Strategy:Contested Territory (BTD6): Difference between revisions

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* On rounds going beyond 90, having at least two towers is almost always necessary. Flying Fortress is an easy carry, provided Spectre's Super Ceramic weakness is dealt with.
* On rounds going beyond 90, having at least two towers is almost always necessary. Flying Fortress is an easy carry, provided Spectre's Super Ceramic weakness is dealt with.
* On low round tiles, {{BTD6|Hydra Rocket Pods}} can be an easy solution with some micro, but make sure to add Relics that support its early-game, and in some cases also Fortified damage. {{BTD6|Rocket Storm}} can also work on some longer tiles when combined with any Hero.
* On low round tiles, {{BTD6|Hydra Rocket Pods}} can be an easy solution with some micro, but make sure to add Relics that support its early-game, and in some cases also Fortified damage. {{BTD6|Rocket Storm}} can also work on some longer tiles when combined with any Hero.
* [[The Blazing Sun]] is an effective carry for rounds up to 80, especially since [[Big Iron]] innately pops Lead, provided another tower to deal with groups during the saveups and has something to deal with Camos (including [[Eagle Eye]]). Setting on First for the T5 is recommended, and use weak towers that chip Bloon groups slow enough to not pierce-cap the pistol. The T5 can also serve as decent supplementary single-target DPS.


===Time Attack===
===Time Attack===