Strategy:CHIMPS: Difference between revisions
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** Berserker Brew and Stronger Stimulant provide extremely large boosts to almost all win conditions for their price, with the exception of those who attack extremely fast. | ** Berserker Brew and Stronger Stimulant provide extremely large boosts to almost all win conditions for their price, with the exception of those who attack extremely fast. | ||
** Relentless Glue stuns massive amounts of Bloons & blimps with its chain effect from splats. It pairs especially well with Sauda and Pop and Awe, and can be upgraded to the much more powerful Super Glue if desired. | ** Relentless Glue stuns massive amounts of Bloons & blimps with its chain effect from splats. It pairs especially well with Sauda and Pop and Awe, and can be upgraded to the much more powerful Super Glue if desired. | ||
** MOAB Press stalls dense rounds, such as 96 and 98, very effectively. | ** MOAB Press stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once. | ||
** Bloon Sabotage makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides blimps that pop while the ability is active. | ** Bloon Sabotage makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides blimps that pop while the ability is active. | ||
** Symphonic Resonance stalls BFBs, MOABs, and DDTs well, and can drag them into a position where towers can reach and more efficiently attack them. | ** Symphonic Resonance stalls BFBs, MOABs, and DDTs well, and can drag them into a position where towers can reach and more efficiently attack them. | ||
* Some support towers are only useful for some situations. | * Some support towers are only useful for some situations. | ||
** MIB is a good AFK option for DDTs, but Embrittlement and Glue Storm | ** MIB is a good AFK option for DDTs, but Embrittlement and Glue Storm also neuter Lead properties that and provide other utilities. | ||
** [[Overclock (BTD6)|Overclock]] is very solid, but only for runs with a relatively expensive win condition that concentrates most of the defense's damage, such as Glaive Lord and BEZ. | ** [[Overclock (BTD6)|Overclock]] is very solid, but only for runs with a relatively expensive win condition that concentrates most of the defense's damage, such as Glaive Lord and BEZ. | ||
** [[Shattering Shells (BTD6)|Shattering Shells]] is useful for setups that struggle specifically versus Round 98, but is often outclassed by 2-3 MOAB Presses, which helps for other rounds as well. | ** [[Shattering Shells (BTD6)|Shattering Shells]] is useful for setups that struggle specifically versus Round 98, removing the threat of Fortified Super Ceramics, but is often outclassed by 2-3 MOAB Presses, which helps for other rounds as well. | ||
* Make sure to have a defense with solid grouped popping power for dense rounds such as 98 and solid DDT popping power for rounds like 95 and 99. | * Make sure to have a defense with solid grouped popping power for dense rounds such as 98 and solid DDT popping power for rounds like 95 and 99. | ||
* If using ability-based towers, ability cooldowns become important in the 90s, as nearly every round can pose a challenge to defenses with all abilities on cooldown. Attempt to leave at least 1 useful ability without or nearly without cooldown at the start of every round. | * If using ability-based towers, ability cooldowns become important in the 90s, as nearly every round can pose a challenge to defenses with all abilities on cooldown. Attempt to leave at least 1 useful ability without or nearly without cooldown at the start of every round. | ||