Contested Territory is often regarded as the most difficult event mode to both understand and play, due to it's unique restrictions and team oriented focus. Competitive mode is no different, especially as multiple top level teams are vouching for at least a top 25 spot.
Contested Territory pits 6 teams against each other to grab tiles on a shared board, which each provide points to rank all teams on a global leaderboard. As battling local teams can hurt a team's leaderboard score, the team's focus is often a choice between top local or top global.
This strategy article should hopefully guide players whether they create or join a team to participate.
Finding players for your team or joining an already populated team is crucial to expanding on the CT board, especially on the first and last days of the event. While Team Tickets can be used to fill in some missed days, Team Tickets do not generate on the first day and the last day of tickets cannot be converted into team tickets. Thus, it is important that you also bond with players willing to play for the team.
Try to find players with a mix of skills and timezones. Some people may despise doing Time Attack tiles or Boss tiles, and ensuring that your team can handle threats at all hours of the day is important to gain an advantage.
Ensure everyone is in the team at least 24 hours before the event begins, as signups will conclude and any empty slots will not receive personal tickets.
Coordination
Using an external communication platform is almost essential for focusing efforts on specific routes across the board, or to respond to threats.
To ensure no team tickets are wasted, players should be observant of other players attempting other tiles, as capturing the same tile results in an overall loss of points. It might be useful to coordinate a claim system where players tell each other what tiles they are attempting to avoid this situation.
To reach the banner tiles the fastest, teams may consider creating a route to follow for day 1 of the event in order to reach the important banner and relic tiles faster. This route should not just be a straight line to all the banners but also have many split paths to accommodate multiple players taking tiles at the same time.
In order to score well on the leaderboards, teams should record the times at which banner tiles are taken, in order to maximize points received from them and to reclaim them when they stop producing points.
Player Recommendations
IRL Time Management
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Capture Priority
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Relics are an important aaset for successfully capturing a tile. Some relics are vital for decreasing score far below the reach of any non-relic users. [More tips and paragraphd]
Tile Strategy
Least Cash
Least Cash - Regular
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Least Cash - Non-Regular
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Least Tiers
Least Tiers - Regular
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Razor Rotors is often a very tier-efficient single non-hero tower that is easy to use. Most maps enabled on Regular tiles, except Spring Spring, allow Razor Rotors to solo all rounds before Round 43, assuming camos are handled.
Least Tiers - Non-Regular
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Since money is everything when taking down timed bosses, try to greed out as much as possible using income generators like Banana Farms and Merchantmen.
Bloon dependant income like Bloon Traps are almost always worth it when placed down early enough.
Cash-related relics such as Rounding Up and Thrive are beneficial for snowballing income. Starting Stash allows early-game snowball to begin sooner.
For use of Thrive on 1 Tier Boss tiles, use Thrive on R34-R35 and R38-R39 for the most income per pop.
If all Heroes are enabled, heroes with income generation are often the best. Ben is the simplest and gives the most profit. Geraldo has more utility but a less flexible income generation. However, Sauda is still a great choice for cheap early-game defense.
Unless a hero is planned ahead for their Level 7, or has income generation, it is best to hold off placing the hero until affording at least the first income generator, if possible.
Boss - 1 Tier
With a max farm cap, it's safe to rush a Monkey Bank for it's cost effectiveness, then fill the rest of the slots with Marketplaces. The first bank can be gotten around round 20 by using a 2-2-0 and a 2-0-2 farm, then selling your Salvage farm to upgrade to bank at around $1100.
With a max tower cap, it's ideal to spend as little tower slots for defense and use almost all of your towers for farming. Place a bunch of 2-0-0 farms and then upgrade them to marketplaces when you get the money.
Stop buying income generation at round 38, especially without Favored Trades, as it will not make you more money before the boss arrives.
Avoid Supply Drop and Support Chinook as income generators, as they'll not profit before the T1 Boss begins. If the boss is Dreadbloon on Easy, Monkey Town may profit if opting for a greedy strategy, but other income options are preferrable.
If all other options are unavailable, a lone Jungle's Bounty can make a profit provided it is the only defense.
Selling all income generators for Boss defense is often the best choice if killing the boss faster than about 3 minutes is possible.
Boss - 2 Tier
After the tier 1 boss, sell portions of your defense for more income generation once again. If farms are enabled, buy a single 4-2-0 farm with the rest being marketplaces, and Central Markets if you have extra money or limited slots.
Ability based generation becomes a lot stronger when there are 2 tiers, as it provides more time to use abilities as well as Elite Sniper and Special Poperations being strong at defending the rounds, though they lose a slight amount of efficiency when getting the tier 5.
Stop buying income generation at round 38, especially without Favored Trades, as it will not make you more money before the boss arrives.