Strategy:Boss Bloon Event: Difference between revisions
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{{BTD6 last updated| | {{BTD6 last updated|54.2}}{{Lede image|BTD6 EventIconNoBoss.png|Here is the icon of the inactive Boss Bloon Event, which If a Boss Event is active, which changes to the featured boss when the event is active.}} | ||
'''[[Boss Bloon Event]]s''' spawn extremely challenging [[Boss Bloon]]s that will easily overwhelm incoherent strategies, especially | '''[[Boss Bloon Event]]s''' spawn extremely challenging [[Boss Bloon]]s that will easily overwhelm incoherent strategies, especially on Elite difficulty. This article will be focused on the gameplay before and between Boss spawns, as the strategy while the Boss is present varies widely depending on the Boss. Farming is key to defeating Bosses, especially Elite ones, hence this article will mostly be about farming. | ||
For strategies to defeat the Bosses themselves, consult the strategy page for each Boss Bloon: | For strategies to defeat the Bosses themselves, consult the strategy page for each Boss Bloon: | ||
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*[[Strategy:Phayze|Phayze]] | *[[Strategy:Phayze|Phayze]] | ||
*[[Strategy:Blastapopoulos (BTD6)|Blastapopoulos]] | *[[Strategy:Blastapopoulos (BTD6)|Blastapopoulos]] | ||
*[[Strategy:Diamondback|Diamondback]] | |||
== Recommended [[Hero (BTD6)|Heroes]] == | == Recommended [[Hero (BTD6)|Heroes]] == | ||
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|Early defense | |Early defense | ||
|{{BTD6 mk|Bonus Monkey!}}, {{BTD6 mk|Cheap 'Rangs}}, {{BTD6 mk|Recurring 'Rangs}}, {{BTD6 mk|Military Conscription}},{{BTD6 mk|Flanking Maneuvers}} | |{{BTD6 mk|Bonus Monkey!}}, {{BTD6 mk|Cheap 'Rangs}}, {{BTD6 mk|Recurring 'Rangs}}, {{BTD6 mk|Military Conscription}},{{BTD6 mk|Flanking Maneuvers}} | ||
|If Dart Monkeys are enabled, the Free Dart from {{BTD6 mk|Bonus Monkey!}} is an excellent starting tower, so less spending is needed right into the start of the game and income generators can be | |If Dart Monkeys are enabled, the Free Dart from {{BTD6 mk|Bonus Monkey!}} is an excellent starting tower, so less spending is needed right into the start of the game and income generators can be bought earlier without costing many lives. | ||
{{BTD6 mk|Cheap 'Rangs}} and {{BTD6 mk|Military Conscription}} reduces the cost of [[Boomerang Monkey (BTD6)|Boomerang Monkeys]] and the first [[Monkey Sub (BTD6)|Monkey Sub]] to complement the defense, while {{BTD6 mk|Recurring 'Rangs}} and {{BTD6 mk|Flanking Maneuvers}} increases their utility in the early game defense. | {{BTD6 mk|Cheap 'Rangs}} and {{BTD6 mk|Military Conscription}} reduces the cost of [[Boomerang Monkey (BTD6)|Boomerang Monkeys]] and the first [[Monkey Sub (BTD6)|Monkey Sub]] to complement the defense, while {{BTD6 mk|Recurring 'Rangs}} and {{BTD6 mk|Flanking Maneuvers}} increases their utility in the early game defense. | ||
If the player can spare Monkey Knowledge points, {{BTD6 mk|Mana Shield}} and {{BTD6 mk|Pre-game Prep}} can be used to delay the additional defenses before losing too many lives. | If the player can spare Monkey Knowledge points, {{BTD6 mk|Mana Shield}} and {{BTD6 mk|Pre-game Prep}} can be used to delay the additional defenses before losing too many lives. | ||
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Additionally in high-level gameplay player might opt to not have {{BTD6 mk|Big Bloon Sabotage}} active, as it reduces the amount of pops available for Paragons during late-game due the reduced health of MOAB-Class Bloons. | Additionally in high-level gameplay player might opt to not have {{BTD6 mk|Big Bloon Sabotage}} active, as it reduces the amount of pops available for Paragons during late-game due the reduced health of MOAB-Class Bloons. | ||
== Rounds 1- | == Rounds 1-20 (pre-checkpoint) == | ||
Preparing to defend the Tier 1 boss features spending as little into defense as possible to defeat the Bloons so all the money can be put into income generation (farming). The specific build order depends mostly on the Hero selection, with 4 main variations: Geraldo, Benjamin, Early Hero or Late Hero. | Preparing to defend the Tier 1 boss features spending as little into defense as possible to defeat the Bloons so all the money can be put into income generation (farming). The specific build order depends mostly on the Hero selection, with 4 main variations: Geraldo, Benjamin, Early Hero or Late Hero. | ||
* '''Geraldo''': Start with the Free [[Dart Monkey (BTD6)|Dart Monkey]] and Geraldo with the starting cash, the two of them should be able to defend until the player is able to buy the [[Rare Quincy Action Figure]] around Round 8 | * '''Geraldo''': Start with the Free [[Dart Monkey (BTD6)|Dart Monkey]] and Geraldo with the starting cash, the two of them should be able to defend until the player is able to buy the [[Rare Quincy Action Figure]] around Round 8, then sell Geraldo around Round 10 to afford a Banana Farm faster and add ''additional defense 1''. | ||
* '''Benjamin''': Start with Free Dart Monkey and then buy Benjamin as soon as | * '''Benjamin''': Start with Free Dart Monkey and then buy Benjamin as soon as possible (ideally, he should be placed behind a line of sight blocker), then add ''additional defense 1''. | ||
* '''Early Hero''': Free Dart + the Hero of choice once it can be afforded. Depending on the hero | * '''Early Hero''': Free Dart + the Hero of choice once it can be afforded. Depending on the hero ''additional defense 1'' can be skipped''.'' | ||
* '''Late Hero''': start with Dart and ''additional defense 1''. In this build order, the Hero can be delayed a lot or even not used at all, but make sure it can hit the desired level threshold later in the run. | * '''Late Hero''': start with Free Dart and ''additional defense 1''. In this build order, the Hero can be delayed a lot or even not used at all, but make sure it can hit the desired level threshold later in the run. | ||
