contrary to popular belief and the case in the past, 5-2-0 is the optimal crosspath for Solver, because the immense pierce is what make Solver a solid cleanup option in CHIMPS. | ||
|- | |- | ||
|[[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]] | |[[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]] | ||
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|[[Pop and Awe (BTD6)|Pop and Awe]] | |[[Pop and Awe (BTD6)|Pop and Awe]] | ||
|[[File:BTD6 050-MortarMonkey.png|x50px]] | |[[File:BTD6 050-MortarMonkey.png|x50px]] | ||
|When paired with stuns such as Relentless Glue, [[Super Glue (BTD6)|Super Glue]], and [[Striker Jones (BTD6)|Striker Jones]]'s Concussive Shell ability, Pop and Awe wipes out almost all rounds with ease. If needed, retarget occasionally to catch leaking Bloons and clumps of blimps that get far. Striker Jones, with his various buffs to Mortars, Concussive Shell stuns, Artillery Command ability resetting Pop and Awe's ability and granting it double damage at Level 20, and Target Command ability easing micro, is the best hero for Pop and Awe. Perma-Spike complements it well, covering its slight weakness against DDTs and catching any leaks that micro mishaps create. In addition, solid BAD damage options, such as [[Spike Storm (BTD6)|Spike Storm]], should be obtained to cover Pop and Awe's BAD weakness. | |When paired with stuns such as Relentless Glue, [[Super Glue (BTD6)|Super Glue]], and [[Striker Jones (BTD6)|Striker Jones]]'s Concussive Shell ability, Pop and Awe wipes out almost all rounds with ease. If needed, retarget occasionally to catch leaking Bloons and clumps of blimps that get far. Striker Jones, with his various buffs to Mortars, Concussive Shell stuns, Artillery Command ability resetting Pop and Awe's ability and granting it double damage at Level 20, and Target Command ability easing micro, is the best hero for Pop and Awe. Perma-Spike complements it well, covering its slight weakness against DDTs and catching any leaks that micro mishaps create. In addition, solid BAD damage options, such as [[Spike Storm (BTD6)|Spike Storm]] or [[MOAB Eliminator (BTD6)|MOAB Eliminator]], should be obtained to cover Pop and Awe's BAD weakness. | ||
|- | |- | ||
|[[Super Glue (BTD6)|Super Glue]] | |[[Super Glue (BTD6)|Super Glue]] | ||
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|[[Pirate Lord (BTD6)|Pirate Lord]] | |[[Pirate Lord (BTD6)|Pirate Lord]] | ||
|[[File:BTD6 050-MonkeyBuccaneer.png|x50px]] | |[[File:BTD6 050-MonkeyBuccaneer.png|x50px]] | ||
|Pirate Lord is beginner-friendly, and does good damage in the latter part of late-game and early late-game. It starts to fall off in the 90s due to its relatively low single-target damage that resulted to the nerf to [[Cannon Ship (BTD6)|Cannon Ship]]'s frags, but remains quite powerful due to its ability. Pair it with Admiral Brickell for her Naval Tactics and Mega Mines abilities. | |Pirate Lord is beginner-friendly, and does good damage in the latter part of late-game and early late-game. It starts to fall off in the 90s due to its relatively low single-target damage that resulted to the nerf to [[Cannon Ship (BTD6)|Cannon Ship]]'s frags, but remains quite powerful due to its ability. Pair it with [[Admiral Brickell (BTD6)|Admiral Brickell]] for her Naval Tactics and Mega Mines abilities. | ||
|- | |- | ||
|[[Sky Shredder (BTD6)|Sky Shredder]] | |[[Sky Shredder (BTD6)|Sky Shredder]] | ||
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|[[Orca]] | |[[Orca]] | ||
|[[File:BTD6 400-BeastHandler.png|x50px]] | |[[File:BTD6 400-BeastHandler.png|x50px]] | ||
|Orca is one of the strongest win conditions for its cost. At Power 64, it one-shots ZOMGs and DDTs and deals massive damage to everything else surrounding it with its thrash. It wipes out the vast majority of most rounds, especially when paired with [[Overclock (BTD6)|Overclock]], which has full uptime on it thanks to it being a Tier 4 tower. Set it on [[Strong]] so that it gets the most amount of thrash time, switch to [[First]] if a line of Bloons/blimps are to its front, and reposition it if many Bloons/blimps exit its range. The best way to obtain a Power 64 Orca is to get two Power 24 [[Great White]]s (which are far more efficient than additional Orcas) for the mid-game for a smooth save-up, and then merging them into Orca on Round 80. Orca's