What Category can go the FARTHEST in BTD6?

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  • Опубліковано 3 лют 2025

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  • @omegalilbchass8270
    @omegalilbchass8270 11 днів тому +14

    support is overpowered as hell. It only has a few damage towers but made it to 224. If it had as many damage options as military it would have made it to 250+

  • @raddish9382
    @raddish9382 11 днів тому +11

    For military you could have used snipers to farm money even harder! I think you couldve made it a lot more rounds that way. Love the vid btw

  • @redfalcongamer1422
    @redfalcongamer1422 6 днів тому +4

    This is a really cool idea, and I'm impressed by your creativity. However, you made some clear mistakes, and a few poor strategic choices. There were functions of some towers that you clearly didn't know about and understand. So, inspired by your idea, and admittedly frustrated by some of your mistakes, I decided to do this challenge myself on the same map and difficulty, and detail my efforts for you in the rest of this comment below, so hopefully you can learn something from my attempts.
    (Actually, the comment got outrageously enormous, so I'm going to put descriptions of my attempts in several replies to this comment.)
    TLDR: With some changes in strategy you could've gotten farther with every category, ESPECIALLY with Magic, and though Primary is the obvious loser, the other three are actually very close, and with perfect play I genuinely have no idea which one would win.

    • @redfalcongamer1422
      @redfalcongamer1422 6 днів тому +1

      PRIMARY:
      Overall Strategy:
      A key part of my strategy for the Primary run is based on one particular Monkey Knowledge, where one of its effects is that Primary Monkeys' upgrades cost 5% less if all the primary monkeys on the screen are all tier 3 or 4. So, I would make sure all the towers on screen were at least tier 3 before I would crosspath them, and I avoided buying a Tier 5 tower for as long as I possibly could, getting as many Tier 4s set up for later as I could in the meantime. Also, I did a bit of research, and knew I would have about 177k gold to spend before the BAD at round 100, and about 309k total to spend before the Fortified BAD at round 140, and that after that money would be extremely slow in coming. As such, I planned out in advance what I was going to spend that budget on. Also, I know for a fact that the Super/Plasma monkey fanclub has the best burst damage in the primary category, and honestly, especially buffed with permabrew, top path village, and so on, some of the best burst damage in the entire game. Unfortunately we're doing primary only, so we don't get to use those buffs, but my strategy will still hinge heavily on middle-path dart monkeys plus stalling and smarter tower placement to create a zone of death right in the center of the map, in order to get the damage output needed to at least get past round 140.
      Stage 1: Initial Tower Placement and basic defenses (rounds 1-38)
      The first two towers I got were an Ice Monkey in the dark orange top half of the hourglass shape at the center of the map, and a tack shooter in the lighter orange bottom half of that hourglass, both as close to the top/front of the track as I could get them within those spaces. Next was a glue gunner in the large green area on the right side of the map, but positioned right below the tack shooter, as far to the left in that green area as I could get it. The fourth tower was a dart monkey, just to the left of that glue gunner, in the small house-shaped green area, but as far to the bottom and right in that smaller green area as I could get it, which I then set to Strong targeting. The upgrades I then got were as follows, Tack shooter 0-0-3, Ice 3-0-0, Glue 0-3-0, Dart Monkey 0-3-0, and then immediately upgrading the dart monkey further to a 0-3-2 to deal with the camo white bloons that would be coming on round 37. After this, I crosspathed the Ice to 4-2-0, upgraded the tack shooter to a 2-0-4 Overdrive, and turned the glue-gunner into an 2-3-0.
      Stage 2: Second Wave of Tower placement and upgrading (rounds 39-54)
      I placed a boomerang monkey right where you put your Glaive Lord, on the right side of the hourglass shape, for eventually the same purpose, a 5-0-2 Glaive lord, and switched which hand was throwing the boomerangs. Then, just above the path junction between the orange trapezoid and the yellow triangle, I put an Ice monkey that would eventually become my 2-0-5 Icicle Impale, and right below that junction, next to my other glue gunner, I put another glue gunner that would eventually become my 0-2-5 Super Glue and set it to Strong targeting. Fourth, to the right of that junction, inside the yellow triangle, but as close to the front of the track as possible, I put another boomerang monkey, which would eventually become an 0-2-5 MOAB Domination (if I make it far enough past round 140 to be able to afford that) set it to Strong targeting and switched which hand it was throwing from. I placed these towers further back on the track specifically so that they would be stalling all the bloons right where the eventual Super Brittle and Tack Zone that I had already placed down would be tearing into them, into a stalled zone of death. Finally, to help with camo zebras or whites, I placed another Dart Monkey, just in front of where my Embrittlement was, in that yellow area, but as far down into the corner as I could get it. This dart monkey would eventually become another 0-3-2, maybe even one of my eventual Super monkey fanclubs. The exact order of upgrades I got for all these towers isn't particularly important, I just made sure I took advantage of the Monkey Knowledge to get them to tier 3 in whatever their main path would be for _all_ of them, before upgrading to Tier 4 or crosspathing with _any_ of them. I then made sure that every single monkey I had on screen from both rounds of tower placement, except for the dart monkeys, was upgraded to Tier 4, and switched the future Icicle Impale to Strong targeting.
      Stage 3: Additional Embrittlements (rounds 55-59)
      The Embrittlement Ice monkey has a nice benefit from its Tier 3 upgrade that it strips camo-properties from bloons. Combined with it's obvious +1 damage to all bloon types, and my heavy reliance later on lots of towers with low individual damage but lots of projectiles, I wanted to make sure the bloons were de-camo-d as soon as possible, and had that +1 damage vulnerability as much as possible, just one eventual Super Brittle right in the center of the map and my damage zone isn't enough. However, if there is one part of this strategy you can do without, it's probably this, if you don't have the monkey knowledge that I described that makes things slightly cheaper in the Overall Strategy section, then you can probably ditch one of the two additional Embrittlements I'm about to describe, or perhaps discard the MOAB press that was built already and keep both these new Embrittlements, which might be the best option. Speaking of which, I've already described why I want them, so positioning, I got 1 in the center of the yellow triangle that my MOAB press is already hanging out in, and one about halfway between my future Super Brittle and the start of the map for early de-camo, but slightly closer to the start of the map. As usual, these 4-2-0 Embrittlements were upgraded using the "get them all to tier 3 before crosspathing or upgrading to Tier 4" pattern.
      Stage 4: Supermonkey Fan Club Setup (rounds 59-82)
      I got 18 more 0-3-2 dart monkeys, to bring my total to 20, and then made sure the half of them that were closer to the front of the map had their targeting priority set to Strong. I placed them as close to that central hourglass shape as I could, though I made sure not to place any behind the glue gunners or below the central track intersections in the large dark-orange area, as I wanted to keep those spaces free for future towers, if I manage to last long enough past 140 to get the MOAB Domination and then even more towers after that. After this, I upgraded 5 of them to Super Monkey fan-clubs, one right in the middle next to the Embrittlement, Overdrive, and MOAR Glaives, and the other four spread out evenly around the edges of my 0-3-2 dart monkey crowd.