The | The ''additional defense 1'' is usually a Monkey Sub if they have {{BTD6 mk|Military Conscription}} (setting it to Last targeting with {{BTD6 mk|Flanking Maneuvers}}), otherwise, or if there is no water nearby, a Boomerang Monkey will also work. In the case either Darts, Boomerangs or Subs are not available, alternatives include more of the available towers, [[Engineer Monkey|Engineers]], or [[Druid|Druids]] and to a lesser degree [[Wizard Monkey (BTD6)|Wizards]] and [[Ninja Monkey (BTD6)|Ninjas]]. | ||
From this point all builds go for two 2-0-0 [[Greater Production (BTD6)|Greater Production]] Farms, building a 2-0-0 first, then the second one. | From this point all builds go for two 2-0-0 [[Greater Production (BTD6)|Greater Production]] Farms, building a 2-0-0 first, then the second one. After the player has two 2-0-0 Farms (or earlier if the defense is already being pressured), a third tower can be obtained, which we will call ''additional defense 2''. Benjamin and Late Hero strategies should get the missing tower between Sub and Boomerang and Early Hero can skip this tower if the Hero t is powerful enough, otherwise, any of the ''additional defense 1'' towers work. | ||
Listed below is a quick summary of the early-game: | |||
Listed below is a quick summary of the early-game | |||
{| class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-2 center-col-3" | {| class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-2 center-col-3" | ||
|+ style="white-space:nowrap" |Early game quick guide | |+ style="white-space:nowrap" |Early game quick guide | ||
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|[[Geraldo (BTD6)|Geraldo]] | |[[Geraldo (BTD6)|Geraldo]] | ||
|[[File:BTD6_GeraldoPortrait.png|frameless|50x50px]] | |[[File:BTD6_GeraldoPortrait.png|frameless|50x50px]] | ||
| rowspan="2" |Buy Figure as soon as possible | | rowspan="2" |Buy Figure as soon as possible. | ||
|[[Benjamin (BTD6)|Benjamin]] | |[[Benjamin (BTD6)|Benjamin]] | ||
|[[File:BTD6_BenjaminPortrait.png|frameless|50x50px]] | |[[File:BTD6_BenjaminPortrait.png|frameless|50x50px]] | ||
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|- | |- | ||
|4 | |4 | ||
| | |[[Banana Farm (BTD6)|Banana Farm]] | ||
|[[File:BTD6 000- | |[[File:BTD6 000-BananaFarm.png|50x50px]] | ||
| | |Sell Geraldo to afford it. | ||
|2× [[Greater Production (BTD6)|Greater Production]] | |2× [[Greater Production (BTD6)|Greater Production]] | ||
|[[File:BTD6_200-BananaFarm.png|53x53px]] | |[[File:BTD6_200-BananaFarm.png|53x53px]] | ||
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|[[File:BTD6 000-MonkeySub.png|frameless|50x50px]] | |[[File:BTD6 000-MonkeySub.png|frameless|50x50px]] | ||
|Can be skipped if the Hero is powerful enough. | |Can be skipped if the Hero is powerful enough. | ||
|Additional defense 2 | |||
|[[File:BTD6_000-BoomerangMonkey.png|frameless|61x61px]] | |||
|Alternatives listed above can also be used. | |||
|- | |||
|5 | |||
|Additional defense 1 | |||
|[[File:BTD6 000-MonkeySub.png|frameless|50x50px]] | |||
|Any of the towers listed above also work. | |||
|Additional defense 2 | |||
|[[File:BTD6_000-BoomerangMonkey.png|frameless|61x61px]] | |||
|Alternatives listed above can also be used. | |||
| | |||
| | |||
| | |||
|Hero | |Hero | ||
|[[File:BTD6_AdoraPortrait.png|frameless|50x50px]] | |[[File:BTD6_AdoraPortrait.png|frameless|50x50px]] | ||
|Can be | |Can be delayed as much as needed. | ||
|- | |- | ||
|5 | |5 | ||
|2× [[Greater Production (BTD6)|Greater Production]] | |2× [[Greater Production (BTD6)|Greater Production]] | ||
|[[File:BTD6_200-BananaFarm.png|53x53px]] | |[[File:BTD6_200-BananaFarm.png|53x53px]] | ||
| | |Upgrade the farm first, then buy the second. | ||
| | | | ||
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| | | | ||
| | |||
| | |||
| | |||
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|- | |- | ||
|6 | |6 | ||
|Additional defense 2 | |Additional defense 2 | ||
|[[File: | |[[File:BTD6_000-BoomerangMonkey.png|frameless|61x61px]] | ||
| | |Alternatives listed above can also be used. | ||
| | | | ||
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| | | | ||
|} | |} | ||
== Rounds 21-40 (pre-Tier 1) == | |||
Before we continue with the farming setup, we'll talk about the rest of the defense needed before Round 40. First, during the early 20's upgrading the Boomerang Monkey to 1-0-2 is heavily recommended, if not available, other towers can be upgraded like Sub to 0-0-1, Dart to 0-3-0, Engineer to 1-0-0, or Druid to 1-0-0 or 0-1-0. | Before we continue with the farming setup, we'll talk about the rest of the defense needed before Round 40. First, during the early 20's upgrading the Boomerang Monkey to 1-0-2 is heavily recommended, if not available, other towers can be upgraded like Sub to 0-0-1, Dart to 0-3-0, Engineer to 1-0-0, or Druid to 1-0-0 or 0-1-0. | ||
The [[Camo Bloon (BTD6)|Camo Bloon]] in round 24 is normally ignored, but Lead defense is needed for 28 and 30 (and 26 against Dreadbloon). The 1-0-2 Boomerang is the preferred option, but 0-0-0 [[Bomb Shooter (BTD6)|Bomb Shooter]], 1-0-0 [[Sniper Monkey (BTD6)|Sniper]], 0-0-0 [[Alchemist (BTD6)|Alchemist]], and 1-0-0 Druid are common alternatives. | The [[Camo Bloon (BTD6)|Camo Bloon]] in round 24 is normally ignored, but Lead defense is needed for 28 and 30 (and 26 against Dreadbloon). The 1-0-2 Boomerang is the preferred option, but 0-0-0 [[Bomb Shooter (BTD6)|Bomb Shooter]], 1-0-0 [[Sniper Monkey (BTD6)|Sniper]], 0-0-0 [[Alchemist (BTD6)|Alchemist]], and 1-0-0 Druid are common alternatives. | ||
During the late 20's and early 30's, before [[Bloon Trap (BTD6)|Bloon Trap]] is obtained, some towers might need to be upgraded to deal with the Bloons on harder maps, options include Boomerang to 3-0-2, Sub to 0-0-2, Engineer can be upgraded to 0-1-3, 2-0-2 or 3-0-0. Camos in Round 33 can also be ignored if lives are plenty, but | During the late 20's and early 30's, before a [[Bloon Trap (BTD6)|Bloon Trap]] is obtained, some towers might need to be upgraded to deal with the Bloons on harder maps, options include Boomerang to 3-0-2, Sub to 0-0-2, Engineer can be upgraded to 0-1-3, 2-0-2 or 3-0-0. Camos in Round 33, 36 and 37 can also be ignored if lives are plenty, but if needed, defensive options include 0-0-3 [[Crossbow (BTD6)|Crossbow]] or a 0-0-0 [[Spike Factory (BTD6)|Spike Factory]] at the end of the track. At a bit higher price range a 0-3-0 [[Cleansing Foam (BTD6)|Cleansing Foam]] can also be used in preparation for an [[Overclock (BTD6)|Overclock]] later. Geraldo can use more Shooty Turrets and [[See Invisibility Potion]] on himself or the Bloon Trap instead. | ||
