Strategy:CHIMPS: Difference between revisions
Jump to navigation
Jump to search
Qwertyxp2000 (talk | contribs) No edit summary |
No edit summary |
||
| Line 26: | Line 26: | ||
|15 | |15 | ||
|[[File:BTD6 bloon Red.png|x20px]] [[Red Bloon (BTD6)|Red]] x20 | |[[File:BTD6 bloon Red.png|x20px]] [[Red Bloon (BTD6)|Red]] x20 | ||
[[File:BTD6 bloon Blue.png|x20px]] Blue x15 <br> | [[File:BTD6 bloon Blue.png|x20px]] [[Blue Bloon (BTD6)|Blue]] x15 <br> | ||
[[File:BTD6 bloon Green.png|x20px]] [[Green Bloon (BTD6)|Green]] x12 <br> | [[File:BTD6 bloon Green.png|x20px]] [[Green Bloon (BTD6)|Green]] x12 <br> | ||
[[File:BTD6 bloon Yellow.png|x20px]] [[Yellow Bloon (BTD6)|Yellow]] x10 <br> | [[File:BTD6 bloon Yellow.png|x20px]] [[Yellow Bloon (BTD6)|Yellow]] x10 <br> | ||
| Line 33: | Line 33: | ||
|- | |- | ||
|24 | |24 | ||
|[[File:BTD6 bloon GreenCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] Green x1 | |[[File:BTD6 bloon GreenCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Green Bloon (BTD6)|Green]] x1 | ||
[[File:BTD6 bloon Blue.png|x20px]] Blue x20 | [[File:BTD6 bloon Blue.png|x20px]] [[Blue Bloon (BTD6)|Blue]] x20 | ||
|The Camo Green is relatively easy to deal with, but not having a Camo tower and having no money to buy one could cost the entire game. | |The Camo Green is relatively easy to deal with, but not having a Camo tower and having no money to buy one could cost the entire game. | ||
|- | |- | ||
| Line 42: | Line 42: | ||
|- | |- | ||
|33 | |33 | ||
|[[File:BTD6 bloon RedCamo.png|x20px]] Camo Red x20 | |[[File:BTD6 bloon RedCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Red Bloon (BTD6)|Red]] x20 | ||
[[File:BTD6 bloon YellowCamo.png|x20px]] Camo Yellow x13 | [[File:BTD6 bloon YellowCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Yellow Bloon (BTD6)|Yellow]] x13 | ||
|There are many more Camo Bloons than Round 24, requiring much more proper defense against them. Make sure to buy it before-hand or save enough money for one. | |There are many more Camo Bloons than Round 24, requiring much more proper defense against them. Make sure to buy it before-hand or save enough money for one. | ||
|- | |- | ||
|40 | |40 | ||
| Line 56: | Line 52: | ||
|54 | |54 | ||
|[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] x35 | |[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] x35 | ||
[[File:BTD6 bloon MoabIcon.png|x20px]] MOAB x2 | [[File:BTD6 bloon MoabIcon.png|x20px]] [[MOAB (BTD6)|MOAB]] x2 | ||
|The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game. | |The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game. | ||
|- | |- | ||
|59 | |59 | ||
|[[File:BTD6 bloon Ceramic.png|x20px]] Ceramic x20 | |[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] x20 | ||
[[File:BTD6 bloon LeadCamo.png|x20px]] Camo Lead x50 <br> | [[File:BTD6 bloon LeadCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Lead Bloon (BTD6)|Lead]] x50 <br> | ||
[[File:BTD6 bloon CeramicRegrow.png|x20px]] [[Regrow Bloon (BTD6)|Regrow]] Ceramic x10 | [[File:BTD6 bloon CeramicRegrow.png|x20px]] [[Regrow Bloon (BTD6)|Regrow]] [[Ceramic Bloon (BTD6)|Ceramic]] x10 | ||
|This is the first Camo Lead round. While many options exist to defeat this round, forgetting to give Camo detection to a lead-popper or put down a lead-popper that sees Camo is a common cause of defeat on round 59. | |This is the first Camo Lead round. While many options exist to defeat this round, forgetting to give Camo detection to a lead-popper or put down a lead-popper that sees Camo is a common cause of defeat on round 59. | ||
|- | |- | ||
|63 | |63 | ||
|[[File:BTD6 bloon Lead.png|x20px]] Lead x75 | |[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] x75 | ||
[[File:BTD6 bloon Ceramic.png|x20px]] Ceramic x122 | [[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] x122 | ||
|This infamous round has 3 extremely tight Ceramic waves with 40, 40, and 42 Ceramics respectively. Unless the defense has been set up very adequately to deal with very dense Bloons, this round can pose massive troubles. | |This infamous round has 3 extremely tight Ceramic waves with 40, 40, and 42 Ceramics respectively. Unless the defense has been set up very adequately to deal with very dense Bloons, this round can pose massive troubles. | ||
