Strategy:Boss Bloon Event: Difference between revisions
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{{BTD6 last updated|49. | {{BTD6 last updated|49.3}}{{Lede image|BTD6 EventIconNoBoss.png|Here is the icon of the inactive Boss Bloon Event, which If a Boss Event is active, which changes to the featured boss when the event is active.}} | ||
'''[[Boss Bloon Event]]s''' spawn extremely challenging [[Boss Bloon]]s that will easily overwhelm incoherent strategies, especially the Elite version. This article will be focused on the gameplay before and between Boss spawns, as the strategy while the Boss is present varies widely depending on the Boss. Farming is key to defeating Bosses, especially Elite ones, hence this article will mostly be about farming. | '''[[Boss Bloon Event]]s''' spawn extremely challenging [[Boss Bloon]]s that will easily overwhelm incoherent strategies, especially the Elite version. This article will be focused on the gameplay before and between Boss spawns, as the strategy while the Boss is present varies widely depending on the Boss. Farming is key to defeating Bosses, especially Elite ones, hence this article will mostly be about farming. | ||
| Line 24: | Line 24: | ||
|[[Benjamin (BTD6)|Benjamin]] | |[[Benjamin (BTD6)|Benjamin]] | ||
|[[File:BTD6 BenjaminPortrait.png|x50px]] | |[[File:BTD6 BenjaminPortrait.png|x50px]] | ||
|Ben's money generation greatly simplifies the | |Ben's money generation greatly simplifies the early game by creating a snowballing effect that allows for quicker farming. In addition, Biohack is useful in the early-game, and his Level 5 buff to [[Monkey Bank (BTD6)|Monkey Banks]] speeds up the work towards an early Monkeyopolis. Note that at higher level gameplay, Benjamin should (ideally) be blocked by obstacles, to prevent his Trojan from stealing cash and pops, and if there is not a suitable spot, then it is recommended to sell him during between Tier 1 and 2, specially if the player goes for an [[XXXL Trap (BTD6)|XXXL Trap]] or needs the pops for a high degree Paragon later. | ||
|- | |- | ||
|Early game Heroes | |Early game Heroes | ||
| Line 42: | Line 42: | ||
!Reasoning | !Reasoning | ||
|- | |- | ||
| Early | | Early setup | ||
| {{BTD6 mk|More Cash | | {{BTD6 mk|More Cash}}, {{BTD6 mk|Hero Favors}}, {{BTD6 mk|Empowered Heroes}} | ||
| Most Boss Events start on early rounds, and certain MK make early-game much easier. {{BTD6 mk|More Cash}}'s +$200 starting cash allows many more early-game options; income generators can be played earlier, making a snowball effect that exponentially increases farming. Alternatively, more Heroes can be purchased immediately with the increased starting cash. Combined with {{BTD6 mk|Hero Favors}} and {{BTD6 mk|Empowered Heroes}}, starter heroes become more efficient to carry the early-game and more cash can be used for farming. | | Most Boss Events start on early rounds, and certain MK make early-game much easier. {{BTD6 mk|More Cash}}'s +$200 starting cash allows many more early-game options; income generators can be played earlier, making a snowball effect that exponentially increases farming. Alternatively, more Heroes can be purchased immediately with the increased starting cash. Combined with {{BTD6 mk|Hero Favors}} and {{BTD6 mk|Empowered Heroes}}, starter heroes become more efficient to carry the early-game and more cash can be used for farming. | ||
|- | |||
If Dart Monkeys are enabled, the Free Dart from {{BTD6 mk|Bonus Monkey!}} is | |Early defense | ||
|{{BTD6 mk|Bonus Monkey!}}, {{BTD6 mk|Cheap 'Rangs}}, {{BTD6 mk|Recurring 'Rangs}}, {{BTD6 mk|Military Conscription}},{{BTD6 mk|Flanking Maneuvers}} | |||
|If Dart Monkeys are enabled, the Free Dart from {{BTD6 mk|Bonus Monkey!}} is an excellent starting tower, so less spending is needed right into the start of the game and income generators can be bough earlier without costing many lives. | |||
{{BTD6 mk|Cheap 'Rangs}} and {{BTD6 mk|Military Conscription}} reduces the cost of [[Boomerang Monkey (BTD6)|Boomerang Monkeys]] and the first [[Monkey Sub (BTD6)|Monkey Sub]] to complement the defense, while {{BTD6 mk|Recurring 'Rangs}} and {{BTD6 mk|Flanking Maneuvers}} increases their utility in the early game defense. | |||
If the player can spare Monkey Knowledge points, {{BTD6 mk|Mana Shield}} and {{BTD6 mk|Pre-game Prep}} can be used to delay the additional defenses before losing too many lives. | |||
|- | |- | ||
| Income | | Income | ||
| Line 54: | Line 58: | ||
{{BTD6 mk|Farm Subsidy}} allows the 1st farm to be purchased earlier by making it cheaper. {{BTD6 mk|More Valuable Bananas}} makes 0-2-3 Marketplace more cost-efficient than 2-0-3 if buying them immediately, while greatly improving late-game farming with 5-2-0 [[Banana Central (BTD6)|Banana Central]] + 4-2-0 [[Banana Research Facility (BTD6)|Banana Research Facility]] spam. {{BTD6 mk|Inland Revenue Streams}} is beneficial when transitioning to [[Monkeyopolis (BTD6)|Monkeyopolis]] + [[Bloon Trap (BTD6)|Bloon Trap]], as well as [[Least Tiers]] if wanting to make income with as few tiers as possible. | {{BTD6 mk|Farm Subsidy}} allows the 1st farm to be purchased earlier by making it cheaper. {{BTD6 mk|More Valuable Bananas}} makes 0-2-3 Marketplace more cost-efficient than 2-0-3 if buying them immediately, while greatly improving late-game farming with 5-2-0 [[Banana Central (BTD6)|Banana Central]] + 4-2-0 [[Banana Research Facility (BTD6)|Banana Research Facility]] spam. {{BTD6 mk|Inland Revenue Streams}} is beneficial when transitioning to [[Monkeyopolis (BTD6)|Monkeyopolis]] + [[Bloon Trap (BTD6)|Bloon Trap]], as well as [[Least Tiers]] if wanting to make income with as few tiers as possible. | ||
Bank Deposits opens up a new method of farming: IMF Farming, which stands out for pre-T1 income generation. Deposit money into the IMF Loan until about $8, | Bank Deposits and its pre-requirement {{BTD6 mk|Bigger Banks}} opens up a new method of farming: IMF Farming, which stands out for pre-T1 income generation. Deposit money into the IMF Loan until about $8,300 for the most efficient use of the short-term interest. | ||
|- | |- | ||
| Selling | | Selling | ||
| Line 61: | Line 65: | ||
|- | |- | ||
| DPS | | DPS | ||
| {{BTD6 mk|Veteran Monkey Training}}, {{BTD6 mk|There Can Be Only One | | {{BTD6 mk|Veteran Monkey Training}}, {{BTD6 mk|There Can Be Only One}}, {{BTD6 mk|Paragon of Power}} | ||
| Paragons are far more efficient than most T5 towers against Boss Bloons. The extra attack speed for Paragons matters greatly, especially against Elite Bosses. The other Monkey Knowledge points improve the DPS of non-Paragons, such as {{BTD6 mk|There Can Be Only One}}, which makes [[Vengeful True Sun God]] a powerful alternative if Paragons are banned. | | Paragons are far more efficient than most T5 towers against Boss Bloons. The extra attack speed for Paragons matters greatly, especially against Elite Bosses. The other Monkey Knowledge points improve the DPS of non-Paragons, such as {{BTD6 mk|There Can Be Only One}}, which makes [[Vengeful True Sun God]] a powerful alternative if Paragons are banned. | ||
