Strategy:Bloons TD 6: Difference between revisions

Edited the more general tip sections to explain more of why good choices are good.
Tag: Disambiguation links
Rewrote and expanded on placement tips and recommendations sections.
Tag: Disambiguation links
 
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===Placement tips===
===Placement tips===
* 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.
* 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]].
* Early on, most towers should be spread out. Do not put every tower by the entrance of the map, or what could be a fairly long map with plenty of points of overlap turns into a very short map where any Bloon that makes it past the entrance will leak. This is particularly notable with tough individual Bloons that take several hits to pop.
** In [[co-op (BTD6)|co-op]], many players will try to place all their towers by the entrance in this manner to pop Bloons before other players and maximize their own pop count. It is not worth it to try and compete with them. The goal is to win the game, not get the most pops, and the best option is still to focus defenses on how to best pop and clean up rounds, the same as any other game.
* Later on, cramming towers together can make it easier to cover a large number of towers with area buffs such as from [[Monkey Village (BTD6)|Monkey Villages]] or [[Shinobi Tactics (BTD6)|Shinobi Tactics]], and if one spot on the map is ideal for hitting Bloon lanes, then that spot should have more towers than anywhere else on the track in late game. Slowdown effects also become more potent the more towers are nearby to exploit them.
* Try to place towers according to the area their attacks cover.
* Try to place towers according to the area their attacks cover.
** 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.
** 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.
** 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.
** 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.
* [[Targeting option]]s can help towers perform better in their positions. Towers facing down straightaways can use Last to ensure they always attack in that direction and maximize their pierce, while early towers on the track will usually be more effective when targeting Strong to wear down the most dangerous Bloon targets. First is most useful on towers handling cleanup, so that stragglers do not slip through.


==Gameplay recommendations==
==Gameplay recommendations==
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* 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.
* 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.
* 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.
 
The following sections will talk about heuristics to think about through various game stages. Specific tower choices to consider are listed in the table further down.


===Early game (rounds 1-40)===
===Early game (rounds 1-40)===
* Attempt to save up for the hero as early as possible. Sell a one or two towers if possible and the hero can be afforded by doing so.
* Early defense should focus on unupgraded towers, which are more efficient for both tough Bloons and clumps of Bloons.
* After the hero is obtained, end the spamming of Tier 0 and Tier 1 towers, and start saving up for a Tier 2-Tier 3 tower that retains its value throughout the early-game.
* Attempt to save up for the Hero as early as possible. Towers can be sold for most of the cost they were bought for, and in some cases this can be worth it to place the Hero down faster. If using Benjamin, then he should instead only be placed when the player has a proper defense, as he cannot pop early Bloons.
* Start farming around Round 20 if the game goes to Round 80 or more (unless playing on [[Half Cash]]), depending on the difficulty, as farms are forced to be dropped later if playing on a very hard map on a challenging game mode. Attempt to obtain a 2-0-0 Farm by Round 30.
* Once early defense stabilizes a bit, try to save up into a strong early game carry tower with tier 2 or 3 upgrades.
* Watch out for Round 24's Camos and Round 28's Leads.
** Make sure to consider the tower's [[damage type]], and include some basic towers that can handle earlygame immunities if need be. Blacks first appear on round 20, whites on 22, camos on 24, purples on 25, and leads on 28. [[Ninja Monkey (BTD6)|Ninja Monkeys]], 1-x-x or x-1-x [[Sniper Monkey (BTD6)|Sniper Monkeys]], and [[Bomb Shooter (BTD6)|Bomb Shooters]] are common additions to patch holes in a defense. These towers should usually be set on strong to actively target the problematic Bloons. The Hero's ability can also cover for these immunities in some cases, such as [[Obyn Greenfoot (BTD6)|Obyn]]'s Brambles ability being able to hit Camo Bloons.
* In the 30s, make the defense able to take care of all Bloon types, especially in [[Apopalypse (BTD6)|Apopalypse]] and Alternate Bloons Rounds.
 
* During the late 30s, save up for a proper mid-game tower.
A strong early tower should handle most of the rest of early game, giving time to think about plans going forward.
* End the early-game farming before Round 38 to save up money for defense against the MOAB.
 