|- | |- | ||
|64 | |64 | ||
|[[File:BTD6 bloon MoabIcon.png|x20px]] MOAB x6 | |[[File:BTD6 bloon MoabIcon.png|x20px]] [[MOAB (BTD6)|MOAB]] x6 | ||
[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] MOAB x3 | [[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[MOAB (BTD6)|MOAB]] x3 | ||
|Nine MOABs, including 3 Fortified MOABs, spawn rapidly and can easily overwhelm defenses. Without reliable damage to groups of MOAB-class, this round can be a struggle, especially if all abilities are on cooldown from round 63. | |Nine MOABs, including 3 Fortified MOABs, spawn rapidly and can easily overwhelm defenses. Without reliable damage to groups of MOAB-class, this round can be a struggle, especially if all abilities are on cooldown from round 63. | ||
|- | |- | ||
|75 | |75 | ||
|[[File:BTD6 bloon Lead.png|x20px]] Lead x14 | |[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] x14 | ||
[[File:BTD6 bloon LeadFortified.png|x20px]] Fortified Lead x14 <br> | [[File:BTD6 bloon LeadFortified.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[Lead Bloon (BTD6)|Lead]] x14 <br> | ||
[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] Fortified MOAB x3 <br> | [[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[MOAB (BTD6)|MOAB]] x3 <br> | ||
[[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] x6 | [[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] x6 | ||
|The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, the fortified MOABs, and the Leads blocking many projectiles give this round a strong case of being the hardest mid-game round. | |The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, the fortified MOABs, and the Leads blocking many projectiles give this round a strong case of being the hardest mid-game round. | ||
|- | |- | ||
|76 | |76 | ||
|[[File:BTD6 bloon CeramicRegrow.png|x20px]] Regrow Ceramic x75 | |[[File:BTD6 bloon CeramicRegrow.png|x20px]] [[Regrow Bloon (BTD6)|Regrow]] [[Ceramic Bloon (BTD6)|Ceramic]] x75 | ||
|This round can become a dead-end if all abilities are on cooldown after being used to beat the difficult Round 75. | |This round can become a dead-end if all abilities are on cooldown after being used to beat the difficult Round 75. | ||
|- | |- | ||
| Line 89: | Line 85: | ||
|[[File:BTD6 bloon Rainbow.png|x20px]] [[Rainbow Bloon (BTD6)|Rainbow]] x150 | |[[File:BTD6 bloon Rainbow.png|x20px]] [[Rainbow Bloon (BTD6)|Rainbow]] x150 | ||
[[File:BTD6 bloon Ceramic.png|x20px]] Ceramic x75 <br> | [[File:BTD6 bloon Ceramic.png|x20px]] Ceramic x75 <br> | ||
[[File:BTD6 bloon BfbIcon.png|x20px]] BFB x1 <br> | [[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] x1 <br> | ||
[[File:BTD6 bloon Purple.png|x20px]] [[Purple Bloon (BTD6)|Purple]] x80 <br> | [[File:BTD6 bloon Purple.png|x20px]] [[Purple Bloon (BTD6)|Purple]] x80 <br> | ||
[[File:BTD6 bloon CeramicCamo.png|x20px]] Camo Ceramic x72 | [[File:BTD6 bloon CeramicCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Ceramic Bloon (BTD6)|Ceramic]] x72 | ||
|Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed. | |Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed. | ||
|- | |- | ||
|82 | |82 | ||
|[[File:BTD6 bloon BfbIcon.png|x20px]] BFB x6 | |[[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] x6 | ||
[[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] Fortified BFB x5 | [[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[BFB (BTD6)|BFB]] x5 | ||
|The latter 5 fortified BFBs are difficult to break, but it is the fortified [[Super Ceramic Bloon (BTD6)|Super Ceramics]] from those BFBs that pose the greatest challenge, especially for towers that fall off against them, such as [[Crossbow Master (BTD6)|Crossbow Master]] and [[Bomb Blitz (BTD6)|Bomb Blitz]]. | |The latter 5 fortified BFBs are difficult to break, but it is the fortified [[Super Ceramic Bloon (BTD6)|Super Ceramics]] from those BFBs that pose the greatest challenge, especially for towers that fall off against them, such as [[Crossbow Master (BTD6)|Crossbow Master]] and [[Bomb Blitz (BTD6)|Bomb Blitz]]. | ||
