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Future targeting option article
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{{BTD6 last updated|49.2}}
{{Lede image|BTD6 tack paragon placeholder art.png|Upgrade menu of a tower in ''Bloons TD 6'', the targeting option is shown right below the tower's portrait, in this case '''''First''''' is current targeting.
'''TODO before moving to main: Upload a proper image.'''}}


[[Bloonarius (BTD6)|Bloonarius]] has simple mechanics, high health, low speed and its only special trait is the Bloons it spawns. In lower tiers, separate defenses might be needed to deal with Bloonarius and his minions, in later tiers, the bleed and skull Bloons are dealt with the pierce, splash damage and range of the main attack towers, and because of this, many defenses don't need additional towers to defend the spawns.
Future Targeting option page :D


This strategy page only covers dealing with Bloonarius itself and not the farming required to afford the defenses; for such guide, consult [[Strategy:Boss Bloon Event]]. The tower selection also assumes all challenge modifiers are at standard values.
'''Targeting option''', or simply targeting is a game mechanic in the [[Bloons TD (series)|''Bloons TD'' series]] introduced in [[Bloons Tower Defense 3|''Bloons Tower Defense 3'']] which towers use to determine which [[Bloon]] to attack in the case there is more than one within its [[range]]. This is a setting that the player can set individually for every tower in the map, and is shown in the same sub-menu in than its [[Upgrade|upgrades]].


== Normal Bloonarius ==
== Mechanics ==
{{Lede image|BTD6 BloonariusPortrait.png|Bloonarius}}
In the ''Bloons TD'' series, towers can choose between different targeting options to suit the player's strategy, for most towers, the standard options are:


=== Tier 1 ===
* '''First''': The tower will attack the Bloon that is the closest to the exit (in terms of track length remaining). If there are more than one track in range with Bloons on them, the Bloons position is addressed individually for each track. This is the default option for new towers.
In the low tiers, Bloonarius defense usually splits between towers that damage the Boss directly and towers which defend the bleed Bloons and specially the ones that are spawned upon reaching a skull. Regular rounds will be easily handled by either defense.
* '''Last''': The tower will attack the Bloon that is the closest to the entrance (in terms of track length).
* '''Close''': The tower will attack the Bloon that is the closest to the tower.
* '''Strong''': The tower will attack the Bloon with the highest amount of layers. In the case of a tie, it will prioritize First among those Bloons.
* '''Weak''': The tower will attack the Bloon with the least amount of layers.  


To damage the boss, the following options can be used. The buff granted by [[Jungle Drums (BTD6)|Jungle Drums]] is extremely worthwhile for its cost, and is strongly recommended for every tier of Normal and Elite Bloonarius, unless [[First Strike Capability (BTD6)|First Strike Capability]], [[Spike Storm (BTD6)|Spike Storm]], [[Master Bomber (BTD6)|Master Bomber]], or [[MOAB Eliminator (BTD6)|MOAB Eliminator]] is the main damage dealer.
The targeting option does not guarantee that the tower's projectile will hit the targeted Bloon, only that the tower will shoot in the target's general direction but the projectile can hit other Bloons if they collide with the projectile during its travel.


* 2× 2-0-4 [[Overdrive (BTD6)|Overdrive]] and 4-0-0 [[Embrittlement (BTD6)|Embrittlement]]
Towers with non-standard will be noted on their respective game section.
* 2× 0-4-0 [[MOAB Assassin (BTD6)|MOAB Assassin]], spam their abilities.
* 5-2-0 [[The Blazing Sun]].
* 2-0-5 [[Elite Defender (BTD6)|Elite Defender]].
* 4-1-0 [[Aircraft Carrier (BTD6)|Aircraft Carrier]] or 3× 3-1-0 [[Destroyer (BTD6)|Destroyer]] and 4-0-0 [[Embrittlement (BTD6)|Embrittlement]] (2 Destroyers can work on longer maps)
* 1-0-4 [[Sticky Bomb (BTD6)|Sticky Bomb]]


