Strategy:Contested Territory (BTD6): Difference between revisions
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*Least Cash and Least Tier tiles often don't require as much hands-on gameplay except for specific tough rounds or when micromanagement is vital. | *Least Cash and Least Tier tiles often don't require as much hands-on gameplay except for specific tough rounds or when micromanagement is vital. | ||
*For Boss tiles, farming requires plenty of attention to optimize cash generation throughout the non-Boss stages. Once the Boss arrives, pay full attention to the boss battle, to avoid needing to re-load saves. | *For Boss tiles, farming requires plenty of attention to optimize cash generation throughout the non-Boss stages. Once the Boss arrives, pay full attention to the boss battle, to avoid needing to re-load saves. | ||
**An exception is when Farm and Buccaneer are disabled but Engineer enabled on a non-simultaneous lane map; 0-1-3 Engineer solos the early-game, saving into Bloon Trap with ease, and only then must the farming stages be actively monitored. | **An exception is when Farm and Buccaneer are disabled but Engineer enabled on a non-simultaneous lane map; 0-1-3 Engineer solos the early-game, saving into {{BTD6|Bloon Trap}} with ease, and only then must the farming stages be actively monitored. | ||
*Typical daily sessions that consume 4 player tickets plus 6 team tickets should take about 60-120 minutes to complete. If there are plenty of uncontested Time Attack tiles, the session should be much shorter, but the other tiles each guarantee about 5-10 minutes on Fast Forward without re-loading saves. | *Typical daily sessions that consume 4 player tickets plus 6 team tickets should take about 60-120 minutes to complete. If there are plenty of uncontested Time Attack tiles, the session should be much shorter, but the other tiles each guarantee about 5-10 minutes on Fast Forward without re-loading saves. | ||
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==Relic Strategy== | ==Relic Strategy== | ||
{{Strategy needed|more tips on general relic tips that aren't specific to certain tile rulesets}} | {{Strategy needed|more tips on general relic tips that aren't specific to certain tile rulesets}} | ||
Relics are an important asset for successfully capturing a tile. Some relics are vital for decreasing score far below the reach of any non-relic users. However, for high skill gameplay, not every relic tile must be captured, unless it is to drive off any rival teams from reaching more important relic or banner tiles. | Relics are an important asset for successfully capturing a tile. Some relics are vital for decreasing score far below the reach of any non-relic users. However, for high skill gameplay, not every relic tile must be captured, unless it is to drive off any rival teams from reaching more important relic or banner tiles. | ||
For | For more tips specific to each Relic, visit the pages for each Relic. | ||
*Relics that negate Bloon properties are often game-changing. [[Alchemist Touch]], [[Camo Trap]], [[Royal Treatment]], and [[ | *Relics that negate Bloon properties are often game-changing. [[Alchemist Touch]], [[Camo Trap]], [[Royal Treatment]], and [[Sharpsplosion]] 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 (Relic)|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 (Relic)|Tech Bot]] may be game-changing on all except Time Attack (which ban Powers). | ||
**If gaining Team Trophies is not an issue, always buy the Daily Power, with exception of Tech Bot which are often unnecessary. | **If gaining Team Trophies is not an issue, always buy the Daily Power, with exception of Tech Bot which are often unnecessary. | ||
* Store Relics are always enabled once bought. In general, they're always a major upgrade, with only niche cases being a downgrade. So, if gaining Team Trophies is not an issue, it is almost always worth buying all Store Relics once available. | * Store Relics are always enabled once bought. In general, they're always a major upgrade, with only niche cases being a downgrade. So, if gaining Team Trophies is not an issue, it is almost always worth buying all Store Relics once available. | ||
* Certain relics have no real strategic value for capturing tiles. Tech Bot is merely for convenience of activated abilities, and [[El Dorado]] only serves as an additional challenge for extra in-game currency. That being said, their respective Relic tiles may serve as strongholds for some teams, knowing that many teams may ignore these tiles. | * Certain relics have no real strategic value for capturing tiles. [[Tech Bot (Relic)|Tech Bot]] is merely for convenience of activated abilities, and [[El Dorado]] only serves as an additional challenge for extra in-game currency. That being said, their respective Relic tiles may serve as strongholds for some teams, knowing that many teams may ignore these tiles. | ||
==Tile Strategy== | ==Tile Strategy== | ||
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**For a safer score, add cheap defense that covers the hero's main weaknesses. For example, one 0-0-0 {{BTD6|Spike Factory}} 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 {{BTD6|Spike Factory}} 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. | *{{BTD6|Wall of Fire}} on intersections can deliver a lot of damage to oncoming bloons as long as you can overcome its Purple weakness. | ||
*Base | *Base {{BTD6|Mermonkey}}s have high pierce and can support a defense that has strong single target damage, especially with Sharper Prongs. | ||