Returning to the farming strategy, after having two farms, there are two common strategies that can be used; [[Marketplace (BTD6)|Marketplaces]] and the ''Miniopolis'' (a [[Monkeyopolis (BTD6)|Monkeyopolis]] win a single farm sacrifice). Beginners and players without {{BTD6 mk|Bigger Banks}} and {{BTD6 mk|Bank Deposits}} are recommended to use the Marketplace strategy as is the easier of the two and the MK is required for the strategy. | Returning to the farming strategy, after having two farms, there are two common strategies that can be used; [[Marketplace (BTD6)|Marketplaces]] and the ''Miniopolis'' (a [[Monkeyopolis (BTD6)|Monkeyopolis]] win a single farm sacrifice). Beginners and players without {{BTD6 mk|Bigger Banks}} and {{BTD6 mk|Bank Deposits}} are recommended to use the Marketplace strategy as is the easier of the two and the MK is required for the strategy. | ||
In | ==== Marketplace strategy ==== | ||
In this strategy, two more 2-0-0 farms are obtained and then all of them are upgraded to 2-0-3, during the late 20's, an additional Engineer can be placed instead of upgrading other towers and be gradually upgraded into a 0-1-4 [[Bloon Trap (BTD6)|Bloon Trap]] before Round 34 to gain additional income and handle the defense, after that, more 2-0-3 Marketplaces can be placed. The recommended upgrade order for the Marketplaces depends on the available cash: 0-0-3 first if it can be upgraded immediately or 2-0-0 first if not. If the defense for the Tier 1 Boss revolves around selling the Farms, the last farm should be placed in Round 37 and then finish with a 0-0-4 [[Favored Trades (BTD6)|Favored Trades]] for the extra sell value, otherwise, the last farm can be placed in Round 38. | |||
'''''Miniopolis'' strategy''' | |||
' | Upgrade one of the 2-0-0 Farms to 2-2-0 and then the other to 2-0-2, and save cash until the sell value of the 2-0-2 farm plus the available cash is enough to afford [[Monkey Bank (BTD6)|Monkey Bank]] after the round ends (which is around $1100 with Monkey Knowldege), sell the 2-0-2 farm and get the Bank upgrade. After that, while the Bank is filling, place any defense needed for the late 20's and players using Benjamin might also afford to get another 2-0-0 Farm while the Bank fills up. | ||
When the Bank is nearly full (more than $9,000 stored), collect it and upgrade to a 2-4-0 [[IMF Loan (BTD6)|IMF Loan]], upgrade the 2-0-0 farm, if any, sell the 2-0-2 Farm and deposit all available cash into the IMF. All income generated during the next rounds while the bank fills and ability is recharging should be deposited in the IMF until the it has a balance of around $8,500. If the player is using Geraldo, the Bank is collected at Round 30 regardless of how filled it is and the Rare Quincy Action Figure is sold to make up for the missing cash. | |||
When the | When the IMF is nearly full (more than $11 500 stored), collect it and place a 0-0-2 [[Monkey Village|Village]] next to the bank, then place three additional 0-0-2 villages to obtain a triple discount on the first Village, start the next round and immediately use the IMF Loan ability, then upgrade the Village next to the IMF to a 0-0-5 [[Monkeyopolis (BTD6)|Monkeyopolis]] absorbing the Bank. If the cash is not enough, try using 1 less 0-0-2 Village. | ||
'''Both alternatives''' | |||
Finish with an Engineer in the Monkeyopolis range and upgrade it to 0-1-3 [[Double Gun (BTD6)|Double Gun]], then sell all remaining villages and defenses, except the Hero. Upgrade the Engineer to 0-1-4 [[Bloon Trap (BTD6)|Bloon Trap]], place the trap as early in the track as possible in the edge of the Engineer's range, so it doesn't attack the Bloons before reaching the trap. Avoid getting camo defenses for 33, 36, 37 unless necessary. | |||
Then build 2-0-3 as many [[Marketplace (BTD6)|Marketplaces]] on the Monkeyopolis range as the player can afford during the following rounds. During Round 37 (or Round 31 against Dreadbloon) place a 0-0-3 [[Lead to Gold (BTD6)|Lead to Gold]] Alchemist which can attack the Lead Bloons of the round and have cash to afford [[Rubber to Gold (BTD6)|Rubber to Gold]] as soon as possible. The Alchemist should be able to attack the Bloons before they reach the trap, set its targeting to Last. The Alchemist effectiveness can be increased by placing a 0-1-2 [[Glue Gunner (BTD6)|Glue Gunner]] to slow down the Bloons before they reach the Alchemist. Keep building 2-0-3 Marketplaces, if planning to sell the villages last one should be placed in Round 37 and then finish with a 0-0-4 Favored Trades for the extra sell value, otherwise, the last Marketplace can be placed in Round 38. If the Hero is not present it can also be bought during the mid or late 30s or even after the Tier 1 defense. | |||
Then build 2-0-3 as many [[Marketplace (BTD6)|Marketplaces]] on the Monkeyopolis range as the player can afford during the following rounds. During Round 37 place a 0-0-3 [[Lead to Gold (BTD6)|Lead to Gold]] Alchemist which can attack the Lead Bloons of the round and have cash to afford [[Rubber to Gold (BTD6)|Rubber to Gold]] as soon as possible. The Alchemist should be able to attack the Bloons before they reach the trap, set its targeting to Last. The Alchemist effectiveness can be increased by placing a 0-1-2 [[Glue Gunner (BTD6)|Glue Gunner]] to slow down the | |||
The summary for the farming progression is shown below. | The summary for the farming progression is shown below. | ||
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|[[File:BTD6_030-BananaFarm.png|50x50px]] | |[[File:BTD6_030-BananaFarm.png|50x50px]] | ||
|Upgrade one of the 2-0-0 farms to 2-2-0 and the other 2-0-2, then sell the 2-0-2 after saving $1100 cash. | |Upgrade one of the 2-0-0 farms to 2-2-0 and the other 2-0-2, then sell the 2-0-2 after saving $1100 cash. | ||
|[[ | |[[Monkey Bank (BTD6)|Monkey Bank]] | ||
|[[File: | |[[File:BTD6_030-BananaFarm.png|50x50px]] | ||
| | |Upgrade one of the 2-0-0 farms to 2-2-0 and the other 2-0-2, then sell the 2-0-2 after saving $1100 cash. | ||