The spawns can be handled by 2× 4-0-2 [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]].
=== Availability of standard targeting options in ''Bloons TD'' games ===
{{Research|Fill missing games}}
{| class="wikitable"
!Game
!First
!Last
!Close
!Strong
!Weak
|-
|[[Bloons Tower Defense (game)|BTD1]]
|{{Y}}
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|-
|[[Bloons Tower Defense 2|BTD2]]
|{{Y}}
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|-
|[[Bloons Tower Defense 3|BTD3]]
|{{Y}}
|{{Y}}
|{{N}}
|{{N}}
|{{N}}
|-
|[[Bloons TD 4|BTD4]]
|{{Y}}
|{{Y}}
|{{N}}
|{{Y}}
|{{Y}}
|-
|[[Bloons TD 5|BTD5]]
|{{Y}}
|{{Y}}
|{{Y}}
|{{Y}}
|{{N}}
|-
|[[Bloons TD 6|BTD6]]
|{{Y}}
|{{Y}}
|{{Y}}
|{{Y}}
|{{N}}
|-
|[[Bloons TD Battles|Battles]]
|
|
|
|
|
|-
|[[Bloons TD Battles 2|Battles 2]]
|
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|-
|[[Bloons Monkey City|BMC]]
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|-
|[[Bloons Adventure Time TD|BATTD]]
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|}


{{Collapsible list|Tier 1 Bloonarius can also be defended with:
== ''Bloons Tower Defense'' / ''Bloons Tower Defense 2'' ==
* 2× 4-2-0 [[Twin Sixes]], 3 might be needed on harder maps where Bloonarius can't stay for long enough on their range.
In the first games of the series towers did not have targeting options available so towers that can change direction always target ''First''.
* 0-4-0 [[First Strike Capability (BTD6)|First Strike Capability]], requires better defenses for the spawns as two skulls can be triggered from the ability.
* 4-2-0 [[Plasma Accelerator (BTD6)|Plasma Accelerator]]
** With active micromanagement, this tower is also effective against the boss' spawned Bloons.
* 2-0-3 [[Dark Knight (BTD6)|Dark Knight]], use the Darkshift ability to keep Bloonarius in range.
* 4× 0-1-4 [[Poplust (BTD6)|Poplust]] and 4-0-0 [[Embrittlement (BTD6)|Embrittlement]]
* 1-4-0 [[Spike Storm (BTD6)|Spike Storm]]
* There are many other towers that can defeat Bloonarius, but are more expensive compared to the options mentioned here, includes [[Crossbow Master (BTD6)|Crossbow Master]].


Other options for defending the spawns are a combination of two of the following towers (can be the same):
== ''Bloons Tower Defense 3'' ==
All towers can now select between ''First'' and ''Last'' targeting option, allowing [[Dart Monkey]], [[Boomerang]], [[Spike-o-pult]], [[Cannon]] and [[Super Monkey]] to shoot in different direction. Although present on the menu, it does not have any effect on [[Tack Shooter]], [[Ice Ball]] and [[Monkey Beacon]].


* 2× 4-2-0 [[Juggernaut (BTD6)|Juggernaut]]
== ''Bloons TD 4'' ==
* 4-2-0 [[Ring of Fire (BTD6)|Ring of Fire]]
{{Empty|List which towers have standard targeting options and elaborate on the ones that doesn't, if any, e.g. Monkey Ace}}
* 4-2-0 [[Bloon Liquefier (BTD6)|Bloon Liquefier]], don't use two of these at the same time.
* 4-0-2 [[The Big One (BTD6)|The Big One]]
* 4-0-0 [[Ball Lightning (BTD6)|Ball Lightning]]
* With a second tower that can handle the bleed Bloons, [[Geraldo (BTD6)|Geraldo's]] [[Blade Trap]] or 0-4-2 [[Blade Maelstrom (BTD6)|Blade Maelstrom]] can deal with the Bloons spawned during a skull, a single Blade Maelstrom can do the job if Bloonarius isn't damaged too quickly to allow the ability to recharge between skulls.|caption=Other options in case the towers listed above are not available}}{{Clear}}


=== Tier 2 ===
== ''Bloons TD 5 / Bloons Monkey City / Bloons TD Battles'' ==
Tier 2 is defended in the same way as Tier 1 for the most part. Options to damage the boss include:
{{Empty|List which towers have standard targeting options and elaborate on the ones that doesn't, if any. Check for any difference between versions and BMC / Battles, if there are enough differences between the spinoffs, move them to their own section.}}


