Strategy:CHIMPS: Difference between revisions
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*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. | *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]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], | *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]], and [[Symphonic Resonance]]. 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]], | *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]], [[Destroyer (BTD6)|Destroyer]], and [[Plasma Accelerator (BTD6)|Plasma Accelerator]]. | ||
==Towers suited for most maps== | ==Towers suited for most maps== | ||
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|[[File:BTD6 500-MonkeyBuccaneer.png|x50px]] | |[[File:BTD6 500-MonkeyBuccaneer.png|x50px]] | ||
|Flagship wipes the floor with the entire mid-game and early late-game, saving up titanic amounts of money while retaining strong powers into the 90s. In fact, on many Beginner and [[Intermediate]] maps, Flagship and [[Admiral Brickell (BTD6)|Admiral Brickell]], the best hero for Flagship due to Naval Tactics granting a large attack speed boost and DDT popping power and Mega Mines dealing solid damage, can defeat CHIMPS on their own. The crosspaths are on roughly equal footing. | |Flagship wipes the floor with the entire mid-game and early late-game, saving up titanic amounts of money while retaining strong powers into the 90s. In fact, on many Beginner and [[Intermediate]] maps, Flagship and [[Admiral Brickell (BTD6)|Admiral Brickell]], the best hero for Flagship due to Naval Tactics granting a large attack speed boost and DDT popping power and Mega Mines dealing solid damage, can defeat CHIMPS on their own. The crosspaths are on roughly equal footing. | ||
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|[[Apache Prime (BTD6)|Apache Prime]] | |||
|[[File:BTD6 500-HeliPilot.png|x50px]] | |||
|Apache Prime is one of the best tier 5 for round 80s and 90s, while its expensive, shreds [[MOAB-Class Bloon]] and her tier 4 also has a good mid game, while struggles with [[Super Ceramic Bloon (BTD6)|Super Ceramics]], and [[DDT (BTD6)|DDTS]], you can put an [[Monkey Intelligence Bureau (BTD6)|MIB]] and [[MOAB Glue (BTD6)|MOAB Glue]], to counter the [[DDT (BTD6)|DDTS]], and [[The Bloon Solver (BTD6)|The Bloon Solver]] to counter the [[Super Ceramic Bloon (BTD6)|Super Ceramics]], also shines specially on single-lane and alternative maps. Overall, Apache Prime is an amazing late game tower for CHIMPS. | |||
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* 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. | * 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. | ** [[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. | ||
** [[MOAB Mauler (BTD6)|MOAB Mauler]] does a lot of MOAB damage but careful of her bad Bloon damage. 0-3-2 is specially good. | |||
** 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. | ** 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. | ** [[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. | ||
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==Late game (rounds 81+)== | ==Late game (rounds 81+)== | ||
* In the rounds 81-84 you will gain a lot of money, so take advantage of this like buying a late game tower. | |||
* In the last rounds use support towers like [[Monkey Intelligence Bureau (BTD6)|MIB]], [[Shattering Shells (BTD6)|Shattering Shells]], and/or [[Overclock (BTD6)|Overclock]]. | |||
==Strategies for harder maps== | ==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. | 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. | ||