|- | |- | ||
|2 | |2 | ||
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|[[File:BTD6_002-BananaFarm.png|frameless|50x50px]] | |[[File:BTD6_002-BananaFarm.png|frameless|50x50px]] | ||
|Optional, will produce extra income while the Bank is filling. | |Optional, will produce extra income while the Bank is filling. | ||
|[[ | |[[Rare Quincy Action Figure]] | ||
|[[File: | |[[File:BTD6_Geraldo_RareQuincyActionFigure.png|50x50px]] | ||
| | |Sell at Round 30. | ||
|- | |- | ||
|3 | |3 | ||
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|[[File:BTD6_040-BananaFarm.png|50x50px]] | |[[File:BTD6_040-BananaFarm.png|50x50px]] | ||
|Collect the Bank when it has over $9,000, upgrade, sell the 2-0-2 Farm and deposit all cash while the bank is filling until it has around $8,500. | |Collect the Bank when it has over $9,000, upgrade, sell the 2-0-2 Farm and deposit all cash while the bank is filling until it has around $8,500. | ||
|[[ | |[[IMF Loan (BTD6)|IMF Loan]] | ||
|[[File: | |[[File:BTD6_040-BananaFarm.png|50x50px]] | ||
| | |Collect the Bank, upgrade, and deposit all cash while the bank is filling until it has around $8,500. | ||
|- | |- | ||
|4 | |4 | ||
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|[[File:BTD6_005-MonkeyVillage.png|50x50px]] | |[[File:BTD6_005-MonkeyVillage.png|50x50px]] | ||
|Collect the IMF when it has over $11,500, use the Loan ability and then build the Monkeyopolis under discount villages, absorbing the IMF. | |Collect the IMF when it has over $11,500, use the Loan ability and then build the Monkeyopolis under discount villages, absorbing the IMF. | ||
|[[ | |[[Monkeyopolis (BTD6)|Monkeyopolis]] | ||
|[[File: | |[[File:BTD6_005-MonkeyVillage.png|50x50px]] | ||
| | |Collect the IMF when it has over $11,500, use the Loan ability and then build the Monkeyopolis under discount villages, absorbing the IMF. | ||
|- | |- | ||
|5 | |5 | ||
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|[[File:BTD6_004-EngineerMonkey.png|50x50px]] | |[[File:BTD6_004-EngineerMonkey.png|50x50px]] | ||
|0-1-4, target as close to entrance as possible. | |0-1-4, target as close to entrance as possible. | ||
|[[ | |[[Bloon Trap (BTD6)|Bloon Trap]] | ||
|[[File: | |[[File:BTD6_004-EngineerMonkey.png|50x50px]] | ||
| | |0-1-4, target as close to entrance as possible. | ||
|- | |- | ||
|6 | |6 | ||
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|[[File:BTD6_003-BananaFarm.png|50x50px]] | |[[File:BTD6_003-BananaFarm.png|50x50px]] | ||
|Spam until Round 38 (or 37 with a Favored Trades if planning to sell them). | |Spam until Round 38 (or 37 with a Favored Trades if planning to sell them). | ||
|[[ | |[[Marketplace (BTD6)|Marketplace]] | ||
|[[File: | |[[File:BTD6_003-BananaFarm.png|50x50px]] | ||
| | |Spam until Round 38 (or 37 with a Favored Trades if planning to sell them). | ||
|- | |- | ||
|7 | |7 | ||
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|[[File:BTD6 004-Alchemist.png|51x51px]] | |[[File:BTD6 004-Alchemist.png|51x51px]] | ||
|0-0-4, place it around Round 37, add a 0-1-2 Glue Gunner to slow down Bloons. | |0-0-4, place it around Round 37, add a 0-1-2 Glue Gunner to slow down Bloons. | ||
| | |[[Rubber to Gold (BTD6)|Rubber to Gold]] | ||
| | |[[File:BTD6 004-Alchemist.png|51x51px]] | ||
| | |0-0-4, place it around Round 37, add a 0-1-2 Glue Gunner to slow down Bloons. | ||
|} | |} | ||
If Monkeyopolis is present, all defense and income generators are ideally placed in its range, which applies later on as well. Before the Tier 1 Boss spawns, sell Marketplaces if needed. If possible, obtain a [[Favored Trades (BTD6)|Favored Trades]] near them before selling them. Favored Trades is recommended for selling farms for all other tiers as well. If Monkeyopolis is banned, replace it with Marketplace spam or build a [[Banana Research Facility (BTD6)|Banana Research Facility]] instead. | If Monkeyopolis is present, all defense and income generators are ideally placed in its range, which applies later on as well. Before the Tier 1 Boss spawns, sell Marketplaces if needed. If possible, obtain a [[Favored Trades (BTD6)|Favored Trades]] near them before selling them, and in most cases, a second Favored Trades is still worth its value for the second stack of the sell value bonus. However, the third stack has heavily diminished returns. Favored Trades is recommended for selling farms for all other tiers as well and if the cash is not enough to buy more than one, start by selling the cheapest towers until the player has enough for the additional Buccaneers. If Monkeyopolis is banned, replace it with Marketplace spam or build a [[Banana Research Facility (BTD6)|Banana Research Facility]] instead. | ||
== Rounds 40-59 (pre-Tier 2) == | == Rounds 40-59 (pre-Tier 2) == | ||
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Until Round 60, two Bloon Traps will perform the bulk of the defense, the second one should be obtained before Round 47. To handle Camo Bloons, it is recommended to use [[Cleansing Foam (BTD6)|Cleansing Foam]] , and target it above a location where Bloon Traps are dropped. If the player is using Geraldo, he can use an Invisibility Potion on a Trap Engineer instead, also if the player is used Benjamin and is line of sight is not blocked, it is recommended to sell him as the Bloon Trojan will lose more money than its generation until very late game. | Until Round 60, two Bloon Traps will perform the bulk of the defense, the second one should be obtained before Round 47. To handle Camo Bloons, it is recommended to use [[Cleansing Foam (BTD6)|Cleansing Foam]] , and target it above a location where Bloon Traps are dropped. If the player is using Geraldo, he can use an Invisibility Potion on a Trap Engineer instead, also if the player is used Benjamin and is line of sight is not blocked, it is recommended to sell him as the Bloon Trojan will lose more money than its generation until very late game. | ||
