Strategy:Contested Territory (BTD6): Difference between revisions

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dan is enabled on least tiers and least cash
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{{BTD6 last updated|52.1}}{{cleanup|Needs more general guidelines for gamemodes instead of only a list of recommended towers}}
{{BTD6 last updated|55.2}}
{{cleanup|Needs more general guidelines for gamemodes instead of only a list of recommended towers}}
[[Contested Territory (BTD6)|Contested Territory]] is often regarded as the most difficult event mode to both understand and play, due to its unique restrictions and team-oriented focus. Competitive mode is no different, especially as multiple top level teams are vouching for at least a top 25 spot.  
[[Contested Territory (BTD6)|Contested Territory]] is often regarded as the most difficult event mode to both understand and play, due to its unique restrictions and team-oriented focus. Competitive mode is no different, especially as multiple top level teams are vouching for at least a top 25 spot.  


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== Player Recommendations ==
== Player Recommendations ==
=== Time Management ===
=== Time Management ===
* Speed is important when removing other teams from certain areas of the board, in order to take back tiles before they notice and counter. Additionally, only on Day 1, quickly capturing tiles is far more important than ruthless optimisations.
* Speed is important when removing other teams from certain areas of the board, in order to take back tiles before they notice and counter. Additionally, only on Day 1, quickly capturing tiles is far more important than ruthless optimizations.
*Before beginning a certain tile, never simply just enter a tile; always check the tile's towers, heroes (if applicable), map, rounds, and game modifiers. If relics are available, find the best combination for the planned defense(s). Planning ahead saves much more time and effort than experimenting during the game, only to be stuck partway through.
*Before beginning a certain tile, never simply just enter a tile; always check the tile's towers, heroes (if applicable), map, rounds, and game modifiers. If relics are available, find the best combination for the planned defense(s). Planning ahead saves much more time and effort than experimenting during the game, only to be stuck partway through.
*Regular Time Attack tiles on average take about 2-5 minutes to complete without extra retries. Non-regular Time Attack tiles may take longer, due to lacking MK and the rulesets are tougher on average.
*Regular Time Attack tiles on average take about 2-5 minutes to complete without extra retries. Non-regular Time Attack tiles may take longer, due to lacking MK and the rulesets are tougher on average.
*Least Cash and Least Tier tiles often don't require as much hands-on gameplay except for specific tough rounds or when micromanagement is vital.
*Least Cash and Least Tier tiles often don't require as much hands-on gameplay except for specific tough rounds or when micromanagement is vital.
*For Boss tiles, farming requires plenty of attention to optimise cash generation throughout the non-Boss stages. Once the Boss arrives, pay full attention to the boss battle, to avoid needing to re-load saves.
*For Boss tiles, farming requires plenty of attention to optimize cash generation throughout the non-Boss stages. Once the Boss arrives, pay full attention to the boss battle, to avoid needing to re-load saves.
**An exception is when Farm and Buccaneer are disabled but Engineer enabled on a non-simultaneous lane map; 0-1-3 Engineer solos the early-game, saving into Bloon Trap with ease, and only then must the farming stages be actively monitored.
**An exception is when Farm and Buccaneer are disabled but Engineer enabled on a non-simultaneous lane map; 0-1-3 Engineer solos the early-game, saving into Bloon Trap with ease, and only then must the farming stages be actively monitored.
*Typical daily sessions that consume 4 player tickets plus 6 team tickets should take about 60-120 minutes to complete. If there are plenty of uncontested Time Attack tiles, the session should be much shorter, but the other tiles each guarantee about 5-10 minutes on Fast Forward without re-loading saves.
*Typical daily sessions that consume 4 player tickets plus 6 team tickets should take about 60-120 minutes to complete. If there are plenty of uncontested Time Attack tiles, the session should be much shorter, but the other tiles each guarantee about 5-10 minutes on Fast Forward without re-loading saves.
