Strategy:CHIMPS: Difference between revisions
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|54 | |54 | ||
|[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic Bloon]] x35 | |[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic Bloon]] x35 | ||
[[File:BTD6 bloon MoabIcon.png|x20px]] | [[File:BTD6 bloon MoabIcon.png|x20px]] MOAB x2 | ||
|The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game. | |The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game. | ||
|- | |- | ||
|63 | |63 | ||
|[[File:BTD6 bloon Lead.png|x20px]] | |[[File:BTD6 bloon Lead.png|x20px]] Lead Bloon x75 | ||
[[File:BTD6 bloon Ceramic.png|x20px]] | [[File:BTD6 bloon Ceramic.png|x20px]] Ceramic Bloon x122 | ||
|This infamous round has 3 extremely tight Ceramic waves with 40, 40, and 42 Ceramics respectively. Unless the defense has been set up very adequately to deal | |This infamous round has 3 extremely tight Ceramic waves with 40, 40, and 42 Ceramics respectively. Unless the defense has been set up very adequately to deal | ||
with very dense Bloons, this round can pose massive troubles. | with very dense Bloons, this round can pose massive troubles. | ||
|- | |||
|75 | |||
|[[File:BTD6 bloon Lead.png|x20px]] Lead Bloon x14 | |||
[[File:BTD6 bloon LeadFortified.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] Lead x14 <br> | |||
[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] Fortified MOAB x3 <br> | |||
[[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] x6 | |||
|The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, the fortified MOABs, and the Leads blocking many projectiles give this round a strong case of being the hardest mid-game round. | |||
|- | |||
|82 | |||
|[[File:BTD6 bloon BfbIcon.png|x20px]] BFB x6 | |||
[[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] Fortified BFB x5 | |||
|The latter 5 fortified BFBs are difficult to break, but it is the fortified [[Super Ceramic Bloons (BTD6)|Super Ceramics]] from those BFBs that pose the greatest challenge, especially for towers that fall off against them, such as [[Crossbow Master (BTD6)|Crossbow Master]] and [[Bomb Blitz (BTD6)|Bomb Blitz]]. | |||
|- | |||
|95 | |||
|[[File:BTD6 bloon LeadRegrowFortifiedCamo.png|x20px]] Fortified Camo Regrow Lead x500 | |||
[[File:BTD6 bloon PurpleRegrowCamo.png|x20px]] Camo Regrow [[Purple Bloon (BTD6)|Purple]] x250 <br> | |||
[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] Fortified MOAB x50 <br> | |||
[[File:BTD6 bloon DdtIcon.png|x20px]] [[DDT (BTD6)|DDT]] x30 | |||
|The extreme amount of DDTs on this round is a monumental challenge to many strategies, making many runs a dead-end. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges. | |||
|- | |||
|98 | |||
|[[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] Fortified BFB x30 | |||
[[File:BTD6 bloon ZomgIcon.png|x20px]] [[ZOMG (BTD6)|ZOMG]] x8 | |||
|This round has the highest RBE out of any round in pre-[[Freeplay (BTD6)|Freeplay]] CHIMPS. The high amounts of health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round completely stumble many strategies. | |||
|- | |||
|99 | |||
|[[File:BTD6 bloon MoabIcon.png|x20px]] MOAB x60 | |||
[[File:BTD6 bloon DdtFortifiedIcon.png|x20px]] Fortified DDT x9 | |||
|Many strategies that can beat Round 95 face a dead-end on this round due to them based on group-popping power that falls off the the DDTs gain double health on this round, with MOABs and their Super Ceramic insides continuing to consume pierce from DDT-popping powers. | |||
|- | |||
|100 | |||
|[[File:BTD6 bloon BadIcon.png|x20px]] BAD x1 | |||
|Many strategies that revolve around stalling and/or grouped popping powers completely fail to Round 100 due to the BAD being immune to all slowdowns and requiring single-target damage options to be dealt with. | |||
|} | |} | ||
===Gameplay=== | ===Gameplay=== | ||
Revision as of 02:24, 5 October 2024
| This article is a stub. You can help out by expanding it. The editor who added this notice did not specify a reason. |

CHIMPS is arguably the most difficult game-mode in BTD6, especially if Powers are used in other game modes.
General recommendations
Preparation
- If attempting to defeat CHIMPS either for the first time or on a map with unprecedented difficulty, a good idea is look up guides to beat it and take notes about the strategies in those guides. Later on, for maps of similar difficulty and layout, attempt to incorporate elements of the guides into the run without directly copying them to improve skills and prospects for future runs.
- While attempting to incorporate new strategies into harder maps or the first CHIMPS run without guides, doing some practice runs where retrying last round can be used freely is good practice that can build on the player's ability to defeat CHIMPS on their own. For maps where all parts of the game are difficult, get through the whole CHIMPS game with a red badge before going for a Black Border.
- Experiment different strategies in Sandbox (BTD6) or Challenge Editor to speed up the testing process if only a few rounds are being the roadblock.
- Remember the rounds that frequently become a roadblock, and plan ahead for those rounds later on. Rounds that are frequently challenging to CHIMPS runs are listed below.
Rounds to watch out for
| Round # | Bloons Spawned | Reasoning |
|---|---|---|
| 24 |
|
The Camo Green is relatively easy to deal with, but not having a Camo tower and having no money to buy one could cost the entire game. |
| 28 | Without reliable Lead popping and enough money, this round could become a dead-end. | |
| 33 | There are many more camos than 24, requiring much more proper defense against them. Make sure to buy it before-hand or save enough money for one. | |
| 40 | The MOAB is the hardest challenge of the early game. Without the entire early-game setup being prepared to deal good single-target damage and clean up the
tight, high-RBE ceramics, this round could very easily be a dead-end. | |
| 54 | The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game. | |
| 63 | This infamous round has 3 extremely tight Ceramic waves with 40, 40, and 42 Ceramics respectively. Unless the defense has been set up very adequately to deal
with very dense Bloons, this round can pose massive troubles. | |
| 75 | The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, the fortified MOABs, and the Leads blocking many projectiles give this round a strong case of being the hardest mid-game round. | |
| 82 | The latter 5 fortified BFBs are difficult to break, but it is the fortified Super Ceramics from those BFBs that pose the greatest challenge, especially for towers that fall off against them, such as Crossbow Master and Bomb Blitz. | |
| 95 | The extreme amount of DDTs on this round is a monumental challenge to many strategies, making many runs a dead-end. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges. | |
| 98 |
|
This round has the highest RBE out of any round in pre-Freeplay CHIMPS. The high amounts of health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round completely stumble many strategies. |
| 99 | Many strategies that can beat Round 95 face a dead-end on this round due to them based on group-popping power that falls off the the DDTs gain double health on this round, with MOABs and their Super Ceramic insides continuing to consume pierce from DDT-popping powers. | |
| 100 | Many strategies that revolve around stalling and/or grouped popping powers completely fail to Round 100 due to the BAD being immune to all slowdowns and requiring single-target damage options to be dealt with. |
Gameplay
Towers suited for most maps
Early game (rounds 6-40)
Mid-game (rounds 41-80)
Late game (rounds 81+)
Strategies for harder maps
Many Advanced and Expert maps have layouts or gimmicks that prevent many aforementioned strategies from working. For more information on the strategies of those maps, see the Strategy section for them.