Enchanted Glade: Difference between revisions
Planterror (talk | contribs) →Recommended towers and upgrades: contradiction removed Tags: Mobile edit Mobile web edit |
I have tried using Fortress with Rosalia here, and it worked out exceptionally well, only a few abilities were needed for the mid-80s and no rounds were close. |
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'''Enchanted Glade''' is an [[Advanced]] [[map]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|47.0}}. | '''Enchanted Glade''' is an [[Advanced]] [[map]] in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|47.0}}. Its scene is set in a magical forest with a central pond. | ||
==Layout== | ==Layout== | ||
Enchanted Glade features two alternating lanes, with Bloons entering from the bottom-left on odd rounds and from the top-right on even rounds. The Bloons then take a half-loop slightly below the center before speeding up and exiting at the central portal. When Bloons leak, the central cherry blossom tree shivers and sheds its leaves. Four portions of the map allow tower placements: the top-left, the right-center, the bottom-right, and the bottom-center. Water towers can only be placed in the circular loop around the bottom-right island. | |||
==Strategy== | ==Strategy== | ||
Enchanted Glade | Enchanted Glade has abundant line-of-sight blockers that limit space, but its long lanes and central chokehold make it one of the easier Advanced maps. Its alternating lanes amongst tight space may seem difficult, but the ample bends below the central tree have sufficient space below them for short-range towers (e.g. [[Sauda (BTD6)|Sauda]]). Thus, strategies that succeed on this map use either the bottom-center space to utilize the chokehold right below the center or global-range towers to ignore the line-of-sight blockers and take advantage of the alternating lanes. | ||
===Recommended towers and upgrades=== | ===Recommended towers and upgrades=== | ||
| Line 26: | Line 25: | ||
!Portrait | !Portrait | ||
!Reasoning | !Reasoning | ||
|- | |- | ||
|[[Druid of the Jungle (BTD6)|Druid of the Jungle]] | |[[Druid of the Jungle (BTD6)|Druid of the Jungle]] | ||
|[[File:BTD6 030-Druid.png|x50px]] | |[[File:BTD6 030-Druid.png|x50px]] | ||
| | |Druid of the Jungle performs exceptionally well thanks to the long alternating lanes. Its vines perform solid damage, carry through the early-game, and save up for towers desired for the mid-game and beyond. | ||
|- | |||
|[[Flying Fortress (BTD6)|Flying Fortress]] | |||
|[[File:BTD6 005-MonkeyAce.png|x50px]] | |||
|Despite its high cost, when used with {{B|Rosalia|BTD6}}, Flying Fortress is easily affordable, even in [[CHIMPS]]. Druid of the Jungle saves up well to {{B|Neva-Miss Targeting|BTD6}}, which carries through the early mid-game with {{B|Berserker Brew|BTD6}} and a 2-2-0 {{B|Monkey Village|BTD6}}, saving up to {{B|Spectre|BTD6}}. Spectre is sufficient for comfortably defeating all rounds up to the mid-80s (when occasional use of Rosalia's abilities is recommended) and saving up to Flying Fortress, which breezes through the rest of the game. | |||
|- | |- | ||
|[[Perma-Spike (BTD6)|Perma-Spike]] | |[[Perma-Spike (BTD6)|Perma-Spike]] | ||
|[[File:BTD6 005-SpikeFactory.png|x50px]] | |[[File:BTD6 005-SpikeFactory.png|x50px]] | ||
|The shared exit | |The shared exit allows Perma-Spike to tank leaks on all rounds, making it an integral part of nearly all strategies. Place it at the very top-middle spot right below chokepoint, target it to [[Smart]], and give it {{B|Stronger Stimulant|BTD6}} and {{B|Jungle Drums|BTD6}} so that it throws directly up to the exit and its spikes are not consumed by {{B|BFB|BTD6}}s that have not yet taken the loop. | ||
|- | |||
|[[Pop and Awe (BTD6)|Pop and Awe]] | |||
|[[File:BTD6 050-MortarMonkey.png|x50px]] | |||
|The alternating lanes and compact chokepoint below the center make Pop and Awe excel. Its high cost is mitigated by the strength of its Tier 4, {{B|Artillery Battery|BTD6}}, and once obtained, it breezes through the late-game, especially when paired with {{B|Striker Jones|BTD6}} and given stun bonuses with {{B|Relentless Glue|BTD6}}. It pairs the best with towers that mitigate its weak single-target damage, such as {{B|MOAB Eliminator|BTD6}}, which also pairs well with Striker Jones. Target it at the first bend of the active lane at the start of each round, and set it to the central chokepoint once Bloons reach there. | |||
|- | |- | ||
|[[The Biggest One (BTD6)|The Biggest One]] | |[[The Biggest One (BTD6)|The Biggest One]] | ||
|[[File:BTD6 500-MortarMonkey.png|x50px]] | |[[File:BTD6 500-MortarMonkey.png|x50px]] | ||
|The Biggest One | |The Biggest One also benefits from the alternating lanes and chokepoint in the middle, offering plenty of damage across a wide swath of the map with the [[Burny Stuff (BTD6)|Burny Stuff]] crosspath. It serves a similar role to Pop and Awe, being a somewhat weaker but less micro-intensive alternative. Thus, all strategic recommendations for Pop and Awe also apply to The Biggest One, and although it lacks bonus stun damage, Relentless Glue remains a valuable support to cover its moderate weakness against DDTs. | ||