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*Relics that negate Bloon properties are often game-changing. [[Alchemist Touch]], [[Camo Trap]], [[Royal Treatment]], and [[Sharpslosion]] are usually the strongest of these types of relics.
*Relics that negate Bloon properties are often game-changing. [[Alchemist Touch]], [[Camo Trap]], [[Royal Treatment]], and [[Sharpslosion]] are usually the strongest of these types of relics.
*Damage-boosting relics are very strong for fast-attacking, high-projectile towers. [[MOAB Clash]] stands out in most situations, whereas other damage-boosting relics are niche.
*Damage-boosting relics are very strong for fast-attacking, high-projectile towers. [[MOAB Clash]] stands out in most situations, whereas other damage-boosting relics are niche.
*Don't underestimate Power Relics. While they do have limited uses per game, most except [[Tech Bot (BTD6)|Tech Bot]] may be game-changing on all except Time Attack (which ban Powers).
*Don't underestimate Power Relics. While they do have limited uses per game, most except [[Tech Bot (Relic)|Tech Bot]] may be game-changing on all except Time Attack (which ban Powers).
**If gaining Team Trophies is not an issue, always buy the Daily Power, with exception of Tech Bot which are often unnecessary.
**If gaining Team Trophies is not an issue, always buy the Daily Power, with exception of Tech Bot which are often unnecessary.
* Store Relics are always enabled once bought. In general, they're always a major upgrade, with only niche cases being a downgrade. So, if gaining Team Trophies is not an issue, it is almost always worth buying all Store Relics once available.
* Store Relics are always enabled once bought. In general, they're always a major upgrade, with only niche cases being a downgrade. So, if gaining Team Trophies is not an issue, it is almost always worth buying all Store Relics once available.
* Certain relics have no real strategic value for capturing tiles. Tech Bot is merely for convenience of activated abilities, and El Dorado only serves as an additional challenge for extra in-game currency.
* Certain relics have no real strategic value for capturing tiles. Tech Bot is merely for convenience of activated abilities, and [[El Dorado]] only serves as an additional challenge for extra in-game currency. That being said, their respective Relic tiles may serve as strongholds for some teams, knowing that many teams may ignore these tiles.


==Tile Strategy==
==Tile Strategy==
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*Saveups for affording defense should focus largely on early-game.
*Saveups for affording defense should focus largely on early-game.
*Cash-related relics are pointless on Least Cash, unless there's no better relics available.
*Cash-related relics are pointless on Least Cash, unless there's no better relics available.
*Only discount if it will save more money than a cheaper defense. Note that certain maps (e.g. One Two Tree) do have built-in discounts that could be used.
*Only discount if it will save more money than a cheaper defense. Note that certain maps (e.g. [[One Two Tree]]) do have built-in discounts that could be used.
**However, in edge cases, maximizing discounts may be necessary through Relics or hero-specific buffs (e.g. Rosalia's Level 6+). Otherwise, don't bother with discounts.
**However, in edge cases, maximizing discounts may be necessary through Relics or hero-specific buffs (e.g. Rosalia's Level 6+). Otherwise, don't bother with discounts.


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{{Strategy needed|more least cash stuff}}
{{Strategy needed|more least cash stuff}}
*Like all Regular tiles, always maximize MK to get the best advantage on Least Cash Regular tiles.
*Like all Regular tiles, always maximize MK to get the best advantage on Least Cash Regular tiles.
*If custom Heroes are enabled, the best hero for extremely low scores include Gwen and Rosalia. (Sauda and Corvus are banned.)
*If custom Heroes are enabled, the best hero for extremely low scores include [[Gwendolin (BTD6)|Gwendolin]], {{BTD6|Rosalia}}, and {{BTD6|Dan D'Monke}}. ([[Sauda (BTD6)|Sauda]] and [[Corvus (BTD6)|Corvus]] are banned.)
