Erosion: Difference between revisions

Layout: The ice collapses at the end of the previous round rather than the start of the 18th round. this is important when "auto start round" is off as towers will still be sold.
free map.,.,...
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==Strategy==
==Strategy==
Erosion is not particularly difficult outside of [[CHIMPS]] mode, as towers sold by the eroding mechanic give back cash, though care must still be taken to avoid placing heroes on eroding land. This is not the case in CHIMPS. The eroding mechanic, along with the extremely short length of the round 90+ track, make Erosion generally considered as an [[Expert]]-level, mis-categorized map that is only bested by [[X Factor]] in terms of the difficulty of Advanced maps. Attempt to place as few towers as possible outside of the top-right in CHIMPS, as they will be sold for no money before the hardest rounds come. For the early game and mid-game, use global towers placed on the top-right or towers able to be teleported. Alternatively, Arctic Wind and its ice platforms can be used, now that itself is allowed to be placed on water.
Erosion is not particularly difficult outside of [[CHIMPS]] mode since towers sold by the eroding mechanic give back cash, though heroes shouldn't be placed on eroding land. However, the eroding mechanic, along with the extremely short length of the final track, makes Erosion a difficult Advanced map. Place as few towers as possible outside of the permanent platform in CHIMPS, as they don't give cash back once they sink. For the early game and mid-game, use global towers placed on the top-right or towers able to be teleported. Alternatively, Arctic Wind and its ice platforms can be used, now that itself is allowed to be placed on water.


===Recommended towers and upgrades===
===Recommended towers and upgrades===
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|[[File:BTD6 CorvusPortrait.png|x50px]]
|[[File:BTD6 CorvusPortrait.png|x50px]]
|His Spirit can pop Bloons from anywhere, and his Spear spell is very powerful throughout the early game. At level 7, he can use Spirit Walk to move to a new lane away from collapsing ice and constantly gain mana. During the mid-game, his Spellbook can save up titanic amounts of money for a solid tower that defeats the late-game, such as [[Carpet of Spikes (BTD6)|Carpet of Spikes]] and [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]]. In the late-game, Corvus still has solid utility with Ancestral Might and Overload.
|His Spirit can pop Bloons from anywhere, and his Spear spell is very powerful throughout the early game. At level 7, he can use Spirit Walk to move to a new lane away from collapsing ice and constantly gain mana. During the mid-game, his Spellbook can save up titanic amounts of money for a solid tower that defeats the late-game, such as [[Carpet of Spikes (BTD6)|Carpet of Spikes]] and [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]]. In the late-game, Corvus still has solid utility with Ancestral Might and Overload.
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|[[Psi (BTD6)|Psi]]
|[[File:BTD6 PsiPortrait.png|x50px]]
|Psi's global ranged attacks and abilities make them useful starting in the early game onwards and provides a good source of support DPS that can make saving up for expensive win conditions easier.
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|[[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]]
|[[File:BTD6 005-DartlingGunner.png|x50px]]
|Bloon Exclusion Zone has a reasonable save-up because of the long length of the mid game tracks. Once afforded it easily beats the late game rounds with a source of lead popping.
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|[[Carpet of Spikes (BTD6)|Carpet of Spikes]]
|[[Carpet of Spikes (BTD6)|Carpet of Spikes]]