Strategy:Bloons TD 6: Difference between revisions

→Progression: reworded to say it isn't an instant game over if these rounds aren't prepared for
Tags: Mobile edit Mobile web edit
Edited the more general tip sections to explain more of why good choices are good.
Tag: Disambiguation links
Line 5: Line 5:


===Progression===
===Progression===
* It is recommended to beat easier game modes on many maps first before attempting harder game modes, such as [[Impoppable (BTD6)|Impoppable]], [[Half Cash]], and [[CHIMPS]], for the first time. That way, more Tower upgrades, Monkey Knowledge upgrades, and player experience can be obtained first, greatly easing the difficulty of these game modes. Note that Monkey Knowledge is disabled in CHIMPS.
* Early on, focus on gaining Player XP, Tower XP, and Monkey Money to unlock more towers, upgrades, and Heroes.
* [[Hard]] Standard is the ideal game mode for progression. It is relatively simple, being beaten easily on most maps with general recommendations listed in this article, and grants a large amounts of Player XP, Tower XP, and Monkey Money for the time spent beating it.
** Clearing a given difficulty mode on a given map for the first time rewards a [[medal]] and much more Monkey Money than future clears, as well as unlocking new difficulties.
* Watch a few guides before or while attempting a game mode of unprecedented difficulty, such as CHIMPS. Take note of the guide maker's choices and attempt to modify and incorporate them later on.
** Higher rounds give much more Player and Tower XP, making [[Hard]] Standard the ideal game mode for progression. It is relatively simple, and this article provides the tools to handle all the threats it poses.
* Experimenting with new strategies is key to progression. This can be done in [[Sandbox (BTD6)|Sandbox]] and [[Challenge Editor]]. Practicing can also be done in the latter.
** [[Freeplay]] allows the player to play on into higher rounds than the difficulty requires, but XP rates are dramatically reduced while in Freeplay, and there is no further Monkey Money reward for continuing.
** Focusing on one tower type supported by a Hero will funnel all Tower XP earned during the game into that tower type, allowing for much faster upgrade unlocks.
* Among the hardest difficulties, [[Impoppable (BTD6)|Impoppable]] and [[CHIMPS]] expect the player to already have access to many upgrades and at least one tier 5 upgrade, while [[Half Cash]] becomes far easier once the player has earned Monkey Knowledge upgrades to strengthen their towers. However, proactively working towards CHIMPS clears can earn various achievements and several Monkey Knowledge points, once the player feels prepared.
* [[Sandbox (BTD6)|Sandbox]] and [[Challenge Editor]] are good tools for experimenting with new strategies and towers. This can help with figuring out new approaches to key rounds or with understanding and iterating on strategies seen in guides. Note that Sandbox cannot send a round the player has never reached before.
* Attempt to obtain achievements, especially ones that grant Monkey Knowledge points, such as [[All for one and one for one]].
* Attempt to obtain achievements, especially ones that grant Monkey Knowledge points, such as [[All for one and one for one]].
* Proper hero choice is important in BTD6. The first recommended heroes to purchase are [[Sauda (BTD6)|Sauda]] and [[Benjamin (BTD6)|Benjamin]], with both being easy to use and a good option in most situations (except for CHIMPS in Benjamin's case). [[Geraldo (BTD6)|Geraldo]] and [[Corvus (BTD6)|Corvus]] are the most powerful heroes, but also the most difficult to learn. Purchasing them is recommended once the player can defeat CHIMPS on Intermediate maps.
* Heroes often form the backbone of strategies in BTD6. Every Hero can work well when used properly, but [[Sauda (BTD6)|Sauda]] and [[Benjamin (BTD6)|Benjamin]] are both easy to use and very effective in most game modes, making them useful targets for early Monkey Money.
* Remember important rounds that can be problematic and cost valuable lives and prepare for them in advance. Some of these rounds are listed below.
* Remembering what bloons appear on which round helps guide what towers and defenses to buy. Below is a table of the more dangerous/infamous rounds in the game.


