Strategy:Contested Territory (BTD6): Difference between revisions
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*Ability based generation becomes a lot stronger when there are 2 tiers, as it provides more time to use abilities as well as Elite Sniper and Special Poperations being strong at defending the rounds, though they lose a slight amount of efficiency when getting the tier 5. | *Ability based generation becomes a lot stronger when there are 2 tiers, as it provides more time to use abilities as well as Elite Sniper and Special Poperations being strong at defending the rounds, though they lose a slight amount of efficiency when getting the tier 5. | ||
*If Farm and Buccaneer are banned, and the next best income generator is Engineer, rush [[XXXL Trap (BTD6)|XXXL Trap]] as soon as possible if playing on single-entrance maps, paying off faster than Trap spam later on and dealing with MOABs. | *If Farm and Buccaneer are banned, and the next best income generator is Engineer, rush [[XXXL Trap (BTD6)|XXXL Trap]] as soon as possible if playing on single-entrance maps, paying off faster than Trap spam later on and dealing with MOABs. | ||
*If Farm and Buccaneer are banned, and there are both Druid and Alchemist, prioritise Alchemist's [[Rubber to Gold (BTD6)|Rubber to Gold]], which scales income better for the cost. Without Alchemist, try to rush a [[Spirit of the Forest (BTD6)|Spirit of the Forest]] as soon as possible, as it will pay off more than the initial investment if bought before about round 50,<!--worse case 37800/ | *If Farm and Buccaneer are banned, and there are both Druid and Alchemist, prioritise Alchemist's [[Rubber to Gold (BTD6)|Rubber to Gold]], which scales income better for the cost. Without Alchemist, try to rush a [[Spirit of the Forest (BTD6)|Spirit of the Forest]] as soon as possible, as it will pay off more than the initial investment if bought before about round 50,<!--worse case 37800/1120 * 0.3=~10.125--> plus has completely self-sufficient defense before the Boss arrives. Buy no more Jungle's Bounties before Spirit if not going for defense, as Jungle's Bounties pay off extremely slowly without Farms or Obyn. | ||
*If there's Sniper and/or Heli, prioritize Heli if Farm and Buccaneer are banned, since Heli's Downdraft can partially stall rounds and can also offer more opportunities for Engineer's Traps and Alchemist's Rubber to Gold. | |||
*Stop buying income generation at round 58, especially without Favored Trades, as it will not make you more money before the boss arrives. | *Stop buying income generation at round 58, especially without Favored Trades, as it will not make you more money before the boss arrives. | ||
**For ability based generation, stop buying more at about Round 54, as there won't be enough time for the abilities to pay off, unless planning to keep them when the T2 Boss comes. | **For ability based generation, stop buying more at about Round 54, as there won't be enough time for the abilities to pay off, unless planning to keep them when the T2 Boss comes. | ||
*If there are [[Thrive (Relic)|Thrive]]s remaining, rounds 49-50 and 54-55 make the most money per pop, which should be used on those rounds if there are no income generators except other cash-per-pop sources. | *If there are [[Thrive (Relic)|Thrive]]s remaining, rounds 49-50 and 54-55 make the most money per pop, which should be used on those rounds if there are no income generators except other cash-per-pop sources. | ||
*Decide whether T1 or T2 Boss would be faster, and focus any Power Relics on the slower Boss variant, also depending on available income generators for both or either Boss tier. | |||
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