tendency to leak stray Bloons can be solved by cleanup towers such as [[Perma-Spike (BTD6)|Perma-Spike]] and [[Prince of Darkness (BTD6)|Prince of Darkness]]. | |Orca is one of the strongest win conditions for its cost. At Power 64, it one-shots ZOMGs and DDTs and deals massive damage to everything else surrounding it with its thrash. It wipes out the vast majority of most rounds, especially when paired with [[Overclock (BTD6)|Overclock]], which has full uptime on it thanks to it being a Tier 4 tower. Set it on [[Targeting option|Strong]] so that it gets the most amount of thrash time, switch to [[Targeting option|First]] if a line of Bloons/blimps are to its front, and reposition it if many Bloons/blimps exit its range. The best way to obtain a Power 64 Orca is to get two Power 24 [[Great White]]s (which are far more efficient than additional Orcas) for the mid-game for a smooth save-up, and then merging them into Orca on Round 80. Orca's tendency to leak stray Bloons can be solved by cleanup towers such as [[Perma-Spike (BTD6)|Perma-Spike]] and [[Prince of Darkness (BTD6)|Prince of Darkness]]. | ||
|- | |- | ||
|[[Avatar of Wrath]] | |[[Avatar of Wrath (BTD6)|Avatar of Wrath]] | ||
|[[File:BTD6 005-Druid.png|x50px]] | |[[File:BTD6 005-Druid.png|x50px]] | ||
|On most maps, Avatar of Wrath can effectively wipe out most rounds in the late-game. Generally, the 0-1-5 crosspath with 5 [[Poplust (BTD6)|Poplusts]] and a Stronger Stimulant maximizes its power. The best heroes for Avatar of Wrath are Geraldo and [[Obyn Greenfoot (BTD6)|Obyn]], with both granting solid buffs and Geraldo's [[Gerry's Fire]] being buffed by Poplusts. For DDT rounds, use MIB, [[Embrittlement (BTD6)|Embrittlement]], or Glue Storm. Perma-Spike pairs well with Avatar of Wrath, due to the latter struggling against DDT rounds and the end of rounds (with few Bloons on the screen) and Perma-Spike being well-suited for these situations. | |On most maps, Avatar of Wrath can effectively wipe out most rounds in the late-game. Generally, the 0-1-5 crosspath with 5 [[Poplust (BTD6)|Poplusts]] and a Stronger Stimulant maximizes its power. The best heroes for Avatar of Wrath are Geraldo and [[Obyn Greenfoot (BTD6)|Obyn]], with both granting solid buffs and Geraldo's [[Gerry's Fire]] being buffed by Poplusts. For DDT rounds, use MIB, [[Embrittlement (BTD6)|Embrittlement]], or Glue Storm. Perma-Spike pairs well with Avatar of Wrath, due to the latter struggling against DDT rounds and the end of rounds (with few Bloons on the screen) and Perma-Spike being well-suited for these situations. | ||
|- | |||
|[[Bomb Blitz (BTD6)|Bomb Blitz]] | |||
|[[File:BTD6 005-BombShooter.png|x50px]] | |||
|If it can be afforded before difficult rounds, Bomb Blitz can act as a safety cushion with its passive ability,<!--we know how it works, no need to explain it TOO deep--> in case of accidental leaks, for a low cost compared to most Tier 5's. The main attack is decent for cleanup, especially with [[Striker Jones (BTD6)|Striker Jones]] allowing an ability reset and important buffs for all Bomb Shooters. | |||
|} | |} | ||
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|[[Rubber to Gold (BTD6)|Rubber to Gold]] | |[[Rubber to Gold (BTD6)|Rubber to Gold]] | ||
|[[File:BTD6 004-Alchemist.png|x50px]] | |[[File:BTD6 004-Alchemist.png|x50px]] | ||
|Despite its | |Despite its Bloon property debuffs, it is far too slow and inconsistent versus DDTs, and only marginally cheaper than [[Monkey Intelligence Bureau (BTD6)|Monkey Intelligence Bureau]]. [[Embrittlement (BTD6)|Embrittlement]] is a far more effective choice against DDTs, and has better group-popping against all rounds, including dense Ceramic rounds such as Round 63, while [[Glue Strike (BTD6)|Glue Strike]] comes with consistent Bloon slowdown and an activated ability that can stop Lead immunities. | ||
|- | |- | ||
|[[Bloon Master Alchemist (BTD6)|Bloon Master Alchemist]] | |[[Bloon Master Alchemist (BTD6)|Bloon Master Alchemist]] | ||
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|[[Benjamin (BTD6)|Benjamin]] | |[[Benjamin (BTD6)|Benjamin]] | ||
|[[File:BTD6 BenjaminPortrait.png|x50px]] | |[[File:BTD6 BenjaminPortrait.png|x50px]] | ||