* 0-5-0 [[MOAB Eliminator (BTD6)|MOAB Eliminator]]
== ''Bloons TD 6'' ==
* 2-0-5 [[The Tack Zone (BTD6)|The Tack Zone]] with 5-0-0 [[Super Brittle (BTD6)|Super Brittle]]
In ''Bloons TD 6'' the targeting of the tower takes into account the line-of-sight mechanics, ignoring any Bloon that the tower is not able to see.
* 1-5-0 [[M.A.D (BTD6)|M.A.D]]
{| class="wikitable"
* 1-0-5 [[Master Bomber (BTD6)|Master Bomber]]
|+Targeting options in BTD6
* 2-5-0 [[Carpet of Spikes (BTD6)|Carpet of Spikes]]
!Tower
The spawns are handled in the same way as Tier 1, but with three towers instead of two.
!Details
|-
|[[Dart Monkey (BTD6)|Dart Monkey]]
|Standard targeting options
|-
|[[Boomerang Monkey (BTD6)|Boomerang Monkey]]
|Standard targeting options.
|-
|[[Bomb Shooter (BTD6)|Bomb Shooter]]
|Standard targeting options.
|-
|[[Tack Shooter (BTD6)|Tack Shooter]]
|No targeting options.
Gains standard targeting options after being upgraded to [[Inferno Ring (BTD6)|Inferno Ring]] or [[Crucible of Steel and Flame]] which only control the behavior of the Meteor attack / Meteor Impact ability, respectively.
|-
|[[Ice Monkey (BTD6)|Ice Monkey]]
|No targeting options.
Gains standard targeting options after being upgraded to [[Cryo Cannon (BTD6)|Cryo Cannon]].
|-
|[[Glue Gunner (BTD6)|Glue Gunner]]
|Standard targeting options.
|-
|[[Desperado (BTD6)|Desperado]]
|Standard targeting options.
|-
|[[Sniper Monkey (BTD6)|Sniper Monkey]]
|Standard targeting options.
When a Sniper gets upgraded to [[Elite Sniper (BTD6)|Elite Sniper]], all Sniper Monkeys in the map gain a new targeting option called ''[[Elite Sniper (BTD6)#Elite targeting|Elite]]'', which, in a simplified way to explain it, keeps the Sniper in ''Strong'' targeting until a Bloon reaches 75% of the track length or more, at that point the targeting is switched automatically to ''First'' and returns to ''Strong'' after there are no more Bloons at the end of the track.
|-
|[[Monkey Sub (BTD6)|Monkey Sub]]
|Standard targeting options. No effect on [[Submerge and Support (BTD6)|submerged]] towers.
[[Advanced Intel (BTD6)|Advanced Intel]] Subs will take into account all Bloons on other tower's range to determine its target. [[Ballistic Missile (BTD6)|Ballistic Missile]] attack ignores line-of-sight blockers.
[[First Strike Capability (BTD6)|First Strike Capability]] ability always target ''Strong''.


{{Collapsible list|Tier 2 Bloonarius can also be defended with:
Each of [[Nautic Siege Core]] Final Strike ability missiles always target ''First'', ''Close'' and ''Strong'', respectively.
* 2-5-0 [[Golden Justice]] if the player can keep it from using its pistol attack.
|-
* 2× 0-4-0 [[First Strike Capability (BTD6)|First Strike Capability]]
|[[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]
* 0-1-5 [[Avatar of Wrath (BTD6)|Avatar of Wrath]]
|Standard targeting options.
* 0-2-5 [[MOAB Domination (BTD6)|MOAB Domination]], 2-0-5 [[Elite Defender (BTD6)|Elite Defender]], 5-2-0 [[Carrier Flagship (BTD6)|Carrier Flagship]] and 5-2-0 [[Sentry Champion (BTD6)|Sentry Champion]] in a longer map or with the support of a 4-2-0 [[Stronger Stimulant (BTD6)|Stronger Stimulant]].|caption=Other options in case the towers listed above are not available}}{{Clear}}
The targeting of the planes from [[Aircraft Carrier (BTD6)|Aircraft Carrier]], [[Carrier Flagship (BTD6)|Carrier Flagship]] and [[Navarch of the Seas]] is linked to their parent tower.
|-
|[[Monkey Ace (BTD6)|Monkey Ace]]
|No standard targeting options, they determine its flight pattern instead:


