Strategy:CHIMPS: Difference between revisions

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===Gameplay===
===Gameplay===
*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. The exceptions to this rule are the few good, spammable strategies, such as [[Permanent Brew (BTD6)|Perma-Brew]] with many [[Destroyer (BTD6)|Destroyers]], [[Sun Avatar (BTD6)|Sun Avatars]], or a [[Sniper Monkey (BTD6)|Sniper Monkey]] army.
*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]], [[Symphonic Resonance]], and more. They tremendously assist the main damage tower in many cases for relatively little cost.
*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]], [[Symphonic Resonance]], and more. 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]], [[Destroyer (BTD6)|Destroyer]], [[Plasma Accelerator (BTD6)|Plasma Accelerator]], and [[Aircraft Carrier (BTD6)|Aircraft Carrier]].
*Use good save-up towers for the mid-game that allows for the accumulation of money for a strong tower well-suited for the late-game 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]], [[Plasma Accelerator (BTD6)|Plasma Accelerator]], and [[Aircraft Carrier (BTD6)|Aircraft Carrier]].
*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. The exceptions to this rule are the few good, spammable strategies, such as [[Permanent Brew (BTD6)|Perma-Brew]] with many [[Destroyer (BTD6)|Destroyers]], [[Sun Avatar (BTD6)|Sun Avatars]], or a [[Sniper Monkey (BTD6)|Sniper Monkey]] army. These strong, powerful, and relatively expensive towers, along with powerful heroes and exceptional supporting towers, are termed as win conditions and listed below.


==Towers suited for most maps==
==Win conditions suited for most maps==
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* Absolutely take advantage of the hero during the save-up. Use their abilities/inventories when needed, and they become worth upwards of ten thousand in the mid-game.
* Absolutely take advantage of the hero during the save-up. Use their abilities/inventories when needed, and they become worth upwards of ten thousand in the mid-game.
* In almost all cases, Berserker Brew/Stronger Stimulant should be purchased for the strongest mid-game tower(s). The damage, attack speed, and pierce buffs greatly enhance the power of almost all mid-game towers and allow them to save up much better.
* In almost all cases, Berserker Brew/Stronger Stimulant should be purchased for the strongest mid-game tower(s). The damage, attack speed, and pierce buffs greatly enhance the power of almost all mid-game towers and allow them to save up much better.
* For rounds 41-60, focus on getting a mid-game carry. The mid-game carry tower would ideally carry its power throughout the entire mid-game and be able to save up large amounts of money for a win condition. Win conditions are generally expensive but powerful towers that do most of the defense in the late-game.
* For rounds 41-60, focus on getting a mid-game carry. The mid-game carry tower would ideally carry its power throughout the entire mid-game and be able to save up large amounts of money for a win condition.
** [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] is solid on most maps and saves up to its tier 5, BEZ, fairly well.
** [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] is solid on most maps and saves up to its tier 5, BEZ, fairly well.
** [[Artillery Battery (BTD6)|Artillery Battery]] deals solid overall damage, especially on maps with loops such as [[Dark Path]] and [[Moon Landing (BTD6)|Moon Landing]] and with ability usage on tougher rounds.
** [[Artillery Battery (BTD6)|Artillery Battery]] deals solid overall damage, especially on maps with loops such as [[Dark Path]] and [[Moon Landing (BTD6)|Moon Landing]] and with ability usage on tougher rounds.