* Selling may be required for the MOAB on Round 40, which poses a daunting challenge. Save the hero's abilities/inventory for this round, and buy a defense that pops the MOAB with good single target damage and cleans up the Ceramics with solid grouped popping power.
* Bloon threats at this stage are largely either large threatening Bloons with a lot of HP and children, or a quick, dense rush of individually weak Bloons. Some towers have great damage against single targets, but lack the pierce to handle dense groups, while other towers have massive pierce that lets them handle dense rushes well, but lack the ability to concentrate their damage into a single target.
* The MOAB marks the end of [[Easy]] and [[Primary Only]], so everything can be sold to go all-out on the MOAB in these modes.
* Because tough single target Bloons split into multiple children, a tower with good single target damage tends to be best placed near the start of the map, while crowd control is better later in the map. This becomes more relevant going into mid-game.
* In most game modes, income is available through towers such as [[Banana Farm (BTD6)|Banana Farms]], reducing money available for the current defense for more money over time. It takes anywhere from 10 to 15 rounds for most income sources to pay off their initial cost, but a stable early game defense can handle the initial cost and use the extra money generated later on to outspend late game problems. Income sources can be sold in a pinch to recuperate most of the money spent on them. They are never actually necessary to complete a normal game on any difficulty, but can make later rounds much easier.
* Camo Bloons and other immunities become more prevalent as the game goes on, with Camo in particular requiring targeted effort on [[camo detection]] or camo removal. Few towers can easily attack all Bloon types equally, but a pair of towers can collectively handle all Bloon types well, or buffs such as [[Acidic Mixture Dip (BTD6)|Acidic Mixture Dip]] can be used to get around specific immunities.
* The round 40 MOAB marks the end of [[Easy]] difficulty. Most Heroes have an ability that works well either on the outer layer or the Ceramics inside, and using it here will make the round much easier. Focus on single target damage early in the map, and crowd control later in the map.


===Mid-game (rounds 41-80)===
===Mid-game (rounds 41-80)===
* All towers obtained must either be or be upgradeable to towers that have strategic importance later on in the mid-game and/or in the late-game.
* Mid-game amplifies the single target vs crowd control distinction mentioned earlier. Threatening rounds can blow past defenses with either a bulky Fortified MOAB or a dense rush with a huge number of Ceramics. Defenses have to be able to deal with both.
* The hero becomes very important in the mid-game, and utilizing their abilities/inventory when needed is crucial.
* Focus on a small number of powerful individual towers, building support around them. Ideally, these towers should be upgraded into powerful tier 5s later on that can handle late game as well, saving money on lower tiers and the support bought around them.
* Berserker Brew/Stronger Stimulant should be purchased for the strongest mid-game tower(s). Their damage, attack speed, and pierce buffs can multiply the tower's power multiple times.
** {{B|Berserker Brew|BTD6}}/{{B|Stronger Stimulant|BTD6}} and {{B|Jungle Drums|BTD6}} become much more affordable around this time, and provide massive buffs to many mid-game towers. The strongest tower on the map is always worth buffing, especially if they synergize well with the flat damage and pierce increases.
* Outside of Half Cash, Jungle Drums becomes extremely worth it in the early mid-game as well.
* The bottom path for Monkey Villages becomes more feasible to get around this time. The discounts from x-x-2 villages are quite valuable in CHIMPS due to it going to round 100. When using Village discounts, place down a 2-0-2 and a 0-2-2 Village near each other so that towers nearby get both Village buffs and a double discount, and so that the villages boost each other's ranges and discount each other. This double discount setup is helpful for using lots of lategame support towers, various lategame damage setups that spend a lot of money on tier 3 towers, and for allowing both [[Primary Training (BTD6)|Primary Training]] and [[Monkey Intelligence Bureau (BTD6)|MIB]] to be used simultaneously; MIB also gets a big discount from its large cost.
* For rounds 41-60, focus on getting a tower that breezes through the mid-game and saves up large amounts of money for a late-game tower.
* The big midgame Ceramic rushes come on rounds 63, 76, and 78, and require heavy group popping power to clear effectively. 76 and 78 can be cleaned up with an ability use by most Heroes, provided they're off cooldown, but 63's rushes are too close together, requiring multiple abilities or raw popping power.
* The BFB on Round 60 is the end of [[Medium]], [[Reverse (BTD6)|Reverse]], [[Military Only]], and [[Apopalypse (BTD6)|Apopalypse]]. Therefore, the player can go all-out on the BFB.
* Past round 80 and going into late game will be a big difficulty spike. If planning to play past round 80, save up money for a big purchase of a late game damage tower, most likely a tier 5. In general, the more expensive the tier 5, the more powerful it is, and most tier 5s in the $20k price range are not strong enough to carry late game. Try aiming for a tower that costs at least $35k total, as towers in this price range start holding enough power to fight against the tough lategame rounds. Win conditions should also always be buffed by an Alchemist if possible, and generally justify a Stronger Stimulant.
* Continue farming until the mid-50s if the game ends on Round 80, but keep farming until the mid-game ends if playing on Impoppable.
* During Rounds 61-80, save up for a win condition, which is a strong and relatively expensive tower that excels in either damage or support.
* Watch out for Rounds 63, 75, and 78, the hardest mid-game rounds. Make sure to have solid grouped popping powers for these rounds.
* Round 80 marks the end of [[Hard]], [[Alternate Bloons Rounds]], [[Magic Monkeys Only]], [[Double HP MOABs]], and [[Half Cash]]. Therefore, go all-out on the ZOMG unless going into Freeplay.