|- | |- | ||
|89 | |89 | ||
|[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] Fortified MOAB x20 | |[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[MOAB (BTD6)|MOAB]] x20 | ||
[[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] Fortified BFB x8 | [[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[BFB (BTD6)|BFB]] x8 | ||
|The unprecedented amount of Fortified blimps and especially the Fortified Super Ceramics underneath them can become a significant roadblock. | |The unprecedented amount of Fortified blimps and especially the Fortified Super Ceramics underneath them can become a significant roadblock. | ||
|- | |- | ||
|90 | |90 | ||
|[[File:BTD6 bloon LeadRegrowFortifiedCamo.png|x20px]] Fortified Camo Regrow Lead x500 | |[[File:BTD6 bloon LeadRegrowFortifiedCamo.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[Camo Bloon (BTD6)|Camo]] [[Regrow Bloon (BTD6)|Regrow]] [[Lead Bloon (BTD6)|Lead]] x500 | ||
[[File:BTD6 bloon DdtIcon.png|x20px]] [[DDT (BTD6)|DDT]] x3 | [[File:BTD6 bloon DdtIcon.png|x20px]] [[DDT (BTD6)|DDT]] x3 | ||
|With preparations, the 3 DDTs are simple, but they still pose an unprecedented challenge to defenses, due to them being fast-moving blimps as opposed to slow-moving ones with Super Ceramics as the main threat. They could easily brick an entire run if no towers that can pop Camo, Black, and Lead have been placed before-hand. | |With preparations, the 3 DDTs are simple, but they still pose an unprecedented challenge to defenses, due to them being fast-moving blimps as opposed to slow-moving ones with Super Ceramics as the main threat. They could easily brick an entire run if no towers that can pop Camo, Black, and Lead have been placed before-hand. | ||
|- | |- | ||
|91 | |91 | ||
|[[File:BTD6 bloon CeramicFortified.png|x20px]] Fortified Ceramic x100<br />[[File:BTD6 bloon BfbIcon.png|x20px]] BFB x20 | |[[File:BTD6 bloon CeramicFortified.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[Ceramic Bloon (BTD6)|Ceramic]] x100<br />[[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] x20 | ||
|This round is simple on most maps, but difficult on maps with very separate Bloon & MOAB lanes, especially [[Cargo]] and [[Dark Dungeons]]. The Bloons-only lane(s) of maps that have one are the hardest to deal with out of any pre-[[Freeplay]] CHIMPS round, due to towers easily falling behind the spaced Super Ceramics when they are placed to deal with the BFBs first. | |This round is simple on most maps, but difficult on maps with very separate Bloon & MOAB lanes, especially [[Cargo]] and [[Dark Dungeons]]. The Bloons-only lane(s) of maps that have one are the hardest to deal with out of any pre-[[Freeplay]] CHIMPS round, due to towers easily falling behind the spaced Super Ceramics when they are placed to deal with the BFBs first. | ||
|- | |- | ||
|92 | |92 | ||
|[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] Fortified MOAB x50<br />[[File:BTD6 bloon ZomgIcon.png|x20px]] [[ZOMG (BTD6)|ZOMG]] x4 | |[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[MOAB (BTD6)|MOAB]] x50<br />[[File:BTD6 bloon ZomgIcon.png|x20px]] [[ZOMG (BTD6)|ZOMG]] x4 | ||
|Defenses that struggle to non-stop Fortified MOABs and especially their Super Ceramic insides will have severe trouble against this round. The Fortified MOABs could also divert attention from the ZOMGs, making towers not focus on them until it is too late. | |Defenses that struggle to non-stop Fortified MOABs and especially their Super Ceramic insides will have severe trouble against this round. The Fortified MOABs could also divert attention from the ZOMGs, making towers not focus on them until it is too late. | ||
|- | |- | ||
|93 | |93 | ||
|[[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] Fortified BFB x10<br />[[File:BTD6 bloon DdtIcon.png|x20px]] [[DDT (BTD6)|DDT]] x6 | |[[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[BFB (BTD6)|BFB]] x10<br />[[File:BTD6 bloon DdtIcon.png|x20px]] [[DDT (BTD6)|DDT]] x6 | ||