===Important rounds===
===Important rounds===
Line 38: Line 41:
|[[File:BTD6 bloon GreenCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Green Bloon (BTD6)|Green]] x1
|[[File:BTD6 bloon GreenCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Green Bloon (BTD6)|Green]] x1
[[File:BTD6 bloon Blue.png|x20px]] [[Blue Bloon (BTD6)|Blue]] x20
[[File:BTD6 bloon Blue.png|x20px]] [[Blue Bloon (BTD6)|Blue]] x20
|The Camo Green is relatively easy to deal with, but not having a Camo tower and having no money to buy one could cost the entire game.
|The Camo Green can only be popped by towers with [[camo detection]].
|-
|-
|28
|28
|[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] x6
|[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] x6
|Without reliable Lead popping and enough money, this round could become a dead-end.
|Most common earlygame towers are unable to damage Lead Bloons, and each one costs many lives to leak.
|-
|-
|33
|33
Line 143: Line 146:
|[[File:BTD6 bloon MoabIcon.png|x20px]] [[MOAB (BTD6)|MOAB]] x60
|[[File:BTD6 bloon MoabIcon.png|x20px]] [[MOAB (BTD6)|MOAB]] x60
[[File:BTD6 bloon DdtFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[DDT (BTD6)|DDT]] x9
[[File:BTD6 bloon DdtFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[DDT (BTD6)|DDT]] x9
|Many strategies that beat Round 95 fail here due to them based on group-popping powers that falls off, as the DDTs gain 2x on this round, with MOABs and their Super Ceramic insides still consuming pierce. Unlike Round 95, ability cooldowns are a severe issue, due to the DDTs spawning right after the notorious Round 98.
|The Fortified DDTs in this round require twice as much single target damage to pop compared to the DDTs in Round 95. There is also very little time between the end of Round 98 and the DDT spawns, which can leave most abilities on cooldown, and the MOABs still consume pierce from towers aiming at DDTs.
|-
|-
|100
|100
|[[File:BTD6 bloon BadIcon.png|x20px]] [[BAD (BTD6)|BAD]] x1
|[[File:BTD6 bloon BadIcon.png|x20px]] [[BAD (BTD6)|BAD]] x1
|Many strategies that revolve around stalling and/or grouped popping powers completely fail to Round 100 due to the BAD being immune to all slowdowns from towers and requiring single-target damage options to be dealt with.
|The BAD layer requires far more single-target damage than any previous round, and it is completely immune to any form of slowdown or stalling. Many strategies lack the sheer damage required to take the BAD down on shorter maps, instead turning to dedicated single-target damage burst options like [[First Strike Capability]].
|}
|}


===Placement tips===
===Placement tips===
* Instead of focusing on putting towers so that that their range covers as much of the track as possible, put them so that they can cover as many distinct sections of the track as possible. That is, put towers in a spot where Bloons pass through their range on as many occasions as possible, and an example of such a spot is the center of [[In The Loop]].
* A tower that can see more of the track has more time to pop bloons. This helps with popping down tough bloons, but rounds themselves can also last a while. In most cases, it is better for a tower to be able to target multiple disparate parts of a track, such as in the center of [[In The Loop]], so that the tower has much more effective time to attack bloons despite seeing less total track length.
* Cram towers as tightly as possible. It allows for better utilization of the best spots to place towers in, more towers able to be crammed into the range of [[Monkey Village (BTD6)|Monkey Villages]], and more buffs able to be fit inside each tower's range in the case of towers such as [[Shinobi Tactics (BTD6)|Shinobi Tactics]].
* Cram towers as tightly as possible. It allows for better utilization of the best spots to place towers in, more towers able to be crammed into the range of [[Monkey Village (BTD6)|Monkey Villages]], and more buffs able to be fit inside each tower's range in the case of towers such as [[Shinobi Tactics (BTD6)|Shinobi Tactics]].
* In general, place non-seeking, high-pierce towers so that they shoot down straight lines while still having good coverage. Example of such a spots include the spots in near the top-right of [[Resort]], and towers that take advantage of such placements include [[MOAB Domination (BTD6)|MOAB Domination]] and [[Captain Churchill (BTD6)|Captain Churchill]].
* Try to place towers according to the area their attacks cover.
* Place low-range towers or towers with low-range projectiles inside bends/loops, such as Resort's top-right loop. These towers include [[Tack Shooter (BTD6)|Tack Shooters]], [[Ice Monkey (BTD6)|Ice Monkeys]] (except [[Icicle Impale (BTD6)|Icicle Impale]]), and [[Sauda (BTD6)|Sauda]].  
** Towers like [[MOAB Domination (BTD6)|MOAB Domination]] and [[Captain Churchill (BTD6)|Captain Churchill]] shoot down straight lines with high pierce, and like getting long straightaways to make use of their straight line attacks.
** Low-range towers that attack in any or all directions, like [[Tack Shooter (BTD6)|Tack Shooters]], [[Ice Monkey (BTD6)|Ice Monkeys]], and [[Sauda (BTD6)|Sauda]], want to be placed in tight bends where they have more time to attack bloons.
** Some towers can ignore obstacles or have seeking projectiles that can turn to match the track layout, like [[Arcane Mastery (BTD6)|Arcane Mastery]]. These towers are less dependent on placement to perform well, though they still enjoy being able to see large portions of or multiple points on the track.