**On Beginner maps, a single hero can solo all rounds if given appropriate relics.
**On Beginner maps, a single hero can solo all rounds if given appropriate relics.
**For a safer score, add cheap defense that covers the hero's main weaknesses. For example, one 0-0-0 Spac for Rosalia, to catch leaks and Camos.
**For a safer score, add cheap defense that covers the hero's main weaknesses. For example, one 0-0-0 {{BTD6|Spike Factory}} for Rosalia, to catch leaks and Camos.
*If a Hero is not enabled, try to aim between $2000-$4000 score on most maps. With proper relics, it is possible to reach lower than that.
*If a Hero is not enabled, try to aim between $2000-$4000 score on most maps. With proper relics, it is possible to reach lower than that.
*Wall of Fire on intersections can deliver a lot of damage to oncoming bloons as long as you can overcome its Purple weakness.
*Wall of Fire on intersections can deliver a lot of damage to oncoming bloons as long as you can overcome its Purple weakness.
*Base Mermonkeys have high pierce and can support a defense that has strong single target damage, especially with Sharper Prongs.
*Base Mermonkeys have high pierce and can support a defense that has strong single target damage, especially with Sharper Prongs.
*Cannon Ship with crosspaths covers all rounds on Beginner Maps with good water coverage, on certain maps even solo the MOABs.
*Cannon Ship with crosspaths covers all rounds on Beginner Maps with good water coverage, on certain maps even solo the MOABs.
*On more difficult single-lane maps (like Chutes or Firing Range) that lack good LC towers like Wizard/Buccaneer or Heroes, Razor Rotors is a simple but beatable solution for any pre-R43 tile without needing Relics. Once relics are obtained, more options become available to beat with cheaper, especially as relics like Super Monkey Storm can defeat the MOAB and allow weaker towers to clear.
*On more difficult single-lane maps (like [[Chutes]] or [[Firing Range]]) that lack good LC towers like Wizard/Buccaneer or Heroes, {{BTD6|Razor Rotors}} is a simple but beatable solution for any pre-R43 tile without needing Relics. Once relics are obtained, more options become available to beat with cheaper, especially as relics like Super Monkey Storm can defeat the MOAB and allow weaker towers to clear.


====Least Cash - Non-Regular====
====Least Cash - Non-Regular====
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*Observe the final round number and prepare in advance for difficult rounds. If it ends on Round 81 and beyond, the cheap combination of defenses must be able to handle both the mid-game Bloon rushes and Super Ceramics.
*Observe the final round number and prepare in advance for difficult rounds. If it ends on Round 81 and beyond, the cheap combination of defenses must be able to handle both the mid-game Bloon rushes and Super Ceramics.
*Some maps such as [[Balance]] allow for extremely low scores.
*Some maps such as [[Balance]] allow for extremely low scores.
*Churchill, Silas, and Gwendolin are more effective here due to their potential to carry a basic defense.
*{{BTD6|Churchill}}, {{BTD6|Silas}}, and {{BTD6|Gwendolin}} are more effective here due to their potential to carry a basic defense.
**On some maps and mode conditions, Churchill with enough Relics like [[Sharpsplosion]] and [[Hero Booster]] allow him to solo with $1945/$2000/$2160 score. That being said, some combos on very low round non-Regular tiles can cut below his score.
**On some maps and mode conditions, Churchill with enough Relics like [[Sharpsplosion]] and [[Hero Booster]] allow him to solo with $1945/$2000/$2160 score. That being said, some combos on very low round non-Regular tiles can cut below his solo score.
*Plasma Accelerator is cheaper than Spectre and Apache Dartship, and can solo to round 80 assuming proper relic support to save up to it.
*{{BTD6|Plasma Accelerator}} is cheaper than {{BTD6|Spectre}} and {{BTD6|Apache Dartship}}, and can solo to round 80 assuming proper relic support to save up to it.
*Abyssal Warrior has plenty of raw damage and a cheap camo crosspath, and aside from lack of Lead damage, it can go to the early 70s.