|The extra DDTs can pose extra challenge to towers that can beat Round 90. The Fortified BFBs may also take a long time to break and are especially problematic when towers spend a long time to deal with DDTs and let them get far. | |The extra DDTs can pose extra challenge to towers that can beat Round 90. The Fortified BFBs may also take a long time to break and are especially problematic when towers spend a long time to deal with DDTs and let them get far. | ||
|- | |- | ||
|95 | |95 | ||
|[[File:BTD6 bloon LeadRegrowFortifiedCamo.png|x20px]] Fortified Camo Regrow Lead x500 | |[[File:BTD6 bloon LeadRegrowFortifiedCamo.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[Camo Bloon (BTD6)|Camo]] [[Regrow Bloon (BTD6)|Regrow]] [[Lead Bloon (BTD6)|Lead]] x500 | ||
[[File:BTD6 bloon PurpleRegrowCamo.png|x20px]] Camo Regrow Purple x250 <br> | [[File:BTD6 bloon PurpleRegrowCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Regrow Bloon (BTD6)|Regrow]] [[Purple Bloon (BTD6)|Purple]] x250 <br> | ||
[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] Fortified MOAB x50 <br> | [[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[MOAB (BTD6)|MOAB]] x50 <br> | ||
[[File:BTD6 bloon DdtIcon.png|x20px]] [[DDT (BTD6)|DDT]] x30 | [[File:BTD6 bloon DdtIcon.png|x20px]] [[DDT (BTD6)|DDT]] x30 | ||
|The extreme amount of DDTs on this round is a monumental challenge to many strategies, making many runs a dead-end. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges. | |The extreme amount of DDTs on this round is a monumental challenge to many strategies, making many runs a dead-end. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges. | ||
|- | |- | ||
|97 | |97 | ||
|[[File:BTD6 bloon ZomgFortifiedIcon.png|x20px]] Fortified ZOMG x2 | |[[File:BTD6 bloon ZomgFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[ZOMG (BTD6)|ZOMG]] x2 | ||
|Defenses that lack single-target damage will often fail to pop the Fortified ZOMG layers soon enough to deal with the insides. Commonly used towers that struggle against this round specifically include [[Prince of Darkness (BTD6)|Prince of Darkness]] and [[Ultra-Juggernaut (BTD6)|Ultra-Juggernaut]]. | |Defenses that lack single-target damage will often fail to pop the Fortified ZOMG layers soon enough to deal with the insides. Commonly used towers that struggle against this round specifically include [[Prince of Darkness (BTD6)|Prince of Darkness]] and [[Ultra-Juggernaut (BTD6)|Ultra-Juggernaut]]. | ||
|- | |- | ||
|98 | |98 | ||
|[[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] Fortified BFB x30 | |[[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[BFB (BTD6)|BFB]] x30 | ||
[[File:BTD6 bloon ZomgIcon.png|x20px]] [[ZOMG (BTD6)|ZOMG]] x8 | [[File:BTD6 bloon ZomgIcon.png|x20px]] [[ZOMG (BTD6)|ZOMG]] x8 | ||
|This round has the highest RBE out of any round in pre-Freeplay CHIMPS. The high amounts of health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round completely stumble many strategies. | |This round has the highest RBE out of any round in pre-Freeplay CHIMPS. The high amounts of health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round completely stumble many strategies. | ||
|- | |- | ||
|99 | |99 | ||
|[[File:BTD6 bloon MoabIcon.png|x20px]] MOAB x60 | |[[File:BTD6 bloon MoabIcon.png|x20px]] [[MOAB (BTD6)|MOAB]] x60 | ||
[[File:BTD6 bloon DdtFortifiedIcon.png|x20px]] Fortified DDT x9 | [[File:BTD6 bloon DdtFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[DDT (BTD6)|DDT]] x9 | ||
|Many strategies that can beat Round 95 face a dead-end on this round due to them based on group-popping power that falls off | |Many strategies that can beat Round 95 face a dead-end on this round due to them based on group-popping power that falls off the the DDTs gain double health on this round, with MOABs and their Super Ceramic insides continuing to consume pierce from DDT-popping powers. | ||
|- | |- | ||
