Strategy:CHIMPS

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CHIMPS is arguably the most difficult game-mode in BTD6, especially if Powers are used in other game modes.

For purposes of clarity, the following definitions will be made for this article:

  • Early-game = Rounds 6-40
  • Mid-game = Rounds 41-80
  • Late-game = Rounds 81-100

General recommendations

Preparation

  • If attempting to defeat CHIMPS either for the first time or on a map with unprecedented difficulty, a good idea is look up guides to beat it and take notes about the strategies in those guides. Later on, for maps of similar difficulty and layout, attempt to incorporate elements of the guides into the run without directly copying them to improve skills and prospects for future runs.
  • While attempting to incorporate new strategies into harder maps or the first CHIMPS run without guides, doing some practice runs where retrying last round can be used freely is good practice that can build on the player's ability to defeat CHIMPS on their own. For maps where all parts of the game are difficult, get through the whole CHIMPS game with a red badge before going for a Black Border.
  • Experiment different strategies in Sandbox (BTD6) or Challenge Editor to speed up the testing process if only a few rounds are being the roadblock.
  • Remember the rounds that frequently become a roadblock, and plan ahead for those rounds later on. Rounds that are frequently challenging to CHIMPS runs are listed below.

Rounds to watch out for

Round # Bloons Spawned Reasoning
10 ??? Instead of just spaced out Greens, Blues, and Reds, this round contains a dense clump of Blues near the end of the round. Sufficient pierce is important on this round; early-game defenses mustn't rely entirely on multiple weaker towers.
15 ??? The spaced out swarms of Yellows and Pinks are problematic; most early-game defenses attempt to chase the bloons, or simply fail to keep up with them.
24 Camo Green x1

Blue Bloon 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.
28 Lead Bloon x6 Without reliable Lead popping and enough money, this round could become a dead-end.
33 Camo Red x20

Camo Yellow x13

There are many more Camo Bloons than Round 24, requiring much more proper defense against them. Make sure to buy it before-hand or save enough money for one.
40 MOAB x1 The MOAB is the hardest challenge of the early game. Without the entire early-game setup being prepared to deal good single-target damage and clean up the tight, high-RBE ceramics, this round could very easily be a dead-end.
54 Ceramic Bloon x35

MOAB x2

The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game.
59 ??? The first Camo Lead round. While there are many type of upgraded towers that reliably damage groups of Camo Leads, forgetting to give camo detection to a lead-popper is a common cause of defeat on round 59.
63 Lead Bloon x75

Ceramic Bloon x122

This infamous round has 3 extremely tight Ceramic waves with 40, 40, and 42 Ceramics respectively. Unless the defense has been set up very adequately to deal with very dense Bloons, this round can pose massive troubles.
64 ??? Lots of MOABs, including 2 Fortified MOABs, enter quickly. Without reliable damage to groups of MOAB-class, this round can be a struggle, especially if all abilities are on cooldown from round 63.
75 Lead Bloon x14

Fortified Lead x14
Fortified MOAB x3
BFB x6

The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, the fortified MOABs, and the Leads blocking many projectiles give this round a strong case of being the hardest mid-game round.
76 Regrow Ceramic x75 While usually not harder than round 75, a lack of consistent grouped bloon damage could potentially be the end of the run, particularly if all abilities are on cooldown.
78 ??? Without reliable camo detection and/or decamo, the densely packed 75 Camo Ceramics will simply pass through unscathed.
82 BFB x6

Fortified BFB x5

The latter 5 fortified BFBs are difficult to break, but it is the fortified Super Ceramics from those BFBs that pose the greatest challenge, especially for towers that fall off against them, such as Crossbow Master and Bomb Blitz.
89 ??? Most late-game rounds before this round don't have lots of Fortified Bloons. Watch out for this round if your defenses struggle against sustained amounts of Fortified Super Ceramics.
90 ??? 3 DDTs shouldn't be a big problem if prepared enough, just be sure to counter their Camo, Lead, and Black properties, and quick movement speeds. However, most defenses for beating previous late-game rounds depended on beating slow-moving blimps and the faster Super Ceramics; this round is a huge contrast.
91 Fortified Ceramic x100
BFB x20
Only maps with separated bloon and blimp lanes should truly watch out for this round. It is the hardest of the pre-Freeplay CHIMPS rounds that involve non-blimp bloon lanes, and for good reason: spaced out Fortified Ceramics are difficult to catch when spread far apart from MOAB-class bloons.
92 Fortified MOAB x50
ZOMG x4
Defenses that aren't consistent against masses of Fortified MOABs will struggle a lot to this round.
93 Fortified BFB x10
DDT x6
Notable for its 6 DDTs, the extra DDTs are typically the hardest part of this round. However, the added Fortified BFBs can block pierce from DDT-poppers.
95 Fortified Camo Regrow Lead x500

Camo Regrow Purple x250
Fortified MOAB x50
DDT x30

The extreme amount of DDTs on this round is a monumental challenge to many strategies, making many runs a dead-end. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges.
97 Fortified ZOMG x2 Defenses that lack single-target damage will often fail to pop the Fortified ZOMG layers soon enough to deal with the insides. Otherwise, it is one of the least difficult 90's rounds.
98 Fortified BFB x30

ZOMG x8

This round has the highest RBE out of any round in pre-Freeplay CHIMPS. The high amounts of health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round completely stumble many strategies.
99 MOAB x60

Fortified DDT x9

Many strategies that can beat Round 95 face a dead-end on this round due to them based on group-popping power that falls off the the DDTs gain double health on this round, with MOABs and their Super Ceramic insides continuing to consume pierce from DDT-popping powers.
100 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.

Gameplay

Towers suited for most maps

Early game (rounds 6-40)

  • Rounds 6-8 revolve around the starting combinations of towers. After those rounds, save up for upgrades, more towers, or the selected hero.
    • For most maps, the first few rounds can be completed with three 0-0-0 Darts, with at least one on Strong.
    • Maps containing water can use Dart + Sub, Dart on Strong to chip away the Greens, and Sub to clean up the remaining bloons.
    • Most Beginner and Intermediate Maps, and several Advanced Maps, can support a Quincy or Sauda start to beat the first few rounds. Quincy is more versatile, while Sauda is generally easier to begin.

Mid-game (rounds 41-80)

Late game (rounds 81+)

Strategies for harder maps

Many Advanced and Expert maps have layouts or gimmicks that prevent many aforementioned strategies from working. For more information on the strategies of those maps, see the Strategy section for them.