*{{BTD6|Abyssal Warrior}} has plenty of raw damage and a cheap camo crosspath, and aside from lack of Lead damage, it can go to the early 70s.
*Artillery Battery can also be used to clear up to the late 70s with proper targeting micro and decent bends, provided another way to clear camos is used.
*{{BTD6|Artillery Battery}} can also be used to clear up to the late 70s with proper targeting micro and decent bends, provided another way to clear camos is used.
*Arctic Knight and Juggernaut on maps with walls can clear many rounds of dense Bloons.
*{{BTD6|Arctic Knight}} and {{BTD6|Juggernaut}} on maps with walls can clear many rounds of dense Bloons.
*Juggernaut is also generally a strong mid-game support and grouped damage.
*Juggernaut is also generally a strong mid-game support and grouped damage.
*Hydra Rocket Pods can carry Least Cash if given Relics to handle denser Bloon rounds, and single-target on non-long maps, as well as cheap towers to counter its steep early-game saveup.
*{{BTD6|Hydra Rocket Pods}} can carry Least Cash if given Relics to handle denser Bloon rounds, and single-target on non-long maps, as well as cheap towers to counter its steep early-game saveup.


===Least Tiers===
===Least Tiers===
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====Least Tiers - Regular====
====Least Tiers - Regular====
*Like all Regular tiles, always maximize MK to get the best advantage on Least Tiers Regular tiles.
*Like all Regular tiles, always maximize MK to get the best advantage on Least Tiers Regular tiles.
*If custom Heroes are enabled, the best hero for extremely low scores is Rosalia, with Adora being a close second. (Gwen, Churchill, Sauda, Geraldo, and Corvus are banned.)
*If custom Heroes are enabled, the best hero for extremely low scores is {{BTD6|Rosalia}}, with {{BTD6|Adora}} being a close second. [[Dan D'Monke (BTD6)|Dan D'Monke]] is also solid. (Gwen, Churchill, Sauda, Geraldo, and Corvus are banned.)
**On Beginner maps, a single hero can solo all rounds if given appropriate relics.
**On Beginner maps, a single hero can solo all rounds if given appropriate relics.
**For a safer score, add low-tier defense that covers the hero's main weaknesses. Aim for up to 4<!--buying a t3 tower costs 4 tiers, because base tower counts!--> extra tiers with a single T3, if possible. For example, one base Spike Factory for Rosalia, to catch leaks and Camos, counting an extra 1 tier.
**For a safer score, add low-tier defense that covers the hero's main weaknesses. Aim for up to 4<!--buying a t3 tower costs 4 tiers, because base tower counts!--> extra tiers with a single T3, if possible. For example, one base Spike Factory for Rosalia, to catch leaks and Camos, counting an extra 1 tier.
*Razor Rotors is often a very tier-efficient single non-hero tower that is easy to use, worth 4 tiers (6 with 3-2-0). Most maps enabled on Regular tiles, except [[Spring Spring]] and [[Rake]], allow Razor Rotors to solo all rounds before Round 43, assuming camos are handled.
*{{BTD6|Razor Rotors}} is often a tier-efficient single non-hero tower that is easy to use, worth 4 tiers (6 with 3-2-0). Most maps enabled on Regular tiles, except [[Spring Spring]] and [[Rake]], allow Razor Rotors to solo all rounds before Round 43, assuming camos are handled.
*Wall of Fire on intersections can deliver a lot of damage to oncoming bloons as long as you can overcome its purple weakness. Likewise, Dragon's Breath can solo all rounds if placed in a good bend, except Purple and Camo.
*{{BTD6|Wall of Fire}} on intersections can deliver a lot of damage to oncoming bloons as long as you can overcome its purple weakness. Likewise, {{BTD6|Dragon's Breath}} can solo all rounds if placed in a good bend, except Purple and Camo.
*Hydra Rocket Pods covers all bloon types (including MOABs thanks to the recent buff) and can be afforded before the round 28 leads, though it may require some targeting in order to save up to it.
