Strategy:Bloons TD 6: Difference between revisions
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* Attempt to save up for the hero as early as possible. Sell a one or two towers if possible and the hero can be afforded by doing so. | * Attempt to save up for the hero as early as possible. Sell a one or two towers if possible and the hero can be afforded by doing so. | ||
* After the hero is obtained, end the spamming of Tier 0 and Tier 1 towers, and start saving up for a Tier 2-Tier 3 tower that retains its value throughout the early-game. | * After the hero is obtained, end the spamming of Tier 0 and Tier 1 towers, and start saving up for a Tier 2-Tier 3 tower that retains its value throughout the early-game. | ||
* Start farming around Round 20 if the game goes to Round 80 or more, depending on the difficulty, as farms are forced to be dropped later if playing on a very hard map on a challenging game mode. Attempt to obtain a 2-0-0 Farm by Round 30. | * Start farming around Round 20 if the game goes to Round 80 or more (unless playing on [[Half Cash]]), depending on the difficulty, as farms are forced to be dropped later if playing on a very hard map on a challenging game mode. Attempt to obtain a 2-0-0 Farm by Round 30. | ||
* Watch out for Round 24's Camos and Round 28's Leads. | * Watch out for Round 24's Camos and Round 28's Leads. | ||
* In the 30s, make the defense able to take care of all Bloon types, eespecially in [[Apopalypse (BTD6)|Apopalypse]] and Alternate Bloons Rounds. | * In the 30s, make the defense able to take care of all Bloon types, eespecially in [[Apopalypse (BTD6)|Apopalypse]] and Alternate Bloons Rounds. | ||
| Line 178: | Line 178: | ||
===Mid-game (rounds 41-80)=== | ===Mid-game (rounds 41-80)=== | ||
* All towers obtained must either be or be upgradeable to towers that have strategic importance later on in the mid-game and/or in the late-game. | |||
* The hero becomes very important in the mid-game, and utilizing their abilities/inventory when needed is crucial. | |||
* Berserker Brew/Stronger Stimulant should be purchased for the strongest mid-game tower(s). Their damage, attack speed, and pierce buffs can multiply the tower's power multiple times. | |||
* Outside of Half Cash, Jungle Drums becomes extremely worth it in the early mid-game as well. | |||
* For rounds 41-60, focus on getting a tower that breezes through the mid-game and saves up large amounts of money for a late-game tower. | |||
* The BFB on Round 60 is the end of [[Medium]], [[Reverse (BTD6)|Reverse]], [[Military Only]], and [[Apopalypse (BTD6)|Apopalypse]]. Therefore, the player can go all-out on the BFB. | |||
* Continue farming until the mid-50s if the game ends on Round 80, but keep farming until the mid-game ends if playing on [[Impoppable (BTD6)|Impoppable]]. | |||
* During Rounds 61-80, save up for a win condition, which is a strong and relatively expensive tower that excels in either damage or support. | |||
* Watch out for Rounds 63, 75, and 78, the hardest mid-game rounds. Make sure to have solid grouped popping powers for these rounds. | |||
* Round 80 marks the end of [[Hard]], [[Alternate Bloons Rounds]], [[Magic Monkeys Only]], [[Double HP MOABs]], and [[Half Cash]]. Therefore, go all-out on the ZOMG unless going into Freeplay. | |||
===Late game (rounds 81+)=== | ===Late game (rounds 81+)=== | ||
Revision as of 14:39, 16 November 2024
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Bloons TD 6 features a variety of game modes and events, such as Boss Bloon Events, Race Events, and Contested Territory Events. This article will primarily focus on the base game (i.e. playing the regular game modes on the official maps), with general tips for the variety of game modes present.
General recommendations
Progression
- It is recommended to beat easier game modes on many maps first before attempting harder game modes, such as Impoppable, Half Cash, and CHIMPS, for the first time. That way, more Tower upgrades, Monkey Knowledge upgrades, and player experience can be obtained first, greatly easing the difficulty of these game modes.
- Hard Standard is the ideal game mode for progression. It is relatively simple, being beaten easily on most maps with general recommendations listed in this article, and grants a large amounts of Player XP, Tower XP, and Monkey Money for the time spent beating it.
- Watch a few guides before or while attempting a game mode of unprecedented difficulty, such as CHIMPS. Take note of the guide maker's choices and attempt to modify and incorporate them later on.
