Strategy:Bloons TD 6: Difference between revisions

From Blooncyclopedia, the independent Bloons knowledge base
Jump to navigation Jump to search
Moved the Rounds to watch out for section here, structure of the article is still undecided
 
mNo edit summary
Line 1: Line 1:
{{stub}}
{{stub}}
{{lede image|BTD6 File:BTD6 logo.png|size=200px}}
{{lede image|File:BTD6 logo.png|size=200px}}


==General recommendations==
==General recommendations==

Revision as of 13:32, 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.
File:File:BTD6 logo.png

General recommendations

Preparation

Important rounds

Round # Bloons Spawned Reasoning
10 Blue x102 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 Red x20

Blue x15
Green x12
Yellow x10
Pink x5

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 Camo Green x1

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.
28 Lead x6 Without reliable Lead popping and enough money, this round could become a dead-end.
33 Camo Red x20

Camo 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.
36 Pink x140
Camo Regrow Green x20
The three sudden Pink rushes may overwhelm defenses that rely heavily on slow-firing or stockpiling attacks. Camo Regrow Greens may pose minor difficulty for Camo detectors to focus on them.
40 MOAB x1 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 Ceramic x35

MOAB x2

The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game.
59 Ceramic x20

Camo Lead x50
Regrow 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.
63 Lead x75

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.
64 MOAB x6

Fortified 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.
75 Lead x14

Fortified Lead x14
Fortified MOAB x3
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.
76 Regrow Ceramic x75 This round can become a dead-end if all abilities are on cooldown after being used to beat the difficult Round 75.
78 Rainbow x150

Ceramic x75
BFB x1
Purple x80
Camo Ceramic x72

Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed.
82 BFB x6

Fortified BFB x5

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 Fortified MOAB x20

Fortified BFB x8

The unprecedented amount of Fortified blimps and especially the Fortified Super Ceramics underneath them can become a significant roadblock.
90 Fortified Camo Regrow Lead x500

DDT x3

With preparations, the 3 DDTs are simple, but they still pose an unprecedented challenge to defenses, due to fast-moving blimps as opposed to slow-moving ones with Super Ceramics as the main threat. They could easily brick a run if no towers that can pop Camo, Black, and Lead have been placed before-hand.
91 Fortified Ceramic x100
BFB x20
This round is usually simple, but difficult on maps with very separate Bloon & MOAB lanes, especially Cargo and Dark Dungeons. On maps containing them, the Bloons-only lane(s) are the hardest out of any pre-Freeplay CHIMPS round, due to towers falling behind the spaced Super Ceramics when placed to deal with the BFBs first.
92 Fortified MOAB x50
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.
93 Fortified BFB x10
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.
95 Fortified Camo Regrow Lead x500

Camo Regrow Purple x250
Fortified MOAB x50
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.
97 Fortified 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 and Ultra-Juggernaut.
98 Fortified BFB x30

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.
99 MOAB x60

Fortified DDT x9

Many strategies that beat Round 95 fail here due to them based on group-popping powers that falls off, as the DDTs gain 2x on this round, with MOABs and their Super Ceramic insides still consuming pierce. Unlike Round 95, ability cooldowns are a severe issue, due to the DDTs spawning right after the notorious Round 98.
100 BAD x1 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

Towers suited for most maps

Mid-game (rounds 41-80)

Late game (rounds 81+)

Strategies for harder maps