|} | |} | ||
Additionally in high-level gameplay player might opt to not have {{BTD6 mk|Big Bloon Sabotage}} active, as it reduces the amount of pops available for Paragons during late-game due the reduced health of MOAB-Class Bloons. | |||
== Rounds 1-39 (pre-Tier 1) == | == Rounds 1-39 (pre-Tier 1) == | ||
Preparing to defend the Tier 1 boss features spending as little into defense as possible to defeat the Bloons so all the money can be put into income generation (farming). | Preparing to defend the Tier 1 boss features spending as little into defense as possible to defeat the Bloons so all the money can be put into income generation (farming). The specific build order depends mostly on the Hero selection, with 4 main variations: Geraldo, Benjamin, Early Hero or Late Hero. | ||
* '''Geraldo''': Start with the Free [[Dart Monkey (BTD6)|Dart Monkey]] and Geraldo with the starting cash, the two of them should be able to defend until the player is able to buy the [[Rare Quincy Action Figure]] around Round 8 and then a second tower to defend which we will call '''''additional defense 1'''''. On more difficult maps it might be needed to buy a [[Shooty Turret]] before the figure, but sell it to afford the figure earlier, even if that means losing a few lives on that round. | |||
* '''Benjamin''': Start with Free Dart Monkey and then buy Benjamin as soon as posible, then add ''additional defense 1''. | |||
* '''Early Hero''': Free Dart + the Hero of choice once it can be afforded. Depending on the hero ''additional defense 1'' can be skipped''.'' | |||
* '''Late Hero''': start with Dart and ''additional defense 1''. In this build order, the Hero can be delayed a lot or even not used at all, but make sure it can hit the desired level threshold later in the run. | |||
The ''additional defense 1'' is usually a Monkey Sub if they have {{BTD6 mk|Military Conscription}} (setting it to Last targeting with {{BTD6 mk|Flanking Maneuvers}}), otherwise, or if there is no water nearby, a Boomerang Monkey will also work. In the case either Darts, Boomerangs or Subs are not available, alternatives include more of the available towers, [[Engineer Monkey|Engineers]], or [[Druid|Druids]] and to a lesser degree [[Wizard Monkey (BTD6)|Wizards]] and [[Ninja Monkey (BTD6)|Ninjas]]. Geraldo can use Shooty Turrets instead of other towers, but the first Monkey Sub is usually cheaper than one Shooty Turret with Monkey Knowledge. | |||
From this point all builds go for two 2-0-0 [[Greater Production (BTD6)|Greater Production]] Farms, building a 2-0-0 first, then the second one. If possible, they should be built in an open space with a nearby body of water, so they can be around a [[Monkey City (BTD6)|Monkey City]] Village and sold under the range of a [[Favored Trades (BTD6)|Favored Trades]] Buccaneer. | |||
Listed below is a quick summary of the early-game. | After the player has two 2-0-0 Farms (or earlier if the defense is already being pressured), the player can save to place the Hero if it has not been placed. Otherwise, a third tower can be obtained, which we will call ''additional defense 2''. Geraldo can use more Shooty Turrets until the player has 2 or 3 total, Benjamin and Late Hero strategies should get the missing tower between Sub and Boomerang and Early Hero can also skip this tower if it is powerful enough, otherwise, any of the ''additional defense 1'' towers work. | ||
Listed below is a quick summary of the early-game, generally setup is finished around rounds 10-15, depending on map and available cash. | |||
{| class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-2 center-col-3" | {| class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-2 center-col-3" | ||
|+style="white-space:nowrap"|Early game quick guide | |+ style="white-space:nowrap" |Early game quick guide | ||
! rowspan="2" |Step | ! rowspan="2" |Step | ||
! colspan="3" |Geraldo | ! colspan="3" |Geraldo | ||
| Line 97: | Line 109: | ||
|[[Bonus Monkey!|Free]] [[Dart Monkey (BTD6)|Dart Monkey]] | |[[Bonus Monkey!|Free]] [[Dart Monkey (BTD6)|Dart Monkey]] | ||
|[[File:BTD6_000-DartMonkey.png|frameless|50x50px]] | |[[File:BTD6_000-DartMonkey.png|frameless|50x50px]] | ||
| | |Sub, Boomerang, Engineer, or Druid are alternatives. | ||
|[[Bonus Monkey!|Free]] [[Dart Monkey (BTD6)|Dart Monkey]] | |[[Bonus Monkey!|Free]] [[Dart Monkey (BTD6)|Dart Monkey]] | ||
|[[File:BTD6_000-DartMonkey.png|frameless|50x50px]] | |[[File:BTD6_000-DartMonkey.png|frameless|50x50px]] | ||
| | |Sub, Boomerang, Engineer, or Druid are alternatives. | ||
|[[Bonus Monkey!|Free]] [[Dart Monkey (BTD6)|Dart Monkey]] | |[[Bonus Monkey!|Free]] [[Dart Monkey (BTD6)|Dart Monkey]] | ||
|[[File:BTD6_000-DartMonkey.png|frameless|50x50px]] | |[[File:BTD6_000-DartMonkey.png|frameless|50x50px]] | ||
|Skip if not available. | |Skip if not available, otherwise Sub, Boomerang, Engineer, or Druid are alternatives. | ||
|[[Bonus Monkey!|Free]] [[Dart Monkey (BTD6)|Dart Monkey]] | |[[Bonus Monkey!|Free]] [[Dart Monkey (BTD6)|Dart Monkey]] | ||
|[[File:BTD6_000-DartMonkey.png|frameless|50x50px]] | |[[File:BTD6_000-DartMonkey.png|frameless|50x50px]] | ||
| Line 111: | Line 123: | ||
|[[Geraldo (BTD6)|Geraldo]] | |[[Geraldo (BTD6)|Geraldo]] | ||
|[[File:BTD6_GeraldoPortrait.png|frameless|50x50px]] | |[[File:BTD6_GeraldoPortrait.png|frameless|50x50px]] | ||
| rowspan="2" | | | rowspan="2" |Buy Figure as soon as possible, on harder maps a Shooty Turret can be bought and sold in-between. | ||
|[[Benjamin (BTD6)|Benjamin]] | |[[Benjamin (BTD6)|Benjamin]] | ||
|[[File:BTD6_BenjaminPortrait.png|frameless|50x50px]] | |[[File:BTD6_BenjaminPortrait.png|frameless|50x50px]] | ||
| Line 117: | Line 129: | ||
|Hero | |Hero | ||
|[[File:BTD6_SaudaPortrait.png|frameless|50x50px]] | |[[File:BTD6_SaudaPortrait.png|frameless|50x50px]] | ||
| | |It should be afforded before the Dart gets overwhelmed. | ||
|Additional defense 1 | |Additional defense 1 | ||
|[[File: | |[[File:BTD6 000-MonkeySub.png|frameless|50x50px]] | ||
|Any of the towers listed above also work. | |Any of the towers listed above also work. | ||
|- | |- | ||
| Line 126: | Line 138: | ||
|[[File:BTD6_Geraldo_RareQuincyActionFigure.png|50x50px]] | |[[File:BTD6_Geraldo_RareQuincyActionFigure.png|50x50px]] | ||
|Additional defense 1 | |Additional defense 1 | ||
|[[File: | |[[File:BTD6 000-MonkeySub.png|frameless|50x50px]] | ||
|Any of the towers listed above also work. | |Any of the towers listed above also work. | ||
|2× [[Greater Production (BTD6)|Greater Production]] | |2× [[Greater Production (BTD6)|Greater Production]] | ||
| Line 137: | Line 149: | ||
|4 | |4 | ||
|Additional defense 1 | |Additional defense 1 | ||
|[[File: | |[[File:BTD6 000-MonkeySub.png|frameless|50x50px]] | ||
|[[Shooty Turret | |[[Shooty Turret]] if not available. | ||
|2× [[Greater Production (BTD6)|Greater Production]] | |2× [[Greater Production (BTD6)|Greater Production]] | ||
|[[File:BTD6_200-BananaFarm.png|53x53px]] | |[[File:BTD6_200-BananaFarm.png|53x53px]] | ||
