Strategy:CHIMPS: Difference between revisions
Qwertyxp2000 (talk | contribs) →Early game (rounds 6-40): first line bulletpoint is meant to be for the very first few rounds |
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** All Beginner Maps and most Intermediate Maps, and several Advanced and Expert Maps, can support a hero start. Quincy or Sauda are the best choices to beat first few rounds. Sauda is generally easier to start, while Quincy is more versatile because of his decent range. | ** All Beginner Maps and most Intermediate Maps, and several Advanced and Expert Maps, can support a hero start. Quincy or Sauda are the best choices to beat first few rounds. Sauda is generally easier to start, while Quincy is more versatile because of his decent range. | ||
** 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 the | ** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8. | ||
* 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. | * 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. | ||
* | ** [[Airburst Darts (BTD6)|Airburst Darts]] is a solid option on almost all water-containing maps. | ||
** [[Druid of the Jungle (BTD6)|Druid of the Jungle]] is arguably the best option on single-lane-per-round maps, but falls off when Bloons come from multiple entrances per round. | |||
** 1-2-0 [[Wall of Fire (BTD6)|Wall of Fire]] works on intersections, but be careful about the initial cooldown at the start of each round and Round 25. | |||
** 0-0-0 or 1-0-0 [[Spike Factory (BTD6)|Spike Factories]] can tank leaking Bloons well, in addition to fending off Camos in the early-game. | |||
** All of these towers carry their power well into the latter part of early-game, which is why they are generally recommended. | |||
* The latter part of the early game, Rounds 31-40, contains the toughest rounds. In particular, the MOAB poses severe challenge to practically all unplanned early game setups. Obtain strong towers that can defeat those rounds and carry power into the mid-game, and do not spam low-tier defenses that do not upgrade into anything useful. | |||
** [[Destroyer (BTD6)|Destroyer]] does both solid MOAB damage and solid Bloon damage with the 3-1+-0 crosspath. [[Berserker Brew (BTD6)|Berserker Brew]] amplifies its power even further. | |||
** Give a Berserker Brew to the Airburst Darts and then upgrade it to [[Triple Guns (BTD6)|Triple Guns]]. This setup cruises the 30s and early 40s with relative ease on most maps. | |||
** [[Dragon's Breath (BTD6)|Dragon's Breath]] reliably pops all non-MOABs that it passes through its wall of fire, excluding Purples. It remains powerful through the mid-game. | |||
==Mid-game (rounds 41-80)== | ==Mid-game (rounds 41-80)== | ||