*{{BTD6|Hydra Rocket Pods}} covers all bloon types (including MOABs due to dealing 2 damage at rapid speeds) and can be afforded before the round 28 leads, though it may require some targeting in order to save up to it.
*Druid of the Jungle has many weaknesses but can be considered an option with proper relics.
*{{BTD6|Druid of the Jungle}} has many weaknesses but can be considered an option with proper relics.
*Pat targeting into an intersection and a 0-0-0 Spike Factory is a map-dependent way to clear most rounds, and can be upgraded to Bigger Stacks (or, alternatively, a second Spike Factory)<!--also note +1 spike MK--> with little penalty to clear the 40s with proper Roar ability timing.
*[[Pat Fusty (BTD6)|Pat]] targeting into an intersection and a 0-0-0 Spike Factory is a map-dependent way to clear most rounds, and can be upgraded to Bigger Stacks (or, alternatively, a second Spike Factory)<!--also note +1 spike MK--> with little penalty to clear the 40s with proper Roar ability timing.
*Super Monkey as an expensive tower is deceptively difficult to use, having many weaknesses and an expensive saveup. A hero that can cover weaknesses such as Ezili or Brickell can offer a 2 or 3 tier solution.
*{{BTD6|Super Monkey}} as an expensive tower is deceptively difficult to use, having many weaknesses and an expensive saveup. A hero that can cover weaknesses such as {{BTD6|Ezili}} or {{BTD6|Brickell}} can offer a 2 or 3 tier solution.
*Some 4th tier upgrades can be considered niche as many strong tier 3s exist, but sometimes they are the only option.
*Some 4th tier upgrades can be considered niche as many strong tier 3s exist, but sometimes they are the only option.
**Spiked Mines can be afforded on longer maps using Monkey Boost on rounds 35 and 36, which can comfortably last until 52.
**{{BTD6|Spiked Mines}} can be afforded on longer maps using Monkey Boost on rounds 35 and 36, which can comfortably last until 52.
**Bloon Liquifier has solid attack speed but lacks pierce, often requiring Durable Shots and many powers to save up to and take out dense rounds.
**{{BTD6|Bloon Liquifier}} has solid attack speed but lacks pierce, often requiring Durable Shots and many powers to save up to and take out dense rounds.
**T-Rex needs proper repositioning but is otherwise a smooth attacker without proper Camo detection.
**[[T-Rex]] needs proper repositioning but is otherwise a smooth attacker without proper Camo detection.
*Three 1-score heroless options are possible (with optimal MK and Relics):
*Three 1-score heroless options are possible (with optimal MK and Relics):
**Ace is the easiest of them. It only needs a long map and sufficient micromanagement of its flight targeting options. Recommended relics: Durable Shots, Flint Tips, Camo Trap, either Monkey Boost or SMS, and Alchemist Touch.
**{{BTD6|Monkey Ace}} is the easiest of them. It only needs a long map and sufficient micromanagement of its flight targeting options. Recommended relics: [[Durable Shots]], [[Flint Tips]], [[Camo Trap (Relic)|Camo Trap]], either [[Monkey Boost (Relic)|Monkey Boost]] or SMS, and [[Alchemist Touch]].
**Super is only possible with immense saveup from Road Spikes and life restoring relics, and Power relics like SMS and Glue Trap to overcome its low pierce.
**Super Monkey is only possible with immense saveup from Road Spikes and life restoring relics, and Power relics like [[SMS (Relic)|SMS]] and [[Glue Trap (Relic)|Glue Trap]] to overcome its low pierce.
**Mortar is only possible on maps which are favorable to it, such as Moon Landing, and will need dealing with camos as well as Sharpsplosion, alongside intense mortar micro.
**{{BTD6|Mortar Monkey is only possible on maps which are favorable to it, such as {{BTD6|Moon Landing}}, and will need dealing with camos as well as [[Sharpsplosion]], alongside intense mortar micro.