|Buy one farm first, upgrade it, then the second. | |Buy one farm first, upgrade it, then the second. | ||
|Additional defense | |Additional defense 1 | ||
|[[File: | |[[File:BTD6 000-MonkeySub.png|frameless|50x50px]] | ||
| | |Can be skipped if the Hero is powerful enough. | ||
|Hero | |Hero | ||
|[[File:BTD6_AdoraPortrait.png|frameless|50x50px]] | |[[File:BTD6_AdoraPortrait.png|frameless|50x50px]] | ||
| Line 154: | Line 166: | ||
|Buy one farm first, upgrade it, then the second. | |Buy one farm first, upgrade it, then the second. | ||
|Additional defense 2 | |Additional defense 2 | ||
|[[File: | |[[File:BTD6_000-BoomerangMonkey.png|frameless|61x61px]] | ||
|Alternatives listed above can also be used | |Alternatives listed above can also be used. | ||
| | | | ||
| | | | ||
| | | | ||
|Additional defense 2 | |Additional defense 2 | ||
|[[File: | |[[File:BTD6_000-BoomerangMonkey.png|frameless|61x61px]] | ||
| | |Can be skipped if the Hero is powerful enough. | ||
|- | |- | ||
|6 | |6 | ||
|Additional defense 2 | |Additional defense 2 | ||
|[[File: | |[[File:BTD6 Geraldo ShootyTurret.png|frameless|55x55px]] | ||
| | |2 or 3 Shooty Turrets are enough at this point. | ||
| | | | ||
| | | | ||
| Line 177: | Line 189: | ||
| | | | ||
|} | |} | ||
Before we continue with the farming setup, we'll talk about the rest of the defense needed before Round 40. First, during the early 20's upgrading the Boomerang Monkey to 1-0-2 is heavily recommended, if not available, other towers can be upgraded like Sub to 0-0-1, Dart to 0-3-0, Engineer to 1-0-0, or Druid to 1-0-0 or 0-1-0. | |||
In the Marketplace strategy, two more 2-0-0 farms are obtained and then all of them are upgraded to 2-0-3, | The [[Camo Bloon (BTD6)|Camo Bloon]] in round 24 is normally ignored, but Lead defense is needed for 28 and 30 (and 26 against Dreadbloon). The 1-0-2 Boomerang is the preferred option, but 0-0-0 [[Bomb Shooter (BTD6)|Bomb Shooter]], 1-0-0 [[Sniper Monkey (BTD6)|Sniper]], 0-0-0 [[Alchemist (BTD6)|Alchemist]], and 1-0-0 Druid are common alternatives. | ||
During the late 20's and early 30's, before [[Bloon Trap (BTD6)|Bloon Trap]] is obtained, some towers might need to be upgraded to deal with the Bloons on harder maps, options include Boomerang to 3-0-2, Sub to 0-0-2, Engineer can be upgraded to 0-1-3, 2-0-2 or 3-0-0. Camos in Round 33 can also be ignored if lives are plenty, but usually Rounds 36 and 37 need defense, options include 0-0-3 [[Crossbow (BTD6)|Crossbow]] or a 0-0-0 [[Spike Factory (BTD6)|Spike Factory]] at the end of the track. At a bit higher price range a 0-3-0 [[Cleansing Foam (BTD6)|Cleansing Foam]] can also be used in preparation for an [[Overclock (BTD6)|Overclock]] later. Geraldo can use more Shooty Turrets and [[See Invisibility Potion]] instead. | |||
Returning to the farming strategy, after having two farms, there are two common strategies that can be used; [[Marketplace (BTD6)|Marketplaces]] and the ''Miniopolis'' (a [[Monkeyopolis (BTD6)|Monkeyopolis]] win a single farm sacrifice). Beginners and players without {{BTD6 mk|Bigger Banks}} and {{BTD6 mk|Bank Deposits}} are recommended to use the Marketplace strategy as is the easier of the two and the MK is required for the strategy. | |||
In the Marketplace strategy, two more 2-0-0 farms are obtained and then all of them are upgraded to 2-0-3, during the late 20's, an additional Engineer can be placed instead of upgrading other towers and be gradually upgraded into a 0-1-4 [[Bloon Trap (BTD6)|Bloon Trap]] before Round 34 to gain additional income and handle the defense, after that, more 2-0-3 Marketplaces can be placed, going for 0-0-3 if it can be upgraded intermediately or 2-0-0 first if not. If the defense for the Tier 1 Boss revolves around selling the Farms, the last farm should be placed in Round 37 and then finish with a 0-0-4 [[Favored Trades (BTD6)|Favored Trades]] for the extra sell value, otherwise, the last farm can be placed in Round 38. | |||
The ''Miniopolis'' strategy has two main variants, which depend on having Geraldo. | The ''Miniopolis'' strategy has two main variants, which depend on having Geraldo. | ||
| Line 185: | Line 203: | ||
'''Monkeyopolis without Geraldo''' | '''Monkeyopolis without Geraldo''' | ||
Upgrade one of the 2-0-0 Farms to 2-2-0 and then the other to 2-0-2, and save cash until the sell value of the 2-0-2 farm plus the available cash is enough to afford [[Monkey Bank (BTD6)|Monkey Bank]] (which is around $1100 with Monkey Knowldege), sell the 2-0-2 farm and get the Bank upgrade. After that, while the Bank is filling, place any defense needed for the late 20's and optionally get | Upgrade one of the 2-0-0 Farms to 2-2-0 and then the other to 2-0-2, and save cash until the sell value of the 2-0-2 farm plus the available cash is enough to afford [[Monkey Bank (BTD6)|Monkey Bank]] after the round ends (which is around $1100 with Monkey Knowldege), sell the 2-0-2 farm and get the Bank upgrade. After that, while the Bank is filling, place any defense needed for the late 20's and optionally get another 2-0-0 Farm. | ||
When the Bank is nearly full (more than $ | When the Bank is nearly full (more than $9,000 stored), collect it and upgrade to a 2-4-0 [[IMF Loan (BTD6)|IMF Loan]], upgrade the 2-0-0 farm, if any, sell the 2-0-2 Farm and deposit all available cash into the IMF. All income generated during the next rounds while the bank fills and ability is recharging should be deposited in the IMF until the it has a balance of around $8,500. | ||
When the IMF is nearly full (more than $11 500 stored), collect it and place a 0-0-2 [[Monkey Village|Village]] next to the bank, then place three additional 0-0-2 villages to obtain a triple discount on the first Village, start the next round and immediately use the IMF Loan ability, then upgrade the Village next to the IMF to a 0-0-5 [[Monkeyopolis (BTD6)|Monkeyopolis]] absorbing the Bank. If the cash is not enough, try using 1 less 0-0-2 village. | When the IMF is nearly full (more than $11 500 stored), collect it and place a 0-0-2 [[Monkey Village|Village]] next to the bank, then place three additional 0-0-2 villages to obtain a triple discount on the first Village, start the next round and immediately use the IMF Loan ability, then upgrade the Village next to the IMF to a 0-0-5 [[Monkeyopolis (BTD6)|Monkeyopolis]] absorbing the Bank. If the cash is not enough, try using 1 less 0-0-2 village. | ||
| Line 193: | Line 211: | ||
'''Monkeyopolis with Geraldo''' | '''Monkeyopolis with Geraldo''' | ||
Keep placing 2-0-0 Farms until the [[Rare Quincy Action Figure]] | Keep placing 2-0-0 Farms until Round 30 (or when the sell value of the [[Rare Quincy Action Figure]] is around $10,000 if Geraldo wasn't placed on Round 1). Upgrade the farms to 2-0-2 (If the farms were built near a body of water, also place an 0-0-4 Favored Trades first). Sell all the Farms and place a 0-0-2 [[Monkey Village|Village]], then place three additional 0-0-2 villages to obtain a triple discount on the first Village and place a 0-0-0 Farm next to it, then sell 1 or 2 0-0-2 Villages and the Favored Trades to upgrade the Village to a 0-0-5 [[Monkeyopolis (BTD6)|Monkeyopolis]] absorbing the Farm. If the cash is not enough, try using 1 less 0-0-2 village or wait an extra round. | ||
