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 do that and provide other utilities.  
** 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.