Strategy:CHIMPS: Difference between revisions
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{{BTD6 last updated| | {{BTD6 last updated|51.2}}{{lede image|BTD6 ClicksBtn.png|CHIMPS icon|size=200px}} | ||
'''[[CHIMPS]]''' is arguably the most difficult game mode in BTD6, especially if [[Power]]s are used in other game modes. | '''[[CHIMPS]]''' is arguably the most difficult game mode in BTD6, especially if [[Power]]s are used in other game modes. | ||
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==General recommendations== | ==General recommendations== | ||
===Preparation=== | ===Preparation=== | ||
* | *When playing CHIMPS on difficult maps, create a plan for each stage of the game based on what you currently know. It may help to observe how experienced players complete CHIMPS, so you can attempt to incorporate elements of their gameplay into yours without directly copying them. Learning how to create your own solution will improve your skills and prospects for future runs. | ||
*While attempting to incorporate new strategies into harder maps or the first CHIMPS run without guides, doing some practice runs where retrying last round can be used freely is good practice that can build on the player's ability to defeat CHIMPS on their own. For maps where all parts of the game are difficult, get through the whole CHIMPS game with a red badge before going for a Black Border. | *While attempting to incorporate new strategies into harder maps or the first CHIMPS run without guides, doing some practice runs where retrying last round can be used freely is good practice that can build on the player's ability to defeat CHIMPS on their own. For maps where all parts of the game are difficult, get through the whole CHIMPS game with a red badge before going for a Black Border. | ||
*Experiment different strategies in [[Sandbox (BTD6)]] or [[Challenge Editor]] to speed up the testing process if only a few rounds are being the roadblock. | *Experiment different strategies in [[Sandbox (BTD6)|Sandbox]] or [[Challenge Editor]] to speed up the testing process if only a few rounds are being the roadblock. Make sure to turn off Monkey Knowledge before testing. | ||
*Remember the rounds that frequently become a roadblock, and plan ahead for those rounds later on. Rounds that | *Remember the rounds that frequently become a roadblock, and plan ahead for those rounds later on. Rounds that are challenging to nearly all CHIMPS runs are listed [[#The most challenging rounds|below]]. | ||
===The most challenging rounds=== | ===The most challenging rounds=== | ||
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*Always recognize the importance of support. They include [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], [[Symphonic Resonance]], and more. They tremendously assist the main damage tower in many cases for relatively little cost. | *Always recognize the importance of support. They include [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], [[Symphonic Resonance]], and more. They tremendously assist the main damage tower in many cases for relatively little cost. | ||
*Use good save-up towers for the mid-game that allows for the accumulation of money for a strong tower well-suited for the late-game and prevent the dropping of many towers that become redundant past Round 80. These save-up towers include [[Dragon's Breath (BTD6)|Dragon's Breath]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]], [[Destroyer (BTD6)|Destroyer]], [[Plasma Accelerator (BTD6)|Plasma Accelerator]], and [[Aircraft Carrier (BTD6)|Aircraft Carrier]]. | *Use good save-up towers for the mid-game that allows for the accumulation of money for a strong tower well-suited for the late-game and prevent the dropping of many towers that become redundant past Round 80. These save-up towers include [[Dragon's Breath (BTD6)|Dragon's Breath]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]], [[Destroyer (BTD6)|Destroyer]], [[Plasma Accelerator (BTD6)|Plasma Accelerator]], and [[Aircraft Carrier (BTD6)|Aircraft Carrier]]. | ||
*Do not spam towers whenever feeling like doing so and leave them at low tiers into the late-game. Focus on a few, strong towers with support centered around them to have the best prospects late-game. The exceptions to this rule are the few good, spammable strategies, such as [[Permanent Brew (BTD6)|Perma-Brew]] with many [[Destroyer (BTD6)|Destroyers]], [[Sun Avatar (BTD6)|Sun Avatars]], or a [[Sniper Monkey (BTD6)|Sniper Monkey]] army. These strong, powerful, and relatively expensive towers, along with powerful heroes and exceptional supporting towers, are termed as win conditions and listed below. | *Do not spam towers whenever feeling like doing so and leave them at low tiers into the late-game. Focus on a few, strong towers with support centered around them to have the best prospects late-game. The exceptions to this rule are the few good, spammable strategies, such as [[Permanent Brew (BTD6)|Perma-Brew]] with many [[Destroyer (BTD6)|Destroyers]], [[Sun Avatar (BTD6)|Sun Avatars]], or a [[Sniper Monkey (BTD6)|Sniper Monkey]] army. These strong, powerful, and relatively expensive towers, along with powerful heroes and exceptional supporting towers, are termed as win conditions and listed [[#Win conditions suited for most maps|below]]. | ||