|Benjamin's primary use is making cash which is not allowed. With Biohack being a worse Pat | |Benjamin's primary use is making cash which is not allowed. With Biohack being a worse Pat Rallying Roar, his only niche is downgrading difficult waves with Syphon Funding. Syphon is relatively difficult to use properly, so he should not be used by inexperienced players. Note that losses from Trojan can be avoided by placing Benjamin behind a Line of Sight blocker, which is not present on some maps. | ||
|- | |- | ||
|[[Trade Empire (BTD6)|Trade Empire]] | |[[Merchantman (BTD6)|Merchantman]]<br />[[Favored Trades (BTD6)|Favored Trades]]<br />[[Trade Empire (BTD6)|Trade Empire]] | ||
|[[File:BTD6 005-MonkeyBuccaneer.png|x50px]] | |[[File:BTD6 003-MonkeyBuccaneer.png|x50px]][[File:BTD6 004-MonkeyBuccaneer.png|x50px]][[File:BTD6 005-MonkeyBuccaneer.png|x50px]] | ||
|While Trade Empire does benefit other Merchantmen with bonus damage, it is primarily used for its income generation and as such should not be used seriously. | |The bonus damage from spare cash is not significant enough to make any of these upgrades worth it on CHIMPS outside of challenges.<!--we can mention challenges, but not elaborate them--> While Trade Empire does benefit other Merchantmen with bonus damage, it is primarily used for its income generation and as such should not be used seriously. | ||
|- | |- | ||
|[[Monkey City (BTD6)|Monkey City]] | |[[Monkey City (BTD6)|Monkey City]] | ||
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** Specific map formats may support other starting combinations. For example, the middle barrel of [[Spillway]] offers a reliable Ninja start into 1-0-0 and 1-0-1. | ** Specific map formats may support other starting combinations. For example, the middle barrel of [[Spillway]] offers a reliable Ninja start into 1-0-0 and 1-0-1. | ||
** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8. | ** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8. | ||
** | ** 0-0-0 [[Desperado (BTD6)|Desperado]] can eliminate the need for extremely precise placement required on certain Expert maps. Two 0-0-0 Desperados notably can beat the first rounds of [[Quad]] and [[Bloody Puddles]], with some targeting changes necessary on harder maps. | ||
** [[Mermonkey (BTD6)|Mermonkey]] is a cheap and effective early-game tower, with its main advantage being its high grouped damage and water benefits for a cheap cost. | |||
* By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained, unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important. | * By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained, unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important. | ||
** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads. | ** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads. | ||
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** 1-2-0 [[Wall of Fire (BTD6)|Wall of Fire]] works on intersections, but be careful about the initial cooldown at the start of each round, and Round 25's Purples. | ** 1-2-0 [[Wall of Fire (BTD6)|Wall of Fire]] works on intersections, but be careful about the initial cooldown at the start of each round, and Round 25's Purples. | ||
** 0-0-0 or 1-0-0 [[Spike Factory (BTD6)|Spike Factories]] can tank leaking Bloons well, in addition to fending off Camos in the early-game. | ** 0-0-0 or 1-0-0 [[Spike Factory (BTD6)|Spike Factories]] can tank leaking Bloons well, in addition to fending off Camos in the early-game. | ||
** [[Abyss Dweller]], usually 3-0-1 for camo detection and homing, is a strong choice especially on maps that have loops. | |||
** All of these towers carry their power well into the latter part of early-game, which is why they are generally recommended. | ** All of these towers carry their power well into the latter part of early-game, which is why they are generally recommended. | ||
* The latter part of the early game, Rounds 31-40, contains the toughest rounds. In particular, the MOAB poses severe challenge to practically all unplanned early game setups. Obtain strong towers that can defeat those rounds and carry power into the mid-game, and do not spam low-tier defenses that do not upgrade into anything useful. | * The latter part of the early game, Rounds 31-40, contains the toughest rounds. In particular, the MOAB poses severe challenge to practically all unplanned early game setups. Obtain strong towers that can defeat those rounds and carry power into the mid-game, and do not spam low-tier defenses that do not upgrade into anything useful. | ||
