Strategy:Impoppable (BTD6): Difference between revisions
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[[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[BFB (BTD6)|BFB]] ×30 <br> | [[File:BTD6 bloon BfbFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[BFB (BTD6)|BFB]] ×30 <br> | ||
[[File:BTD6 bloon ZomgIcon.png|x20px]] [[ZOMG (BTD6)|ZOMG]] ×8 | [[File:BTD6 bloon ZomgIcon.png|x20px]] [[ZOMG (BTD6)|ZOMG]] ×8 | ||
|This round has the highest RBE out of any round in pre-Freeplay | |This round has the highest RBE out of any round in pre-Freeplay Impoppable. The high health of the fortified BFBs and ZOMGs, but <br> especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round exceedingly difficult. | ||
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* Farming is key in Impoppable, as the higher prices and difficult 90s rounds often necessitate strong and costly defenses that are not affordable without farming. | * Farming is key in Impoppable, as the higher prices and difficult 90s rounds often necessitate strong and costly defenses that are not affordable without farming. | ||
* Do not over-farm either, as over-greeding can lead to a loss. Round 40 is the round that most often spells trouble for setups with too much farming. Have a robust defense while doing light to moderate farming. | * Do not over-farm either, as over-greeding can lead to a loss. Round 40 is the round that most often spells trouble for setups with too much farming. Have a robust defense while doing light to moderate farming. | ||
* Supporting towers shine, especially in the 90s. [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] are useful even in the mid-game, while [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], [[Symphonic Resonance]] | * Supporting towers shine, especially in the 90s. [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] are useful even in the mid-game, while [[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]] aid greatly if no high-cost late-game carry towers can be afforded. | ||
* Do not be afraid to sell towers when needed. Situations that necessitate selling includes affording the [[Hero (BTD6)|Hero]] early and affording the expensive late-game carry. | * Do not be afraid to sell towers when needed. Situations that necessitate selling includes affording the [[Hero (BTD6)|Hero]] early and affording the expensive late-game carry. | ||
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==Early game (rounds 6-40)== | ==Early game (rounds 6-40)== | ||
* The first few rounds generally follow the same strategy as in [[CHIMPS]], but become much easier with the Monkey Knowledge upgrades of Pre-game Prep, Bonus Monkey!, and More Cash. | |||
** [[Dart Monkey (BTD6)|Dart]] + [[Boomerang Monkey (BTD6)|Boomerang]] is the best start without Monkey Knowledge on maps without good water placements. | |||
** With good water placements, Dart (on Strong for Greens) + [[Monkey Sub (BTD6)|Sub]] also excels without Monkey Knowledge. The following starting combinations require either Bonus Monkey! or More Cash. | |||
** Three 0-0-0 Darts work on nearly all maps. | |||
** Dart + [[Sniper Monkey (BTD6)|Sniper]] (on Strong for Greens) is optimal on maps with range problems, such as [[Bloonarius Prime]]. | |||
** Dart + [[Engineer Monkey (BTD6)|Engineer]] is similar to three 0-0-0 darts, with the Engineer being upgradeable to the very useful [[Sentry Gun (BTD6)|Sentry Gun]]. | |||
** Some maps feature unique starts. For example, [[Spillway]]'s middle barrel makes a [[Ninja Monkey (BTD6)|Ninja Monkey]] into 1-0-0 and then 1-0-1 ( does not require Bonus Monkey! or More Cash) the optimal start. | |||
** Once a robust starting set-up has been required, attempt to get the hero as early as possible, especially if Benjamin is used. When close to affording the hero, selling one tower to afford them is recommended. However, with Geraldo, it is best to hold off on purchasing him if selling is required to afford him so that Rare Quincy Action Figure can be bought. | |||
==Mid-game (rounds 41-80)== | ==Mid-game (rounds 41-80)== | ||