    • @redfalcongamer1422
      @redfalcongamer1422 6 днів тому +1

      PRIMARY CONTINUED:
      Stage 5: Preplanned, strategy-mandatory Tier 5 Upgrades (Rounds 82-137)
      With all the monkeys I plan on getting to tier 4 now at tier 4, now comes upgrading them to Tier 5. I did them in the following order: Icicle Impale on round 92 for DDTs. I started to need to use Super Monkey fanclub abilities (1 at a time) to help clean up bloons on round 94. I got Glue Storm for screen-wide +2 damage buff plus temporary lead property removal while ability is active on round 96. I had to be a bit careful with ability timings on round 98 to get past without leaking a bunch of super-ceramics, so I knew my next Tier 5 needed to be the Glaive Lord for super-ceramic cleanup. Before that though, a combination of Glue Storm and 2 Supermonkey fanclub abilities at the same time once the round 100 BAD reached the central Killzone was all I needed to absolutely shred it. Round 103 was a bit tricky again, but a Glue Storm and double fanclub combo at the start of the round, and then no abilites before repeating that combination to clean up at the end of the round was enough to do it, and after that I had enough money for my Glaive Lord, so I didn't need to worry about Super Ceramics after that. In fact, with using the Glue Storm and Super Monkey fanclub abilities once in a while as needed, there were no difficult rounds after that for a while, and I got my Super Brittle during round 109. Next came the Tack Zone during round 113, and then the Super Glue at the end of Round 118. Then, it was time to save up for the Plasma Monkey Fanclub. 119 with it's 3 BADs went down easily, I waited for the first to both get into the kill-zone before activating Glue Storm and 2 fanclubs, and then activated another 2 fanclubs right when the first two ended, and all three BADs melted under a rain of Glue splatters. With tactical timing of abilities, used sparingly, I got enough money for the Plasma Monkey fanclub at the end of round 137, and my strategy was now complete.
      Stage 6: How much longer can I go? (Rounds 138-145
      Now my immediate goal is survival. If I can save up for a MOAB Domination, great, but I'm not counting on it. Every round from 140 onward requires careful ability use timing, only using them when I need to, but making sure that I actually _do use them_ when I need to. At round 145, with about 17k in the bank, I couldn't get past that round no matter what I did with ability timing, so I sold a dart monkey next to my Glaive Lord, replaced it as a 0-3-2 in the corner of the large dark-orange area right next below my Tack Zone, and put a 2-4-0 snowstorm Ice Monkey right next to the Glaive Lord where that dart monkey used to be. I also grabbed a 2-0-4 Recursive Cluster bomb shooter and put it right behind my glue gunners to help with cleanup, and a 1-3-0 MOAB Mauler set to Strong next to the new Dart Monkey, that even during the round I upgraded to a 2-3-0. Unfortunately, even with the best ability timing I could manage, it still wasn't quite enough, the insides of 1 DDT that wasn't de-camo-d slipped past, and I wasn't quite fast enough to pause and exit out, and the continue somehow gave me 7k extra gold, which I _shouldn't_ have had, so I didn't consider that fair. Perhaps if I'd done another Decamo Embrittlement elsewhere in the map instead of the bomb shooters, like in the dark orange triangle to the right of the water, for example, I could've progressed further, but if I'd done that after such a blatantly unfair continue, it wouldn't really work for this challenge.
      Conclusion:
      I managed to get past the Fortified BAD on 140 that killed you with a Plasma Monkey Fanclub/Gluestorm/Superbrittle strategy, but after that there's just too many BADs coming out layered with all sorts of other MOABs and especially DDTs, and at that point Primary only monkeys just can't keep up anymore, especially with their extremely limited options for dealing with DDTs effectively. Perhaps if I got a camo-hitting ultra-juggernaut, or a few sharpshooters or a crossbow master or something as a back-line of defense, while sacrificing the MOAB press and/or the other towers I got after round 140 to achieve that you could get a few rounds further, but no matter what you do, Primary monkeys aren't getting all that much farther than round 140, maybe 150 or 160 max with more monkey knowledge and an even more optimized strategy than mine was.

