Strategy:Impoppable (BTD6): Difference between revisions
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==Mid-game (rounds 41-80)== | ==Mid-game (rounds 41-80)== | ||
* The hero steadily gains importance throughout the mid-game. Utilize their abilities/inventory when needed, and use towers that work well with them, such as Triple Darts for Geraldo (whose [[Sharpening Stone]] and [[Jar of Pickles]] both aid greatly). | |||
* Berserker Brew/Stronger Stimulant should be purchased for the strongest mid-game tower(s). The damage, attack speed, and pierce buffs multiply the power of nearly all mid-game towers. | |||
* Rounds 41-60 generally feature continued farming and getting a tower that carries the tower through the mid-game. | |||
** If a Monkey Bank has not been obtained, get it in the early 40s. | |||
** When the Monkey Bank fills up in the 40s to 50s, sell it and follow the procedure listed in the '''Towers suited for most maps'' section to obtain a Monkeyopolis. | |||
** [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] is solid on most maps, and allows plenty of farming while it powers through the mid-game. | |||
** [[Artillery Battery (BTD6)|Artillery Battery]] easily cleans up Bloons, with its Bombardment ability being able to take down blimps and hyper-dense rounds. It works especially on maps with loops such as [[Dark Path]] and [[Moon Landing (BTD6)|Moon Landing]] and with some micromanagement. | |||
** [[Aircraft Carrier (BTD6)|Aircraft Carrier]] performs strongly against both blimps and Bloons. | |||
** [[Spiked Balls (BTD6)|Spiked Balls]] prevents random leaks, which occur especially easily on short maps. | |||
** [[Plasma Accelerator (BTD6)|Plasma Accelerator]] deals solid MOAB-class damage and cleans up non-Super Ceramic Bloons fairly well. Place it so that it has a long-straight line to shoot down on, and focus its high-damage point at the end of the beam on the most dangerous clump of Bloons/blimps. | |||
** With good farming, Spectre can be obtained in the 50s. It carries through the whole mid-game with a 2-2-0 Monkey Village, and farming while it plows through the mid-game allows the on-time affording of virtually any late-game tower. | |||
* During Rounds 61-80, if the mid-game defense has not been solidified, continue doing so in the 60s. One cheap late-game tower can be obtained, and if an expensive one is desired, attempt to farm well here to be able to obtain it before Super Ceramics pose too large of a challenge. | |||
** Spectre can be obtained in the early 60s if still desired. | |||
** To farm, build [[Marketplace (BTD6)|Marketplaces]] around the Monkeyopolis, as they make good income for their cost and can be sold for higher returns thanks to [[Banana Salvage (BTD6)|Banana Salvage]] if needed. | |||
** [[Carrier Flagship (BTD6)|Carrier Flagship]] solos the mid-game with relative ease on most maps and remains strong in the late-game. | |||
** [[Glaive Lord (BTD6)|Glaive Lord]] is a very solid win condition that remains extremely powerful in the late-game. | |||
** [[Spiked Mines (BTD6)|Spiked Mines]] tanks large amounts of Bloons with its explosions and increased pierce. It and its preceding upgrade, Spiked Balls, both pair well with Berserker Brew and carry their power into the late-game. | |||
==Late game (rounds 81+)== | ==Late game (rounds 81+)== | ||