After Round 50 0-3-2 [[MOAB SHREDR (BTD6)|MOAB SHREDR]], [[MOAB Mauler (BTD6)|MOAB Maulers]] or a [[MOAB Assassin (BTD6)|MOAB Assassin]] are recommended break the outer layer of MOABs so the Ceramics can be captured by the traps, make sure that the Bomb Shooters can't hit regular Bloons before they enter the trap or the Spike Factory is targeted off-track so it also is only able to hit MOABs due their larger hitboxes. Ideally all these towers should be in the range of a Monkey City / Monkeyopolis to boost the income of all towers in range. However, at some times, some Bloons might be able to get past the traps by pierce-capping them or during the redeploy time, at this point it might be useful to place a relatively inexpensive tower without global range that will later be sacrificed to a Paragon as a last line of defense. | After Round 50 0-3-2 [[MOAB SHREDR (BTD6)|MOAB SHREDR]], [[MOAB Mauler (BTD6)|MOAB Maulers]] or a [[MOAB Assassin (BTD6)|MOAB Assassin]] are recommended break the outer layer of MOABs so the Ceramics can be captured by the traps, make sure that the Bomb Shooters can't hit regular Bloons before they enter the trap or the Spike Factory is targeted off-track so it also is only able to hit MOABs due their larger hitboxes. Ideally all these towers should be in the range of a Monkey City / Monkeyopolis to boost the income of all towers in range. However, at some times, some Bloons might be able to get past the traps by pierce-capping them or during the redeploy time, at this point it might be useful to place a relatively inexpensive tower without global range that will later be sacrificed to a Paragon as a last line of defense. Lych will require this defense during the entire 40s and Dreadbloon at Round 46 instead of Round 50. | ||
For farming, after the boss is defeated, the player should sell all defensive towers and marketplaces if any there are any remaining on the map, preferably under the influence of a Favored Trades (which is also sold at this point). From this point there are two strategies to follow: | For farming, after the boss is defeated, the player should sell all defensive towers and marketplaces if any there are any remaining on the map, preferably under the influence of a Favored Trades (which is also sold at this point). From this point there are two strategies to follow: | ||
* '''Banana Central''': This is the main strategy, after having a Monkeyopolis with Bloon Trap setup ready, the rest of the cash obtained by selling the Tier 1 defense is used to buy a [[Banana Research Facility (BTD6)|Banana Research Facility]] and an Overclock and start using its ability on the BRF constantly, the rest of the space around the Monkeyopolis is filled with 2-0-3 (or 0-2-3) Marketplaces that are then upgraded to [[Central Market (BTD6)|Central Markets]] and a Favored Trades. When the sell value of the Overclock, Buccaneer, the Markets combined plus the cash in hand is enough to afford the [[Banana Central (BTD6)|Banana Central]] upgrade for the BRF, wait until the Overclock ability is recharged, use on the BRF, sell the previously mentioned towers and get the Banana Central upgrade. Continue with two Overclocks for it (due the reduced duration on Tier 5 towers) and start purchasing more BRFs and an Overclock for each, until the end of Round 58. When Banana Central is banned, replace the Marketplaces/Central Markets with BRFs. | * '''Banana Central''': This is the main strategy, after having a Monkeyopolis with Bloon Trap setup ready, the rest of the cash obtained by selling the Tier 1 defense is used to buy a [[Banana Research Facility (BTD6)|Banana Research Facility]] and an Overclock and start using its ability on the BRF constantly, the rest of the space around the Monkeyopolis is filled with 2-0-3 (or 0-2-3) Marketplaces that are then upgraded to [[Central Market (BTD6)|Central Markets]] and a Favored Trades. When the sell value of the Overclock, Buccaneer, the Markets combined plus the cash in hand is enough to afford the [[Banana Central (BTD6)|Banana Central]] upgrade for the BRF, wait until the Overclock ability is recharged, use on the BRF, sell the previously mentioned towers and get the Banana Central upgrade. Continue with two Overclocks for it (due the reduced duration on Tier 5 towers) and start purchasing more BRFs and an Overclock for each (or Central Markets for a more hands-free approach), until the end of Round 58. When Banana Central is banned, replace the Marketplaces/Central Markets with BRFs. | ||
* '''Merchantmen''': This can be used on maps with enough water surface to place 21 Buccaneers, here the Monkeyopolis should be in a place where it can cover as much water area as possible. Start by buying 16 [[Merchantman (BTD6)|Merchantmen]] and upgrade one of them to [[Trade Empire (BTD6)|Trade Empire]], get 5 more Merchantmen to achieve maximum buff stacks and then finish by alternating between buying a Central Market Farm and upgrading two Merchantmen to Favored Trades until Round 58. Bloon Traps with support can be considered if the trap can be placed in a spot where it can absorb Bloons before the Boats have a chance to attack them. | * '''Merchantmen''': This can be used on maps with enough water surface to place 21 Buccaneers, here the Monkeyopolis should be in a place where it can cover as much water area as possible. Start by buying 16 [[Merchantman (BTD6)|Merchantmen]] and upgrade one of them to [[Trade Empire (BTD6)|Trade Empire]], get 5 more Merchantmen to achieve maximum buff stacks and then finish by alternating between buying a Central Market Farm and upgrading two Merchantmen to Favored Trades until Round 58. Bloon Traps with support can be considered if the trap can be placed in a spot where it can absorb Bloons before the Boats have a chance to attack them. | ||
On both | On both strategies, if the player can stall the rounds or has spare cash, another sources of income can be considered like [[Special Poperations (BTD6)|Special Poperations]], upgrading a Engineer to [[XXXL Trap (BTD6)|XXXL Trap]], get the other Tier 5 Farms or upgrading an Overclock to [[Ultraboost (BTD6)|Ultraboost]] and using it on the Banana Central. The next table shows a quick guide for the farming recommendations: | ||
{| class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-2 center-col-3" | {| class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-2 center-col-3" | ||