====Least Tiers - Non-Regular====
====Least Tiers - Non-Regular====
* Try to clear all the rounds with 1 or 2 tier 5's instead of placing more towers.
* Try to clear all the rounds with 1 or 2 tier 5's instead of placing more towers.
* Certain single towers that carry the mid-to-lategame will require a tier-efficient saveup tower in the early-game. This usually happens when saving up for expensive base towers such as Heli or Super.
* Certain single towers that carry the mid-to-lategame will require a tier-efficient saveup tower in the early-game. This usually happens when saving up for expensive base towers such as Heli or Super.
* Spirit of the Forest, Glaive Lord, Pirate Lord, Spectre, Plasma Accelerator, Prince of Darkness, Pop and Awe, and many others can solo rounds up to round 80, provided you account for their weaknesses.
* {{BTD6|Spirit of the Forest}}, {{BTD6|Glaive Lord}}, {{BTD6|Pirate Lord}}, {{BTD6|Spectre}}, {{BTD6|Plasma Accelerator}}, {{BTD6|Prince of Darkness}}, {{BTD6|Pop and Awe}}, and many others can solo rounds up to round 80, provided you account for their weaknesses.
* Artillery Battery (with good bends), Abyssal Warrior, and 0-2-5 Elite Defender can do the same but can struggle past 62.
* {{BTD6|Artillery Battery}} (with good bends), Abyssal Warrior, and 0-2-5 Elite Defender can do the same but can struggle past 62.
* Apache Dartship is an easy method of excelling the midgame without a T5, provided the map lacks simultaneous lanes. It only struggles to beat rounds with multiple Fortified MOABs (especially R64), and rounds from R75 and beyond.
* {{BTD6|Apache Dartship}} is an easy method of excelling the midgame without a T5, provided the map lacks simultaneous lanes. It only struggles to beat rounds with multiple Fortified MOABs (especially R64), and rounds from R75 and beyond.
** If Etienne is enabled, he can be used to give Camo detection to a tower that excels at everything else, like an Apache Dartship/Prime, resulting in a 6-7 score.
** If {{BTD6|Etienne}} is enabled, he can be used to give Camo detection to a tower that excels at everything else, like an Apache Dartship/Prime, resulting in a 6-7 score.
* Observe the final round number and prepare for difficult rounds, especially if wanting to reduce score by cutting out certain crosspaths.
* Observe the final round number and prepare for difficult rounds, especially if wanting to reduce score by cutting out certain crosspaths.
* On rounds going beyond 90, having at least two towers is almost always necessary. Flying Fortress is an easy carry, provided Spectre's Super Ceramic weakness is dealt with.
* On rounds going beyond 90, having at least two towers is almost always necessary. Flying Fortress is an easy carry, provided Spectre's Super Ceramic weakness is dealt with.
* On low round tiles, Hydra can be an easy solution with some micro, but make sure to add Relics that support its early-game, and in some cases also Fortified damage.
* On low round tiles, {{BTD6|Hydra Rocket Pods}} can be an easy solution with some micro, but make sure to add Relics that support its early-game, and in some cases also Fortified damage. {{BTD6|Rocket Storm}} can also work on some longer tiles when combined with any Hero.


===Time Attack===
===Time Attack===
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*Towards the cleanup stages, restart if necessary to avoid finishing times too late and wasting tickets.
*Towards the cleanup stages, restart if necessary to avoid finishing times too late and wasting tickets.
*Be aware of what the longest round in a given Time Attack tile is.
*Be aware of what the longest round in a given Time Attack tile is.
*Any tile with Bomb will have a much easier time for [[Sharpsplosion]] to carry the tile due to [[Cluster Bombs (BTD6)|Cluster Bombs]] and [[Recursive Cluster (BTD6)|Recursive Cluster]].
