Strategy:CHIMPS: Difference between revisions
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* 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. | * 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 listed in the General Recommendations section are worth it to get in practically every situation. | * Support towers listed in the General Recommendations section are worth it to get in practically every situation. | ||
** There is absolutely zero reason to not get Jungle Drums. Spending $3,000 on a tower that boosts the attack speed of everything in range by ~17.6% when one makes about $180,000 by Round 100's end is unquestionably a terrific deal. | ** There is absolutely zero reason to not get [[Jungle Drums (BTD6)|Jungle Drums]]. Spending $3,000 on a tower that boosts the attack speed of everything in range by ~17.6% when one makes about $180,000 by Round 100's end is unquestionably a terrific deal. | ||
** Giant Condor is especially useful on multi-lane maps, as it can move large amounts of blimps to the same lane and turn the map into effectively single-lane. On single-lane maps, it is still a powerful stalling option and can bring leaking blimps back to the front. | ** [[Giant Condor]] is especially useful on multi-lane maps, as it can move large amounts of blimps to the same lane and turn the map into effectively single-lane. On single-lane maps, it is still a powerful stalling option and can bring leaking blimps back to the front. | ||
** Berserker Brew and Stronger Stimulant provide extremely large boosts to almost all win conditions for their price, with the exception of those who attack extremely fast. | ** [[Berserker Brew (BTD6)|Berserker Brew]] and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] provide extremely large boosts to almost all win conditions for their price, with the exception of those who attack extremely fast. | ||
** Relentless Glue stuns massive amounts of Bloons & blimps with its chain effect from splats. It pairs especially well with Sauda and Pop and Awe, and can be upgraded to the much more powerful Super Glue if desired. | ** [[Relentless Glue (BTD6)|Relentless Glue]] stuns massive amounts of Bloons & blimps with its chain effect from splats. It pairs especially well with [[Sauda (BTD6)|Sauda]] and [[Pop and Awe (BTD6)|Pop and Awe]], and can be upgraded to the much more powerful [[Super Glue (BTD6)|Super Glue]] if desired. | ||
** MOAB Press stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once. | ** [[MOAB Press (BTD6)|MOAB Press]] stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once. | ||
** Bloon Sabotage makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides blimps that pop while the ability is active. | ** [[Bloon Sabotage (BTD6)|Bloon Sabotage]] makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides blimps that pop while the ability is active. | ||
** Symphonic Resonance stalls BFBs, MOABs, and DDTs well, and can drag them into a position where towers can reach and more efficiently attack them. | ** [[Symphonic Resonance]] stalls BFBs, MOABs, and DDTs well, and can drag them into a position where towers can reach and more efficiently attack them. | ||
* Some support towers are only useful for some situations. | * Some support towers are only useful for some situations. | ||
** MIB is a good AFK option for DDTs, but Embrittlement and Glue Storm also neuter Lead properties that and provide other utilities. | ** [[Monkey Intelligence Bureau (BTD6)|MIB]] is a good AFK option for DDTs, but [[Embrittlement (BTD6)|Embrittlement]] and [[Glue Storm (BTD6)|Glue Storm]] also neuter Lead properties that and provide other utilities. | ||
** [[Overclock (BTD6)|Overclock]] is very solid, but only for runs with a relatively expensive win condition that concentrates most of the defense's damage, such as Glaive Lord and BEZ. | ** [[Overclock (BTD6)|Overclock]] is very solid, but only for runs with a relatively expensive win condition that concentrates most of the defense's damage, such as [[Glaive Lord (BTD6)|Glaive Lord]] and [[Bloon Exclusion Zone (BTD6)|BEZ]]. | ||
** [[Shattering Shells (BTD6)|Shattering Shells]] is useful for setups that struggle specifically versus Round 98, removing the threat of Fortified Super Ceramics, but is often outclassed by 2-3 MOAB Presses, which helps for other rounds as well. | ** [[Shattering Shells (BTD6)|Shattering Shells]] is useful for setups that struggle specifically versus Round 98, removing the threat of Fortified Super Ceramics, but is often outclassed by 2-3 MOAB Presses, which helps for other rounds as well. | ||
* Make sure to have a defense with solid grouped popping power for dense rounds such as 98 and solid DDT popping power for rounds like 95 and 99. | * Make sure to have a defense with solid grouped popping power for dense rounds such as 98 and solid DDT popping power for rounds like 95 and 99. | ||
* If using ability-based towers, ability cooldowns become important in the 90s, as nearly every round can pose a challenge to defenses with all abilities on cooldown. Attempt to leave at least 1 useful ability without or nearly without cooldown at the start of every round. | * If using ability-based towers, ability cooldowns become important in the 90s, as nearly every round can pose a challenge to defenses with all abilities on cooldown. Attempt to leave at least 1 useful ability without or nearly without cooldown at the start of every round. | ||
* Do not forget about Round 100 and leave little money for single-target damage options. If the defense relies on stalling or grouped popping powers, the BAD could easily become a dead-end. Unless a very solid single-target win condition has been obtained, save enough money for either a Spike Storm or a [[First Strike Capability (BTD6)|First Strike]], with the latter being able to one-shot the BAD if timed slightly after the BAD reaches its last damage phase. | * Do not forget about Round 100 and leave little money for single-target damage options. If the defense relies on stalling or grouped popping powers, the BAD could easily become a dead-end. Unless a very solid single-target win condition has been obtained, save enough money for either a [[Spike Storm (BTD6)|Spike Storm]] or a [[First Strike Capability (BTD6)|First Strike]], with the latter being able to one-shot the BAD insides if timed slightly after the BAD reaches its last damage phase. | ||
==Strategies for harder maps== | ==Strategies for harder maps== | ||