==Win conditions suited for most maps== | ==Win conditions suited for most maps== | ||
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|[[Ezili (BTD6)|Ezili]] | |[[Ezili (BTD6)|Ezili]] | ||
|[[File:BTD6 EziliPortrait.png|x50px]] | |[[File:BTD6 EziliPortrait.png|x50px]] | ||
|Ezili's MOAB Hex ability is an exceptionally powerful asset, being able to eliminate heaps of blimps and reduce RBE stress on other towers throughout the mid-game and late-game. While her early-game is sub-par, she is capable of easily breaking open the Round 40 MOAB and future blimps thanks to Level 6. MOAB Hex is useful on all maps, and it synergizes the best with towers that deal solid overall damage but struggle to clumped Super Ceramics, such as Archmage and {{B|Prince of Darkness|BTD6}} (which also benefits from Ezili's pierce buff to Zombie Bloons). The Level 20 MOAB Hex's ability to one-shot the {{B|BAD|BTD6}} can be | |Ezili's MOAB Hex ability is an exceptionally powerful asset, being able to eliminate heaps of blimps and reduce RBE stress on other towers throughout the mid-game and late-game. While her early-game is sub-par, she is capable of easily breaking open the Round 40 MOAB and future blimps thanks to Level 6. MOAB Hex is useful on all maps, and it synergizes the best with towers that deal solid overall damage but struggle to clumped Super Ceramics, such as Archmage and {{B|Prince of Darkness|BTD6}} (which also benefits from Ezili's pierce buff to Zombie Bloons). The Level 20 MOAB Hex's ability to one-shot the {{B|BAD|BTD6}} can be used for [[Expert]] maps, where it costs $13-16k to purchase and is cheaper than other options (such as {{B|First Strike Capability|BTD6}}). | ||
|- | |- | ||
|[[Corvus (BTD6)|Corvus]] | |[[Corvus (BTD6)|Corvus]] | ||
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|Orca is one of the strongest win conditions for its cost. At Power 64, it one-shots ZOMGs and DDTs and deals 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 it being a Tier 4 tower. Set it on [[Targeting option|Strong]] so that it gets the most amount of thrash time, switch to [[Targeting option|First]] if a line of 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 efficient than additional Orcas) for the mid-game for a smooth save-up, and then merging them into Orca on Round 80. Orca's tendency to leak stray Bloons can be solved by cleanup towers such as [[Perma-Spike (BTD6)|Perma-Spike]] and [[Prince of Darkness (BTD6)|Prince of Darkness]]. | |Orca is one of the strongest win conditions for its cost. At Power 64, it one-shots ZOMGs and DDTs and deals 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 it being a Tier 4 tower. Set it on [[Targeting option|Strong]] so that it gets the most amount of thrash time, switch to [[Targeting option|First]] if a line of 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 efficient than additional Orcas) for the mid-game for a smooth save-up, and then merging them into Orca on Round 80. Orca's tendency to leak stray Bloons can be solved by cleanup towers such as [[Perma-Spike (BTD6)|Perma-Spike]] and [[Prince of Darkness (BTD6)|Prince of Darkness]]. | ||
|- | |- | ||
|[[Avatar of Wrath]] | |[[Avatar of Wrath (BTD6)|Avatar of Wrath]] | ||
|[[File:BTD6 005-Druid.png|x50px]] | |[[File:BTD6 005-Druid.png|x50px]] | ||
|On most maps, Avatar of Wrath can effectively 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]], with both granting solid buffs and Geraldo's [[Gerry's Fire]] being buffed by Poplusts. For DDT rounds, use MIB, [[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 (with few Bloons on the screen) and Perma-Spike being well-suited for these situations. | |On most maps, Avatar of Wrath can effectively 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]], with both granting solid buffs and Geraldo's [[Gerry's Fire]] being buffed by Poplusts. For DDT rounds, use MIB, [[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 (with few Bloons on the screen) and Perma-Spike being well-suited for these situations. | ||
|- | |||
|[[Bomb Blitz (BTD6)|Bomb Blitz]] | |||
|[[File:BTD6 005-BombShooter.png|x50px]] | |||
