Strategy:CHIMPS: Difference between revisions

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** Specific map formats may support other starting combinations. For example, the middle barrel of [[Spillway]] offers a reliable Ninja start into 1-0-0 and 1-0-1.
** Specific map formats may support other starting combinations. For example, the middle barrel of [[Spillway]] offers a reliable Ninja start into 1-0-0 and 1-0-1.
** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8.
** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8.
* By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important.
* By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained, unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important.
** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads.
** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads.
** [[Airburst Darts (BTD6)|Airburst Darts]] is a solid option on almost all water-containing maps.  
** [[Airburst Darts (BTD6)|Airburst Darts]] is a solid option on almost all water-containing maps. 2-0-2 crosspath is typically the go-to with Airburst, to hit bloons sooner, but even a non-crosspathed Airburst is beneficial.
** [[Druid of the Jungle (BTD6)|Druid of the Jungle]] is arguably the best option on single-lane-per-round maps, but falls off when Bloons come from multiple entrances per round.
** [[Druid of the Jungle (BTD6)|Druid of the Jungle]] is arguably the best option on single-lane-per-round maps, but falls off when Bloons come from multiple entrances per round.
** 1-2-0 [[Wall of Fire (BTD6)|Wall of Fire]] works on intersections, but be careful about the initial cooldown at the start of each round and Round 25.
** 1-2-0 [[Wall of Fire (BTD6)|Wall of Fire]] works on intersections, but be careful about the initial cooldown at the start of each round, and Round 25's Purples.
** 0-0-0 or 1-0-0 [[Spike Factory (BTD6)|Spike Factories]] can tank leaking Bloons well, in addition to fending off Camos in the early-game.
** 0-0-0 or 1-0-0 [[Spike Factory (BTD6)|Spike Factories]] can tank leaking Bloons well, in addition to fending off Camos in the early-game.
** All of these towers carry their power well into the latter part of early-game, which is why they are generally recommended.
** All of these towers carry their power well into the latter part of early-game, which is why they are generally recommended.
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==Mid-game (rounds 41-80)==
==Mid-game (rounds 41-80)==
* Approaching the mid-game, save up for a mid-game carry. The mid-game carry tower for early mid-game (Rounds 41-50) ideally should also be the early-game dominator that was used for beating Round 40 and grouped rounds.
* Depending on whether a cheap T5 or an expensive T4 will be bought first, the priorities for saveup will vary depending on whether the transitional tower is DPS-oriented or specialised. Also, do take advantage of the hero during the saveup.


==Late game (rounds 81+)==
==Late game (rounds 81+)==