|+ style="white-space:nowrap" |Farming progression recommendations | |+ style="white-space:nowrap" |Farming progression recommendations | ||
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== Rounds 60-79 (pre-Tier 3) == | == Rounds 60-79 (pre-Tier 3) == | ||
Here, once the Tier 2 Boss spawns, players start to farm pops for Paragons by only using towers who will later be upgraded as damage-dealers in addition to the regular defense. The farming strategy here is straightforward, featuring the spamming of BRFs with 1 Overclock for each. If using Trade Empire+Merchantmen, finish the setup by getting 20 Favored Trades and 10 Central Markets if needed, and spam the rest of the map with Merchantmen that are later to be upgraded to Favored Trades (adding the Tier 5 farms is also worth their footprint). In open spaces, obtain [[Monkey City (BTD6)|Monkey Cities]] and place BRFs/Favored Trades in their ranges. [[Energizer (BTD6)|Energizer]] (with [[Lord of the Abyss]] if on a land-only map) can be used here to reduce the cooldowns of Overclocks and any ability-based income generators | Here, once the Tier 2 Boss spawns, players start to farm pops for Paragons by only using towers who will later be upgraded as damage-dealers in addition to the regular defense. The farming strategy here is straightforward, featuring the spamming of BRFs with 1 Overclock for each. If using Trade Empire+Merchantmen, finish the setup by getting 20 Favored Trades and 10 Central Markets if needed, and spam the rest of the map with Merchantmen that are later to be upgraded to Favored Trades (adding the Tier 5 farms is also worth their footprint). In open spaces, obtain [[Monkey City (BTD6)|Monkey Cities]] and place BRFs/Favored Trades in their ranges. [[Energizer (BTD6)|Energizer]] (with [[Lord of the Abyss]] if on a land-only map) can be used here to reduce the cooldowns of Overclocks and any ability-based income generators. | ||
[[Ultraboost (BTD6)|Ultraboost]] can be obtained in the early 70s to further boost the income of first Banana Central and then several BRFs. Also, if the penalty timer is not a concern, players can use a [[Downdraft (BTD6)|Downdraft]] or similar tower to intentionally stall rounds or create regrow farms to quickly obtain Ultraboost stacks on Farms and towers that will be used to defend Tier 3. | |||
It is generally worth it to get an [[XXXL Trap (BTD6)|XXXL Trap]] in the range of a Monkey City to defend and generate additional income, specially If the player intends to get a [[Master Builder]] so it starts to get pops towards the Paragon, complementing it with a [[Rubber to Gold (BTD6)|Rubber to Gold]] Alchemist. It is also recommended to get at least one [[Bounty Hunter]] with its targeting set to Strong in the back of the track and also in the range of a Monkey City and use the Marked to Pop Ability constantly before MOAB-Class Bloons enter the trap, the combined effects of all those towers can stack to get more than 10× more Cash than if popped normally. | It is generally worth it to get an [[XXXL Trap (BTD6)|XXXL Trap]] in the range of a Monkey City to defend and generate additional income, specially If the player intends to get a [[Master Builder]] so it starts to get pops towards the Paragon, complementing it with a [[Rubber to Gold (BTD6)|Rubber to Gold]] Alchemist. It is also recommended to get at least one [[Bounty Hunter]] with its targeting set to Strong in the back of the track and also in the range of a Monkey City and use the Marked to Pop Ability constantly before MOAB-Class Bloons enter the trap, the combined effects of all those towers can stack to get more than 10× more Cash than if popped normally. | ||
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== Rounds 80-99 (pre-Tier 4) == | == Rounds 80-99 (pre-Tier 4) == | ||
Pre-Tier 4 farming features continued farming, with BRFs+Overclocks or Favored Trades continuing to fill the map. By Round 99, with optimized farming, the map can generally be completely filled with income generators. At this point it might be also preferred to switch the Merchantmen setup for a BRF setup if the player does not intend to use [[Navarch of the Seas]] for the Tier 5 defense as it has higher returns, using 0-4-1 [[Ice Monkey (BTD6)|Ice Monkeys]] to create platforms over the water. | Pre-Tier 4 farming features continued farming, with BRFs+Overclocks or Favored Trades continuing to fill the map Any Paragon that is not intended to be on the final setup should also be sold. 4-2-0 [[Sun Temple (BTD6)|Sun Temples]] with more than $45,000 worth of Support sacrifices are usually worth their cost and footprint to reduce the overall cost of the farming setup significantly. By Round 99, with optimized farming, the map can generally be completely filled with income generators. At this point it might be also preferred to switch the Merchantmen setup for a BRF setup if the player does not intend to use [[Navarch of the Seas]] for the Tier 5 defense as it has higher returns, using 0-4-1 [[Ice Monkey (BTD6)|Ice Monkeys]] to create platforms over the water and empty space between farms can be filled up with [[Jungle's Bounty (BTD6)|Jungle's Bounty]] Druids. [[Monkey Wall Street (BTD6)|Monkey Wall Street]] and [[Monkey-Nomics (BTD6)|Monkey-Nomics]] are usually worth their footprint over another BRF and [[Special Poperations (BTD6)|Special Poperations]], [[Elite Sniper (BTD6)|Elite Sniper]] and [[Spirit of the Forest (BTD6)|Spirit of the Forest]], can also be placed if the player can prevent them from stealing too many pops. | ||
It is recommended to get [[Master Builder]] and/or [[Nautic Siege Core]] for Tier 4, as they can be made to not steal pops when the Boss is inactive (the former by placing it away from the entrance and the latter by submerging), allowing them to be kept. In addition, Master Builder takes up to 20 rounds to achieve maximum attack speed, making its early purchase even more important if desired for Tier 5. Therefore, prioritize farming pops for them during this portion of the game. | It is recommended to get [[Master Builder]] and/or [[Nautic Siege Core]] for Tier 4, as they can be made to not steal pops when the Boss is inactive (the former by placing it away from the entrance and the latter by submerging), allowing them to be kept. In addition, Master Builder takes up to 20 rounds to achieve maximum attack speed, making its early purchase even more important if desired for Tier 5. Therefore, prioritize farming pops for them during this portion of the game. | ||