''' | '''All alternatives''' | ||
Finish with an Engineer in the Monkeyopolis range and upgrade it to 0-1-3 [[Double Gun (BTD6)|Double Gun]], then sell all remaining defenses | Finish with an Engineer in the Monkeyopolis range and upgrade it to 0-1-3 [[Double Gun (BTD6)|Double Gun]], then sell all remaining villages and defenses, except the Hero, to upgrade the Engineer to 0-1-4 [[Bloon Trap (BTD6)|Bloon Trap]], place the trap as early in the track as possible in the edge of the Engineer's range, so it doesn't attack the Bloons before reaching the trap. Avoid getting camo defenses for 33, 36, 37 unless necessary. | ||
Then build | Then build 2-0-3 as many [[Marketplace (BTD6)|Marketplaces]] on the Monkeyopolis range as the player can afford during the following rounds. During Round 37 place a 0-0-3 [[Lead to Gold (BTD6)|Lead to Gold]] Alchemist which can attack the Lead Bloons of the round and have cash to afford [[Rubber to Gold (BTD6)|Rubber to Gold]] as soon as possible. The Alchemist should be able to attack the Bloons before they reach the trap, set its targeting to Last. The Alchemist effectiveness can be increased by placing a 0-1-2 [[Glue Gunner (BTD6)|Glue Gunner]] to slow down the bloons before they reach the Alchemist. Keep building 2-0-3 Marketplaces, if planning to sell the villages last one should be placed in Round 37 and then finish with a 0-0-4 Favored Trades for the extra sell value, otherwise, the last Marketplace can be placed in Round 38. | ||
The summary for the farming progression is shown below. | The summary for the farming progression is shown below. | ||
| Line 244: | Line 262: | ||
|[[Bloon Trap (BTD6)|Bloon Trap]] | |[[Bloon Trap (BTD6)|Bloon Trap]] | ||
|[[File:BTD6_004-EngineerMonkey.png|50x50px]] | |[[File:BTD6_004-EngineerMonkey.png|50x50px]] | ||
|0-1-4, target as close to entrance as possible | |0-1-4, place around Round 30 so it can be obtained before Round 34, target as close to entrance as possible. | ||
|[[IMF Loan (BTD6)|IMF Loan]] | |[[IMF Loan (BTD6)|IMF Loan]] | ||
|[[File:BTD6_040-BananaFarm.png|50x50px]] | |[[File:BTD6_040-BananaFarm.png|50x50px]] | ||
|Collect the Bank when | |Collect the Bank when it has over $9,000, upgrade, sell the 2-0-2 Farm and deposit all cash while the bank is filling until it has around $8,500. | ||
|[[Monkeyopolis (BTD6)|Monkeyopolis]] | |[[Monkeyopolis (BTD6)|Monkeyopolis]] | ||
|[[File:BTD6_005-MonkeyVillage.png|50x50px]] | |[[File:BTD6_005-MonkeyVillage.png|50x50px]] | ||
|Sell the figure and the Farms, then build the Monkeyopolis under discount villages, absorbing a 0-0-0 Farm. | |Sell the figure and the Farms (under Favored Trades if possible), then build the Monkeyopolis under discount villages, absorbing a 0-0-0 Farm. | ||
|- | |- | ||
|4 | |4 | ||
|[[ | |[[Rubber to Gold (BTD6)|Rubber to Gold]] | ||
|[[File: | |[[File:BTD6 004-Alchemist.png|51x51px]] | ||
| | |0-0-4, place it around Round 37, add a 0-1-2 Glue Gunner to slow down Bloons. | ||
|[[Monkeyopolis (BTD6)|Monkeyopolis]] | |[[Monkeyopolis (BTD6)|Monkeyopolis]] | ||
|[[File:BTD6_005-MonkeyVillage.png|50x50px]] | |[[File:BTD6_005-MonkeyVillage.png|50x50px]] | ||
|Collect the IMF when | |Collect the IMF when it has over $11,500, use the Loan ability and then build the Monkeyopolis under discount villages, absorbing the IMF. | ||
|[[Bloon Trap (BTD6)|Bloon Trap]] | |[[Bloon Trap (BTD6)|Bloon Trap]] | ||
|[[File:BTD6_004-EngineerMonkey.png|50x50px]] | |[[File:BTD6_004-EngineerMonkey.png|50x50px]] | ||
| Line 264: | Line 282: | ||
|- | |- | ||
|5 | |5 | ||
| | |[[Marketplace (BTD6)|Marketplace]] | ||
| | |[[File:BTD6_003-BananaFarm.png|50x50px]] | ||
| | |Spam until Round 38 (or 37 with a Favored Trades if planning to sell them) | ||
|[[Bloon Trap (BTD6)|Bloon Trap]] | |[[Bloon Trap (BTD6)|Bloon Trap]] | ||
|[[File:BTD6_004-EngineerMonkey.png|50x50px]] | |[[File:BTD6_004-EngineerMonkey.png|50x50px]] | ||
| | |0-1-4, target as close to entrance as possible. | ||
|[[Marketplace (BTD6)|Marketplace]] | |[[Marketplace (BTD6)|Marketplace]] | ||
|[[File:BTD6_003-BananaFarm.png|50x50px]] | |[[File:BTD6_003-BananaFarm.png|50x50px]] | ||
| Line 281: | Line 299: | ||
|[[File:BTD6_003-BananaFarm.png|50x50px]] | |[[File:BTD6_003-BananaFarm.png|50x50px]] | ||
|Spam until Round 38 (or 37 with a Favored Trades if planning to sell them). | |Spam until Round 38 (or 37 with a Favored Trades if planning to sell them). | ||
|[[Rubber to Gold (BTD6)|Rubber to Gold]] | |||
|[[File:BTD6 004-Alchemist.png|51x51px]] | |||
|0-0-4, place it around Round 37, add a 0-1-2 Glue Gunner to slow down Bloons. | |||
|- | |||
|7 | |||
| | |||
| | |||
| | |||
|[[Rubber to Gold (BTD6)|Rubber to Gold]] | |||
|[[File:BTD6 004-Alchemist.png|51x51px]] | |||
|0-0-4, place it around Round 37, add a 0-1-2 Glue Gunner to slow down Bloons. | |||
| | | | ||
| | | | ||
| Line 288: | Line 317: | ||
== Rounds 40-59 (pre-Tier 2) == | == Rounds 40-59 (pre-Tier 2) == | ||
The early 40s require focus on defending the | The early 40s require focus on defending the Boss, so farming may be limited during this time, the player can either choose to sell all the farming setup to beat the Boss quickly before too many rounds pass or keep it to generate more income, but taking longer to defeat the Boss. Regardless of this decision, after the Boss is popped, all towers used to defend the Boss should be sold and the recovered cash is used to resume farming in earnest. If the farming setup was sold, rebuild a Monkeyoplolis absorbing a 0-0-0 Farm under at least two discount Villages and add again a Bloon Trap, 1-0-4 Rubber to Gold and a 0-2-2 Glue Gunner. | ||
{|class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-2 center-col-3" | Until Round 60, two Bloon Traps will perform the bulk of the defense, the second one should be obtained before Round 47. To handle Camo Bloons, it is recommended to use [[Cleansing Foam (BTD6)|Cleansing Foam]] , and target it above a location where Bloon Traps are dropped. If the player is using Geraldo, he can use an nvisibility Potion on a Trap Engineer instead. After Round 50 0-3-2 [[MOAB SHREDR (BTD6)|MOAB SHREDR]], [[MOAB Mauler (BTD6)|MOAB Maulers]] or a [[MOAB Assassin (BTD6)|MOAB Assassin]] are recommended break the outer layer of MOABs so the Ceramics can be captured by the traps, make sure that the Bomb Shooters can't hit regular Bloons before they enter the trap or the Spike Factory is targeted off-track so it also is only able to hit MOABs due their larger hitboxes. Ideally all these towers should be in the range of a Monkey City / Monkeyopolis to boost the income of all towers in range. | ||
|+style="white-space:nowrap"|Farming progression recommendations | |||
!rowspan="2"|Step | For farming, after the boss is defeated, the player should sell all defensive towers and marketplaces if any there are any remaining on the map, preferably under the influence of a Favored Trades (which is also sold at this point). Farming recommendations are listed below. <!-- TODO: Continue with the description of the farming setup --> | ||
