Strategy:Contested Territory (BTD6): Difference between revisions

Least Tiers: more general bullet points
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{{BTD6 last updated|51.1}}{{cleanup|Needs more general guidelines for gamemodes instead of only a list of recommended towers}}
{{BTD6 last updated|52.1}}{{cleanup|Needs more general guidelines for gamemodes instead of only a list of recommended towers}}
[[Contested Territory (BTD6)|Contested Territory]] is often regarded as the most difficult event mode to both understand and play, due to its unique restrictions and team-oriented focus. Competitive mode is no different, especially as multiple top level teams are vouching for at least a top 25 spot.  
[[Contested Territory (BTD6)|Contested Territory]] is often regarded as the most difficult event mode to both understand and play, due to its unique restrictions and team-oriented focus. Competitive mode is no different, especially as multiple top level teams are vouching for at least a top 25 spot.  


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*In local fights, attempt to capture other team's tiles first over neutral tiles to gain a points advantage. In cases where opposing locals have "died off" and understand one team has full control over the board, it can be good sport to avoid capturing their regular tiles to give them points.
*In local fights, attempt to capture other team's tiles first over neutral tiles to gain a points advantage. In cases where opposing locals have "died off" and understand one team has full control over the board, it can be good sport to avoid capturing their regular tiles to give them points.
*When on the losing end of a team dominating the board, the same can be true; aggression against key relics or banners can lead to a coordinated team attempting to spawnlock your team, capturing tiles around spawn with unbeatable low scores, thus preventing any usage of tickets until the spawn tiles expire. Be mindful of "poking the bear" and weave around regular tiles to avoid disruption.
*When on the losing end of a team dominating the board, the same can be true; aggression against key relics or banners can lead to a coordinated team attempting to spawnlock your team, capturing tiles around spawn with unbeatable low scores, thus preventing any usage of tickets until the spawn tiles expire. Be mindful of "poking the bear" and weave around regular tiles to avoid disruption.
* Some players like to lure opposing teams to capture a tile early before sneaking in another capture a few minutes later, especially if they have the relic advantage. If you suspect an opponent is trying to bait the tile capture, avoid the tile and find a different one to capture.
:* On Least Cash and Least Tiers, a tile's round ending in 0, 1, or 2 and starting with 4, 6, or 8 take very short to capture after reaching a checkpoint.


==Relic Strategy==
==Relic Strategy==
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For strategy about the optimal usage of each relic, rather than general strategy of all relics, refer to [[Strategy:Relic Knowledge]].
For strategy about the optimal usage of each relic, rather than general strategy of all relics, refer to [[Strategy:Relic Knowledge]].


