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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|99 | |99 | ||
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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)== | ||
Revision as of 20:42, 9 November 2024
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Impoppable has 100 rounds, significantly more than Hard Standard. This leads to Super Ceramics on Rounds 81+ and exceedingly difficult rounds such as 95 and 98 appearing in standard gameplay, making the late-game far more difficult. In addition, all towers are ~11.1% more expensive than in Hard Standard. Therefore, farming greatly assists in beating Impoppable by allowing high-cost, high-power setups that coast through the late-game to be afforded. The Round 6 start and 1 life greatly increase the early game's difficulty, thus requiring a proper early-game strategy as well.
For purposes of clarity, the following definitions will be made for this article:
Early-game = Rounds 6-40
Mid-game = Rounds 41-80
Late-game = Rounds 81-100
General tips
Preparation
- It is recommended that significant amounts of Monkey Knowledge upgrades have been acquired before going into Impoppable. Important ones include Pre-game Prep, Bonus Monkey!, More Cash, Military Conscription, and Veteran Monkey Training. Each one of them greatly reduce Impoppable's difficulty.
- It is recommended to beat Hard Standard on a good amount of maps before touching Impoppable. That game mode grants large amounts of Player XP for Monkey Knowledge points, is relatively simple to complete, and opens part of the pathway to Impoppable on these maps.
- Practice farming while doing these games, as farming becomes important in Impoppable. Attempt to perform slight farming while having a robust defense during the practice.
The most challenging rounds in Impoppable
| Round # | Bloons spawned | Reasoning |
|---|---|---|
| 40 | The MOAB is the final challenge of the early-game, and the player can easily succumb to over-greeding on this round. Without a proper setup to deal good single-target damage and clean up the tight, high-RBE ceramics, this round could pose severe challenges. | |
| 63 | This infamous round has 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively. One ability cannot handle all 3 waves, so if using abilities, 3 ability towers or selling & rebuying is needed. Towers that excel in grouped damage are required to beat this round. | |
| 75 | The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, the fortified MOABs, and the Leads blocking many projectiles can stumble many strategies that cannot deal both strong single-target damage and solid grouped popping power. | |
| 78 | Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will easily cause a sudden loss. | |
| 90 | The 3 DDTs can easily catch new players off-guard, due to them being fast-moving blimps as opposed to slow-moving ones with Super Ceramics as the main threat. Not noticing them while without towers that can pop Camo, Black, and Lead will cause a sudden loss. | |
| 95 |
|
The extreme amount of DDTs presents a massive challenge to many strategies. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges. |
| 98 | This round has the highest RBE out of any round in pre-Freeplay Impoppable. The high health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round exceedingly difficult. | |
| 99 | Many strategies that beat 95 fail due to having grouped DDT damagers that fail as DDTs gain 2x health on this round. MOABs and their insides continue to consume pierce. Unlike 95, ability cooldowns can be fatal, with DDTs spawning right after the notorious Round 98. | |
| 100 | Many strategies that revolve around stalling and/or grouped popping powers completely fail to Round 100 due to the BAD being immune to all slowdowns from towers and requiring single-target damage options to be dealt with. |
Gameplay
- 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.
- Supporting towers shine, especially in the 90s. Jungle Drums, Berserker Brew, and Stronger Stimulant are useful even in the mid-game, while Giant Condor, MOAB Glue, Relentless Glue, Bloon Sabotage, 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 early and affording the expensive late-game carry.
