Strategy:Bloons TD 6: Difference between revisions
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===Late game (rounds 81+)=== | ===Late game (rounds 81+)=== | ||
* Super Ceramics appear on Round 81, having 60 HP (120 if Fortified) and only spawning 1 Bloon, severely limiting the capability of many towers. These towers include [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], [[Crossbow Master (BTD6)|Crossbow Master]], and [[The Big One (BTD6)|The Big One]]. | |||
* One win condition should be obtained by Round 85, the last round to grant 0.2x income instead of 0.1x, regardless of the price. | |||
* Utilize many of the support towers listed in the General subsection. | |||
* Strong tower(s) that pop Lead, Black, and Camo must be obtained by Round 90 for DDTs. | |||
* In the 90s, a second win condition can be obtained if possible. The second win condition must cover the weaknesses of the first win condition. | |||
* If relying on abilities, careful management of them is essential in the 90s. Attempt to leave at least one ability without cooldown at the start of every round. | |||
* The defense must be able to pop spaced DDT rounds and clumped ZOMG + BFB rounds. | |||
* Preparation for Round 100 is essential, and do not have no money going into Round 100 with a stall or grouped-popping reliant defense (in which case a [[First Strike Capability (BTD6)|First Strike Capability]] or [[Spike Storm (BTD6)|Spike Storm]] is needed). | |||
==Towers | ==Towers suited for most game modes and maps== | ||
===Early game (rounds 1-40)=== | ===Early game (rounds 1-40)=== | ||