*Relics that negate bloon properties are often game-changing. [[Alchemist Touch]], [[Camo Trap]], [[Royal Treatment]], and [[Sharpslosion]] are usually the strongest of these types of relics.
*Relics that negate Bloon properties are often game-changing. [[Alchemist Touch]], [[Camo Trap]], [[Royal Treatment]], and [[Sharpslosion]] are usually the strongest of these types of relics.
*Damage-boosting relics are very strong for fast-attacking, high-projectile towers. [[MOAB Clash]] stands out in most situations, whereas other damage-boosting relics are niche.
*Damage-boosting relics are very strong for fast-attacking, high-projectile towers. [[MOAB Clash]] stands out in most situations, whereas other damage-boosting relics are niche.
*Don't underestimate Power Relics. While they do have limited uses per game, most except [[Tech Bot (BTD6)|Tech Bot]] may be game-changing on all except Time Attack (which ban Powers).
*Don't underestimate Power Relics. While they do have limited uses per game, most except [[Tech Bot (BTD6)|Tech Bot]] may be game-changing on all except Time Attack (which ban Powers).
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**For a safer score, add cheap defense that covers the hero's main weaknesses. For example, one 0-0-0 Spac for Rosalia, to catch leaks and Camos.
**For a safer score, add cheap defense that covers the hero's main weaknesses. For example, one 0-0-0 Spac for Rosalia, to catch leaks and Camos.
*If a Hero is not enabled, try to aim between $2000-$4000 score on most maps. With proper relics, it is possible to reach lower than that.
*If a Hero is not enabled, try to aim between $2000-$4000 score on most maps. With proper relics, it is possible to reach lower than that.
*Wall of Fire on intersections can deliver a lot of damage to oncoming bloons as long as you can overcome its purple weakness.
*Wall of Fire on intersections can deliver a lot of damage to oncoming bloons as long as you can overcome its Purple weakness.
*Cannon Ship with crosspaths covers all rounds on Beginner Maps with good water coverage, on certain maps even solo the MOABs.
*Cannon Ship with crosspaths covers all rounds on Beginner Maps with good water coverage, on certain maps even solo the MOABs.
*On more difficult single-lane maps (like Chutes or Firing Range) that lack good LC towers like Wizard/Buccaneer or Heroes, Razor Rotors is a simple but beatable solution for any pre-R43 tile without needing Relics. Once relics are obtained more options become available to beat with cheaper, especially as relics like Super Monkey Storm can defeat the MOAB and allow weaker towers to clear.
*On more difficult single-lane maps (like Chutes or Firing Range) that lack good LC towers like Wizard/Buccaneer or Heroes, Razor Rotors is a simple but beatable solution for any pre-R43 tile without needing Relics. Once relics are obtained more options become available to beat with cheaper, especially as relics like Super Monkey Storm can defeat the MOAB and allow weaker towers to clear.
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====Least Cash - Non-Regular====
====Least Cash - Non-Regular====
{{Strategy needed}}
{{Strategy needed}}
*Observe the final round number and prepare in advance for difficult rounds. If it ends on Round 81 and beyond, the cheap combination of defenses must be able to handle both the mid-game bloon rushes and Super Ceramics.
*Observe the final round number and prepare in advance for difficult rounds. If it ends on Round 81 and beyond, the cheap combination of defenses must be able to handle both the mid-game Bloon rushes and Super Ceramics.
*Churchill, Silas, and Gwendolin are more effective here due to their potential to carry a basic defense.
*Churchill, Silas, and Gwendolin are more effective here due to their potential to carry a basic defense.
*Plasma Accelerator is cheaper than Spectre and Apache Dartship, and can solo to round 80 assuming proper relic support to save up to it.
*Plasma Accelerator is cheaper than Spectre and Apache Dartship, and can solo to round 80 assuming proper relic support to save up to it.
*Abyssal Warrior has plenty of raw damage and a cheap camo crosspath, and aside from lack of lead damage, it can go to the early 70s.
*Abyssal Warrior has plenty of raw damage and a cheap camo crosspath, and aside from lack of lead damage, it can go to the early 70s.
*Artillery Battery can also be used to clear up to the late 70s with proper targetting micro and decent bends, provided another way to clear camos is used.
*Artillery Battery can also be used to clear up to the late 70s with proper targeting micro and decent bends, provided another way to clear camos is used.
*Arctic Knight and Juggernaut on maps with walls can clear many rounds of dense bloons.
*Arctic Knight and Juggernaut on maps with walls can clear many rounds of dense Bloons.


===Least Tiers===
===Least Tiers===
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*Hydra Rocket Pods covers all bloon types (including MOABs thanks to the recent buff) and can be afforded before the round 28 leads, though it may require some targeting in order to save up to it.
*Hydra Rocket Pods covers all bloon types (including MOABs thanks to the recent buff) and can be afforded before the round 28 leads, though it may require some targeting in order to save up to it.
*Druid of the Jungle has many weaknesses but can be considered an option with proper relics.
*Druid of the Jungle has many weaknesses but can be considered an option with proper relics.
*Pat targeting into an intersection and a 0-0-0 Spike Factory is a map dependant way to clear most rounds, and can be upgraded to Bigger Stacks with little penalty to clear the 40s with proper Roar ability timing.
*Pat targeting into an intersection and a 0-0-0 Spike Factory is a map-dependent way to clear most rounds, and can be upgraded to Bigger Stacks (or, alternatively, a second Spike Factory)<!--also note +1 spike MK--> with little penalty to clear the 40s with proper Roar ability timing.
*Super Monkey as an expensive tower is deceptively difficult to use, having many weaknesses and an expensive saveup. A hero that can cover weaknesses such as Ezili or Brickell can offer a 2 or 3 tier solution.
*Super Monkey as an expensive tower is deceptively difficult to use, having many weaknesses and an expensive saveup. A hero that can cover weaknesses such as Ezili or Brickell can offer a 2 or 3 tier solution.
*Some 4th tier upgrades can be considered niche as many strong tier 3s exist, but sometimes they are the only option.
*Some 4th tier upgrades can be considered niche as many strong tier 3s exist, but sometimes they are the only option.
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*Three 1-score heroless options are possible (with optimal MK and Relics):
*Three 1-score heroless options are possible (with optimal MK and Relics):
**Ace is the easiest of them. It only needs a long map and sufficient micromanagement of its flight targeting options. Recommended relics: Durable Shots, Flint Tips, Camo Trap, either Monkey Boost or SMS, and Alchemist Touch.
**Ace is the easiest of them. It only needs a long map and sufficient micromanagement of its flight targeting options. Recommended relics: Durable Shots, Flint Tips, Camo Trap, either Monkey Boost or SMS, and Alchemist Touch.
**Super is only possible with immense saveup from Road Spikes and life restoring relics, and Power relics like SMS and Glue Trap to overcome it's low pierce.
**Super is only possible with immense saveup from Road Spikes and life restoring relics, and Power relics like SMS and Glue Trap to overcome its low pierce.
**Mortar is only possible on maps which are favorable to it, such as Moon Landing, and will need dealing with camos as well as Sharpsplosion, alongside intense mortar micro.
**Mortar is only possible on maps which are favorable to it, such as Moon Landing, and will need dealing with camos as well as Sharpsplosion, alongside intense mortar micro.


