Strategy:Alternate Bloons Rounds: Difference between revisions
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{{lede image|BTD6_AlternateBloonsBtn.png|size=200px}} | {{lede image|BTD6_AlternateBloonsBtn.png|size=200px}} | ||
Alternate Bloons Rounds (ABR) has many rounds with increased difficulty compared to those in [[Hard]], making ABR considerably more difficult. [[Camo Bloon (BTD6)|Camos]], [[Lead Bloon (BTD6)|Leads]], [[Purple Bloon (BTD6)|Purples]], and other challenging Bloon types all appear earlier, requiring faster preparation for each of them. | '''[[Alternate Bloons Rounds]]''' (ABR) has many rounds with increased difficulty compared to those in [[Hard]], making ABR considerably more difficult. [[Camo Bloon (BTD6)|Camos]], [[Lead Bloon (BTD6)|Leads]], [[Purple Bloon (BTD6)|Purples]], and other challenging Bloon types all appear earlier, requiring faster preparation for each of them. | ||
For purposes of clarity, the following definitions will be made for this article: | For purposes of clarity, the following definitions will be made for this article: | ||
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[[File:BTD6 bloon Blue.png|x20px]] [[Blue Bloon (BTD6)|Blue]] ×22 | [[File:BTD6 bloon Blue.png|x20px]] [[Blue Bloon (BTD6)|Blue]] ×22 | ||
|The early Lead Bloons can easily catch players off-guard, and them blocking projectiles from hitting the Blue Bloons lead to more losses of lives. | |The early Lead Bloons can easily catch players off-guard, and them blocking projectiles from hitting the Blue Bloons lead to more losses of lives. | ||
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|27 | |||
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[[File:BTD6 bloon RedCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Red Bloon (BTD6)|Red]] ×100 <br> | |||
[[File:BTD6 bloon BlueCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Blue Bloon (BTD6)|Blue]] ×60 <br> | |||
[[File:BTD6 bloon GreenCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Green Bloon (BTD6)|Green]] ×45 <br> | |||
[[File:BTD6 bloon YellowCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Yellow Bloon (BTD6)|Yellow]] ×45 | |||
|The massive rush of Camos on this round can break through many defenses. One strong Camo popping power or a consistent de-camo is required. | |||
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|30 | |30 | ||
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** If using Geraldo, generally do not place him at the start of the game. Place him somewhere between Rounds 6 and 10, with earlier placements within these rounds recommended for easier maps and players with Bonus Monkey! and More Cash. This allows the purchase of Rare Quincy Action Figure without the loss of too many lives. | ** If using Geraldo, generally do not place him at the start of the game. Place him somewhere between Rounds 6 and 10, with earlier placements within these rounds recommended for easier maps and players with Bonus Monkey! and More Cash. This allows the purchase of Rare Quincy Action Figure without the loss of too many lives. | ||
** For Round 10, get one 1-0-0 Sniper if nothing on the screen can pop Leads. If there is not enough money for Round 10's Leads and plenty of lives are left, leaking them is fine, but set towers on [[Last]] so that they target the Blues instead and prevent even more leaks. | ** For Round 10, get one 1-0-0 Sniper if nothing on the screen can pop Leads. If there is not enough money for Round 10's Leads and plenty of lives are left, leaking them is fine, but set towers on [[Last]] so that they target the Blues instead and prevent even more leaks. | ||
* If the hero has not been obtained (unless they are [[Captain Churchill (BTD6)|Captain Churchill]]) by Round 11, sell some towers to afford them. | |||
* Rounds 11-30 feature all Bloon types, including Camo, Zebra, Lead, Purple, and Camo Lead Bloons. The defense should be able to cover all of them. | |||
** Utilize the hero's ability/inventory. For example, Sauda's Leaping Sword takes care of Leads, Geraldo's See Invisibility Potion grants Camo detection for a tower for 5 rounds, and Corvus's Vision spell allows him to pop and de-camo Camo Bloons. | |||
** 0-2-2 [[Wall of Fire (BTD6)|Wall of Fire]] pops all Bloons except for Purples, for which another tower that reliably breaks these Purples, such as a 1-0-1 Ninja, is needed. | |||
** 1-3-0 [[Druid of the Jungle (BTD6)|Druid of the Jungle]] takes care of all non-Camo Bloons, functioning especially well on single-lane maps. | |||
** Any Ninja Monkey with [[Acidic Mixture Dip (BTD6)|Acidic Mixture Dip]] can damage all Bloon types. The 3-0-1 Double Shot with Acidic Mixture Dip can deal with most rounds in this part of the game fairly well, but lacks good popping power before the purchase of Berserker Brew. | |||
** The 1-1-0 Sniper pops all Bloon types, and is the cheapest non-Hero counter to Rounds 24 and 30. | |||
** Round 27 is very difficult, with the clumped Camos. Make sure to have a grouped popping power with Camo detection coming into this round. | |||
** Light farming can be started around this time, especially with high Monkey Knowledge or on an easier map. Building one 2-0-0 farm before Round 30 is relatively safe. | |||
==Mid-game (rounds 41-60)== | ==Mid-game (rounds 41-60)== | ||