Strategy:Bloons TD 6: Difference between revisions

No edit summary
No edit summary
Line 201: Line 201:
==Towers suited for most game modes and maps==
==Towers suited for most game modes and maps==


===Early game (rounds 1-40)===
===Early game===


===Mid-game (rounds 41-80)===
===Early game and mid-game===


===Late game (rounds 81+)===
===Mid-game===
{|class="wikitable center-col-1  center-col-2"
!Name
!Portrait
!Reasoning & how to use
|-
|[[Spectre (BTD6)|Spectre]]
|[[File:BTD6 500-MonkeyBuccaneer.png|x50px]]
|Spectre easily solos the first 80 rounds on nearly all maps, thus making it optimal to simplify Hard mode and Alternate Bloons Rounds.
|}
 
===Mid-game and late game===
{|class="wikitable center-col-1  center-col-2"
!Name
!Portrait
!Reasoning & how to use
|-
|[[Carrier Flagship (BTD6)|Carrier Flagship]]
|[[File:BTD6 500-MonkeyBuccaneer.png|x50px]]
|Flagship easily wipes out with the entire mid-game and early late-game, while remaining strong into the 90s. In addition, its ~17% buff to water towers is very useful for water-based strategies. Use 5-2-0 if the main Destroyer attack can be utilized, and use 5-0-2 otherwise. [[Admiral Brickell (BTD6)|Admiral Brickell]] is recommended for Flagship, as her Naval Tactics and Mega Mine abilities both help greatly.
|-
|[[The Bloon Solver (BTD6)|The Bloon Solver]]
|[[File:BTD6 500-GlueGunner.png|x50px]]
|Solver easily wipes out all Bloons and low-tier blimps in the mid-game, and remains extremely powerful for its cost during the late-game. It wipes out Ceramics and Super Ceramics with ease, with its puddles dealing massive damage to everything else. Pair it with [[Carpet of Spikes (BTD6)|Carpet of Spikes]], which pops high-health blimps and DDTs and spawns their insides that Solver can take out and trigger its puddles. 5-2-0 is the optimal crosspath for Solver, as it grants extra pierce for the puddles to take down more blimps.
|-
|[[Pirate Lord (BTD6)|Pirate Lord]]
|[[File:BTD6 050-MonkeyBuccaneer.png|x50px]]
|Pirate Lord easily clears the latter part of mid-game, in addition to doing good overall damage in the late-game for its cost. Its power somewhat declines in the 90s due to its relatively low single-target damage, but it remains powerful due to its hook ability that can hook to 6 DDTs or 6 BFBs or 2 ZOMGs. Pair it with Admiral Brickell for her Naval Tactics and Mega Mines abilities.
|}
 
