Strategy:Race Event: Difference between revisions

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{{Lede image|BTD6 EventRaceIcon.png}}
{{Lede image|BTD6 EventRaceIcon.png}}
'''[[Race Event]]''' focuses on sending and defeating all Rounds as fast as possible while not losing. Therefore, enormous clumps of Bloons face the defense in all stages. Due to that, most towers that work well in regular gameplay will not work in Race Events, requiring a complete overhaul of the player's strategy to be specifically tailored to defeating large clumps of Bloons and blimps.
'''[[Race Event]]''' focuses on sending and defeating all Rounds as fast as possible while not losing. Therefore, enormous clumps of Bloons face the defense in all stages. Due to that, most towers that work well in regular gameplay will not work in Race Events, requiring a complete overhaul of the player's strategy to be specifically tailored to defeating large clumps of Bloons and blimps.
For the purposes of this article, the gameplay in Race Event will be divided into 5 sections: The start, mid-game, pre-full end, post-fullsend, and cleanup.


== General tips ==
== General tips ==
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On weeks where the Hero is restricted, it is still recommended to start with [[Sauda (BTD6)|Sauda]] if she is the only option. [[Admiral Brickell (BTD6)|Admiral Brickell]], [[Benjamin (BTD6)|Benjamin]], [[Geraldo (BTD6)|Geraldo]], [[Striker Jones (BTD6)|Striker Jones]], and [[Pat Fusty (BTD6)|Pat Fusty]] become useful later on for strengthening the defense in preparation for the fullsend.
On weeks where the Hero is restricted, it is still recommended to start with [[Sauda (BTD6)|Sauda]] if she is the only option. [[Admiral Brickell (BTD6)|Admiral Brickell]], [[Benjamin (BTD6)|Benjamin]], [[Geraldo (BTD6)|Geraldo]], [[Striker Jones (BTD6)|Striker Jones]], and [[Pat Fusty (BTD6)|Pat Fusty]] become useful later on for strengthening the defense in preparation for the fullsend.


== Gameplay tips ==
== Gameplay recommendations ==
The start requires a cheap, powerful grouped popping Tower or Hero to be purchased. The mid-game features building more and more powerful towers specifically tailored to popping large clumps of Bloons, continuing to earn cash for more powerful options. The pre-fullsend involves obtaining very high power towers that can defend and earn large amounts of money in the first seconds after the fullsend. The fullsend is when the longest round and nearly all other rounds are sent out, the post-fullsend (gameplay immediately after fullsend) requires an expensive, ultra-powerful grouped popping power, and the cleanup necessitates a tower that performs solid grouped blimp popping power to erase most blimps and a tower that instantly pops the last Bloon to spawn.
For the purposes of this article, the gameplay in Race Event will be divided into 5 sections: The start, mid-game, pre-full end, post-fullsend, and cleanup. Recommendations for each section are listed here.


=== The start ===
=== The start ===
The start requires a cheap, powerful grouped popping to be purchased. If the Hero is among those recommended to start with in the section above, start with them. Otherwise, start by dropping one of the towers below. Then, send to somewhere between Round 10-20, depending on the map and modifiers.
{|class="wikitable center-col-1 center-col-2"
!Name
!Portrait
!Reasoning & how to use
|-
|[[Mortar Monkey (BTD6)|Base Mortar]]
|[[File:BTD6 000-MortarMonkey.png|x50px]]
|The base Mortar Monkey, with its 25 pierce and 2 damage, excels at grouped popping power for its cost. Target it initially at the entrance to immediately accumulate pops and earn cash, and move it back as clumped Bloons slowly go through the track. Upgrading to 1-0-0 is nearly always recommended, as it improves the pierce by 1.8x, and if desired, the Mortar can be upgraded up to 2-3-0 into the mid-game.
|-
|[[Spike-o-pult (BTD6)|Spike-o-pult]]
|[[File:BTD6 300-Dartmonkey.png|x50px]]
|The 15 pierce and 2 damage Spike-o-pult, with a significantly faster attack speed than the base Mortar, is also a solid option. Use the 3-2-0 crosspath, put it right behind a straight line near the entrance, and target [[Last]] for the best results.
|-
|[[Exploding Pineapple (BTD6)|Exploding Pineapple]]
|[[File:BTD6 010-MonkeyAce.png|x50px]]
|Both the base Monkey Ace's darts and the pineapple have high pierce and very solid overall damage. Some micromanagement is needed to maximize the darts, but it is worth it for the high damage output. If Exploding Pineapple is banned, the base Ace is still a very solid starting option.
|-
|[[Super Range Tacks (BTD6)|Super Range Tacks]]
|[[File:BTD6 020-TackShooter.png|x50px]]
|The 4 pierce tacks of Super Range Tacks give it up to 32 damage per shot when placed near a solid bend, making it deal very high damage for its cost. From there, upgrading into any of its Tier 3s can work.
|}
If these towers are all banned, some other solid options include the 0-1-1 [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]], 1-0-0 [[Alchemist (BTD6)|Alchemist]], and base [[Ice Monkey (BTD6)|Ice Monkey]].


