Strategy:CHIMPS: Difference between revisions
Planterror (talk | contribs) m →Late game (rounds 81+): symphonic no longer drags BFBs |
updated description for symphonic resonance to eliminate DDT stalling |
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{{BTD6 last updated| | {{BTD6 last updated|49.0}}{{lede image|BTD6 ClicksBtn.png|CHIMPS icon|size=200px}} | ||
'''[[CHIMPS]]''' is arguably the most difficult game mode in BTD6, especially if [[Power]]s are used in other game modes. | '''[[CHIMPS]]''' is arguably the most difficult game mode in BTD6, especially if [[Power]]s are used in other game modes. | ||
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** Specific map formats may support other starting combinations. For example, the middle barrel of [[Spillway]] offers a reliable Ninja start into 1-0-0 and 1-0-1. | ** Specific map formats may support other starting combinations. For example, the middle barrel of [[Spillway]] offers a reliable Ninja start into 1-0-0 and 1-0-1. | ||
** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8. | ** If not starting with a hero, save up for one as early as possible by only barely getting enough defense for rounds 6-8. | ||
** Using the 0-0-0 Desperado monkey can eliminate the need for | ** Using the 0-0-0 [[Desperado Monkey|Desperado]] monkey can eliminate the need for extremely precise placement required on certain expert maps | ||
* By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained, unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important. | * By the start of the middle part of the early game (Rounds 15-30), the hero should have been obtained, unless it is [[Captain Churchill (BTD6)|Churchill]] or the map is a True Expert. Stronger towers are needed to defeat those rounds, so save ups become important. | ||
** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads. | ** Watch out for certain rounds with Bloon types that no towers on the screen can deal with, especially Round 24's Camo Green and Round 28's Leads. | ||
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** [[MOAB Press (BTD6)|MOAB Press]] stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once. | ** [[MOAB Press (BTD6)|MOAB Press]] stalls dense rounds, such as 96 and 98, very effectively. 2-0-4 crosspath is recommended for pushing back many more blimps at once. | ||
** [[Bloon Sabotage (BTD6)|Bloon Sabotage]] makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides of blimps that pop while the ability is active. | ** [[Bloon Sabotage (BTD6)|Bloon Sabotage]] makes DDT rounds much easier by making them move at half speed. Note that it does not slow the insides of blimps that pop while the ability is active. | ||
** [[Symphonic Resonance]] stalls MOABs and DDTs | ** [[Symphonic Resonance]] no longer stalls BFBs, but it stalls MOABs and DDTs still, and can drag them into a position where towers can reach and more efficiently attack them. | ||
* Some support towers are only useful for some situations. | * Some support towers are only useful for some situations. | ||
** [[Monkey Intelligence Bureau (BTD6)|MIB]] is a good AFK option for DDTs, but [[Embrittlement (BTD6)|Embrittlement]] and [[Glue Storm (BTD6)|Glue Storm]] also neuter Lead properties and provide other utilities. | ** [[Monkey Intelligence Bureau (BTD6)|MIB]] is a good AFK option for DDTs, but [[Embrittlement (BTD6)|Embrittlement]] and [[Glue Storm (BTD6)|Glue Storm]] also neuter Lead properties and provide other utilities. | ||