    • @redfalcongamer1422
      @redfalcongamer1422 6 днів тому +1

      MILITARY:
      Overall Strategy:
      Basically, the same as yours in the long run really, get the tier 5s and paragons. Only, I'll be doing it with way better farming via more efficient boat farm placement/upgrade order, and actually taking advantage of Helicopter and Sniper farms, and therefore having far more money and more/higher degree paragons, plus just more defenses in general.
      Stage 1: Boat Farming setup. (rounds 1-60)
      I built nothing but merchantmen in the bottom right water for the first 39 rounds, crosspathing two of them up to hot-shots as needed to deal with the bloons. Then I used the merchantman money to build a 0-2-2 buccaneer as close to the center of the map in the upper pond as I could, and it was slow, but combined with the 9 merchantmen at the back of the map, the MOAB went down, and I didn't even lose any roadspikes, though it was close. My merchantman farming only continued to spiral out of control from there. Once I reached 12 total merchantmen, I rushed to Trade Empire using the 0-2-2 ship I placed to wear down the MOAB, as that's the most efficient way to merchantman farm, you want to get the Tier 5 before completing your merchantman fleet. I was very careful with my boat placement, so I was able to fit a total of 21 boats, and by round 52 I had a Trade Empire and a fleet of 20 Merchantmen, and was already starting to upgrade them to Favored Trades. I started varying their targeting, as my merchant fleet was still my only popping power, and I didn't want them all shooting at the same thing, so some were on strong, some on last, or first, or close. At the end of round 60, I had an 0-2-5 Trade Empire, and 20 0-2-4 Favored Trades upgraded to hot shots.
      Stage 2: Helicopter Farming setup. (rounds 61-79)
      I started getting as many 0-4-0 Support helicopters as I could, and once I had a few, I started locking them in place near the start of the map, to use the downdraft to delay the rounds as long as possible for the ability cooldowns, and I spammed the supply drop ability as often as I could. By round 70, I already had 15 support copters, and had so much money after the round, that I was able to buy the tier 5 Special Poperations, whose supply crates grant even more money. On round 76, I accidentally caused a massive regrow farm with my 28 support copters that my merchantman fleet couldn't clean up, so I exited out before I lost and reloaded the save, before moving all my helicopters to the back of the map, which was a bit tedious, but necessary, so I just left them there so I wouldn't have a repeat. At the end of round 79, I had run out of places to put helicopters, and now had 45 support helicopters, and had already begun to place my sniper farms in whatever spaces were left over.
      Stage 3: Sniper Farming setup. (Rounds 79-93)
      On round 79 I grabbed a 2-5-0 Elite Sniper, then every round after that, I just filled in as many 2-4-0 Supply Drop snipers as I could, putting them all on "Elite" targeting, and spamming money making abilities as soon as they came up. By round 93, I had an Elite Sniper, 70 Supply Drop snipers, and an 5-2-0 Cripple Moab and 0-2-5 Elite Defender, just for the laughs, and no longer had any place on the entire map where I could place towers. Now came just farming up as much money as I could get my hands on, for as long as these defenses would hold.
      Stage 4: Get all the money! (rounds 93-112)
      My defenses held just fine for quite a while. I did go ahead and upgrade all my copters with quad darts and pursuit, so that they'd be active in the defense. The B.A.D. on round 100 didn't even make it to the first turn in the track, my 73 snipers just melted it. However, by the late 100s, my defenses were actually being tested, and I couldn't really see what was going on anymore with all my helicoptors now on Pursuit, so with over 1.4 million in the bank, I finally starting adding to my defenses, a little at a time.

