Strategy:CHIMPS: Difference between revisions
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m Apache Prime has fallen off quite significantly due to power creep. Unfortunately, now it does very bad against DDTs, even with MIB, for its price, and is absolutely horrendous on maps with 2 or more simultaneously active lanes such as Rake. Unfortunately, Apache Dartship is also outclassed by lower-costing towers like Bloon Area Denial System. The efforts to contribute are terrific and appreciated though! |
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*Do not spam towers whenever feeling like doing so and leave them at low tiers into the late-game. Focus on a few, strong towers with support centered around them to have the best prospects late-game. | *Do not spam towers whenever feeling like doing so and leave them at low tiers into the late-game. Focus on a few, strong towers with support centered around them to have the best prospects late-game. | ||
*Always recognize the importance of support. They include [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], and [[Symphonic Resonance]]. They tremendously assist the main damage tower in many cases for relatively little cost. | *Always recognize the importance of support. They include [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], and [[Symphonic Resonance]]. They tremendously assist the main damage tower in many cases for relatively little cost. | ||
*Use good save-up towers for the mid-game that allows for the accumulation of money for a strong, late-game tower and prevent the dropping of many towers that become redundant past Round 80. These save-up towers include [[Dragon's Breath (BTD6)|Dragon's Breath]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]], [[Destroyer (BTD6)|Destroyer]], and [[ | *Use good save-up towers for the mid-game that allows for the accumulation of money for a strong, late-game tower and prevent the dropping of many towers that become redundant past Round 80. These save-up towers include [[Dragon's Breath (BTD6)|Dragon's Breath]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]], [[Destroyer (BTD6)|Destroyer]], and [[Aircraft Carrier (BTD6)|Aircraft Carrier]]. | ||
==Towers suited for most maps== | ==Towers suited for most maps== | ||
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|[[Carrier Flagship (BTD6)|Carrier Flagship]] | |[[Carrier Flagship (BTD6)|Carrier Flagship]] | ||
|[[File:BTD6 500-MonkeyBuccaneer.png|x50px]] | |[[File:BTD6 500-MonkeyBuccaneer.png|x50px]] | ||
|Flagship wipes the floor with the entire mid-game and early late-game, saving up titanic amounts of money while retaining strong powers into the 90s. | |Flagship wipes the floor with the entire mid-game and early late-game, saving up titanic amounts of money while retaining strong powers into the 90s. On water maps, its 17% buff to water towers becomes a strong utility. The crosspaths are on roughly equal footing. | ||
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|[[ | |[[The Bloon Solver (BTD6)|The Bloon Solver]]] | ||
|[[File:BTD6 500- | |[[File:BTD6 500-GlueGunner.png|x50px]] | ||
| | |Solver arguably the best win condition against clumped low-tier blimps and Super Ceramics, both of which are very challenging to CHIMPS runs. It wipes out Super Ceramics with ease, with its puddles triggering a chain effect that deals solid damage to blimps as well. Pair it with [[Carpet of Spikes (BTD6)|Carpet of Spikes]], which pops high-tier blimps and DDTs to allow Solver to trigger the chain effect. | ||
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* The latter part of the early game, Rounds 31-40, contains the toughest rounds. In particular, the MOAB poses severe challenge to practically all unplanned early game setups. Obtain strong towers that can defeat those rounds and carry power into the mid-game, and do not spam low-tier defenses that do not upgrade into anything useful. | * The latter part of the early game, Rounds 31-40, contains the toughest rounds. In particular, the MOAB poses severe challenge to practically all unplanned early game setups. Obtain strong towers that can defeat those rounds and carry power into the mid-game, and do not spam low-tier defenses that do not upgrade into anything useful. | ||
** [[Destroyer (BTD6)|Destroyer]] does both solid MOAB damage and solid Bloon damage with the 3-1+-0 crosspath. [[Berserker Brew (BTD6)|Berserker Brew]] amplifies its power even further. | ** [[Destroyer (BTD6)|Destroyer]] does both solid MOAB damage and solid Bloon damage with the 3-1+-0 crosspath. [[Berserker Brew (BTD6)|Berserker Brew]] amplifies its power even further. | ||
** [[MOAB Mauler (BTD6)|MOAB Mauler]] does | ** [[MOAB Mauler (BTD6)|MOAB Mauler]] does well against Round 40, and retains power against grouped MOABs in the mid-game. | ||
** Give a Berserker Brew to the Airburst Darts and then upgrade it to [[Triple Guns (BTD6)|Triple Guns]]. This setup cruises the 30s and early 40s with relative ease on most maps. | ** Give a Berserker Brew to the Airburst Darts and then upgrade it to [[Triple Guns (BTD6)|Triple Guns]]. This setup cruises the 30s and early 40s with relative ease on most maps. | ||
** [[Dragon's Breath (BTD6)|Dragon's Breath]] reliably pops all non-MOABs that it passes through its wall of fire, excluding Purples. It remains powerful through the mid-game. | ** [[Dragon's Breath (BTD6)|Dragon's Breath]] reliably pops all non-MOABs that it passes through its wall of fire, excluding Purples. It remains powerful through the mid-game. | ||
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==Late game (rounds 81+)== | ==Late game (rounds 81+)== | ||
* | * Rounds 81-85 are the last rounds that give 0.2x instead of 0.1x income, so a win condition should be purchased by these rounds. | ||
* | * Support towers such as [[Shattering Shells (BTD6)|Shattering Shells]], and/or [[Overclock (BTD6)|Overclock]]. | ||
==Strategies for harder maps== | ==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 on their pages. | 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 on their pages. | ||