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'''''Megaopolis''''' | '''''Megaopolis''''' | ||
It is recommended to sell the current Monkeyopolis and obtain a ''Megaopolis'', or Monkeyopolis absorbing many farms, after beating the Tier 3 boss. To do so, sell the current Monkeyopolis, put a Monkey City in an open space, put another Monkey City near it to buff its range (and income later on), overclock the first Monkey City, cram as many 4-2-0 BRFs as possible in the first Monkey City's range, and upgrade it to Monkeyopolis. It is recommended to use an [[Overclock (BTD6)|Overclock]] and a Take Aim ability from a [[Deadeye]] to extend its range and absorb more farms just before purchasing the update | It is recommended to sell the current Monkeyopolis and obtain a ''Megaopolis'', or Monkeyopolis absorbing many farms, after beating the Tier 3 boss. To do so, sell the current Monkeyopolis, put a Monkey City in an open space, put another Monkey City near it to buff its range (and income later on), overclock the first Monkey City, cram as many 4-2-0 BRFs as possible in the first Monkey City's range, and upgrade it to Monkeyopolis. It is recommended to use an [[Overclock (BTD6)|Overclock]] and a Take Aim ability from a [[Deadeye]] to extend its range and absorb more farms just before purchasing the update. Caution is advised when the Megaopolis is combined with Sun Temples, as the value of the farms in the extended range of the Monkey City must offset the sacrifice value of the absorbed farms discounted by the Sun Temple. | ||
== Rounds 100-119 (pre-Tier 5) == | == Rounds 100-119 (pre-Tier 5) == | ||
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By now, the entire screen has ideally been filled with income generators, so generally keep them until Round 119. If going for Vengeful True Sun God, start ultraboosting the base [[Super Monkey (BTD6)|Super Monkey]] that will be upgraded to it in the early 100s. If Nautic Siege Core has been obtained, submerge it after the Tier 4 Boss has been popped to prevent it from stealing pops. [[Flying Fortress (BTD6)|Flying Fortress]] is recommended for the defense here, as it reliably accumulates pops for Goliath Doomship, the most powerful Paragon. If Goliath Doomship is banned, accumulate pops for other Paragons to be obtained for Tier 5 by only using the towers that turn into these Paragons. | By now, the entire screen has ideally been filled with income generators, so generally keep them until Round 119. If going for Vengeful True Sun God, start ultraboosting the base [[Super Monkey (BTD6)|Super Monkey]] that will be upgraded to it in the early 100s. If Nautic Siege Core has been obtained, submerge it after the Tier 4 Boss has been popped to prevent it from stealing pops. [[Flying Fortress (BTD6)|Flying Fortress]] is recommended for the defense here, as it reliably accumulates pops for Goliath Doomship, the most powerful Paragon. If Goliath Doomship is banned, accumulate pops for other Paragons to be obtained for Tier 5 by only using the towers that turn into these Paragons. | ||
Sell all farms at the end of Round 119 to obtain the strongest possible defense. Four Paragons (each at Degree 40+) is enough for nearly all Bosses, including Elite Bosses, but on Boss Events with extreme modifiers, stronger defense is needed. Goliath Doomship | Sell all farms at the end of Round 119 to obtain the strongest possible defense. Four Paragons (each at Degree 40+) is enough for nearly all Bosses, including Elite Bosses, but on Boss Events with extreme modifiers, stronger defense is needed. Goliath Doomship, Magus Perfectus and Mega Massive Munitions Factory provide the highest sources of damage while using other paragons such as Master Builder or Herald of Everfrost as support. Cheaper Paragons like Apex Plasma Master or Crucible of Steel and Flame are not recommended on Elite Bosses unless they are on extremely favorable conditions. | ||
== Guidelines for Ranked Mode == | == Guidelines for Ranked Mode == | ||
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* Before the Boss appears, a common strategy is to sell most, if not all the farming setup to buy a defense that will defeat the boss extremely quickly, and afterwards sell the defenses to recover the farms. | * Before the Boss appears, a common strategy is to sell most, if not all the farming setup to buy a defense that will defeat the boss extremely quickly, and afterwards sell the defenses to recover the farms. | ||
* As the Penalty Timer is not applied when the Boss is on the screen, players can stall the regular Bloons to make rounds as slow as possible to more time for regular farming, but caution is advised as the Penalty Timer can start immediately after the boss is defeated if the round has gone for long enough. | * As the Penalty Timer is not applied when the Boss is on the screen, players can stall the regular Bloons to make rounds as slow as possible to more time for regular farming, but caution is advised as the Penalty Timer can start immediately after the boss is defeated if the round has gone for long enough. | ||
* If the player intends to use some ability to defeat the Boss from towers that start on cooldown (ex. [[First Strike Capability (BTD6)|First Strike Capability]]), is recommended to place them one or two rounds before the boss so they can be available on time. Paragons with long ability cooldowns like Magus Perfectus or Nautic Siege Core should be place even earlier. | * If the player intends to use some ability to defeat the Boss from towers that start on cooldown (ex. [[First Strike Capability (BTD6)|First Strike Capability]]), is recommended to place them one or two rounds before the boss so they can be available on time. Paragons with long ability cooldowns like Herald of Everfrost, Magus Perfectus or Nautic Siege Core should be place even earlier. | ||
=== Least Cash === | === Least Cash === | ||
