User:Qwertyxp2000/Sandbox/Strategy sections for upgrades/BTD6

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Revision as of 12:36, 7 September 2025 by Qwertyxp2000 (talk | contribs) (5-x-x: rewrite draft)
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Drafting strategy sections for bpedia's BTD6 strategy sections of BTD6 tower upgrades. Gonna redo a bunch of stuff. This is Qwertyxp2000's version of the done stuff, so this table is not to be touched without his permission.

Reworkings

  • Phayze 1: June 2025, from June 30th 2025 to present.

Table

  • x = not done
  • d = done
  • Inc = incomplete
  • Add "q" when Qwertyxp2000 checked it himself
List of done stuff for the articles
Tower 000 1xx 2xx 3xx 4xx 5xx x1x x2x x3x x4x x5x xx1 xx2 xx3 xx4 xx5 Paragon
Dart d dq dq dq dq dq dq dq dq dq dq dq dq dq dq d Inc
Boomer x d d dq d d d d d d d d d d d Inc x
bomb x d d d d d d d d d d d d d d d n/a
tack x x x x x x x x x x x x x x x x
ice x x x x x x x x x x x x x x x n/a
glue x x x x x x x x x x x x x x x n/a
des x x x x x x x x d x x x x x x n/a
sniper x x x x x d x x x x d x x x x n/a
sub x x x x x x x x x x x x x x x x
bucc x x x x x x x x x x x x x x x x
ace x x x x x x x x x x x x x x x x
heli x x x x x x x x x x x x x x x n/a
mortar x x x x x x x x x x x x x x x n/a
dartling x x x x x x x x x x x x x x x n/a
wiz x x x x x x x x x x x x x x x x
super x x x x x x x x x x x x x x x n/a
ninja x x x x x x x x x x x x x x x x
alch x x x x x x x x x x x x x x x n/a
druid x x x x x x x x x Inc+q x x x x x n/a
merm x x x x x x x x x x x x x x x n/a
farm x x x x x x x x x x x x x x x x
spac x x x x x x x x x x x x x x x inc+q
village x x x x x x d x x x x x x x x n/a
engi x x x x x x x x x x x x x x inc+q inc+q
beast x x x x x x x x x x x x x x x n/a

Dart

Apex Plasma Master needs expansion

Boomer

xx5 needs some work imo.

Bomb

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Tack

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Ice

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Glue

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Des

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At a total cost of $30,000 or less, the Blazing Sun serves a similar role to the 2-0-5 Elite Defender, lacking pierce with high attack speed and damage. Comparitively, it trades off unlimited range of a Sniper for more DPS and the capability to one-shot Ceramic Bloons before round 81, allowing the player to easily save up to an expensive tier 5. As a result, it excels at carrying the mid-game and reaching higher rounds on maps that it fits on. However, it falls off starting from round 81, due to Super Ceramics blocking multiple shots. As such, cleanup towers should be used alongside it, such as Etienne for the UCAV to assist with cleanup and grouped popping power, or The Bloon Solver for its immense Ceramic Bloon stopping power. On later rounds, dense groups of blimps become a problem for The Blazing Sun, but it can provide solid supporting fire for rounds with high health single targets, such as 97 or 100.

The Blazing Sun is generally unreceptive to buffs from common support towers like Berserker Brew, but more range effectively improves its speed due to the Quickdraw upgrade, so a Primary Training can be considered. Additionally, its damage-over-time is high enough to consider pairing the upgrade with The Final Harmonic to amplify its effect and stall groups of BFBs. Like with all Desperados, Captain Churchill is a strong pick to cover its weaknesses.

Its best crosspath is 5-2-0, as a Bullseye critical hit directly multiplies its damage and the critical shot chances are much more common when one is already encouraged to place as far away from the track as possible, as well as Nomad's speed buff not being enough to counteract the close range penalty of the Standoff upgrade, and the Wanderer not providing enough speed to warrant having no neighboring supports.

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done

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done

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something long line slow, looks cool but sceramic struggle consistency, must targets be slow for effect is can.

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done

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done

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Sniper

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Sub

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Bucc

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Ace

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Heli

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Special Poperation's utilities are most helpful in Least Tiers Boss Events, as it is able to stall plenty of bloons while producing solid income and lives at the same time. Also, the faster Reposition ability improves the potential to move towers around the screen. The Marine does decent DPS and cleanup, and with its more than 100% uptime (30s lifespan vs 25s ability cooldown), 2 Marines can be briefly active at a time.

Crosspaths improve the Special Poperation's DPS and support, with 0-5-2 helping both aspects, though uncrosspathed Special Poperations is preferred in Least Tiers Boss Events.