|100 | |100 | ||
| Line 148: | Line 144: | ||
===Gameplay=== | ===Gameplay=== | ||
*In the early-game and mid-game, attempt to place down towers that can be upgraded into solid options later on. | *In the early-game and mid-game, attempt to place down towers that can be upgraded into solid options later on. Attempt to not place towers that cannot upgrade into anything that does not become wasteful once Super Ceramics come on Round 81. | ||
*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. | *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. | ||
*Always recognize the importance of support. They include [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], [[Giant Condor | *Always recognize the importance of support. They include [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], [[Giant Condor]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], and [[MOAB Press (BTD6)|MOAB Press]]. 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, late-game tower 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]], and [[Destroyer (BTD6)|Destroyer]]. | *Use good save-up towers for the mid-game that allows for the accumulation of money for a strong, late-game tower 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]], and [[Destroyer (BTD6)|Destroyer]]. | ||
==Towers suited for most maps== | ==Towers suited for most maps== | ||
{|class="wikitable center-col-1" | |||
!Name | |||
!Portrait | |||
!Reasoning & How to Use | |||
|- | |||
|[[Perma-Spike (BTD6)|Perma-Spike]] | |||
|[[File:BTD6 005-SpikeFactory.png|x50px]] | |||
|Perma-Spike is extremely versatile on maps of all difficulty, and it is one of the few beginner-friendly options that does not fall off on [[Expert]] maps. It tanks tremendous amounts of leaks that can easily occur with many strategies, and effectively guarantees victory in most runs. Use the 1-0-5 crosspath, and give it a Jungle Drums village and 3-0-1 Berserker Brew (which in combination give it over 40% more tanking power. Combine it with towers that have solid grouped popping power, such as [[Glaive Lord (BTD6)|Glaive Lord]], to reduce its stress under high-RBE rounds such as Round 98. | |||
|- | |||
|[[Glaive Lord (BTD6)|Glaive Lord]] | |||
|[[File:BTD6 500-BoomerangMonkey.png|x50px]] | |||
|Glaive Lord, unlikely many other towers, is both a relatively simple win condition on [[Beginner]] maps and a solid option on [[Expert]] maps. On easier maps, bends allow the rotating glaive to shine (with the ricocheting glaives also contributing significantly), while on harder maps, the long distance between tracks allow the ricocheting glaives to deal massive while repeatedly bouncing all over the map. Generally, Glaive Lord is best placed near a bend, where its rotating glaives perform the best, but it can still prove powerful without bends when placed near the track, thanks to its ricocheting glaives. | |||
|} | |||
==Early game (rounds 6-40)== | ==Early game (rounds 6-40)== | ||
| Line 161: | Line 170: | ||
** Dart + Sniper works well on maps where a lack of range is a problem. Sniper on Strong to chip the Greens, and Dart to clean up. | ** Dart + Sniper works well on maps where a lack of range is a problem. Sniper on Strong to chip the Greens, and Dart to clean up. | ||
** Maps containing water can use Dart + Sub, Dart on Strong to chip away the Greens, and Sub to clean up the remaining bloons. | ** Maps containing water can use Dart + Sub, Dart on Strong to chip away the Greens, and Sub to clean up the remaining bloons. | ||
** | ** Most Beginner and Intermediate Maps, and several Advanced Maps, can support a Quincy or Sauda start to beat the first few rounds. Quincy is more versatile, while Sauda is generally easier to begin. | ||
==Mid-game (rounds 41-80)== | ==Mid-game (rounds 41-80)== | ||
Revision as of 01:29, 6 October 2024
| This article is a stub. You can help out by expanding it. The editor who added this notice did not specify a reason. |

CHIMPS is arguably the most difficult game-mode in BTD6, especially if Powers are used in other game modes.