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** [[MOAB Mauler (BTD6)|MOAB Mauler]] does well against Round 40, and retains power against grouped MOABs in the mid-game. | ** [[MOAB Mauler (BTD6)|MOAB Mauler]] does well against Round 40, and retains power against grouped MOABs in the mid-game. | ||
** Give a Berserker Brew to the Airburst Darts and then upgrade it to [[Triple Guns (BTD6)|Triple Guns]]. This setup cruises the 30s and early 40s with relative ease on most maps. | ** Give a Berserker Brew to the Airburst Darts and then upgrade it to [[Triple Guns (BTD6)|Triple Guns]]. This setup cruises the 30s and early 40s with relative ease on most maps. | ||
** [[Dragon's Breath (BTD6)|Dragon's Breath]] reliably pops all non-MOABs that | ** [[Dragon's Breath (BTD6)|Dragon's Breath]] reliably pops all non-MOABs that pass through its wall of fire, excluding Purples. It remains powerful through the mid-game. | ||
==Mid-game (rounds 41-80)== | ==Mid-game (rounds 41-80)== | ||
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** [[Artillery Battery (BTD6)|Artillery Battery]] deals solid overall damage, especially on maps with loops such as [[Dark Path]] and [[Moon Landing (BTD6)|Moon Landing]] and with ability usage on tougher rounds. | ** [[Artillery Battery (BTD6)|Artillery Battery]] deals solid overall damage, especially on maps with loops such as [[Dark Path]] and [[Moon Landing (BTD6)|Moon Landing]] and with ability usage on tougher rounds. | ||
** [[Comanche Defense (BTD6)|Comanche Defense]] is very solid on maps with one lane per round. | ** [[Comanche Defense (BTD6)|Comanche Defense]] is very solid on maps with one lane per round. | ||
** [[Plasma Accelerator (BTD6)|Plasma Accelerator]] deals solid MOAB-class damage and cleans up pre-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 on the most dangerous clump of Bloons/blimps. | ** [[Plasma Accelerator (BTD6)|Plasma Accelerator]] deals solid MOAB-class damage and cleans up pre-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 on the most dangerous clump of Bloons/blimps. | ||
* During Rounds 61-80, a win condition that carries power into the late-game would ideally be obtained. At this point, attempt to not place down anything that becomes useless past Round 80. If no win conditions are obtained by Round 81, Super Ceramics that start appearing on that round could pose a massive problem. If the win condition is expensive (>$70,000 in total) and mid-game towers that do okay against Super Ceramics are present, obtain it in the early 80s. | * During Rounds 61-80, a win condition that carries power into the late-game would ideally be obtained. At this point, attempt to not place down anything that becomes useless past Round 80. If no win conditions are obtained by Round 81, Super Ceramics that start appearing on that round could pose a massive problem. If the win condition is expensive (>$70,000 in total) and mid-game towers that do okay against Super Ceramics are present, obtain it in the early 80s. | ||
** Watch out for Rounds 63, 75, and 78, the hardest mid-game rounds. Make sure to have solid grouped popping powers for these rounds. | ** Watch out for Rounds 63, 75, and 78, the hardest mid-game rounds. Make sure to have solid grouped popping powers for these rounds. | ||
** If playing on a land-covered map (such as [[Cornfield]]) and a water-based win condition (such as Carrier Flagship, Pirate Lord, and Orca) is desired, [[Lord of the Abyss]] can be purchased in this part of the game to allow for their | ** If playing on a land-covered map (such as [[Cornfield]]) and a water-based win condition (such as Carrier Flagship, Pirate Lord, and Orca) is desired, [[Lord of the Abyss]] can be purchased in this part of the game to allow for their placement. | ||
** Carrier Flagship solos the mid-game with relative ease on most maps and remains powerful in the late-game. | ** Carrier Flagship solos the mid-game with relative ease on most maps and remains powerful in the late-game. | ||
** Glaive Lord can be afforded in the 70s on most maps, and it is a very solid win condition that remains very strong in the late-game. | ** Glaive Lord can be afforded in the 70s on most maps, and it is a very solid win condition that remains very strong in the late-game. | ||
** [[Spiked Mines (BTD6)|Spiked Mines]] tanks large amounts of Bloons with its increased spike pierce and explosions. It and its preceding upgrade, Spiked Balls, both perform the best when paired with Berserker Brew and carry power well into the late-game. | ** [[Spiked Mines (BTD6)|Spiked Mines]] tanks large amounts of Bloons with its increased spike pierce and explosions. It and its preceding upgrade, Spiked Balls, both perform the best when paired with Berserker Brew and carry power well into the late-game. | ||
==Late game (rounds 81+)== | ==Late game (rounds 81+)== | ||