- Experimenting with new strategies is key to progression. This can be done in Sandbox and Challenge Editor. Practicing can also be done in the latter.
- Attempt to obtain achievements, especially ones that grant Monkey Knowledge points, such as All for one and one for one.
- Proper hero choice is important in BTD6. The first recommended heroes to purchase are Sauda and Benjamin, with both being easy to use and a good option in most situations (except for CHIMPS in Benjamin's case). Geraldo and Corvus are the most powerful heroes, but also the most difficult to learn. Purchasing them is recommended once the player can defeat CHIMPS on Intermediate maps.
- Remember rounds that can easily cause a loss, and these rounds are listed below.
Important rounds
| Round # | Bloons Spawned | Reasoning |
|---|---|---|
| 4 | In Hard Mode, it is hard to avoid losing lives from the dense clump of Blues without having sufficient pierce. | |
| 10 | Instead of just spaced out Greens, Blues, and Reds, this round contains a dense clump of Blues near the end of the round. Sufficient pierce is important on this round; many towers that defeat the previous rounds lose to the Blue clump at the end due to lacking pierce. | |
| 15 | The spaced out swarms of Yellows and Pinks are problematic; most early-game defenses attempt to chase the bloons, or simply fail to keep up with them. This round is far more difficult than all rounds preceding it, making many players come to it unprepared. | |
| 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 Camo Bloons than Round 24, requiring much more proper defense against them. Make sure to buy it before-hand or save enough money for one. | |
| 36 | The three sudden Pink rushes may overwhelm defenses that rely heavily on slow-firing or stockpiling attacks. Camo Regrow Greens may pose minor difficulty for Camo detectors to focus on them. | |
| 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. |
| 59 | This is the first Camo Lead round. While many options exist to defeat this round, forgetting to give Camo detection to a lead-popper or put down a lead-popper that sees Camo is a common cause of defeat on round 59. | |
| 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. |
| 64 | Nine MOABs, including 3 Fortified MOABs, spawn rapidly and can easily overwhelm defenses. Without reliable damage to groups of MOAB-class, this round can be a struggle, especially if all abilities are on cooldown from round 63. | |
| 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. | |
| 76 | This round can become a dead-end if all abilities are on cooldown after being used to beat the difficult Round 75. | |
| 78 | Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed. | |
| 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. | |
| 89 | The unprecedented amount of Fortified blimps and especially the Fortified Super Ceramics underneath them can become a significant roadblock. | |
| 90 |
|
With preparations, the 3 DDTs are simple, but they still pose an unprecedented challenge to defenses, due to fast-moving blimps as opposed to slow-moving ones with Super Ceramics as the main threat. They could easily brick a run if no towers that can pop Camo, Black, and Lead have been placed before-hand. |
| 91 | This round is usually simple, but difficult on maps with very separate Bloon & MOAB lanes, especially Cargo and Dark Dungeons. On maps containing them, the Bloons-only lane(s) are the hardest out of any pre-Freeplay CHIMPS round, due to towers falling behind the spaced Super Ceramics when placed to deal with the BFBs first. | |
| 92 | Defenses that struggle to non-stop Fortified MOABs and especially their Super Ceramic insides will have severe trouble against this round. The Fortified MOABs could also divert attention from the ZOMGs, making towers not focus on them until it is too late. | |
| 93 | The extra DDTs can pose extra challenge to towers that can beat Round 90. The Fortified BFBs may also take a long time to break and are especially problematic when towers spend a long time to deal with DDTs and let them get far. | |
| 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. | |
| 97 | Defenses that lack single-target damage will often fail to pop the Fortified ZOMG layers soon enough to deal with the insides. Commonly used towers that struggle against this round specifically include Prince of Darkness and Ultra-Juggernaut. | |
| 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 beat Round 95 fail here due to them based on group-popping powers that falls off, as the DDTs gain 2x on this round, with MOABs and their Super Ceramic insides still consuming pierce. Unlike Round 95, ability cooldowns are a severe issue, due to the DDTs spawning right after the notorious Round 98. | |
| 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 from towers and requiring single-target damage options to be dealt with. |
Placement tips
- Instead of focusing on putting towers so that that their range covers as much of the track as possible, put them so that they can cover as many distinct sections of the track as possible. That is, put towers in a spot where Bloons pass through their range on as many occasions as possible, and an example of such a spot is the center of In The Loop.