===Late game===
{|class="wikitable center-col-1  center-col-2"
!Name
!Portrait
!Reasoning & how to use
|-
|[[Perma-Spike (BTD6)|Perma-Spike]]
|[[File:BTD6 005-SpikeFactory.png|x50px]]
|Perma-Spike is extremely versatile on nearly all maps and is simple to use. When put near the exit, it tanks tremendous amounts of leaks, and effectively guarantees victory in most runs. The 1-0-5 crosspath with Jungle Drums and 3-0-1 Berserker Brew (in combination giving it over 40% more tanking power) is the optimal setup. On multi-lane maps where the lanes are distant enough to prevent Perma-Spike from reaching all lanes, its power is reduced, but can still be utilized (but with more difficulty) using [[Support Chinook (BTD6)|Support Chinook]]. Perma-Spike works best with towers that have solid grouped popping power, such as [[Glaive Lord (BTD6)|Glaive Lord]] and [[Orca]], to reduce its stress under high-RBE rounds such as Round 98.
|-
|[[Glaive Lord (BTD6)|Glaive Lord]]
|[[File:BTD6 500-BoomerangMonkey.png|x50px]]
|Glaive Lord is a simple yet powerful and versatile tower. On easier maps, the rotating glaives wipe out low-tier blimps in tandem with the ricocheting glaives, while on harder maps, the long distance between tracks allow the ricocheting glaives to repeatedly bounce around the map and wipe out everything in sight. Glaive Lord is best placed near a bend for its rotating glaives, but it can still prove powerful without bends when placed near the track, thanks to its ricocheting glaives. Crosspath with 5-2-0 if other towers also need de-leading or [[Monkey Intelligence Bureau (BTD6)|MIB]] and use 5-0-2 if de-leading and MIB are not needed for anything else.
|-
|[[Comanche Commander (BTD6)|Comanche Commander]]
|[[File:BTD6 005-HeliPilot.png|x50px]]
|Comanche does both solid damage and some support with its shoving capabilities. It especially shines on single-lane, alternating maps such as [[Bazaar]], where many towers fall off. Geraldo and [[Glue Storm (BTD6)|Glue Storm]] work well with Comanche, as the former covers aids against dense rounds with [[Sharpening Stone]], [[Genie Bottle]], and [[Blade Trap]], while the latter gives a powerful +2 debuff to all ability-glued Bloons and blimps, puts solid slowdown on Super Ceramics, and de-leads DDTs. Use the 2-0-5 crosspath, as [[Quad Darts (BTD6)|Quad Darts]] greatly improves Comanche's damage and [[Pursuit (BTD6)|Pursuit]] reduces the need to micro.
|-
|[[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]]
|[[File:BTD6 005-DartlingGunner.png|x50px]]
|The 2-0-5 crosspath BEZ with Camo detection, [[Stronger Stimulant (BTD6)|Stronger Stimulant]], and Lead popping, clears the late-game with absolute ease on nearly all maps. The high cost of BEZ is not a massive issues, as when given Berserker Brew and Camo detection with the 2-0-4 crosspath, [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] is a solid Tier 4 that saves up well to BEZ with the help of a few solid mid-game towers, such as [[Dragon's Breath (BTD6)|Dragon's Breath]].
|-
|[[Pop and Awe (BTD6)|Pop and Awe]]
|[[File:BTD6 050-MortarMonkey.png|x50px]]
|When used with stuns such as Relentless Glue, [[Super Glue (BTD6)|Super Glue]], and [[Striker Jones (BTD6)|Striker Jones]]'s Concussive Shell ability, Pop and Awe trivializes the late-game. If needed, retarget occasionally to catch leaking Bloons and clumps of blimps that get far. Striker Jones, with his buffs to Mortars, Concussive Shell, Artillery Command ability resetting Pop and Awe's ability and granting it double damage at Level 20, and Target Command ability easing micro, is the optimal hero for Pop and Awe. Perma-Spike complements Pop and Awe well, covering its slight weakness against DDTs and catching any leaks that micro mishaps create. Solid BAD damage options, such as [[Spike Storm (BTD6)|Spike Storm]], should be obtained to cover Pop and Awe's BAD weakness.
|-
|[[Super Glue (BTD6)|Super Glue]]
|[[File:BTD6 005-GlueGunner.png|x50px]]
|Super Glu is an extremely effective stalling tower on almost all maps. It stuns massive amounts of Bloons and blimps at once with its splats, effectively locking many rounds in place. It pairs especially well with Sauda and Pop and Awe, both dealing massively increased damage to Bloons and blimps stunned by Super Glue.
|-
|[[Avatar of Wrath (BTD6)|Avatar of Wrath]]
|[[File:BTD6 005-Druid.png|x50px]]
|On most maps, Avatar of Wrath can wipe out most rounds in the late-game. Generally, the 0-1-5 crosspath with 5 [[Poplust (BTD6)|Poplusts]] and a Stronger Stimulant maximizes its power. The best heroes for Avatar of Wrath are Geraldo and [[Obyn Greenfoot (BTD6)|Obyn]], as both grant solid buffs and Geraldo's [[Gerry's Fire]] can be buffed by Poplusts. For DDT rounds, use MIB or [[Embrittlement (BTD6)|Embrittlement]] or Glue Storm. Perma-Spike pairs well with Avatar of Wrath, due to the latter struggling against DDT rounds and the end of rounds (due to few Bloons on the screen) and Perma-Spike being well-suited for these situations.
|-
|[[Sky Shredder (BTD6)|Sky Shredder]]
|[[File:BTD6 500-MonkeyAce.png|x50px]]
|Sky Shredder is unimpeded by line-of-sight blockers on many difficult maps, thus it retains its power on practically all maps, from Beginner to Expert. Its missiles do good damage to the outer layers of high-health blimps, and its darts can clean up the insides. Sky Shredder fits well within a wide variety of strategies, and cleanup towers such as Perma-Spike complement Sky Shredder well, as they tank the leaks that Sky Shredder's somewhat unreliable darts can leave. Stronger Stimulant maximizes Sky Shredder's damage.
|-
|[[Orca]]
|[[File:BTD6 400-BeastHandler.png|x50px]]
|At Power 64, Orca one-shots ZOMGs and DDTs, while dealing massive damage to everything else surrounding it with its thrash. It wipes out the vast majority of most rounds, especially when paired with [[Overclock (BTD6)|Overclock]], which has full uptime on it thanks to Orca being Tier 4. Set Orca on [[Strong]] so that it gets the most amount of thrash time, switch to [[First]] if many Bloons/blimps are to its front, and reposition it if many Bloons/blimps exit its range. The best way to obtain a Power 64 Orca is to get two Power 24 [[Great White]]s (which are far more cost efficient than additional Orcas) for the mid-game to get a smooth save-up, and then merge them into Orca on Round 80. Orca's tendency to leak stray Bloons makes towers such as [[Perma-Spike (BTD6)|Perma-Spike]] and [[Prince of Darkness (BTD6)|Prince of Darkness]] great pairings.
|-
|Late-game support towers
|[[File:BTD6 004-BeastHandler.png|x23px]] [[File:BTD6 003-GlueGunner.png|x23px]] [[File:BTD6 004-GlueGunner.png|x23px]] [[File:BTD6 004-Mermonkey.png|x23px]] [[File:BTD6 004-BoomerangMonkey.png|x23px]] [[File:BTD6 040-NinjaMonkey.png|x23px]]
|The support towers listed in the Gameplay Recommendations section's General subsection are all incredibly cost-efficient for their cost. They greatly aid the defense, while costing many times less than another win condition does.
|}


==Strategies for each game mode==
==Strategies for each game mode==