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== General recommendations for all Bosses== | == General recommendations for all Bosses== | ||
* Letting a few | * Letting a few Bloons leak during the early game is fine to place a farm or get some of their upgrades a little earlier. If the player has {{BTD6 mk|Mana Shield}} and/or {{BTD6 mk|Healthy Bananas}} and planning to build Marketplaces / Central Markets, being more greedy can payoff. If needed, the next best way to recover lives of after {{BTD6 mk|Healthy Bananas}} is using [[Special Poperations (BTD6)|Special Poperations]]. | ||
* During a Boss battle, certain occasions may benefit from stalling or anti-stalling rounds. Stalling allows more time for ability-based farming, while anti-stalling generates more money from Bloons and non-ability Farms to allow for faster defense purchases while the Boss is active. | * During a Boss battle, certain occasions may benefit from stalling or anti-stalling rounds. Stalling allows more time for ability-based farming, while anti-stalling generates more money from Bloons and non-ability Farms to allow for faster defense purchases while the Boss is active. | ||
** For earlier tiers, a 0-1-2 {{B|Glue Gunner|BTD6}} with [[Gyrfalcon]] is recommended for stalling while the Boss is not active, while {{B|Downdraft|BTD6}} is recommended when the Boss is on the screen. Downdraft becomes the only early stall recommended in Least Tiers. Towards the late-game, blimps gain greatly increased health; rounds can be stalled with [[Bloon Crush (BTD6)|Bloon Crush]] near the start or a 4-0-1 [[Maim MOAB (BTD6)|Maim MOAB]] on [[Last]] to try to target a ZOMG. | ** For earlier tiers, a 0-1-2 {{B|Glue Gunner|BTD6}} with [[Gyrfalcon]] is recommended for stalling while the Boss is not active, while {{B|Downdraft|BTD6}} is recommended when the Boss is on the screen. Downdraft becomes the only early stall recommended in Least Tiers. Towards the late-game, blimps gain greatly increased health; rounds can be stalled with [[Bloon Crush (BTD6)|Bloon Crush]] near the start or a 4-0-1 [[Maim MOAB (BTD6)|Maim MOAB]] on [[Last]] to try to target a ZOMG. | ||
* Debuffs that increase the damage that Bosses take (including [[Super Brittle (BTD6)|Super Brittle]], [[Cripple MOAB (BTD6)|Cripple MOAB]], and [[Glue Strike (BTD6)|Glue Strike]] / [[Glue Storm (BTD6)|Glue Storm]]), alongside towers that buff damage dealers (such as Support Sun Temple, Overclock, [[Call to Arms (BTD6)|Call to Arms]] / [[Homeland Defense (BTD6)|Homeland Defense]], and [[Permanent Brew (BTD6)|Permanent Brew]], with the latter 4 not recommended against Lych), steadily gain importance starting on Tier 2, with Sun Temples seeing use starting on Tier 3. | * Debuffs that increase the damage that Bosses take (including [[Super Brittle (BTD6)|Super Brittle]], [[Cripple MOAB (BTD6)|Cripple MOAB]], and [[Glue Strike (BTD6)|Glue Strike]] / [[Glue Storm (BTD6)|Glue Storm]]), alongside towers that buff damage dealers (such as Support Sun Temple, Overclock, [[Call to Arms (BTD6)|Call to Arms]] / [[Homeland Defense (BTD6)|Homeland Defense]], and [[Permanent Brew (BTD6)|Permanent Brew]], with the latter 4 not recommended against Lych), steadily gain importance starting on Tier 2, with Sun Temples seeing use starting on Tier 3. | ||
* Watching the boss timer in steady intervals can help time certain abilities. A notable example is Level 20 [[Adora (BTD6)|Adora]]'s Blood Sacrifice; each minute in the timer since the starting second marks each time the ability must be refreshed. | * Watching the boss timer in steady intervals can help time certain abilities. A notable example is Level 20 [[Adora (BTD6)|Adora]]'s Blood Sacrifice; each minute in the timer since the starting second marks each time the ability must be refreshed. | ||
* If Banana Farms are not allowed, the next best option is to spam Merchantmen. Bloon Trap, Rubber to Gold and Monkey City can be considered during the late 20s and early 30s. Ability-based income sources such as Supply Drop and Support Chinook can be considered during Rounds 30-40 due their higher cost ,and finally, Sun Temples and Bounty Hunters can be used after the Tier 2 defense. Without Farms, Druids are not worth their footprint over a Sniper in most cases. | |||
* On harder Boss Events, Ninja Kiwi often grants increased amounts of starting cash to boost the early game farming. Depending on the amount granted, the player can consider the following strategies: | |||
** < $6,000 cash: In this range the farming progress is just pushed forward a few rounds using the regular strategies. Additional defenses should not be placed early in most cases, however Bloon Trap or Lead to Gold can be used to defend Lead Bloons in Rounds 28 or 30. | |||
** ~$6,000 − $12,000: At this range the player can start with a Monkey Bank (use the remaining cash to spam 2-0-0 farms), which after filling, can be upgraded to IMF Loan into the usual Miniopolis strategy. The player is likely to fill out the Monkeyopolis' range with Marketplaces way before Round 40, so the recommended progression is to make space and buy a Banana Research Facility with an Overclock and then upgrade the remaining farms to Central Markets until is time for the Tier 1 defense. | |||
** ~$12,000 − $30,000: In this case it is recommended to buy multiple 2-3-0 Banks and let them fill out, then use the collected cash to buy more Banks. After the second cash-out, set up a Miniopolis and transition to Boat Farming if there is abundant water (buy Trade Empire first and then 20 Merchantmen in the range of 3 discount Villages) or go into a BRF + Overclock + Central Markets setup to eventually purchase a Banana Central. | |||
** ~$30,000 − $50,000: Same as the previous range, but the second set of Banks is not needed, players can transition their farming immediately after the first cash-out. After Banana Central, the player start filling the map with BRF + Overclocks. | |||
** > $50,000: Start with Monkeyopolis and add Boat Farming if possible, otherwise continue into the BRF + Central Markets setup. | |||
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[[Category:BTD6 strategies]] | [[Category:BTD6 strategies]] | ||