* Super Ceramics start appearing on Round 81, having 60 (120 for Fortified) health and only spawning one | * Super Ceramics start appearing on Round 81, having 60 (120 for Fortified) health and only spawning one child. Thus, many towers fall off against them, such as [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], and [[Crossbow Master (BTD6)|Crossbow Master]]. For this reason, these towers are generally not recommended for CHIMPS on Expert maps. | ||
* Rounds 81-85 are the last rounds that give 0.2x instead of 0.1x income, so a win condition should be purchased by these rounds. | * Rounds 81-85 are the last rounds that give 0.2x instead of 0.1x income, so a win condition should be purchased by these rounds. | ||
* Support towers listed in the General Recommendations section are worth it to get in practically every situation. It is generally not needed to obtain all of them every game, but purchasing some of them greatly aids the defense and is much more cost-efficient than purchasing another win condition. | * Support towers listed in the [[#General recommendations|General Recommendations]] section are worth it to get in practically every situation. It is generally not needed to obtain all of them every game, but purchasing some of them greatly aids the defense and is much more cost-efficient than purchasing another win condition. | ||
** | ** Always buy [[Jungle Drums (BTD6)|Jungle Drums]]. Costing only about $3,000 for a tower that boosts the attack speed of everything in range by ~17.6% when one makes about $180,000 by Round 100's end is unquestionably a terrific deal. | ||
** [[Giant Condor]] is especially useful on multi-lane maps, as it can move large amounts of blimps to the same lane and turn the map into effectively single-lane. On single-lane maps, it is still a powerful stalling option and can bring leaking blimps back to the front. | ** [[Giant Condor]] is especially useful on multi-lane maps, as it can move large amounts of blimps to the same lane and turn the map into effectively single-lane. On single-lane maps, it is still a powerful stalling option and can bring leaking blimps back to the front. | ||
** [[Berserker Brew (BTD6)|Berserker Brew]] and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] provide extremely large boosts to almost all win conditions for their price, with the exception of those who attack extremely fast. | ** [[Berserker Brew (BTD6)|Berserker Brew]] and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] provide extremely large boosts to almost all win conditions for their price, with the exception of those who attack extremely fast. | ||
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** [[MOAB Press (BTD6)|MOAB Press]] stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once. | ** [[MOAB Press (BTD6)|MOAB Press]] stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once. | ||
** [[Bloon Sabotage (BTD6)|Bloon Sabotage]] makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides of blimps that pop while the ability is active. | ** [[Bloon Sabotage (BTD6)|Bloon Sabotage]] makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides of blimps that pop while the ability is active. | ||
** [[ | ** 1-4-0 [[Glue Strike (BTD6)|Glue Strike]] is recommended on any strategy that consists of high-projectile defenses, being a solution to handling insides of dense rounds especially as well as countering DDTs. | ||
<!--most CHIMPS guides don't use symphres anymore due to how expensive it compared to stuff like sabo and relentless, since it can't affect BFBs anymore--> | |||
* Some support towers are only useful for some situations. | * Some support towers are only useful for some situations. | ||