|- | |- | ||
|[[Psi (BTD6)|Psi]] | |[[Psi (BTD6)|Psi]] | ||
|[[File:BTD6 PsiPortrait.png|x50px]] | |[[File:BTD6 PsiPortrait.png|x50px]] | ||
|Psi | |Psi can ignore Line of Sight and attack the bloons before most other towers. Due to the Advanced map leveling curve, they reach high levels at a sufficient speed, allowing it to delete entire MOABs and later BFBs to reduce the RBE of tough rounds. | ||
|} | |} | ||
==Navigation== | ==Navigation== | ||
{{BTD6 map nav}} | {{BTD6 map nav}} | ||
Revision as of 17:43, 6 February 2025
| This article is a stub. You can help out by expanding it. The editor who added this notice did not specify a reason. |
| Difficulty | Advanced | ||
|---|---|---|---|
| Music | Winter Nights Chilled | ||
| Default Co-op division | Free-for-all | ||
| Introduced | Version 47.0 | ||
| Entrances | 2 | Exits | 2 |
| Junctions | 0 | Water? | Yes |
Enchanted Glade is an Advanced map in Bloons TD 6, introduced in version 47.0. Its scene is set in a magical forest with a central pond.
Layout
Enchanted Glade features two alternating lanes, with Bloons entering from the bottom-left on odd rounds and from the top-right on even rounds. The Bloons then take a half-loop slightly below the center before speeding up and exiting at the central portal. When Bloons leak, the central cherry blossom tree shivers and sheds its leaves. Four portions of the map allow tower placements: the top-left, the right-center, the bottom-right, and the bottom-center. Water towers can only be placed in the circular loop around the bottom-right island.
Strategy
Enchanted Glade has abundant line-of-sight blockers that limit space, but its long lanes and central chokehold make it one of the easier Advanced maps. Its alternating lanes amongst tight space may seem difficult, but the ample bends below the central tree have sufficient space below them for short-range towers (e.g. Sauda). Thus, strategies that succeed on this map use either the bottom-center space to utilize the chokehold right below the center or global-range towers to ignore the line-of-sight blockers and take advantage of the alternating lanes.
Recommended towers and upgrades
| Name | Portrait | Reasoning |
|---|---|---|
| Druid of the Jungle | Druid of the Jungle performs exceptionally well thanks to the long alternating lanes. Its vines perform solid damage, carry through the early-game, and save up for towers desired for the mid-game and beyond. | |
| Flying Fortress | Despite its high cost, when used with Rosalia, Flying Fortress is easily affordable, even in CHIMPS. Druid of the Jungle saves up well to Neva-Miss Targeting, which carries through the early mid-game with Berserker Brew and a 2-2-0 Monkey Village, saving up to Spectre. Spectre is sufficient for comfortably defeating all rounds up to the mid-80s (when occasional use of Rosalia's abilities is recommended) and saving up to Flying Fortress, which breezes through the rest of the game. | |
| Perma-Spike | The shared exit allows Perma-Spike to tank leaks on all rounds, making it an integral part of nearly all strategies. Place it at the very top-middle spot right below chokepoint, target it to Smart, and give it Stronger Stimulant and Jungle Drums so that it throws directly up to the exit and its spikes are not consumed by BFBs that have not yet taken the loop. | |
| Pop and Awe | The alternating lanes and compact chokepoint below the center make Pop and Awe excel. Its high cost is mitigated by the strength of its Tier 4, Artillery Battery, and once obtained, it breezes through the late-game, especially when paired with Striker Jones and given stun bonuses with Relentless Glue. It pairs the best with towers that mitigate its weak single-target damage, such as MOAB Eliminator, which also pairs well with Striker Jones. Target it at the first bend of the active lane at the start of each round, and set it to the central chokepoint once Bloons reach there. | |
| The Biggest One | The Biggest One also benefits from the alternating lanes and chokepoint in the middle, offering plenty of damage across a wide swath of the map with the Burny Stuff crosspath. It serves a similar role to Pop and Awe, being a somewhat weaker but less micro-intensive alternative. Thus, all strategic recommendations for Pop and Awe also apply to The Biggest One, and although it lacks bonus stun damage, Relentless Glue remains a valuable support to cover its moderate weakness against DDTs. | |
| Psi | Psi can ignore Line of Sight and attack the bloons before most other towers. Due to the Advanced map leveling curve, they reach high levels at a sufficient speed, allowing it to delete entire MOABs and later BFBs to reduce the RBE of tough rounds. |