=== Tier 3 ===
* ''Circle'': Moves in a circular pattern centered on its base. Default behavior
For this tier non-paragon singular tower solutions start to struggle, so support them with [[Permanent Brew (BTD6)|Permanent Brew]], [[Call to Arms (BTD6)|Call to Arms]], [[Overclock (BTD6)|Overclock]] (unless using [[Carpet of Spikes (BTD6)|Carpet of Spikes]]), [[Homeland Defense (BTD6)|Homeland Defense]], alongside debuffs for the boss like [[Super Brittle (BTD6)|Super Brittle]], [[Glue Storm (BTD6)|Glue Storm]] and [[Cripple MOAB (BTD6)|Cripple MOAB]].
* ''Figure Infinite'': Moves in a pattern composed of two circles joined horizontally with the common point at the center of the Ace's base.
* ''Figure Eight'': Moves in a pattern composed of two circles joined vertically with the common point at the center of the Ace's base.
* ''Centered Path'': Moves in a circular pattern centered on a point chosen by the player, defaults to the center of the map. Requires the [[Centered Path (BTD6)|Centered Path]] upgrade.
* ''Wingmonkey'': Moves towards the ''First'' Bloon and then away from it after passing over them. Requires the {{BTD6 mk|Wingmonkey}} Monkey Knowledge.
|-
|[[Heli Pilot (BTD6)|Heli Pilot]]
|No standard targeting options, they determine its flight pattern instead:


* 1-5-0 [[M.A.D (BTD6)|M.A.D]]
* ''Follow Mouse'': The helicopter files towards the cursor's position (or the last place where it was located before exiting the map) and stops when it is below it. Available if the device has a mouse connected.
* 1-0-5 [[Master Bomber (BTD6)|Master Bomber]]
* ''Follow Touch'': The helicopter files towards the last point in the map touched by the player. Available in Android and iOS platforms. Available if the device has a touch screen.
* 0-1-5 [[Avatar of Wrath (BTD6)|Avatar of Wrath]] with 5× [[Poplust (BTD6)|Poplust]].
* ''Lock in place'': The helicopter files and stops at a specific point of the map chosen by the player.
* [[Sun Avatar (BTD6)|Sun Avatar]], [[Shinobi Tactics (BTD6)|Shinobi Tactics]] or [[Overdrive (BTD6)|Overdrive]] spam.
* ''Patrol points''. The helicopter files back and forth in a straight line drawn by the player.
* Any Degree 1+ [[Paragon]]
|-
|[[Mortar Monkey (BTD6)|Mortar Monkey]]
|No standard targeting options, it only has the ''Set Target'' option, which makes it shoot towards a specific point of the map defined by the player.
If Striker Jone's Target Focus ability is active, the tower's target uses a ''Follow Mouse'' / ''Follow Touch'' behavior.
|-
|[[Dartling Gunner (BTD6)|Dartling Gunner]]
|No standard targeting options, they determine the direction it is attacking:


Options to defend the spawns include 5-0-2 [[Glaive Lord (BTD6)|Glaive Lord]], 5-2-0 [[The Bloon Solver (BTD6)|The Bloon Solver]] or 1-5-0 [[Spirit of the Forest (BTD6)|Spirit of the Forest]].{{Collapsible list|Tier 3 Bloonarius can also be defended with:
* ''Follow Mouse'': The tower rotates to fire towards the cursor's position.
* 5-2-0 [[Ray of Doom (BTD6)|Ray of Doom]]
* ''Follow Touch'': The tower rotates towards the last point touched on the map.
* 2-0-5 [[Legend of the Night (BTD6)|Legend of the Night]]
* ''Lock in place'': The tower fires towards a specific point of the map chosen by the player.
* 2-5-0 [[Carpet of Spikes (BTD6)|Carpet of Spikes]] with at least two 2-4-0 [[Spike Storm (BTD6)|Spike Storms]], and keep [[Super Brittle (BTD6)|Super Brittle]] always in range by using [[Support Chinook (BTD6)|Support Chinook]].
* Target Independent: Each of the 4 barrels target ''First'', ''Last'', ''Close'' and ''Strong'', respectively. Requires [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] or [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]] upgrades. The two additional barrels of the later target ''First'' and ''Strong''.
* 5-2-0 [[Super Mines (BTD6)|Super Mines]]
|-
* A 4-2-0 [[Sun Temple (BTD6)|Sun Temple]] with maximum sacrifices in three categories (or only in support if a spam strategy is used).
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* 5-0-0 [[Megalodon]], max Beast Power is recommended.
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Spawns can also be handled by:
== ''Bloons TD Battles 2'' ==
* 2-5-0 [[Golden Justice]], if it can have a decent straight and set its targeting to last.
{{Empty|It is not necessary to go as deep as the BTD6 section as most behaviors are the same, just list the differences with their BTD6 counterparts.}}
* 2-5-0 [[Special Poperations (BTD6)|Special Poperations]] (keeping the Marine deployed)
* 5-1-0 [[Lord of the Abyss]]
* 2-0-5 [[Perma-Spike (BTD6)|Perma-Spike]].|caption=Other options in case the towers listed above are not available}}{{Clear}}


=== Tier 4 ===
== ''Bloons Adventure Time TD'' ==
Two or three of the Tier 3 options can be used or any [[Paragon]] (Degree 1 is enough but 20 is recommended). The spawns at this point can be handled by the main defense but is recommended to still have a back defense just in case.
{{Empty|List which towers have standard targeting options and elaborate on the ones that doesn't, if any.}}
 
[[Category:Game mechanics in BTD3]]
=== Tier 5 ===
[[Category:Game mechanics in BTD4]]
Using many of the options of Tier 3 at the same time can handle this tier with the buffs and Boss debuff towers, but a Paragon is recommended. [[Apex Plasma Master]], [[Crucible of Steel and Flame]] and [[Glaive Dominus]] can defeat Bloonarius at Degree 40. [[Nautic Siege Core]], [[Navarch of the Seas]] and [[Mega Massive Munitions Factory]] at Degree 20. And finally, [[Ascended Shadow]] and [[Goliath Doomship]] at Degree 1 or a [[VTSG]] can also defeat Bloonarius. [[Magus Perfectus]] can do it at Degree 1 if two Metamorphosis can be used with nearly full Graveyard while the Boss is in range, otherwise it need Degree 20. [[Master Builder]] is similar, it needs some rounds before to self-overclock and prepare the Paragon Sentries to defeat Bloonarius at Degree 1.
[[Category:Game mechanics in BTD5]]
 
[[Category:Game mechanics in BTD6]]
Bloonarius spawns a BAD at a skull, make sure the back defense can handle it if it get outside of the range of the main defense.
[[Category:Game mechanics in Battles]]
 
[[Category:Game mechanics in BMC]]
== Elite Bloonarius ==
[[Category:Game mechanics in BATTD]]
{{Lede image|BTD6 BloonariusPortraitElite.png|Elite Bloonarius}}
[[Category:Game mechanics in Battles 2]]
 
=== Tier 1 ===
Just like Normal, the defense splits between damaging the boss and defending the spawns. The first half of the defense are centralized on damaging the Boss itself:
 
* 4× 2-0-4 [[Overdrive (BTD6)|Overdrive]] or [[The Tack Zone (BTD6)|The Tack Zone]] and a 4-0-0 [[Embrittlement (BTD6)|Embrittlement]]
* 5-2-0 [[The Blazing Sun]].
* 2-0-5 [[Elite Defender (BTD6)|Elite Defender]]
* If the map is long enough other options include [[First Strike Capability (BTD6)|First Strike Capability]], [[Plasma Accelerator (BTD6)|Plasma Accelerator]], [[Dark Knight (BTD6)|Dark Knight]], [[Sticky Bomb (BTD6)|Sticky Bomb]], [[Spike Storm (BTD6)|Spike Storm]] (if you can keep a [[Embrittlement (BTD6)|Embrittlement]] on range otherwise use multiple).
To defend the spawns players can use 3× 4-0-2 [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] and 4-0-1 [[Stronger Stimulant (BTD6)|Stronger Stimulant]] to buff them.{{Collapsible list|Other options to defend the spawns is recommended to use a combination of at least three (depending on how the other half of the defense can help) of the options listed below.
 