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*Certain tiles may have terrible tower choices and/or on a difficult Race Event map. Check what towers and upgrades have the most cost-efficient combination of pierce and damage for these tiles if opting for a high score. Starting cash on non-regular tiles also vary, which alters possible starting options.  
*Certain tiles may have terrible tower choices and/or on a difficult Race Event map. Check what towers and upgrades have the most cost-efficient combination of pierce and damage for these tiles if opting for a high score. Starting cash on non-regular tiles also vary, which alters possible starting options.  
*Account for additional rules, especially faster Bloon speed or Double HP MOABs, to slow down on certain rounds.
*Account for additional rules, especially faster Bloon speed or Double HP MOABs, to slow down on certain rounds.
*Some difficult maps with Time Attack include [[Rake]], [[Water Park]], [[Quiet Street]], and [[Bloonarius Prime]].
*Some difficult maps with Time Attack include [[Rake]], [[Water Park]], [[Quiet Street]], [[Bloonarius Prime]], and [[Lost Crevasse]].<!--even after 52.0, lostcrev seems difficult-->


===Boss===
===Boss===
{{Main|Strategy:Boss Bloon Event}}
{{Main|Strategy:Boss Bloon Event}}
*Since money is everything when taking down timed bosses, try to greed out as much as possible using income generators like Banana Farms and Merchantmen.
*Since money is everything when taking down timed bosses, try to greed out as much as possible using income generators like Banana Farms and Merchantmen.
**If multiple income generators are enabled, the typical priority list of towers for starting income generation is: Farm, Buccaneer (Merchantman), Engineer (Bloon Trap), Alchemist (Lead to Gold, Rubber to Gold), Druid (Jungle's Bounty), Village (Monkey Town), Heli (Support Chinook), Sniper (Supply Drop).
**If multiple income generators are enabled, the typical priority list of towers for starting income generation is: Farm, Buccaneer (Merchantman), Engineer (Bloon Trap), Alchemist (Lead to Gold, Rubber to Gold), Druid (Jungle's Bounty), Village (Monkey Town), Heli (Support Chinook), Sniper (Supply Drop). Desperado's income generation (Bounty Hunter) is not worth the investment.<!--you use bhunt for moabs, bfbs, and zomgs, but even in two-tier boss it's not feasible-->
*Bloon-dependent income like Bloon Traps are almost always worth it when placed down early enough.
*Bloon-dependent income like Bloon Traps are almost always worth it when placed down early enough.
*Cash-related relics such as [[Rounding Up]] and [[Thrive]] are beneficial for snowballing income. [[Starting Stash]] allows early-game snowball to begin sooner, same applies for [[Box of Monkey]] for defense (and earlier Merchantman if no Farms, and Bloon Trap if no Farms and Boats).
*Cash-related relics such as [[Rounding Up]] and [[Thrive]] are beneficial for snowballing income. [[Starting Stash]] allows early-game snowball to begin sooner, same applies for [[Box of Monkey]] for defense (and earlier Merchantman if no Farms, and Bloon Trap if no Farms and Boats).
**For use of Thrive on 1 Tier Boss tiles, use Thrive on R34-R35 and R38-R39 for the most income per pop. On 2 Tier Boss Battles, R49-50 and R54-55 give the most income per pop.
**For use of Thrive on 1 Tier Boss tiles, use Thrive on R34-R35 and R38-R39 for the most income per pop. On 2 Tier Boss Battles, R49-50 and R54-55 give the most income per pop.
*If all Heroes are enabled, heroes with income generation are often the best. Ben is the simplest and gives the most profit. Geraldo has more utility but a less flexible income generation. However, Sauda is still a great choice for cheap early-game defense.
*If all Heroes are enabled, heroes with income generation are often the best. Benjamin is the simplest and gives the most profit. Geraldo has more utility but a less flexible income generation. However, Sauda is still a great choice for cheap early-game defense.
*Unless a hero is planned ahead for their Level 7, or has income generation, it is best to hold off placing the hero until affording at least the first income generator, if possible.
*Unless a hero is planned ahead for their Level 7, or has income generation, it is best to hold off placing the hero until affording at least the first income generator, if possible.
*Before the Boss begins, turn off Auto Start one round before (R39, R59), for better preparation.
*Before the Boss begins, turn off Auto Start one round before (R39, R59), for better preparation.
*Shorter maps and harder difficulties (Bloons move faster on Hard than Medium or Easy) allow the player to get away with leaking the Round 24 Camo Green without a time penalty.


====Boss - 1 Tier====
====Boss - 1 Tier====