For purposes of clarity, the following definitions will be made for this article:
- Early-game = Rounds 6-40
- Mid-game = Rounds 41-80
- Late-game = Rounds 81-100
General recommendations
Preparation
- If attempting to defeat CHIMPS either for the first time or on a map with unprecedented difficulty, a good idea is look up guides to beat it and take notes about the strategies in those guides. Later on, for maps of similar difficulty and layout, attempt to incorporate elements of the guides into the run without directly copying them to improve 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.
- Experiment different strategies in Sandbox (BTD6) or Challenge Editor to speed up the testing process if only a few rounds are being the roadblock.
- Remember the rounds that frequently become a roadblock, and plan ahead for those rounds later on. Rounds that are frequently challenging to CHIMPS runs are listed below.
Rounds to watch out for
| Round # | Bloons Spawned | Reasoning |
|---|---|---|
| 10 | Instead of just spaced out Greens, Blues, and Reds, this round contains a dense clump of Blues near the end of the round. Sufficient pierce is important on this round; many towers that defeat the previous rounds lose to the Blue clump at the end due to lacking pierce. | |
| 15 | The spaced out swarms of Yellows and Pinks are problematic; most early-game defenses attempt to chase the bloons, or simply fail to keep up with them. This round is far more difficult than all rounds preceding it, making many players come to it unprepared. | |
| 24 |
|
The Camo Green is relatively easy to deal with, but not having a Camo tower and having no money to buy one could cost the entire game. |
| 28 | Without reliable Lead popping and enough money, this round could become a dead-end. | |
| 33 | There are many more Camo Bloons than Round 24, requiring much more proper defense against them. Make sure to buy it before-hand or save enough money for one. | |
| 40 | The MOAB is the hardest challenge of the early game. Without the entire early-game setup being prepared to deal good single-target damage and clean up the tight, high-RBE ceramics, this round could very easily be a dead-end. | |
| 54 |
|
The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game. |
| 59 | This is the first Camo Lead round. While many options exist to defeat this round, forgetting to give Camo detection to a lead-popper or put down a lead-popper that sees Camo is a common cause of defeat on round 59. | |
| 63 |
|
This infamous round has 3 extremely tight Ceramic waves with 40, 40, and 42 Ceramics respectively. Unless the defense has been set up very adequately to deal with very dense Bloons, this round can pose massive troubles. |
| 64 | Nine MOABs, including 3 Fortified MOABs, spawn rapidly and can easily overwhelm defenses. Without reliable damage to groups of MOAB-class, this round can be a struggle, especially if all abilities are on cooldown from round 63. | |
| 75 | The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, the fortified MOABs, and the Leads blocking many projectiles give this round a strong case of being the hardest mid-game round. | |
| 76 | This round can become a dead-end if all abilities are on cooldown after being used to beat the difficult Round 75. | |
| 78 | Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed. | |
| 82 | The latter 5 fortified BFBs are difficult to break, but it is the fortified Super Ceramics from those BFBs that pose the greatest challenge, especially for towers that fall off against them, such as Crossbow Master and Bomb Blitz. | |
| 89 | The unprecedented amount of Fortified blimps and especially the Fortified Super Ceramics underneath them can become a significant roadblock. | |
| 90 |
|
With preparations, the 3 DDTs are simple, but they still pose an unprecedented challenge to defenses, due to them being fast-moving blimps as opposed to slow-moving ones with Super Ceramics as the main threat. They could easily brick an entire run if no towers that can pop Camo, Black, and Lead have been placed before-hand. |
| 91 | This round is simple on most maps, but difficult on maps with very separate Bloon & MOAB lanes, especially Cargo and Dark Dungeons. The Bloons-only lane(s) of maps that have one are the hardest to deal with out of any pre-Freeplay CHIMPS round, due to towers easily falling behind the spaced Super Ceramics when they are placed to deal with the BFBs first. | |
| 92 | Defenses that struggle to non-stop Fortified MOABs and especially their Super Ceramic insides will have severe trouble against this round. The Fortified MOABs could also divert attention from the ZOMGs, making towers not focus on them until it is too late. | |