*Cannon Ship with crosspaths covers all rounds on Beginner Maps with good water coverage, on certain maps even solo the MOABs. | *{{BTD6|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, {{BTD6|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, {{BTD6|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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{{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. | ||
*Some maps such as [[Balance]] allow for extremely low scores. | *Some maps such as [[Balance]] allow for extremely low scores. | ||
* | *On the flip side, simultaneous lane maps, and most Advanced Maps tend to have higher score on average. In particular, [[Party Parade]], [[Mesa]], and [[Lost Crevasse]] often require the most cash spent. | ||
*[[Captain Churchill (BTD6)|Churchill]], {{BTD6|Silas}}, and {{BTD6|Gwendolin}} are more effective here due to their potential to carry a basic defense. | |||
**On some maps and mode conditions, Churchill with enough Relics like [[Sharpsplosion]] and [[Hero Booster]] allow him to solo with $1945/$2000/$2160 score. That being said, some combos on very low round non-Regular tiles can cut below his solo score. | **On some maps and mode conditions, Churchill with enough Relics like [[Sharpsplosion]] and [[Hero Booster]] allow him to solo with $1945/$2000/$2160 score. That being said, some combos on very low round non-Regular tiles can cut below his solo score. | ||
*{{BTD6|Plasma Accelerator}} is cheaper than {{BTD6|Spectre}} and {{BTD6|Apache Dartship}}, and can solo to round 80 assuming proper relic support to save up to it. | *{{BTD6|Plasma Accelerator}} is cheaper than {{BTD6|Spectre}} and {{BTD6|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. | ||
*{{BTD6|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. | *{{BTD6|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 {{BTD6|Juggernaut}} on maps with walls can clear many rounds of dense Bloons. | ||
*Juggernaut is also generally a strong mid-game support and grouped damage. | *Juggernaut is also generally a strong mid-game support and grouped damage. | ||
*{{BTD6|Hydra Rocket Pods}} can carry Least Cash if given Relics to handle denser Bloon rounds, and single-target on non-long maps, as well as cheap towers to counter its steep early-game saveup. | *{{BTD6|Hydra Rocket Pods}} can carry Least Cash if given Relics to handle denser Bloon rounds, and single-target on non-long maps, as well as cheap towers to counter its steep early-game saveup. | ||
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*{{BTD6|Druid of the Jungle}} has many weaknesses but can be considered an option with proper relics. | *{{BTD6|Druid of the Jungle}} has many weaknesses but can be considered an option with proper relics. | ||
*[[Pat Fusty (BTD6)|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. | *[[Pat Fusty (BTD6)|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. | ||
*{{BTD6|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 {{BTD6|Ezili}} or | *{{BTD6|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 {{BTD6|Ezili}} or [[Admiral Brickell (BTD6)|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. | ||
**{{BTD6|Spiked Mines}} can be afforded on longer maps using Monkey Boost on rounds 35 and 36, which can comfortably last until 52. | **{{BTD6|Spiked Mines}} can be afforded on longer maps using Monkey Boost on rounds 35 and 36, which can comfortably last until 52. | ||
**{{BTD6|Bloon | **{{BTD6|Bloon Liquefier}} has solid attack speed but lacks pierce, often requiring Durable Shots and many powers to save up to and take out dense rounds. | ||
**[[T-Rex]] needs proper repositioning but is otherwise a smooth attacker without proper Camo detection. | **[[T-Rex]] needs proper repositioning but is otherwise a smooth attacker without proper Camo detection. | ||
*Three 1-score heroless options are possible (with optimal MK and Relics): | *Three 1-score heroless options are possible (with optimal MK and Relics): | ||
**{{BTD6|Monkey 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 (Relic)|Camo Trap]], either [[Monkey Boost (Relic)|Monkey Boost]] or SMS, and [[Alchemist Touch]]. | **{{BTD6|Monkey 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 (Relic)|Camo Trap]], either [[Monkey Boost (Relic)|Monkey Boost]] or SMS, and [[Alchemist Touch]]. | ||
**Super Monkey is only possible with immense saveup from Road Spikes and life restoring relics, and Power relics like [[SMS (Relic)|SMS]] and [[Glue Trap (Relic)|Glue Trap]] to overcome its low pierce. | **Super Monkey is only possible with immense saveup from Road Spikes and life restoring relics, and Power relics like [[SMS (Relic)|SMS]] and [[Glue Trap (Relic)|Glue Trap]] to overcome its low pierce. | ||
**{{BTD6|Mortar Monkey is only possible on maps which are favorable to it, such as {{BTD6|Moon Landing}}, and will need dealing with camos as well as [[Sharpsplosion]], alongside intense mortar micro. | **{{BTD6|Mortar Monkey}} is only possible on maps which are favorable to it, such as {{BTD6|Moon Landing}}, and will need dealing with camos as well as [[Sharpsplosion]], alongside intense mortar micro. | ||
====Least Tiers - Non-Regular==== | ====Least Tiers - Non-Regular==== | ||
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*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. | *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. | ||
*Having a few seconds of time penalty is not a concern unless the Boss can be killed incredibly fast. However, accruing at least a minute of time penalty should be avoided unless playing on a difficult map that contains no income generation at all in the tower loadout. | |||
====Boss - 1 Tier==== | ====Boss - 1 Tier==== | ||