- Cram towers as tightly as possible. It allows for better utilization of the best spots to place towers in, more towers able to be crammed into the range of Monkey Villages, and more buffs able to be fit inside each tower's range in the case of towers such as Shinobi Tactics.
- In general, place non-seeking, high-pierce towers so that they shoot down straight lines while still having good coverage. Example of such a spots include the spots in near the top-right of Resort, and towers that take advantage of such placements include MOAB Domination and Captain Churchill.
- Place low-range towers or towers with low-range projectiles inside bends/loops, such as Resort's top-right loop. These towers include Tack Shooters, Ice Monkeys (except Icicle Impale), and Sauda.
Gameplay recommendations
General
- The hero is extremely important to all game modes. Never forget to place them down, and utilize their abilities and synergies with towers.
- Perform save-ups, and do not simply purchase a new tower or random upgrade whenever money is there for it. Instead, save money for a tower more powerful than those on the screen.
- Focus on a few strong towers rather than spamming low-tier ones, especially in the mid-game and late-game. Exceptions include Permanent Brew and Destroyers or Full Auto Rifles, which are powerful strategies that involve spamming.
- Supporting towers are extremely important in BTD6. In particular, Jungle Drums, Berserker Brew, and Stronger Stimulant are pivotal regardless of the game mode. Camo support, such as Radar Scanner, Submerge and Support, Signal Flare, aid greatly by allowing powerful towers that cannot detect Camo to be used. Other supporting towers, such as Giant Condor, MOAB Glue, Relentless Glue, Bloon Sabotage, MOAB Press, Symphonic Resonance, gain great importance when the game goes to Round 81 or more.
- Towers recommended for each stage of the game are listed at the end of the next section.
Early game (rounds 1-40)
- Attempt to save up for the hero as early as possible. Sell a one or two towers if possible and the hero can be afforded by doing so.
- After the hero is obtained, end the spamming of Tier 0 and Tier 1 towers, and start saving up for a Tier 2-Tier 3 tower that retains its value throughout the early-game.
- Start farming around Round 20 if the game goes to Round 80 or more (unless playing on Half Cash), depending on the difficulty, as farms are forced to be dropped later if playing on a very hard map on a challenging game mode. Attempt to obtain a 2-0-0 Farm by Round 30.
- Watch out for Round 24's Camos and Round 28's Leads.
- In the 30s, make the defense able to take care of all Bloon types, eespecially in Apopalypse and Alternate Bloons Rounds.
- During the late 30s, save up for a proper mid-game tower.
- End the early-game farming before Round 38 to save up money for defense against the MOAB.
- Selling may be required for the MOAB on Round 40, which poses a daunting challenge. Save the hero's abilities/inventory for this round, and buy a defense that pops the MOAB with good single target damage and cleans up the Ceramics with solid grouped popping power.
- The MOAB marks the end of Easy and Primary Only, so everything can be sold to go all-out on the MOAB in these modes.
Mid-game (rounds 41-80)
- All towers obtained must either be or be upgradeable to towers that have strategic importance later on in the mid-game and/or in the late-game.
- The hero becomes very important in the mid-game, and utilizing their abilities/inventory when needed is crucial.
- Berserker Brew/Stronger Stimulant should be purchased for the strongest mid-game tower(s). Their damage, attack speed, and pierce buffs can multiply the tower's power multiple times.
- Outside of Half Cash, Jungle Drums becomes extremely worth it in the early mid-game as well.
- For rounds 41-60, focus on getting a tower that breezes through the mid-game and saves up large amounts of money for a late-game tower.
- The BFB on Round 60 is the end of Medium, Reverse, Military Only, and Apopalypse. Therefore, the player can go all-out on the BFB.
- Continue farming until the mid-50s if the game ends on Round 80, but keep farming until the mid-game ends if playing on Impoppable.
- During Rounds 61-80, save up for a win condition, which is a strong and relatively expensive tower that excels in either damage or support.
- Watch out for Rounds 63, 75, and 78, the hardest mid-game rounds. Make sure to have solid grouped popping powers for these rounds.
- Round 80 marks the end of Hard, Alternate Bloons Rounds, Magic Monkeys Only, Double HP MOABs, and Half Cash. Therefore, go all-out on the ZOMG unless going into Freeplay.