|If it can be afforded before difficult rounds, Bomb Blitz can act as a safety cushion in case of accidental leaks with its passive ability,<!--we know how it works, don't have to explain it TOO deep--> for a low cost compared to most Tier 5's. The main attack is decent for cleanup, especially with [[Striker Jones (BTD6)|Striker Jones]] allowing an ability reset and important buffs for all Bomb Shooters. | |||
|} | |} | ||
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|[[Benjamin (BTD6)|Benjamin]] | |[[Benjamin (BTD6)|Benjamin]] | ||
|[[File:BTD6 BenjaminPortrait.png|x50px]] | |[[File:BTD6 BenjaminPortrait.png|x50px]] | ||
|Benjamin's primary use is making cash which is not allowed. With Biohack being a worse Pat | |Benjamin's primary use is making cash which is not allowed. With Biohack being a worse Pat Rallying Roar, his only niche is downgrading difficult waves with Syphon Funding. Syphon is relatively difficult to use properly, so he should not be used by inexperienced players. Note that losses from Trojan can be avoided by placing Benjamin behind a Line of Sight blocker, which is not present on some maps. | ||
|- | |- | ||
|[[Trade Empire (BTD6)|Trade Empire]] | |[[Trade Empire (BTD6)|Trade Empire]] | ||
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** Specific map formats may support other starting combinations. For example, the middle barrel of [[Spillway]] offers a reliable Ninja start into 1-0-0 and 1-0-1. | ** Specific map formats may support other starting combinations. For example, the middle barrel of [[Spillway]] offers a reliable Ninja start into 1-0-0 and 1-0-1. | ||
** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8. | ** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8. | ||
** 0-0-0 [[Desperado | ** 0-0-0 [[Desperado (BTD6)|Desperado]] can eliminate the need for extremely precise placement required on certain Expert maps. Two 0-0-0 Desperados notably can beat the first rounds of [[Quad]] and [[Bloody Puddles]], with some targeting changes necessary on harder maps. | ||
* By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained, unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important. | * By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained, unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important. | ||
** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads. | ** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads. | ||
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* Super Ceramics start appearing on Round 81, having 60 (120 for Fortified) health and only spawning one children. Thus, many towers fall off against them, such as [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], and [[Crossbow Master (BTD6)|Crossbow Master]]. For this reason, these towers are generally not recommended for CHIMPS on Expert maps. | * Super Ceramics start appearing on Round 81, having 60 (120 for Fortified) health and only spawning one children. Thus, many towers fall off against them, such as [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], and [[Crossbow Master (BTD6)|Crossbow Master]]. For this reason, these towers are generally not recommended for CHIMPS on Expert maps. | ||
* Rounds 81-85 are the last rounds that give 0.2x instead of 0.1x income, so a win condition should be purchased by these rounds. | * Rounds 81-85 are the last rounds that give 0.2x instead of 0.1x income, so a win condition should be purchased by these rounds. | ||
* Support towers listed in the General Recommendations section are worth it to get in practically every situation. It is generally not needed to obtain all of them every game, but purchasing some of them greatly aids the defense and is much more cost-efficient than purchasing another win condition. | * Support towers listed in the [[#General recommendations|General Recommendations]] section are worth it to get in practically every situation. It is generally not needed to obtain all of them every game, but purchasing some of them greatly aids the defense and is much more cost-efficient than purchasing another win condition. | ||
** | ** Always buy [[Jungle Drums (BTD6)|Jungle Drums]]. Costing only about $3,000 for a tower that boosts the attack speed of everything in range by ~17.6% when one makes about $180,000 by Round 100's end is unquestionably a terrific deal. | ||
** [[Giant Condor]] is especially useful on multi-lane maps, as it can move large amounts of blimps to the same lane and turn the map into effectively single-lane. On single-lane maps, it is still a powerful stalling option and can bring leaking blimps back to the front. | ** [[Giant Condor]] is especially useful on multi-lane maps, as it can move large amounts of blimps to the same lane and turn the map into effectively single-lane. On single-lane maps, it is still a powerful stalling option and can bring leaking blimps back to the front. | ||
** [[Berserker Brew (BTD6)|Berserker Brew]] and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] provide extremely large boosts to almost all win conditions for their price, with the exception of those who attack extremely fast. | ** [[Berserker Brew (BTD6)|Berserker Brew]] and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] provide extremely large boosts to almost all win conditions for their price, with the exception of those who attack extremely fast. | ||
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** [[MOAB Press (BTD6)|MOAB Press]] stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once. | ** [[MOAB Press (BTD6)|MOAB Press]] stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once. | ||