!colspan="3"|On maps without abundant water | |||
!colspan="3"|On maps with abundant water | {| class="wikitable mw-collapsible mw-collapsed center-col-1 center-col-2 center-col-3" | ||
|+ style="white-space:nowrap" |Farming progression recommendations | |||
! rowspan="2" |Step | |||
! colspan="3" |On maps without abundant water | |||
! colspan="3" |On maps with abundant water | |||
|- | |- | ||
!Name | !Name | ||
| Line 304: | Line 337: | ||
|- | |- | ||
|1 | |1 | ||
|[[Monkeyopolis (BTD6)|Monkeyopolis]] | |||
|[[File:BTD6_005-MonkeyVillage.png|50x50px]] | |||
|Rebuild if sold for Tier 1 defense with a 0-0-0 Farm sacrifice. Get Bigger Radius. | |||
|[[Monkeyopolis (BTD6)|Monkeyopolis]] | |||
|[[File:BTD6_005-MonkeyVillage.png|50x50px]] | |||
|Rebuild if sold for Tier 1 defense with a 0-0-0 Farm sacrifice, build it on a spot it can reach the largest water area possible. Get Bigger Radius. | |||
|- | |||
|2 | |||
|[[Bloon Trap (BTD6)|Bloon Trap]] + Support | |||
|[[File:BTD6_004-EngineerMonkey.png|50x50px]] | |||
|Two traps are required for Round 47+, use Cleansing Foam for Camo. | |||
|[[Bloon Trap (BTD6)|Bloon Trap]] + Support | |||
|[[File:BTD6_004-EngineerMonkey.png|50x50px]] | |||
|Only if it can absorb Bloons before the boats have a chance of sniping them. Add 1-0-4 Rubber to Gold and 0-2-2 Glue Gunner. Two traps are required for Round 47+, use Cleansing Foam for Camo. | |||
|- | |||
|3 | |||
|1x [[Banana Research Facility (BTD6)|BRF]], 1x [[Overclock (BTD6)|Overclock]] | |1x [[Banana Research Facility (BTD6)|BRF]], 1x [[Overclock (BTD6)|Overclock]] | ||
|[[File:BTD6 400-BananaFarm.png|x50px]] [[File:BTD6 040-EngineerMonkey.png|x50px]] | |[[File:BTD6 400-BananaFarm.png|x50px]] [[File:BTD6 040-EngineerMonkey.png|x50px]] | ||
| Line 322: | Line 371: | ||
|[[Banana Central (BTD6)|Banana Central]] | |[[Banana Central (BTD6)|Banana Central]] | ||
|[[File:BTD6 500-BananaFarm.png|x50px]] | |[[File:BTD6 500-BananaFarm.png|x50px]] | ||
|Overclock a BRF, sell Central Markets and Overclocks, all in range of a Favored Trades, and upgrade overclocked BRF. | |Overclock a BRF, sell Central Markets and Overclocks, all in range of a Favored Trades, and upgrade the overclocked BRF. | ||
|5x [[Merchantman (BTD6)|Merchantman]] | |5x [[Merchantman (BTD6)|Merchantman]] | ||
|[[File:BTD6 003-MonkeyBuccaneer.png|x50px]] | |[[File:BTD6 003-MonkeyBuccaneer.png|x50px]] | ||
| Line 342: | Line 391: | ||
|[[File:BTD6 004-MonkeyBuccaneer.png|x50px]] | |[[File:BTD6 004-MonkeyBuccaneer.png|x50px]] | ||
|Upgrade the Merchantmen to Favored Trades. It is best to alternate between buying Central Markets and Favored Trades. | |Upgrade the Merchantmen to Favored Trades. It is best to alternate between buying Central Markets and Favored Trades. | ||
|- | |||
|6 | |||
|Additional income | |||
|[[File:BTD6 050-HeliPilot.png|50x50px]] | |||
|If the player can stall rounds and has enough cash, other income generators can be used like Special Poperations, or upgrading an Engineer to XXXL Trap. | |||
| | |||
| | |||
| | |||
|} | |} | ||
Revision as of 05:37, 18 August 2025

Boss Bloon Events spawn extremely challenging Boss Bloons that will easily overwhelm incoherent strategies, especially the Elite version. This article will be focused on the gameplay before and between Boss spawns, as the strategy while the Boss is present varies widely depending on the Boss. Farming is key to defeating Bosses, especially Elite ones, hence this article will mostly be about farming.
For strategies to defeat the Bosses themselves, consult the strategy page for each Boss Bloon:
Recommended Heroes
Heroes are crucial to victory, providing valuable support or income and greatly simplifying the Boss. Recommended Heroes are listed below.
| Name | Portrait | Reasoning & how to use |
|---|---|---|
| Geraldo | When placing Geraldo early, Rare Quincy Action Figure can be afforded and sold in the 30s to obtain Monkeyopolis, the most efficient farm. In addition, Rejuv Potion allows for multiple ability usages against Bosses, Fertilizer greatly aids farms, Paragon Power Totem makes the obtaining of expensive, high-degree Paragons such as Goliath Doomship much cheaper, and most of his other items see use as well. | |
| Benjamin | Ben's money generation greatly simplifies the early game by creating a snowballing effect that allows for quicker farming. In addition, Biohack is useful in the early-game, and his Level 5 buff to Monkey Banks speeds up the work towards an early Monkeyopolis. Note that at higher level gameplay, Benjamin should (ideally) be blocked by obstacles, to prevent his Trojan from stealing cash and pops, and if there is not a suitable spot, then it is recommended to sell him during between Tier 1 and 2, specially if the player goes for an XXXL Trap or needs the pops for a high degree Paragon later. | |
| Early game Heroes | The listed heroes are not as powerful as Geraldo and Benjamin, but become useful when both of them are banned. All of them perform solid defense against Bloons before the Tier 1 Boss spawns, allowing more farms to be built. | |
| Support Heroes | As with early game Heroes, these heroes see use when Geraldo and Benjamin are banned. They have support capabilities for towers that perform well against Bosses, such as Adora's for Sun Avatars, Brickell's for Destroyers, and Ezili's Sacrificial Totem, which is weaker than Adora's and Brickell's support but applies to all towers nearby. |
Recommended Monkey Knowledge
High amounts of Monkey Knowledge upgrades are recommended before attempting Boss events, especially for Elite bosses. Recommended Monkey Knowledge points are listed below, with all of them aiding greatly in defeating the boss. They are not required, but lacking many of them makes defeating the boss far more difficult, especially the Elite boss.
| Purposes | Monkey Knowledge | Reasoning |
|---|---|---|
| Early setup | Most Boss Events start on early rounds, and certain MK make early-game much easier. | |
| Early defense | If Dart Monkeys are enabled, the Free Dart from
| |
| Income | These Monkey Knowledge points greatly increase the income generated by making Farms more efficient.
Bank Deposits and its pre-requirement | |
| Selling | Selling is often required to get defense for the Boss or for better farms. By gaining more money from selling, it is easier to transition into expensive income generators, buy defense, and supply cash sacrifices for Paragon(s). | |
| DPS | Paragons are far more efficient than most T5 towers against Boss Bloons. The extra attack speed for Paragons matters greatly, especially against Elite Bosses. The other Monkey Knowledge points improve the DPS of non-Paragons, such as |
Additionally in high-level gameplay player might opt to not have
Big Bloon Sabotage active, as it reduces the amount of pops available for Paragons during late-game due the reduced health of MOAB-Class Bloons.