| 93 | The extra DDTs can pose extra challenge to towers that can beat Round 90. The Fortified BFBs may also take a long time to break and are especially problematic when towers spend a long time to deal with DDTs and let them get far. | |
| 95 | The extreme amount of DDTs on this round is a monumental challenge to many strategies, making many runs a dead-end. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges. | |
| 97 | Defenses that lack single-target damage will often fail to pop the Fortified ZOMG layers soon enough to deal with the insides. Commonly used towers that struggle against this round specifically include Prince of Darkness and Ultra-Juggernaut. | |
| 98 |
|
This round has the highest RBE out of any round in pre-Freeplay CHIMPS. The high amounts of health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round completely stumble many strategies. |
| 99 | Many strategies that can beat Round 95 face a dead-end on this round due to them based on group-popping power that falls off the the DDTs gain double health on this round, with MOABs and their Super Ceramic insides continuing to consume pierce from DDT-popping powers. | |
| 100 | Many strategies that revolve around stalling and/or grouped popping powers completely fail to Round 100 due to the BAD being immune to all slowdowns from towers and requiring single-target damage options to be dealt with. |
Gameplay
- In the early-game and mid-game, attempt to place down towers that can be upgraded into solid options later on. Attempt to not place towers that cannot upgrade into anything that does not become wasteful once Super Ceramics come on Round 81.
- 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.
- Always recognize the importance of support. They include Jungle Drums, Berserker Brew, Giant Condor, Relentless Glue, Bloon Sabotage, and MOAB Press. 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, late-game tower and prevent the dropping of many towers that become redundant past Round 80. These save-up towers include Dragon's Breath, Bloon Area Denial System, and Destroyer.
Towers suited for most maps
| Name | Portrait | Reasoning & How to Use |
|---|---|---|
| Perma-Spike | Perma-Spike is extremely versatile on maps of all difficulty, and it is one of the few beginner-friendly options that does not fall off on Expert maps. It tanks tremendous amounts of leaks that can easily occur with many strategies, and effectively guarantees victory in most runs. Use the 1-0-5 crosspath, and give it a Jungle Drums village and 3-0-1 Berserker Brew (which in combination give it over 40% more tanking power. Combine it with towers that have solid grouped popping power, such as Glaive Lord, to reduce its stress under high-RBE rounds such as Round 98. | |
| Glaive Lord | Glaive Lord, unlikely many other towers, is both a relatively simple win condition on Beginner maps and a solid option on Expert maps. On easier maps, bends allow the rotating glaive to shine (with the ricocheting glaives also contributing significantly), while on harder maps, the long distance between tracks allow the ricocheting glaives to deal massive while repeatedly bouncing all over the map. Generally, Glaive Lord is best placed near a bend, where its rotating glaives perform the best, but it can still prove powerful without bends when placed near the track, thanks to its ricocheting glaives. |
Early game (rounds 6-40)
| This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Add more information about early rounds, including the R9-24 stage, R25-39 stage, and R40 stage. Also add more stuff about R6-8 combos |
- Rounds 6-8 revolve around the starting combinations of towers. After those rounds, save up for upgrades, more towers, or the selected hero.
- For most maps, the first few rounds can be completed with three 0-0-0 Darts, with at least one on Strong.
- Dart + Sniper works well on maps where a lack of range is a problem. Sniper on Strong to chip the Greens, and Dart to clean up.
- Maps containing water can use Dart + Sub, Dart on Strong to chip away the Greens, and Sub to clean up the remaining bloons.
- Most Beginner and Intermediate Maps, and several Advanced Maps, can support a Quincy or Sauda start to beat the first few rounds. Quincy is more versatile, while Sauda is generally easier to begin.
Mid-game (rounds 41-80)
Late game (rounds 81+)
Strategies for harder maps
Many Advanced and Expert maps have layouts or gimmicks that prevent many aforementioned strategies from working. For more information on the strategies of those maps, see the Strategy section on their pages.