* 2× 4-2-0 [[Juggernaut (BTD6)|Juggernaut]]
* 4-2-0 [[Bloon Liquefier (BTD6)|Bloon Liquefier]], don't use two of these at the same time.
* 4-0-2 [[The Big One (BTD6)|The Big One]]
* 4-0-0 [[Ball Lightning (BTD6)|Ball Lightning]]
* 0-5-2 [[Super Maelstrom (BTD6)|Super Maelstrom]] (if the boss is instakilled)
* With a second tower that can handle the bleed Bloons, [[Geraldo (BTD6)|Geraldo's]] [[Blade Trap]] or 0-4-2 [[Blade Maelstrom (BTD6)|Blade Maelstrom]] can deal with the Bloons spawned during a skull, a single Blade Maelstrom can do the job if Bloonarius isn't damaged too quickly to allow the ability to recharge between skulls.|caption=Other options in case the towers listed above are not available}}{{Clear}}
=== Tier 2 ===
Tier 2 is defended in the same way as Tier 1 for the most part. Options to damage the boss include:
 
* 2-0-5 [[The Tack Zone (BTD6)|The Tack Zone]] with several 2-0-4 [[Overdrive (BTD6)|Overdrives]], helped by [[Super Brittle (BTD6)|Super Brittle]], an additional [[Embrittlement (BTD6)|Embrittlement]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]].
* 1-5-0 [[M.A.D (BTD6)|M.A.D]]
* 0-1-5 [[Avatar of Wrath (BTD6)|Avatar of Wrath]] with 5× [[Poplust (BTD6)|Poplust]]
* Several 3-2-0 [[Destroyer (BTD6)|Destroyer]] and/or 2-0-3 [[Triple Guns (BTD6)|Triple Guns]] / 2-0-4 [[Armor Piercing Darts (BTD6)|Armor Piercing Darts]] can also be used, specially when paired with [[Admiral Brickell (BTD6)|Admiral Brickell]].
* 2-4-0 [[Spike Storm (BTD6)|Spike Storm]] spam, these will not need additional bleed defense in many cases.
Options to defend the spawns include 5-0-2 [[Glaive Lord (BTD6)|Glaive Lord]], 5-2-0 [[The Bloon Solver (BTD6)|The Bloon Solver]], 1-5-0 [[Spirit of the Forest (BTD6)|Spirit of the Forest]] or 2-5-0 [[Golden Justice]] if it has a decent straight.{{Collapsible list|Tier 2 Elite Bloonarius can also be defended with:
*On longer maps, [[Master Bomber (BTD6)|Master Bomber]] and [[Carpet of Spikes (BTD6)|Carpet of Spikes]] can also be used.
* If the player can afford them, [[Megalodon]] (with the highest possible power), [[Ray of Doom (BTD6)|Ray of Doom]] and [[Flying Fortress (BTD6)|Flying Fortress]] are also strong options.
 
And for defending the spawns:
 
* 2-5-0 [[Special Poperations (BTD6)|Special Poperations]] (Keep the Marine deployed)
* 0-5-2 [[Super Maelstrom (BTD6)|Super Maelstrom]]
* 5-1-0 [[Lord of the Abyss]]|caption=Other options in case the towers listed above are not available}}{{Clear}}
=== Tier 3 ===
At Tier 3, a Paragon is recommended as it can deal with Bloonarius and its spawns. [[Apex Plasma Master]], [[Crucible of Steel and Flame]] and [[Glaive Dominus]] are usually affordable at this point of the game.
 
A Degree 1 Dart Paragon is barely enough to defeat Elite Bloonarius on most maps, but Degree 20 is recommended, which can easily be obtained by placing a second [[Crossbow Master (BTD6)|Crossbow Master]] with the [[Master Double Cross]] Monkey Knowledge. Its effectiveness in dealing with the bleed and skull Bloons are mostly placement and map dependent. Tack and Boomerang Paragon have an easier time in this regard at higher cost, even at Degree 1. If Bloonarius' spawns get past the Paragon's range, the back defense must be ready to deal with [[BAD (BTD6)|BADs]] and [[DDT (BTD6)|DDTs]].
 