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Mortar

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Dartling

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Wizard

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Super

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Ninja

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done

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done

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Alch

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A mild DoT bonus that pops Bloons faster and can slowly pop a whole Yellow given enough time.

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Transforming Tonic's ability performs decent DPS for its standalone cost, and combined with its concoctions it has some self-synergy at triggering their explosions. It also provides a burst of single-target damage, but forces only the laser attack and loses Purple-popping for the duration. It's not often used for just the T4, moreso to transition to T5 Total Transformation, but nonetheless remains versatile as complementary DPS.

Crosspaths do help the ability's lasers as well as its concoction potions. 1-4-0 is preferrable versus grouped blimps, as both the ability and concoction potions gain a significant pierce bonus comapred to 0-4-1's speed bonuses. However, 0-4-1's ability has better single-target damage, though this is not as good for the concoction potion, which preys on BFBs and ZOMGs.

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Druid

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Extra pierce early-game and also the lead-popping

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Performs alright group-popping.

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Merm

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The lower-tier Trident Efficiency is okay, throwing tridents more often, and this improves its early-game consistency. For higher tiers, those that use top crosspath further upgrade to Trident Swiftness for the full attack speed bonus.

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Lower-tier Trident Swiftness is best paired with a crosspath to take advantage of its higher rate. Bottom path Mermonkeys tend to prefer this crosspath for general consistency, particularly versus DDTs, though middle crosspath Sharper Prongs may be used instead if pierce is a concern. Middle path Mermonkeys use top path if they'd already pierce-cap often, since bottom crosspath's homing will scale damage more reliably.

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Farm

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Spac

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Done i reckon

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Village

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done?

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Engi

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XXXL Trap excels at insta-killing MOAB-Class Bloons, especially for later rounds such as round 81 and above, and on cash-generating game modes it is a solid mid-to-late-game income option when combined with income-per-pop buffs such as Monkey City, Rubber to Gold, and Bounty Hunter (if used only for MOAB-class). It is better suited to insta-killing slower Bloons such as ZOMGs and BFBs rather than faster Bloons such as DDTs, which can slip by during the downtime of the traps. Additionall, it is a great way to accumulate pops for Master Builder, as the XXXL Trap's income bonuses count for extra pops even with income-per-pop buffs.

Crosspaths are beneficial to improving its efficiency. 0-1-5 (Larger Service Area) is usually preferred due to its capability to reposition traps, with 0-2-5 (Deconstruction) optional versus large amounts of Fortified Bloons. 2-0-5 (Faster Engineering) improves the trap generation rate and lowers the trap's downtime, which is better if repositioning is not needed and rate of trapping is more important than repositioning.

For CHIMPS, XXXL Trap is usable as a rapid instakill against lots of slow-moving blimps, including Round 98, although often difficult to justify for practical CHIMPS runs when many of the T5's around its price range are more efficient.

Beast

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Paragons

Dartagon

Boomergon

Tackagon

Crucible of Steel and Flame is a cheap Paragon that is overall weaker than the Tack Shooters that are merged, given its lower receptiveness to buffs, huge map dependency, and its camo detection is even less available. The only thing it has better than them is its activated abilities, moreso the Meteor Explosion. It's not a bad Paragon, as it does decent damage when Bloons are within range of all its spinning blades, but still considered the worst of Paragons due to its many weaknesses. For Bosses, it is useless versus Phayze even with Ascended Shadow's camo detection, but still a strong Paragon against Bloonarius.

Higher degrees are helpful if wanting to use it for main damage. Degree 20 and 40 are usually enough most of the time against Bosses, as the Crucible is mostly used for complementary DPS or as a transition Paragon for T3 Bosses.

Most of the Crucible's pops come from Inferno Ring, The Tack Zone, and many 2-0-4 Overdrives, plus Super Maelstrom for cleanup. Versus Bosses, keep the Tacks if saving up for Crucible on the next Boss tier. For cheapest T2 and T3 crosspaths for the most tiers, use 0-2-2 and 0-2-3, and for the most expensive then use 4-2-0 Ring of Fire. However, 2-0-4 Overdrives do significant single-target DPS and are very buffable.

Subagon

Buccagon

buildup good all paths, recommend 20 favoreds and the rest as 4-2-0 acarriers? what about the cheap version with t2s and t3s.

Aceagon

carpet big damage also is good on pretty much all maps, less map-dependency too but also some micro need of carpet

buildup good big plane, what about the cheap version with t2s and t3s.

Wizagon

done ig

Ninjagon

Spactogon

done

Engigon

done