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.

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
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 x1

There are many more camos than 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.
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.

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.
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.
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.
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 and requiring single-target damage options to be dealt with.

Gameplay

Towers suited for most maps

Early game (rounds 6-40)

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.