In the case Paragons are not available, placing some options of the Tier 2 defenses can deal with Tier 3, and at this point [[Sun Temple (BTD6)|Sun Temple]] (with only Support sacrifices or in 3 categories in preparation for a [[VTSG]]), [[Super Mines (BTD6)|Super Mines]] and [[Legend of the Night (BTD6)|Legend of the Night]] can also be afforded. Other defensive options include [[Sun Avatar (BTD6)|Sun Avatar]] or [[Shinobi Tactics (BTD6)|Shinobi Tactics]] spam. Using buff towers such as [[Permanent Brew (BTD6)|Permanent Brew]], [[Call to Arms (BTD6)|Call to Arms]] and [[Homeland Defense (BTD6)|Homeland Defense]] alongside debuffs for the boss like [[Super Brittle (BTD6)|Super Brittle]], [[Glue Storm (BTD6)|Glue Storm]] and [[Cripple MOAB (BTD6)|Cripple MOAB]] is very important.
 
=== Tier 4 ===
Adding a second paragon is recommended at this point. Degree 20 Dart and Tack or Boomerang Paragon can defeat Tier 4 Elite Bloonarius, and if those can, any combination of stronger Paragons are also capable of doing it. A [[VTSG]] can also be used in place of any paragon.
 
Without challenge modifiers, [[Apex Plasma Master]], [[Crucible of Steel and Flame]] and [[Glaive Dominus]] can defeat the Boss without help at Degree 60 (or even 40 on some maps for Tack and Boomerang Paragons). [[Nautic Siege Core]], [[Navarch of the Seas]], [[Magus Perfectus]] and [[Ascended Shadow]] at Degree 20, [[Mega Massive Munitions Factory]] can also do it at Degree 20 if the player can prepare a stack of mines beforehand or if Bloonarius can stay long enough in its range. [[Master Builder]] can also do it at Degree 20 but is recommended to place it several rounds before for its self-overclock and doing Sentry micro during the fight. And finally, [[Goliath Doomship]] can beat it at Degree 1.
 
It is recommended to not have the Paragons too close to each other so they can cover most of the map to deal with Bloonarius's spawns. [[Super Mines (BTD6)|Super Mines]] is a good last resort in the back of the track to deal with the Fortified BADs.
 
=== Tier 5 ===
In preparation for this Tier, it is recommended to sell [[Apex Plasma Master]], [[Crucible of Steel and Flame]] and/or [[Glaive Dominus]] if their Degree is lower than 40, then choose between 4 of the following options (or 3 with 20 more degrees per Paragon):
 
* Degree 60+ [[Apex Plasma Master]]
* Degree 40+ [[Crucible of Steel and Flame]]
* Degree 40+ [[Glaive Dominus]]
* Degree 20+ [[Nautic Siege Core]]
* Degree 20+ [[Navarch of the Seas]]
* Degree 20+ [[Magus Perfectus]] (use Metamorphosis while the boss is in range with nearly full graveyard)
* Degree 20+ [[Ascended Shadow]]
* Degree 20+ [[Master Builder]] (Micro the Sentry Paragons)
* Degree 20+ [[Goliath Doomship]]
* Degree 20+ [[Mega Massive Munitions Factory]]
* [[VTSG]] (get 10 stacks of [[Ultraboost (BTD6)|Ultraboost]] if possible as well as [[Permanent Brew (BTD6)|Permanent Brew]], [[Homeland Defense (BTD6)|Homeland Defense]], and use Blood Sacrifice if [[Adora (BTD6)|Adora]] is selected)
 
Having the usual debuff towers for a boss such as [[Super Brittle (BTD6)|Super Brittle]], [[Glue Storm (BTD6)|Glue Storm]] and [[Cripple MOAB (BTD6)|Cripple MOAB]] is always helpful. Degree 80+ [[Ascended Shadow]] or [[Magus Perfectus]] (with good ability timing), or Degree 60+ [[Goliath Doomship]] can defeat Bloonarius on their own.
 