===Late game (rounds 81+)===
===Late game (rounds 81+)===
* Super Ceramics appear on Round 81, having 60 HP (120 if Fortified) and only spawning 1 Bloon, severely limiting the capability of many towers. These towers include [[Recursive Cluster (BTD6)|Recursive Cluster]], [[Ring of Fire (BTD6)|Ring of Fire]], [[Crossbow Master (BTD6)|Crossbow Master]], and [[The Big One (BTD6)|The Big One]].
* Past round 80, all Ceramic Bloons from blimps are now Super Ceramics, with a total of 68 HP (128 if Fortified), but never splitting into multiple children. This drastically increases the amount of single target damage needed to deal with normal Bloons, and most mid-game crowd control towers drop in value dramatically as they lack the ability to handle Super Ceramics quickly, such as [[Recursive Cluster (BTD6)|Recursive Cluster]] and [[The Big One (BTD6)|The Big One]].
* One win condition should be obtained by Round 85, the last round to grant 0.2x income instead of 0.1x, regardless of the price.
* With each individual Bloon and blimp having so much HP, slowdown and stall towers become incredibly powerful. Both blimp stall and regular Bloon stall can drastically improve the performance of the Hero and any win conditions at this point. Money also comes flowing in with the sheer number of blimps in these rounds, making them much more affordable, particularly when discounted.
* Utilize many of the support towers listed in the General subsection.
* Starting on round 90, [[DDT (BTD6)|DDTs]] will start spawning. They have fairly low HP, but the speed of a Pink Bloon and camo, lead, and black properties. Stalls are at their strongest against these blimps, due to their lower density. Make sure to equip your win condition so that they can bypass all of these immunities at once; mid-game camo detection and de-camo methods work for the camo portion, and there are numerous different options to allow towers to pop lead, then MIB is a somewhat expensive option that can guarantee that any tower in range can damage DDTs.
* Strong tower(s) that pop Lead, Black, and Camo must be obtained by Round 90 for DDTs.
* All the money during this stage can potentially be used to buy a second win condition, which can help deal with all the threats in the 90s. This second win condition should cover for any weaknesses of the first - for instance, a {{B|Sky Shredder|BTD6}} has great blimp damage, but struggles to pick off Super Ceramics, so a [[Bloon Solver]] or {{B|The Biggest One|BTD6}} can cover for that weakness.
* In the 90s, a second win condition can be obtained if possible. The second win condition must cover the weaknesses of the first win condition.
* Ability timing becomes very important in the 90s, as every round is a threat and bad ability timing can easily leave them on cooldown when they're needed. Stalling at the end of a round can help refresh ability cooldowns, and try to avoid ending a round while all abilities are on cooldown.
* If relying on abilities, careful management of them is essential in the 90s. Attempt to leave at least one ability without cooldown at the start of every round.
* Late game rounds tend to alternate between speed/single target tests with DDT rushes and hyperdense rounds featuring large clumps of ZOMGs and BFBs.
* The defense must be able to pop spaced DDT rounds and clumped ZOMG + BFB rounds.
* In many cases, round 100 can require specific towers to solve, which can deal huge amounts of single target damage to punch through the BAD layer. [[The Blazing Sun]], [[First Strike Capability (BTD6)|First Strike Capability]], or [[Spike Storm (BTD6)|Spike Storm]] are particularly notable towers here for handling the round.
* Preparation for Round 100 is essential, and do not have no money going into Round 100 with a stall or grouped-popping reliant defense (in which case a [[First Strike Capability (BTD6)|First Strike Capability]] or [[Spike Storm (BTD6)|Spike Storm]] is needed).


==Towers suited for most game modes and maps==
==Towers suited for most game modes and maps==