*Any tile with [[Bomb Shooter (BTD6)|Bomb]] will have a much easier time for [[Sharpsplosion]] to carry the tile due to [[Cluster Bombs (BTD6)|Cluster Bombs]] and [[Recursive Cluster (BTD6)|Recursive Cluster]].


====Time Attack - Regular====
====Time Attack - Regular====
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===Boss===
===Boss===
{{Main|Strategy:Boss Bloon Event}}
{{Main|Strategy:Boss Bloon Event}}
*Since money is everything when taking down timed bosses, try to greed out as much as possible using income generators like Banana Farms and Merchantmen.
*Since money is everything when taking down timed bosses, try to greed out as much as possible using income generators like {{BTD6|Banana Farm}}s and [[Merchantman (BTD6)|Merchantmen]].
**If multiple income generators are enabled, the typical priority list of towers for starting income generation is: Farm, Buccaneer (Merchantman), Engineer (Bloon Trap), Alchemist (Lead to Gold, Rubber to Gold), Druid (Jungle's Bounty), Village (Monkey Town), Heli (Support Chinook), Sniper (Supply Drop). Desperado's income generation (Bounty Hunter) is not worth the investment.<!--you use bhunt for moabs, bfbs, and zomgs, but even in two-tier boss it's not feasible-->
**If multiple income generators are enabled, the typical priority list of towers for starting income generation is: Farm, Buccaneer ({{BTD6|Merchantman}}), Engineer ({{BTD6|Bloon Trap}}), Alchemist ({{BTD6|Lead to Gold}}, {{BTD6|Rubber to Gold}}), Druid ({{BTD6|Jungle's Bounty}}), Village ({{BTD6|Monkey Town}}), Heli ({{BTD6|Support Chinook}}), Sniper ({{BTD6|Supply Drop}}). Desperado's income generation ([[Bounty Hunter]]) is not worth the investment.<!--you use bhunt for moabs, bfbs, and zomgs, but even in two-tier boss it's not feasible-->
*Bloon-dependent income like Bloon Traps are almost always worth it when placed down early enough.
*Bloon-dependent income like Bloon Traps are almost always worth it when placed down early enough.
*Cash-related relics such as [[Rounding Up]] and [[Thrive]] are beneficial for snowballing income. [[Starting Stash]] allows early-game snowball to begin sooner, same applies for [[Box of Monkey]] for defense (and earlier Merchantman if no Farms, and Bloon Trap if no Farms and Boats).
*Cash-related relics such as [[Rounding Up]] and [[Thrive]] are beneficial for snowballing income. [[Starting Stash]] allows early-game snowball to begin sooner, same applies for [[Box of Monkey]] for defense (and earlier Merchantman if no Farms, and Bloon Trap if no Farms and Boats).
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====Boss - 1 Tier====
====Boss - 1 Tier====
*With a max Farm cap, it's safe to rush a Monkey Bank for its cost effectiveness, then fill the rest of the slots with Marketplaces. The first bank can be gotten around round 20 by using a 2-2-0 and a 2-0-2 farm, then selling your Salvage farm to upgrade to bank at around $1100.
*With a max Farm cap, it's safe to rush a {{BTD6|Monkey Bank}} for its cost effectiveness, then fill the rest of the slots with Marketplaces. The first bank can be gotten around round 20 by using a 2-2-0 and a 2-0-2 farm, then selling your Salvage farm to upgrade to bank at around $1100.
*With a max tower cap, it's ideal to spend as little tower slots for defense and use almost all of your towers for farming. Place a bunch of 2-0-0 farms and then upgrade them to marketplaces when you get the money.
*With a max tower cap, it's ideal to spend as little tower slots for defense and use almost all of your towers for farming. Place a bunch of 2-0-0 farms and then upgrade them to marketplaces when you get the money.
*Stop buying income generation at round 38, especially without Favored Trades, as it will not make you more money before the boss arrives.
*Stop buying income generation at round 38, especially without Favored Trades, as it will not make you more money before the boss arrives.