=== Mid-game ===
=== Mid-game ===
The mid-game features building more and more powerful towers specifically tailored to popping large clumps of Bloons, continuing to earn cash for more powerful options. Send to about Round 27 after obtaining one of the following towers, around 39 after obtaining two of them, and around 49 once a pre-fullsend tower can almost be obtained.
{|class="wikitable center-col-1 center-col-2"
!Name
!Portrait
!Reasoning & how to use
|-
|[[Wall of Fire (BTD6)|Wall of Fire]]
|[[File:BTD6 020-Wizard.png|x50px]]
|Wall of Fire has high pierce for a low cost, making it an optimal choice. The 0-2-1 crosspath is recommended, and in its case, generally stop at Round 24, as Round 25's purples will extinguish the fire.
|-
|[[Druid of the Jungle (BTD6)|Druid of the Jungle]]
|[[File:BTD6 030-Druid.png|x50px]]
|Druid of the Jungle likewise has high pierce for its cost. If using it, set it to Last before purchasing it, and only send out rounds after purchasing it so that the Last targeting does not leak many Bloons.
|-
|[[Glaive Ricochet (BTD6)|Glaive Ricochet]]
|[[File:BTD6 300-BoomerangMonkey.png|x50px]]
|Glaive Ricochet has high pierce, and its bouncing nature allows all of it to be used. The cheap price and its ability to pop Leads with the optimal 3-0-2 crosspath makes it among the best options here.
|-
|[[Juggernaut (BTD6)|Juggernaut]]
|[[File:BTD6 400-Dartmonkey.png|x50px]]
|Juggernaut increases Spike-o-pult's attack speed, quadruples its pierce, and adds a knockback, making it able to take on much larger Bloon sends and carry its power well throughout the game.
|-
|[[Cannon Ship (BTD6)|Cannon Ship]]
|[[File:BTD6 030-MonkeyBuccaneer.png|x50px]]
|Cannon Ship's 2-damage and high-pierce bombs, their frags, and tripled [[Grape Shot (BTD6)|Grape]] damage make it a very strong tower for its cost. Put it in a spot that is surrounded by the track on two opposite sides for both of its guns to activate, and set it to Last if {{BTD6 mk|Flanking Maneuvers}} has been obtained.
|}


=== Pre-fullsend ===
=== Pre-fullsend ===
The pre-fullsend involves obtaining very high power towers that can defend and earn large amounts of money in the first seconds after the fullsend, which is when the longest round and nearly all other rounds are sent out.


=== Post-fullsend ===
=== Post-fullsend ===
The post-fullsend (gameplay immediately after fullsend) requires an expensive, ultra-powerful grouped popping power.


=== Cleanup ===
=== Cleanup ===
The cleanup necessitates a tower that performs solid grouped blimp popping power to erase most blimps and a tower that instantly pops the last Bloon to spawn.


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[[Category:BTD6 strategies]]
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