Rounds 1-39 (pre-Tier 1)
Preparing to defend the Tier 1 boss features spending as little into defense as possible to defeat the Bloons so all the money can be put into income generation (farming). The specific build order depends mostly on the Hero selection, with 4 main variations: Geraldo, Benjamin, Early Hero or Late Hero.
- Geraldo: Start with the Free Dart Monkey and Geraldo with the starting cash, the two of them should be able to defend until the player is able to buy the Rare Quincy Action Figure around Round 8 and then a second tower to defend which we will call additional defense 1. On more difficult maps it might be needed to buy a Shooty Turret before the figure, but sell it to afford the figure earlier, even if that means losing a few lives on that round.
- Benjamin: Start with Free Dart Monkey and then buy Benjamin as soon as posible, then add additional defense 1.
- Early Hero: Free Dart + the Hero of choice once it can be afforded. Depending on the hero additional defense 1 can be skipped.
- Late Hero: start with Dart and additional defense 1. In this build order, the Hero can be delayed a lot or even not used at all, but make sure it can hit the desired level threshold later in the run.
The additional defense 1 is usually a Monkey Sub if they have
Military Conscription (setting it to Last targeting with
Flanking Maneuvers), otherwise, or if there is no water nearby, a Boomerang Monkey will also work. In the case either Darts, Boomerangs or Subs are not available, alternatives include more of the available towers, Engineers, or Druids and to a lesser degree Wizards and Ninjas. Geraldo can use Shooty Turrets instead of other towers, but the first Monkey Sub is usually cheaper than one Shooty Turret with Monkey Knowledge.
From this point all builds go for two 2-0-0 Greater Production Farms, building a 2-0-0 first, then the second one. If possible, they should be built in an open space with a nearby body of water, so they can be around a Monkey City Village and sold under the range of a Favored Trades Buccaneer.
After the player has two 2-0-0 Farms (or earlier if the defense is already being pressured), the player can save to place the Hero if it has not been placed. Otherwise, a third tower can be obtained, which we will call additional defense 2. Geraldo can use more Shooty Turrets until the player has 2 or 3 total, Benjamin and Late Hero strategies should get the missing tower between Sub and Boomerang and Early Hero can also skip this tower if it is powerful enough, otherwise, any of the additional defense 1 towers work.
Listed below is a quick summary of the early-game, generally setup is finished around rounds 10-15, depending on map and available cash.
| Step | Geraldo | Benjamin | Early Hero | Late Hero | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Name | Portrait | Notes | Name | Portrait | Notes | Name | Portrait | Notes | Name | Portrait | Notes | |
| 1 | Free Dart Monkey | Sub, Boomerang, Engineer, or Druid are alternatives. | Free Dart Monkey | Sub, Boomerang, Engineer, or Druid are alternatives. | Free Dart Monkey | Skip if not available, otherwise Sub, Boomerang, Engineer, or Druid are alternatives. | Free Dart Monkey | Engineer, Boomerang, or Druid are alternatives. | ||||
| 2 | Geraldo | Buy Figure as soon as possible, on harder maps a Shooty Turret can be bought and sold in-between. | Benjamin | Place him as soon as possible, even if mid-round. | Hero | It should be afforded before the Dart gets overwhelmed. | Additional defense 1 | Any of the towers listed above also work. | ||||
| 3 | Rare Quincy Action Figure | Additional defense 1 | Any of the towers listed above also work. | 2× Greater Production | Buy one farm first, upgrade it, then the second. | 2× Greater Production | Buy one farm first, upgrade it, then the second. | |||||
| 4 | Additional defense 1 | Shooty Turret if not available. | 2× Greater Production | Buy one farm first, upgrade it, then the second. | Additional defense 1 | Can be skipped if the Hero is powerful enough. | Hero | Can be placed earlier if defenses are being pressured. | ||||
| 5 | 2× Greater Production | Buy one farm first, upgrade it, then the second. | Additional defense 2 | Alternatives listed above can also be used. | Additional defense 2 | Can be skipped if the Hero is powerful enough. | ||||||
| 6 | Additional defense 2 | 2 or 3 Shooty Turrets are enough at this point. | ||||||||||
Before we continue with the farming setup, we'll talk about the rest of the defense needed before Round 40. First, during the early 20's upgrading the Boomerang Monkey to 1-0-2 is heavily recommended, if not available, other towers can be upgraded like Sub to 0-0-1, Dart to 0-3-0, Engineer to 1-0-0, or Druid to 1-0-0 or 0-1-0.
The Camo Bloon in round 24 is normally ignored, but Lead defense is needed for 28 and 30 (and 26 against Dreadbloon). The 1-0-2 Boomerang is the preferred option, but 0-0-0 Bomb Shooter, 1-0-0 Sniper, 0-0-0 Alchemist, and 1-0-0 Druid are common alternatives.
During the late 20's and early 30's, before Bloon Trap is obtained, some towers might need to be upgraded to deal with the Bloons on harder maps, options include Boomerang to 3-0-2, Sub to 0-0-2, Engineer can be upgraded to 0-1-3, 2-0-2 or 3-0-0. Camos in Round 33 can also be ignored if lives are plenty, but usually Rounds 36 and 37 need defense, options include 0-0-3 Crossbow or a 0-0-0 Spike Factory at the end of the track. At a bit higher price range a 0-3-0 Cleansing Foam can also be used in preparation for an Overclock later. Geraldo can use more Shooty Turrets and See Invisibility Potion instead.
Returning to the farming strategy, after having two farms, there are two common strategies that can be used; Marketplaces and the Miniopolis (a Monkeyopolis win a single farm sacrifice). Beginners and players without
Bigger Banks and
Bank Deposits are recommended to use the Marketplace strategy as is the easier of the two and the MK is required for the strategy.
In the Marketplace strategy, two more 2-0-0 farms are obtained and then all of them are upgraded to 2-0-3, during the late 20's, an additional Engineer can be placed instead of upgrading other towers and be gradually upgraded into a 0-1-4 Bloon Trap before Round 34 to gain additional income and handle the defense, after that, more 2-0-3 Marketplaces can be placed, going for 0-0-3 if it can be upgraded intermediately or 2-0-0 first if not. If the defense for the Tier 1 Boss revolves around selling the Farms, the last farm should be placed in Round 37 and then finish with a 0-0-4 Favored Trades for the extra sell value, otherwise, the last farm can be placed in Round 38.
The Miniopolis strategy has two main variants, which depend on having Geraldo.
Monkeyopolis without Geraldo
Upgrade one of the 2-0-0 Farms to 2-2-0 and then the other to 2-0-2, and save cash until the sell value of the 2-0-2 farm plus the available cash is enough to afford Monkey Bank after the round ends (which is around $1100 with Monkey Knowldege), sell the 2-0-2 farm and get the Bank upgrade. After that, while the Bank is filling, place any defense needed for the late 20's and optionally get another 2-0-0 Farm.
When the Bank is nearly full (more than $9,000 stored), collect it and upgrade to a 2-4-0 IMF Loan, upgrade the 2-0-0 farm, if any, sell the 2-0-2 Farm and deposit all available cash into the IMF. All income generated during the next rounds while the bank fills and ability is recharging should be deposited in the IMF until the it has a balance of around $8,500.
When the IMF is nearly full (more than $11 500 stored), collect it and place a 0-0-2 Village next to the bank, then place three additional 0-0-2 villages to obtain a triple discount on the first Village, start the next round and immediately use the IMF Loan ability, then upgrade the Village next to the IMF to a 0-0-5 Monkeyopolis absorbing the Bank. If the cash is not enough, try using 1 less 0-0-2 village.
