Strategy:Magic Monkeys Only: Difference between revisions
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|[[Bloonjitsu (BTD6)|Bloojitsu]] | |[[Bloonjitsu (BTD6)|Bloojitsu]] | ||
|[[File:BTD6 400-NinjaMonkey.png|x50px]] | |[[File:BTD6 400-NinjaMonkey.png|x50px]] | ||
|Bloonjitsu + Berserker Brew performs well in the early game and early mid-game, popping all Bloon types, with Double Shot being a decent stepping stone. When going for the setup, purchase Berserker Brew for Double Shot before upgrading the latter to Bloonjitsu. Later on, Bloonjitsu can be given a 20x [[Shinobi Tactics (BTD6)|Shinobi]] army with other Bloonjitsus also being buffed, making for a powerful late-game strategy. | |Bloonjitsu + Berserker Brew performs well in the early game and early mid-game, popping all Bloon types, with [[Double Shot (BTD6) (Ninja Monkey)|Double Shot]] being a decent stepping stone. When going for the setup, purchase Berserker Brew for Double Shot before upgrading the latter to Bloonjitsu. Later on, Bloonjitsu can be given a 20x [[Shinobi Tactics (BTD6)|Shinobi]] army with other Bloonjitsus also being buffed, making for a powerful late-game strategy. | ||
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|[[Druid of the Storm (BTD6)|Druid of the Storm]], [[Ball Lightning (BTD6)|Ball Lightning]] | |[[Druid of the Storm (BTD6)|Druid of the Storm]], [[Ball Lightning (BTD6)|Ball Lightning]] | ||
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|[[File:BTD6 003-Alchemist.png|x50px]] [[File:BTD6 004-Alchemist.png|x50px]] | |[[File:BTD6 003-Alchemist.png|x50px]] [[File:BTD6 004-Alchemist.png|x50px]] | ||
|Lead to Gold and Rubber to Gold are among the only remaining money-making options in Magic Monkeys Only, and they perform well for their roles. Lead to Gold converts large amounts of early-game and mid-game Leads into cash, especially on rounds such as 37, 38, and 63. Rubber to Gold improves on that by applying gold to all Bloons, making large amounts of cash and easing the difficulty of the late-game. | |Lead to Gold and Rubber to Gold are among the only remaining money-making options in Magic Monkeys Only, and they perform well for their roles. Lead to Gold converts large amounts of early-game and mid-game Leads into cash, especially on rounds such as 37, 38, and 63. Rubber to Gold improves on that by applying gold to all Bloons, making large amounts of cash and easing the difficulty of the late-game. | ||
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|[[Robo Monkey (BTD6)|Robo Monkey]] | |||
|[[File:BTD6 030-SuperMonkey.png|x50px]] | |||
|Robo Monkey is a solid all-around tower for the mid-game and late-game, dealing solid damage to both blimps and Bloons. Either of its crosspaths can be used, with 2-3-0 dealing significantly more damage and 0-3-2 performing good support with [[Knockback (BTD6)|Knockback]] and having innate Camo detection. | |||
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|[[Spirit of the Forest (BTD6)|Spirit of the Forest]] | |[[Spirit of the Forest (BTD6)|Spirit of the Forest]] | ||
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==Early game (rounds 3-40)== | ==Early game (rounds 3-40)== | ||
* The core objective of Rounds 3-10 is to either immediately obtain or save up for selected hero. | |||
** The two recommended heroes, Geraldo and Obyn, can be afforded with [[More Cash]], with Obyn also being affordable with just [[Hero Favors]]. If using a cheap hero such as [[Sauda (BTD6)|Sauda]], obtain them at the start. | |||
** If the hero cannot be obtained at the start, obtain a base Druid to start. Upgrade the Druid to 0-1-0 if on a single-lane map, and get another base druid to cover the other lanes on multi-lane maps. Then, stop there and save up for the hero (unless playing with [[Captain Churchill (BTD6)|Captain Churchill]]. | |||
** Some maps favor a start with a base [[Ninja Monkey (BTD6)|Ninja]], such as [[Spillway]] supporting a Ninja start into 1-0-0 and 1-0-1. | |||
* After obtaining the hero (or immediately before obtaining Captain Churchill), obtain a solid early-game tower. | |||
** [[Wall of Fire (BTD6)|Wall of Fire]] reliably pops all non-Purples that its fire sees. 0-2-2 gives it Camo detection and is optimal for a future Dragon's Breath, but 1-2-0 is more powerful due to increased reliability. | |||
** [[Druid of the Jungle (BTD6)|Druid of the Jungle]] is exceptionally strong on maps with one lane per round, taking out all non-Camo Bloons in the early-game. It falls off on maps with multiple simultaneous lanes. | |||
** Double Shot is a fairly reliable popping power for the early-game, but is not particularly strong without Berserker Brew. | |||
* Rounds 31-40 feature preparation for the MOAB and the obtaining of mid-game towers. | |||
** Giving Berserker Brew to Double Shot and then upgrading it into Bloonjitsu is a relatively smooth progression into a solid mid-game tower. | |||
** Dragon's Breath reliably pops all non-MOABs that it passes through its wall of fire, excluding Purples, remaining powerful through the mid-game. | |||
** Save the hero's abilities/inventory properly for the MOAB to use properly. Also, make sure to have solid single-target and grouped popping powers in advance for the MOAB. | |||
==Mid-game (rounds 41-60)== | ==Mid-game (rounds 41-60)== | ||