Strategy:Freeplay (BTD6)

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Freeplay in Bloons TD 6 involves blimps rapidly ramping up in health and speed. The ramping means that blimps become magnitudes more challenging once the game is deep into Freeplay. Reaching Round 500, even on the easiest maps, is a daunting task, especially when considering the lag in Freeplay. Farming in the first couple hundred rounds is essential, and proper utilization of the entire space of the map is crucial for the final setup.
General recommendations
Map choice
Logs is the recommended map, as it has an abundance of good placements, has a layout with many intersections, and is the 2nd longest map (after Scrapyard, which severely lacks space). Contrary to popular belief, Logs has enough space for farming, being able to fit 38 Banana Farms, and optimal farming strategies can reach over $50 million spare by the time the final setup has been completed.
Gameplay
- BADs are the only significant threat, as all other Bloons and blimps can be permanently stalled. Superstorm, which blows back blimps spawned by BADs immediately after the BAD pops with tornadoes on top it, is sufficient for completely neutralizing the threat of non-BADs.
- Banana Central + Banana Research Facility spam + Monkeyopolis + Overclocks (for the Farms) is the most optimal farming strategy.
- Ultraboost towers that will be present in the final setup while farming. Use Support Chinook to move the towers to their final desired positions.
- Supporting towers and the Hero are all crucial to Freeplay. Recommendations for them are listed in the sections below.
- All Paragons are worthwhile in Freeplay, and it is recommended to obtain them first to avoid the final setup depriving them of the pops needed to reach high degrees.
Recommended core towers
| Name | Portrait | Reasoning & how to use |
|---|---|---|
| Bloonjitsus + Shinobi Tactics | Spamming Bloonjitsus, with each given 20 or near 20 Shinobi stacks, produces an extraordinarily powerful setup that defeats all other strategies. One of the Bloonjitsus is to be upgraded to Grandmaster Ninja, which is also worth it in the VTSG + Sun Temples + Sun Avatars setup despite depriving Ascended Shadow of its Paragon of Power buff. Grand Saboteur is still worthwhile despite its health removal capability being nullified by Ascended Shadow, thanks to its ability buffing all Shinobis. Master Bomber is worth the space as well. Caltrops is recommended for the Bloonjitsus, Grandmaster Ninja, and Shinobis, and Sharp Shurikens is recommended for Master Bomber.
In this setup, the Bloonjitsus, Grandmaster Ninja, and Master Bomber occupy the spaces near the map's center, Shinobi Tactics and Grand Saboteur immediately surround them, and supporting towers (except Embrittlement and Super Brittle) and supplemental towers are placed at the periphery of the map. Note that this setup requires packing towers extremely tightly, requires multiple trials to find the best placements for maximizing the Shinobi stacks on the Bloonjitsus, and produces immense lag. | |
| VTSG + Sun Temples + Sun Avatars | This setup is somewhat weaker than Bloonjitsus + Shinobis, but it produces less lag and is easier to achieve. The VTSG is ideally placed on water using Arctic Wind, as it can then be buffed by Navarch of the Seas. VTSG is also best placed near the center of the map so that its True Sun God buff reaches the entire map, and is also recommended in the Bloonjitsus + Shinobis setup thanks to its buff. x-2-0 is the best crosspath for all 3 listed towers.
Sun Temples are more space-efficient than Sun Avatars, so placing as many of them as possible is crucial. Do not buff the range of the Super Monkey before upgrading it to Sun Temple, and place it so that its range barely avoids the center of its neighboring Sun Temples before being upgraded. Support Chinook can move distant towers right next to the Super Monkey, which remain there once the Super Monkey is upgraded, allowing for towers inside Sun Temples. 2 Sun Temples with the 1-0-1-1 sacrifice are recommended for their support buff to reach the whole map, and they are recommended for the Bloonjitsus + Shinobis setup as well. 1-1-1-0 is the recommended sacrifice for other Sun Temples for maximized damage. Leave space for 1 Overclock for each Sun Temple and each supplemental tower, and fill the rest of the map with Sun Avatars. | |
| Ezili | Ezili has two powerful assets: MOAB Hex and Sacrificial Totem. MOAB Hex is her flagship asset, as its capability to deal percentage-based damage makes it excessively powerful against BADs in deep freeplay, which have millions of health. Spamming the ability throughout the course of the round allows her to take down heaps of Fortified BADs, greatly easing the load on other towers. Sacrificial Totem's buff is also powerful, and it is best targeted at a location where it reaches the largest portion of the core defense. She works the best with the Bloonjitsus + Shinobis setup, which becomes the strongest Freeplay strategy when paired with her. | |
| Adora | Adora's Blood Sacrifice is extremely powerful, doubling the attack speed of all Sun Avatars, all Sun Temples, and the VTSG and boosting their ranges greatly. She is best placed at the center of the map, as Blood Sacrifice only functions within her own range. However, this is not a limiting factor, as her Level 3 Long Arms of Light ability grants her global range when she is also given max buffs, so it is recommended to Blood Sacrifice when that ability is active. She works exclusively with the VTSG + Sun Temples + Sun Avatars setup, which remains slightly weaker than the Bloonjitsus + Shinobis setup when paired with her but is more smooth and easy to perform. |
Recommended support
| Name | Portrait | Reasoning & how to use |
|---|---|---|
| Overclock, Ultraboost | ||
| Homeland Defense | ||
| Permanent Brew, Support Chinook | ||
| Primary Expertise | ||
| Embrittlement, Super Brittle | ||
| Cripple MOAB | ||
| Glue Storm | ||
| The Final Harmonic | Final Harmonic's ability cooldown reductions are vital for Heroes in particular, especially Ezili. The totem must cover the range of Heroes and Magic Monkeys for them to benefit. | |
| Bloon Master Alchemist | While BMA is completely useless against BADs, BMA deletes enormous amounts of RBE from ZOMGs and below. As it is hardcoded to Strong, targeting options do nothing to stop it from targeting Fortified DDTs, so make sure to stall them completely. |
Recommended supplemental defense
| Name | Portrait | Reasoning & how to use |
|---|---|---|
| Megalodon | ||
| Sentry Champion | ||
| Super Mines | ||
| Bloon Exclusion Zone | ||
| M.A.D | ||
| The Tack Zone | ||
| Inferno Ring |
Commonly used, but suboptimal towers
| Name | Portrait | Reasoning |
|---|---|---|
| Geraldo | Geraldo quickly gets outscaled by the longer rounds, as all of his items, especially Rejuv Potion, only restock after each round. The extra 9 max degrees for Paragons are not much better than the percentage BAD damage of Ezili or the TSG/VTSG support of Adora. | |
| Psi | Psi doesn't care how much RBE a non-BAD blimp has, so they'll handle any non-BAD just fine. | |
| XXXL Trap | Compared to BMA, XXXL Trap is poor at instakilling blimps for extreme late-game, because traps consume more pierce on higher-RBE targets. | |
| Blooncineration | Defortification of small blimps is not worth it when going deep into Freeplay. Most other towers do much more raw DPS per footprint. |