Monkeyopolis with Geraldo
Keep placing 2-0-0 Farms until Round 30 (or when the sell value of the Rare Quincy Action Figure is around $10,000 if Geraldo wasn't placed on Round 1). Upgrade the farms to 2-0-2 (If the farms were built near a body of water, also place an 0-0-4 Favored Trades first). Sell all the Farms and place a 0-0-2 Village, then place three additional 0-0-2 villages to obtain a triple discount on the first Village and place a 0-0-0 Farm next to it, then sell 1 or 2 0-0-2 Villages and the Favored Trades to upgrade the Village to a 0-0-5 Monkeyopolis absorbing the Farm. If the cash is not enough, try using 1 less 0-0-2 village or wait an extra round.
All alternatives
Finish with an Engineer in the Monkeyopolis range and upgrade it to 0-1-3 Double Gun, then sell all remaining villages and defenses, except the Hero, to upgrade the Engineer to 0-1-4 Bloon Trap, place the trap as early in the track as possible in the edge of the Engineer's range, so it doesn't attack the Bloons before reaching the trap. Avoid getting camo defenses for 33, 36, 37 unless necessary.
Then build 2-0-3 as many Marketplaces on the Monkeyopolis range as the player can afford during the following rounds. During Round 37 place a 0-0-3 Lead to Gold Alchemist which can attack the Lead Bloons of the round and have cash to afford Rubber to Gold as soon as possible. The Alchemist should be able to attack the Bloons before they reach the trap, set its targeting to Last. The Alchemist effectiveness can be increased by placing a 0-1-2 Glue Gunner to slow down the bloons before they reach the Alchemist. Keep building 2-0-3 Marketplaces, if planning to sell the villages last one should be placed in Round 37 and then finish with a 0-0-4 Favored Trades for the extra sell value, otherwise, the last Marketplace can be placed in Round 38.
The summary for the farming progression is shown below.
| Step | Marketplace strategy | Miniopolis without Geraldo | Miniopolis with Geraldo | ||||||
|---|---|---|---|---|---|---|---|---|---|
| Name | Portrait | Notes | Name | Portrait | Notes | Name | Portrait | Notes | |
| 1 | 4× Greater Production | 4 total. | Monkey Bank | Upgrade one of the 2-0-0 farms to 2-2-0 and the other 2-0-2, then sell the 2-0-2 after saving $1100 cash. | Rare Quincy Action Figure | Keep it until it reaches about $10000 value. | |||
| 2 | Marketplace | Upgrade the 2-0-0 Farms to 2-0-3 until Round 30. | 2-0-2 Farm | Optional, will produce extra income while the Bank is filling. | Greater Production | Spam while the figure increases in value. | |||
| 3 | Bloon Trap | 0-1-4, place around Round 30 so it can be obtained before Round 34, target as close to entrance as possible. | IMF Loan | Collect the Bank when it has over $9,000, upgrade, sell the 2-0-2 Farm and deposit all cash while the bank is filling until it has around $8,500. | Monkeyopolis | Sell the figure and the Farms (under Favored Trades if possible), then build the Monkeyopolis under discount villages, absorbing a 0-0-0 Farm. | |||
| 4 | Rubber to Gold | 0-0-4, place it around Round 37, add a 0-1-2 Glue Gunner to slow down Bloons. | Monkeyopolis | Collect the IMF when it has over $11,500, use the Loan ability and then build the Monkeyopolis under discount villages, absorbing the IMF. | Bloon Trap | Support it with a 0-0-4 Rubber to Gold and a 0-1-2 Glue Gunner. | |||
| 5 | Marketplace | Spam until Round 38 (or 37 with a Favored Trades if planning to sell them) | Bloon Trap | 0-1-4, target as close to entrance as possible. | Marketplace | Spam until Round 38 (or 37 with a Favored Trades if planning to sell them). | |||
| 6 | Marketplace | Spam until Round 38 (or 37 with a Favored Trades if planning to sell them). | Rubber to Gold | 0-0-4, place it around Round 37, add a 0-1-2 Glue Gunner to slow down Bloons. | |||||
| 7 | Rubber to Gold | 0-0-4, place it around Round 37, add a 0-1-2 Glue Gunner to slow down Bloons. | |||||||
If Monkeyopolis is present, all defense and income generators are ideally placed in its range, which applies later on as well. Before the Tier 1 Boss spawns, sell Marketplaces if needed. If possible, obtain a Favored Trades near them before selling them. Favored Trades is recommended for selling farms for all other tiers as well. If Monkeyopolis is banned, replace it with Marketplace spam or build a Banana Research Facility instead.
Rounds 40-59 (pre-Tier 2)
The early 40s require focus on defending the Boss, so farming may be limited during this time, the player can either choose to sell all the farming setup to beat the Boss quickly before too many rounds pass or keep it to generate more income, but taking longer to defeat the Boss. Regardless of this decision, after the Boss is popped, all towers used to defend the Boss should be sold and the recovered cash is used to resume farming in earnest. If the farming setup was sold, rebuild a Monkeyoplolis absorbing a 0-0-0 Farm under at least two discount Villages and add again a Bloon Trap, 1-0-4 Rubber to Gold and a 0-2-2 Glue Gunner.
Until Round 60, two Bloon Traps will perform the bulk of the defense, the second one should be obtained before Round 47. To handle Camo Bloons, it is recommended to use Cleansing Foam , and target it above a location where Bloon Traps are dropped. If the player is using Geraldo, he can use an nvisibility Potion on a Trap Engineer instead. After Round 50 0-3-2 MOAB SHREDR, MOAB Maulers or a MOAB Assassin are recommended break the outer layer of MOABs so the Ceramics can be captured by the traps, make sure that the Bomb Shooters can't hit regular Bloons before they enter the trap or the Spike Factory is targeted off-track so it also is only able to hit MOABs due their larger hitboxes. Ideally all these towers should be in the range of a Monkey City / Monkeyopolis to boost the income of all towers in range.
For farming, after the boss is defeated, the player should sell all defensive towers and marketplaces if any there are any remaining on the map, preferably under the influence of a Favored Trades (which is also sold at this point). Farming recommendations are listed below.
| Step | On maps without abundant water | On maps with abundant water | ||||
|---|---|---|---|---|---|---|
| Name | Portrait | Notes | Name | Portrait | Notes | |
| 1 | Monkeyopolis | Rebuild if sold for Tier 1 defense with a 0-0-0 Farm sacrifice. Get Bigger Radius. | Monkeyopolis | Rebuild if sold for Tier 1 defense with a 0-0-0 Farm sacrifice, build it on a spot it can reach the largest water area possible. Get Bigger Radius. | ||
| 2 | Bloon Trap + Support | Two traps are required for Round 47+, use Cleansing Foam for Camo. | Bloon Trap + Support | Only if it can absorb Bloons before the boats have a chance of sniping them. Add 1-0-4 Rubber to Gold and 0-2-2 Glue Gunner. Two traps are required for Round 47+, use Cleansing Foam for Camo. | ||
| 3 | 1x BRF, 1x Overclock | Obtain after the Boss is defeated, BRF to 4-2-0, and overclock the BRF. | 16x Merchantman | Obtain after the Boss is defeated. | ||
| 2 | Marketplace, Central Market | When Marketplaces occupy all space near Monkeyopolis, upgrade them to Central Markets. | Trade Empire | Upgrade one of the Merchantmen to Trade Empire. | ||
| 3 | Banana Central | Overclock a BRF, sell Central Markets and Overclocks, all in range of a Favored Trades, and upgrade the overclocked BRF. | 5x Merchantman | Stop when the Merchantmen have 20x stack. | ||
| 4 | 2x Overclock | 2 Overclocks are needed for Banana Central due to shorter uptime on Tier 5s. | 10x Central Market | Stop on Round 58 if 10 of them have not been obtained. It is best to alternate between buying Central Markets and Favored Trades. | ||
| 5 | BRF, Overclock | Spam until Round 58, 1 Overclock for each BRF. | Favored Trades | Upgrade the Merchantmen to Favored Trades. It is best to alternate between buying Central Markets and Favored Trades. | ||
| 6 | Additional income | If the player can stall rounds and has enough cash, other income generators can be used like Special Poperations, or upgrading an Engineer to XXXL Trap. | ||||
When Banana Central is banned, replace the Marketplaces/Central Markets with BRFs.