** [[Monkey Intelligence Bureau (BTD6)|MIB]] is a good AFK option for DDTs, but [[Embrittlement (BTD6)|Embrittlement]] and [[Glue Storm (BTD6)|Glue Storm]] also | ** [[Monkey Intelligence Bureau (BTD6)|MIB]] is a good AFK option for DDTs, but [[Embrittlement (BTD6)|Embrittlement]] and [[Glue Storm (BTD6)|Glue Storm]] also remove Lead immunities and provide other utilities. | ||
** [[Overclock (BTD6)|Overclock]] is very solid, but only for runs with a relatively expensive win condition that concentrates most of the defense's damage, such as Glaive Lord, Orca, and BEZ. | ** [[Overclock (BTD6)|Overclock]] is very solid, but only for runs with a relatively expensive win condition that concentrates most of the defense's damage, such as Glaive Lord, Orca, and BEZ. | ||
** [[Shattering Shells (BTD6)|Shattering Shells]] is useful for setups that struggle specifically versus Round 98, removing the threat of Fortified Super Ceramics, but is often outclassed by 2-3 MOAB Presses, which helps for other rounds as well. | ** [[Shattering Shells (BTD6)|Shattering Shells]] is useful for setups that struggle specifically versus Round 98, removing the threat of Fortified Super Ceramics, but is often outclassed by 2-3 MOAB Presses, which helps for other rounds as well. | ||
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* Make sure to have a defense with solid grouped popping power for dense rounds such as 98 and solid DDT popping power for rounds like 95 and 99. | * Make sure to have a defense with solid grouped popping power for dense rounds such as 98 and solid DDT popping power for rounds like 95 and 99. | ||
* If using ability-based towers, ability cooldowns become important in the 90s, as nearly every round can pose a challenge to defenses with all abilities on cooldown. Attempt to leave at least 1 useful ability without or nearly without cooldown at the start of every round. | * If using ability-based towers, ability cooldowns become important in the 90s, as nearly every round can pose a challenge to defenses with all abilities on cooldown. Attempt to leave at least 1 useful ability without or nearly without cooldown at the start of every round. | ||
**Round 98 into 99 is the most important transition to consider for abilities. | |||
* Do not forget about Round 100 and leave little money for single-target damage options. If the defense relies on stalling or grouped popping powers, the BAD could easily become a dead-end. Unless a very solid single-target win condition has been obtained, save enough money for either a [[Spike Storm (BTD6)|Spike Storm]] or a [[First Strike Capability (BTD6)|First Strike]], with the latter being able to one-shot the BAD insides if timed slightly after the BAD reaches its last damage phase. | * Do not forget about Round 100 and leave little money for single-target damage options. If the defense relies on stalling or grouped popping powers, the BAD could easily become a dead-end. Unless a very solid single-target win condition has been obtained, save enough money for either a [[Spike Storm (BTD6)|Spike Storm]] or a [[First Strike Capability (BTD6)|First Strike]], with the latter being able to one-shot the BAD insides if timed slightly after the BAD reaches its last damage phase. | ||
==Strategies for harder maps== | ==Strategies for harder maps== | ||
Many Advanced and Expert maps have layouts or gimmicks that prevent many aforementioned strategies from working. The majority of Expert maps, in particular, require extremely precise placements to defeat the first few rounds, | Many Advanced and Expert maps have layouts or gimmicks that prevent many aforementioned strategies from working. The majority of Expert maps, in particular, require extremely precise placements to defeat the first few rounds. If information for precise early-game guides are available, reading these guides are strongly recommended before playing those maps. | ||
For more information on the strategies of those maps, see the Strategy section on their pages. Notably difficult maps specifically for early-game include: | |||
<!--order unsure, but arbitrarily based on "difficulty"--> | |||
*[[Bloody Puddles]] | |||
*[[Ravine]] | |||
*[[Dark Dungeons]] | |||
*[[Quad]] | |||
*[[Ouch|#Ouch]] | |||
*[[Muddy Puddles]] | |||
*[[X Factor]] | |||
==Navigation== | ==Navigation== | ||
{{BTD6 strategy nav}} | {{BTD6 strategy nav}} | ||
[[Category:BTD6 strategies]] | [[Category:BTD6 strategies]] | ||