== Boss Rush ==
{{incomplete|Add strategies for mid and late game}}In Boss Rush, Bloonarius starts at 400 health, which increases by 6.5% every time it's popped. Every 10 pops, Bloonarius sends out a wave of bloons as if it reached a skull in a regular game. It also spawns bloons across the track if it takes enough damage. Early in the fight, most common strategies used involve towers that do low damage, but shoot several projectiles and have high attack speed, as adding 1 or 2 damage to them (usually with an [[Alchemist (BTD6)|Alchemist]] or [[Embrittlement (BTD6)|Embrittlement]]) greatly increases their damage output. Some of the early-game damaging towers are:
 
* [[Overdrive (BTD6)|Overdrive]]
* [[Fighter Plane (BTD6)|Fighter Plane]] and [[Operation: Dart Storm (BTD6)|Operation: Dart Storm]]
* [[Airburst Darts (BTD6)|Airburst Darts]] and [[Triple Guns (BTD6)|Triple Guns]] if the start of the track is around water
* [[Dartling Gunner (BTD6)|Dartling Gunner]]
* [[Grape Shot (BTD6)|Grape Shot]] and [[Destroyer (BTD6)|Destroyer]] if the start of the track is around water
* [[Thorn Swarm (BTD6)|Thorn Swarm]]
* [[MOAB SHREDR (BTD6)|MOAB SHREDR]] cross-pathed as a 0-3-2, since it gains the [[Smart Spikes (BTD6)|Smart Spikes]] attack speed bonus for 4 seconds every time Bloonarius pops
* [[Sauda (BTD6)|Sauda's]] Leaping Sword ability is able to do most of an early-game Bloonarius
* [[Admiral Brickell (BTD6)|Admiral Brickell]] to buff the attack speed of the [[Monkey Sub (BTD6)|Monkey Subs]] and [[Monkey Buccaneer (BTD6)|Monkey Buccaneers]] with Naval Tactics
* [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] to pop the early bleed bloons as well as the ceramic rushes
 
== Tips and recommendations ==
 
* Contrary to the other bosses, Bloonarius doesn't have any protection against receiving damage after a skull is reached, so several [[First Strike Capability (BTD6)|First Strike Capability]] and explosions from [[Master Builder|Master Builder's]] Sentry Paragons can defeat Normal Bloonarius and the lower tier Elite Bloonarius in a few seconds. Players should use extreme caution with this strategy as Bloonarius still spawns all the Bloons it would normally do, but this time at the same time which can easily overwhelm any defense, even Blade Traps and Maelstrom abilities.
* If the player doesn't want or can't afford to place all the defense at once, is better to place the bleed/skull defense first before the main attacker to avoid getting overrun by the Bloons.
* On normal circumstances, the regular bloon spawns can be ignored while the Boss is on the screen, as the regular rounds are usually much weaker than Bloonarius skull spawns.
* Bloonarius bleed spawns avoid the end of the track (75%+ approximately) and they will always spawn in the same path as the Boss, so no need to cover multiple tracks.
* Skull spawns happen in front of Bloonarius, so if a skull is triggered really late, the defenses might not have enough time to deal with them as they also have a brief period of immunity.
* The bleed spawn mechanic makes very difficult to stall rounds as the bleed Bloons can be mixed with the regular bloon spawns, making it very difficult to select specific bloons to slowdown.
* Depending on the specific defensive setup, it might be important to micro the targeting of the main boss attackers to either avoid distraction with the spawns or in the other end, helping with the cleanup.
* [[Crucible of Steel and Flame]] deserves a special mention because is a very powerful tool against Elite Bloonarius when placed in a good spot where its main attack can reach back the track as it can quickly clear the Fortified BADs and their insides without sacrificing damage against the Boss itself (just remember to have a way to deal with the camo from DDTs after the BAD breaks). It can deal heavy damage from afar with the Meteor ability and do very high damage in a little amount of time when the boss when it passes over it.
 
== Gallery ==
{{Screenshot needed|Images of example defensive setups}}
 
== Navigation ==
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[[Category:BTD6 strategies]]