** [[Bloon Sabotage (BTD6)|Bloon Sabotage]] makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides of blimps that pop while the ability is active. | ** [[Bloon Sabotage (BTD6)|Bloon Sabotage]] makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides of blimps that pop while the ability is active. | ||
<!--most CHIMPS guides don't use symphres anymore due to how expensive it compared to stuff like sabo and relentless, since it can't affect BFBs anymore--> | |||
* Some support towers are only useful for some situations. | * Some support towers are only useful for some situations. | ||
** [[Monkey Intelligence Bureau (BTD6)|MIB]] is a good AFK option for DDTs, but [[Embrittlement (BTD6)|Embrittlement]] and [[Glue Storm (BTD6)|Glue Storm]] also neuter Lead properties and provide other utilities. | ** [[Monkey Intelligence Bureau (BTD6)|MIB]] is a good AFK option for DDTs, but [[Embrittlement (BTD6)|Embrittlement]] and [[Glue Storm (BTD6)|Glue Storm]] also neuter Lead properties and provide other utilities. | ||
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* Make sure to have a defense with solid grouped popping power for dense rounds such as 98 and solid DDT popping power for rounds like 95 and 99. | * Make sure to have a defense with solid grouped popping power for dense rounds such as 98 and solid DDT popping power for rounds like 95 and 99. | ||
* If using ability-based towers, ability cooldowns become important in the 90s, as nearly every round can pose a challenge to defenses with all abilities on cooldown. Attempt to leave at least 1 useful ability without or nearly without cooldown at the start of every round. | * If using ability-based towers, ability cooldowns become important in the 90s, as nearly every round can pose a challenge to defenses with all abilities on cooldown. Attempt to leave at least 1 useful ability without or nearly without cooldown at the start of every round. | ||
**Round 98 into 99 is the most important transition to consider for abilities. | |||
* Do not forget about Round 100 and leave little money for single-target damage options. If the defense relies on stalling or grouped popping powers, the BAD could easily become a dead-end. Unless a very solid single-target win condition has been obtained, save enough money for either a [[Spike Storm (BTD6)|Spike Storm]] or a [[First Strike Capability (BTD6)|First Strike]], with the latter being able to one-shot the BAD insides if timed slightly after the BAD reaches its last damage phase. | * Do not forget about Round 100 and leave little money for single-target damage options. If the defense relies on stalling or grouped popping powers, the BAD could easily become a dead-end. Unless a very solid single-target win condition has been obtained, save enough money for either a [[Spike Storm (BTD6)|Spike Storm]] or a [[First Strike Capability (BTD6)|First Strike]], with the latter being able to one-shot the BAD insides if timed slightly after the BAD reaches its last damage phase. | ||
==Strategies for harder maps== | ==Strategies for harder maps== | ||
Many Advanced and Expert maps have layouts or gimmicks that prevent many aforementioned strategies from working. The majority of Expert maps, in particular, require extremely precise placements to defeat the first few rounds, | Many Advanced and Expert maps have layouts or gimmicks that prevent many aforementioned strategies from working. The majority of Expert maps, in particular, require extremely precise placements to defeat the first few rounds. If information for precise early-game guides are available, reading these guides are strongly recommended before playing those maps. | ||
For more information on the strategies of those maps, see the Strategy section on their pages. Notably difficult maps specifically for early-game include: | |||
*[[Bloody Puddles]] | |||
*[[Dark Dungeons]] | |||
*[[Quad]] | |||
*[[Ravine]] | |||
*[[Ouch|#Ouch]] | |||
*[[X Factor]] | |||
==Navigation== | ==Navigation== | ||
{{BTD6 strategy nav}} | {{BTD6 strategy nav}} | ||
[[Category:BTD6 strategies]] | [[Category:BTD6 strategies]] | ||