Spillway: Difference between revisions
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→Strategy: In my mind, this is as much an Archmage map as it is a Mortar map, given the line of sight blockers. |
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==Strategy== | ==Strategy== | ||
Despite the | Despite the sight blockers preventing most towers from reaching the middle, Spillway is not a particularly difficult Advanced map. The long time Bloons spend in the middle create ample time for towers that do reach there, such as [[Mortar Monkey (BTD6)|Mortar Monkeys]], to defend against the Bloons. In addition, the $2,000 to remove the valves is not a steep cost in the later rounds, and doing so places many more towers into a usable spot. In [[CHIMPS]], start the game with a [[Ninja Monkey (BTD6)|Ninja Monkey]] on the center barrel. It can save into a 1-0-0 [[Wizard Monkey (BTD6)|Wizard Monkey]] at base, or into a Hero like [[Psi (BTD6)|Psi]] at 2-0-1. | ||
{|class="wikitable center-col-1" | {|class="wikitable center-col-1" | ||
!Name | !Name | ||
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|[[File:BTD6 050-MortarMonkey.png|x50px]] | |[[File:BTD6 050-MortarMonkey.png|x50px]] | ||
|Thanks to it mostly covering the central loop with the 2-5-0 crosspath, Pop and Awe, already solid on most maps, particularly excels here. Its main weakness against DDTs is covered due to the loop allowing it to hit many of them at once. Use [[Striker Jones (BTD6)|Striker Jones]] with Pop and Awe, as his Concussive Shell stun, buffs to Mortars' attack speed, pierce, and blast radius to full coverage of the central loop, and Artillery Command resetting Pop and Awe's ability and becoming a Homeland Defense for Mortars at Level 20 all provide powerful assistance. Use Relentless Glue as well, even if it requires removing a valve, to add additional stun synergy. | |Thanks to it mostly covering the central loop with the 2-5-0 crosspath, Pop and Awe, already solid on most maps, particularly excels here. Its main weakness against DDTs is covered due to the loop allowing it to hit many of them at once. Use [[Striker Jones (BTD6)|Striker Jones]] with Pop and Awe, as his Concussive Shell stun, buffs to Mortars' attack speed, pierce, and blast radius to full coverage of the central loop, and Artillery Command resetting Pop and Awe's ability and becoming a Homeland Defense for Mortars at Level 20 all provide powerful assistance. Use Relentless Glue as well, even if it requires removing a valve, to add additional stun synergy. | ||
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|[[Archmage (BTD6)|Archmage]] | |||
|[[File:BTD6 500-Wizard.png|x50px]] | |||
|With [[Guided Magic (BTD6)|Guided Magic]], Wizards are the cheapest option to attack Bloons in the central loop early game, and building into a 5-2-0 Archmage lets one deal great damage through the entire game. Middle crosspath is preferred here for all stages, since Bloons pass through the Wall of Fire multiple times and projectile speed is not an issue here. | |||
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|[[Carrier Flagship (BTD6)|Carrier Flagship]] | |[[Carrier Flagship (BTD6)|Carrier Flagship]] | ||