Rounds 60-79 (pre-Tier 3)
Here, start to farm pops for Paragons by only using towers who will later be made into Paragons later as damage-dealers. The farming strategy here is straightforward, featuring the spamming of BRFs with 1 Overclock for each. If using Trade Empire+Merchantmen, finish the setup by getting 20 Favored Trades and 10 Central Markets if needed, and spam the rest of the map with Merchantmen that are later to be upgraded to Favored Trades. In open spaces, obtain Monkey Cities and place BRFs/Favored Trades in their ranges. Energizer (with Lord of the Abyss if on a land-only map) can be used here to reduce the cooldowns of Overclocks and any ability-based income generators, and Ultraboost can be obtained in the early 70s to further boost the income of first Banana Central and then several BRFs.
It is generally worth it to get an XXXL Trap in the range of a Monkey City to defend and generate additional income, specially If the player intends to get a Master Builder so it starts to get pops towards the Paragon, complementing it with a Rubber to Gold Alchemist. It is also recommended to get at least one Bounty Hunter with its targeting set to Strong in the back of the track and also in the range of a Monkey City and use the Marked to Pop Ability constantly before MOAB-Class Bloons enter the trap, the combined effects of all those towers can stack to get more than 10× more Cash than if popped normally.
If many Farms need to be sold, it becomes worth it by Round 79 to use Special Poperations's
Door Gunner to carry a Favored Trades to sell Farms around the map more efficiently, while also being a decent farming tower on its own using the Supply Crate ability. If no water is on the map, use Lord of the Abyss to place down a Favored Trades for Special Poperations to carry. Use this selling strategy if needed for Tiers 4 and 5 as well.
Rounds 80-99 (pre-Tier 4)
Pre-Tier 4 farming features continued farming, with BRFs+Overclocks or Favored Trades continuing to fill the map. By Round 99, with optimized farming, the map can generally be completely filled with income generators. It is recommended to get Master Builder and/or Nautic Siege Core for Tier 4, as they can be made to not steal pops when the Boss is inactive (the former by placing it away from the entrance and the latter by submerging), allowing them to be kept. In addition, Master Builder takes up to 20 rounds to achieve maximum attack speed, making its early purchase even more important if desired for Tier 5. Therefore, prioritize farming pops for them during this portion of the game.
Megaopolis
It is recommended to sell the current Monkeyopolis and obtain a Megaopolis, or Monkeyopolis absorbing many farms, after beating the Tier 3 boss. To do so, sell the current Monkeyopolis, put a Monkey City in an open space, put another Monkey City near it to buff its range (and income later on), overclock the first Monkey City, cram as many 4-2-0 BRFs as possible in the first Monkey City's range, and upgrade it to Monkeyopolis. It is recommended to use an Overclock and a Take Aim ability from a Deadeye to extend its range and absorb more farms just before purchasing the update, to go even further, a Sun Temple with $50,000 in Support sacrifices (which also acts as a powerful supporting tower for the Tier 4 and Tier 5 bosses) can be placed to boost the first Monkey City's range further, but is usually overkill.
Rounds 100-119 (pre-Tier 5)
By now, the entire screen has ideally been filled with income generators, so generally keep them until Round 119. If going for Vengeful True Sun God, start ultraboosting the base Super Monkey that will be upgraded to it in the early 100s. If Nautic Siege Core has been obtained, submerge it after the Tier 4 Boss has been popped to prevent it from stealing pops. Flying Fortress is recommended for the defense here, as it reliably accumulates pops for Goliath Doomship, the most powerful Paragon. If Goliath Doomship is banned, accumulate pops for other Paragons to be obtained for Tier 5 by only using the towers that turn into these Paragons.
Sell all farms at the end of Round 119 to obtain the strongest possible defense. Four Paragons (each at Degree 40+) is enough for nearly all Bosses, including Elite Bosses, but on Boss Events with extreme modifiers, stronger defense is needed. Goliath Doomship and Nautic Siege Core are the most powerful Paragons for their cost, so they are always recommended when not banned.
Guidelines for Ranked Mode
The strategy presented in this article was written for just clearing the event, and is not optimized for Ranked Mode play because, depending on the specific scoring type, the amount of farming and the choice of defensive towers will be different. It is impossible to write a guide which can cover all cases as they will differ a lot depending on the boss, map, available towers and challenge modifiers applied, but certain guidelines can be used as a starting point.
Fastest Time
- In the early game, the player might need to have stronger defenses earlier than normal to avoid the Penalty Timer.
- In general the farming setups will look pretty similar to what is expressed on this strategy guide.
- Before the Boss appears, a common strategy is to sell most, if not all the farming setup to buy a defense that will defeat the boss extremely quickly, and afterwards sell the defenses to recover the farms.
- As the Penalty Timer is not applied when the Boss is on the screen, players can stall the regular bloons to make rounds as slow as possible to more time for regular farming.
- If the player intends to use some ability to defeat the Boss from towers that start on cooldown (ex. First Strike Capability), is recommended to place them one or two rounds before the boss so they can be available on time.
Least Cash
- All towers and upgrades should be purchased under the range of 1 or more 0-0-2 Villages if possible.
- To provide more power to a Paragon is recommended to use a combination of pops and tiers (usually from 25 towers with the 4 cheapest upgrades) and not using the cash slider at all.
- On many weeks it is possible to beat the Normal boss with no farming at all.
- Quantity over quality, many Tier 3/4 towers can provide the same amount of damage than a Tier 5 tower for less cash.
- If the player is not playing against Lych, towers that provide buffs to other towers are usually worth their cost (ex. Permanent Brew, Call to Arms).
- A Support Chinook is a good tower to have around as it can move important towers around the map (ex. Super Brittle, Permanent Brew), this also applies to Least Tiers.
Least Tiers
- During the early game, players should avoid placing towers that are not intended to have a place in the mid- and endgame setup as they are only wasting tiers. For example, if the player is trying to use a Master Builder for the late game, placing a Engineer at the start of the game is more efficient than the Free Dart Monkey.
- Do not crosspath towers if is not needed.
- To provide more power to a Paragon is recommended to use a combination of pops and cash slider and not using extra sacrifices.
- Quality over quantity, placing, Least Tiers defenses concentrate all the defensive setup on a small number of towers with many upgrades.
- At high level play, is also important to beat the Boss as soon as fast as possible, as the chances of having tied scores are much higher than in Least Cash.
General recommendations for all Bosses
- Letting a few bloons leak during the early game is fine to place a farm or get some of their upgrades a little earlier. If the player has
Mana Shield and/or
Healthy Bananas and planning to build Marketplaces / Central Markets, being more greedy can payoff. However, if the Boss is Lych, the players should be more conservative with the lives to avoid losing to Lych-Soul. - During a Boss battle, certain occasions may benefit from stalling or anti-stalling rounds. Stalling allows more time for ability-based farming, while anti-stalling generates more money from Bloons and non-ability Farms to allow for faster defense purchases while the Boss is active.
- For earlier tiers, a 0-1-2 Glue Gunner with Gyrfalcon is recommended for stalling while the Boss is not active, while Downdraft is recommended when the Boss is on the screen. Downdraft becomes the only early stall recommended in Least Tiers. Towards the late-game, blimps gain greatly increased health; rounds can be stalled with Bloon Crush near the start or a 4-0-1 Maim MOAB on Last to try to target a ZOMG.
- Debuffs that increase the damage that Bosses take (including Super Brittle, Cripple MOAB, and Glue Strike / Glue Storm), alongside towers that buff damage dealers (such as Support Sun Temple, Overclock, Call to Arms / Homeland Defense, and Permanent Brew, with the latter 4 not recommended against Lych), steadily gain importance starting on Tier 2, with Sun Temples seeing use starting on Tier 3.
- Watching the boss timer in steady intervals can help time certain abilities. A notable example is Level 20 Adora's Blood Sacrifice; each minute in the timer since the starting second marks each time the ability must be refreshed.