Towers & heroes suited for most maps
| Name | Portrait | Reasoning & how to use |
|---|---|---|
| Monkeyopolis | Usually obtained in the 40s or 50s, Monkeyopolis's Monkey Commerce discounts, Monkey Town granting more cash per Bloon pop, Monkey City buffs to surrounding money-makers, and production of $1200 per round when absorbing one 0-0-0 Banana Farm make it the most efficient money-maker and allows for a trivial late-game. Once Monkeyopolis is obtained, attempt to place all damaging towers and farms in its range, and the 2-0-5 cross-path is optimal to increase its range and grant Jungle Drums. The best way to obtain it is to first buy 3 0-0-2 Monkey Commerces close together, buy a Monkey City discounted by all 3, sell one Monkey Commerce, get a 0-0-0 Banana Farm discounted all 3 villages left, sell the other two Monkey Commerces, and finally upgrade the Monkey City into Monkeyopolis. | |
| Benjamin | Ben's money generation creates a snowball effect, allowing vastly increased farming speed in addition to more defense being able to be afforded. With Monkey Education, Self Taught Heroes, and Monkeys Together Strong, he can be used as the only farming tower on the screen, as he reaches Level 17 fast enough for the 90s. Otherwise, it is recommended to take advantage of his early money-making to get a Monkeyopolis in the 40s-50s. Biohack is useful in the early-game, but must be used carefully. If placed without line-of-sight blockers, Trojan is very helpful against Round 40, but loses some money later on. Attempt to afford Ben as quickly as possible by getting the bare minimum defense for the first few rounds, and sell one tower for Ben if doing so affords him. | |
| Geraldo | When placing Geraldo between Rounds 6-10 (with later placements recommended for harder maps), Rare Quincy Action Figure generates very large amounts of money. There are two ways to take advantage of it: one is to sell it in the 30s for Monkey Bank, which would be sold in the 40s after it becomes full for Monkeyopolis to smooth-sail the rest of the game, while the other is to sell it on Round 81 for a very expensive tower that solos the game, such as Flying Fortress. In addition, See Invisibility Potion makes Camos much easier to deal with in the early-game, Gerry's Fire simplifies the 30s & 40s, and Jar of Pickles helps low-damage towers greatly. All of these grant Geraldo versatility in Impoppable and make him a great choice on all maps. | |
| Airburst Darts | 2-0-2 Airburst Darts is an excellent early-game tower that also takes care of Camos when using 0-0-2 Dart Monkeys as Camo Intel. Berserker Brew greatly amplifies its power and gives it lead-popping power via Acidic Mixture Dip, and it can be upgraded into Triple Guns and then Armor Piercing Darts for further increased power into the mid-game. | |
| Bloonjitsu | Bloonjitsu, when given Berserker Brew, can also cover all Bloon types and does good overall damage in the early-game and mid-game. Double Shot is a decent stepping stone that transitions relatively well with Bloonjitsu, and it is recommended to purchase Berserker Brew after Double Shot and before Bloonjitsu. While Bloonjitsu plows through the 40s, some farming can be done to save up for Monkeyopolis. | |
| Neva-Miss Targeting, Spectre, Flying Fortress | 2-0-3 Neva-Miss + Camo support + Berserker Brew easily defeats the early part of the mid-game, transitioning very well into Spectre. The 2-0-4 Spectre with a 2-2-0 Monkey Village solos through Round 80 on most maps, and can go further into the 80s on easier maps. With some farming using Monkeyopolis and farms surrounding it while Spectre plows through the 60s and 70s, by Round 81, $100,000 can be saved up for a very expensive tower that guarantees victory. 2-0-5 Flying Fortress + 2-2-0 Village fills this role perfectly, sweeping the late-game with absolute ease on nearly all maps and effectively guaranteeing victory. On the most difficult maps, use Bloon Sabotage or Overclock for Rounds 95/99, Carrier Flagship, or Permanent Brew with Fortress to guarantee the win. | |
| Spiked Mines | Spiked Mines tanks large amounts of Bloons and blimps in the mid-game with Berserker Brew, preventing any sudden loss. It remains very useful against late-game Super Ceramics thanks to its bonus Ceramic damage. It is useful even on multi-lane maps when 2 of it is bought, and the 4-2-0 cross-path allows it to tank more Bloons, while the 4-0-2 cross-path is better on maps where targeting matters (such as Dark Dungeons). | |
| Perma-Spike | Perma-Spike fully guarantees victory when paired with a very powerful damage tower, and is versatile thanks to being useful on nearly all maps. It can tank tremendous amounts of Bloons and blimps. Use the 1-0-5 crosspath, and give it a Jungle Drums village and 3-0-1 Berserker Brew (which in combination give it over 40% more tanking power). |
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 + Boomerang is the best start without Monkey Knowledge on maps without good water placements.
- With good water placements, Dart (on Strong for Greens) + 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 (on Strong for Greens) is optimal on maps with range problems, such as Bloonarius Prime.
- Dart + Engineer is similar to three 0-0-0 darts, with the Engineer being upgradeable to the very useful Sentry Gun.
- Some maps feature unique starts. For example, Spillway's middle barrel makes a 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.