==Gameplay recommendations==
==Gameplay recommendations==


===General===
===General===
* The hero is extremely important to all game modes. Never forget to place them down, and utilize their abilities and synergies with towers.
* Early on, base towers are generally more cost-efficient than early upgrades. A Dart Monkey with [[Very Quick Shots (BTD6)|Very Quick Shots]], for instance, costs 2.5x as much as a basic Dart Monkey, but is only 1.5x as powerful. Placing an extra Dart Monkey instead will deal more damage for less money.
* Perform save-ups, and do not simply purchase a new tower or random upgrade whenever money is there for it. Instead, save money for a tower more powerful than those on the screen.
* The hero is extremely important to all game modes. Never forget to place them down, and make sure to use their abilities and tower synergies. Abilities usually only last a short time, but their effects are huge.
* Focus on a few strong towers rather than spamming low-tier ones, especially in the mid-game and late game. Exceptions include [[Permanent Brew (BTD6)|Permanent Brew]] paired with [[Destroyer (BTD6)|Destroyers]] or [[Full Auto Rifle (BTD6)|Full Auto Rifles]], which are powerful strategies that involve spamming.
* Past the first couple upgrades, higher tier upgrades are usually more cost-efficient. The more expensive an upgrade, the more powerful it will be relative to its cost. A stable defense wants to save up money for a big improvement later, rather than spending now on weak towers.
* Supporting towers are extremely important in BTD6. In particular, [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] are pivotal regardless of the game mode. Camo support, such as [[Radar Scanner (BTD6)|Radar Scanner]], [[Submerge and Support (BTD6)|Submerge and Support]], [[Signal Flare (BTD6)|Signal Flare]], aid greatly by allowing powerful towers that cannot detect Camo to be used. Other supporting towers, such as [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], [[Symphonic Resonance]], gain great importance when the game goes to Round 81 or more. Other support towers are useful in certain situations, for example [[Overclock (BTD6)|Overclock]] (with a >$35,000 tower, especially a Tier 4) and [[Shattering Shells (BTD6)|Shattering Shells]] (for towers struggling specifically with Round 98).
** Building off of this, most late game plans revolve around saving up for one or two strong core towers that can handle the later rounds, then supporting them. An expensive tier 5 tower can easily outperform its cost in cheap early game or even mid-game damage towers.
* Supporting towers and buffs can greatly improve a tower's performance. [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]] are especially pivotal across every game mode. The right support also covers for a strong tower's weaknesses. If a tower can't see Camo, then Camo support, such as [[Radar Scanner (BTD6)|Radar Scanner]], [[Submerge and Support (BTD6)|Submerge and Support]], [[Signal Flare (BTD6)|Signal Flare]], can cover that weakness.
* Stall and slowdown towers, such as [[Giant Condor]], [[MOAB Glue (BTD6)|MOAB Glue]], [[Relentless Glue (BTD6)|Relentless Glue]], [[Bloon Sabotage (BTD6)|Bloon Sabotage]], [[MOAB Press (BTD6)|MOAB Press]], or [[Symphonic Resonance]], become easier to field and more valuable as the game goes on. They work just as well regardless of how long or short the map is, and give massive benefits against tough lategame rounds.
* Towers recommended for each stage of the game are listed at the next main section.
* Towers recommended for each stage of the game are listed at the next main section.