    • @redfalcongamer1422
      @redfalcongamer1422 6 днів тому +1

      MILITARY CONTINUED:
      Stage 5: Slowly ramp up the defense. (rounds 113-159)
      First addition at round 113 was a 2-5-0 MAD gatling gunner, locked towards the start of the track, with a 5-2-0 Ray of Doom backing it up. I had to sell a helicopter to make room, but it was well worth the sacrifice for the extra peace of mind. That was the last upgrade of the defenses for a while. At round 145 I finally started adding more defenses, as I was having to use the MAD ability frequently to help clean up, so I sold a couple of Favored Trades to get the other Tier 5 boats, sold a couple of helicopters to get all the Tier 5 planes to start getting pops on them, and replaced two more of the support helicopters with the other Tier 5 helicopters.
      Stage 6: First Continue, and first paragon, and resetting my defenses. (Round 160-199)
      I finally leaked a fortified DDT on round 160, but I consider a continue fair, since the helicopters meant I couldn't see what was happening to respond to it. I now had just over 5.4 million gold, and my boats had quite a fair number of pops, and a TON of money made to contribute to Paragon degree, so I finally made my Navarch of the Seas, maxing out the cash slider, which got me a degree 82 paragon. In hindsight, I should've gotten the Tier 5 boats a couple dozen rounds sooner, I might've been able to get a degree 91 if I did. I then built all the Tier 5 submarines, and an entire army of 2-0-4 subs in the bottom right lake, to start getting pops for the Sub paragon eventually. I also was sick of not being able to see what was going on, so I sold all my non-Tier-5 Heli-pilots after their final cash drop, and replaced them with the BEZ gatling monkey, the Tier 5 Mortars targeted in the center of the map where the track crosses over, about 20 spectres to contribute to the Goliath Doomship later on, and a whole bunch more Sniper Farms. Another "in hindsight" realization, perhaps I should've ignored helicopter farms and gone with sniper farms from the start. Even with having lost groundspace to the extra defenses I added, I still now have a whopping 165 sniper farms.
      For the next 39 rounds, all I did was activate my sniper farms abilities whenever they came up, gaining about $185,000 every time I did.
      Stage 7: Final Paragons and defense adjustments, then death (Round 200-265)
      I got the Goliath Doomship just before round 200. There was no reason to wait, my Flying Fortress ALONE had over 17 million pops, nevermind 16 million, and that didn't even count the other Tier 5s and my 20 or so Spectres, plus I had MORE than enough money to max out the cash slider. My defenses weren't even being challenged at this point, but again, there was no reason to wait any longer. Degree 91 Goliath Doomship. I didn't bother to add more sniper farms in the freed-up space, I didn't need them. I still had more than enough cash to max out the Sub Paragon cash slider, the problem with that was I needed more pops. I didn't bother to rebuild the Tier 5 Aces yet either, to give the Subs more opportunities to get pops. It wasn't until round 250 that I bothered to get the Nautic Siege Core, once again, degree 91. By this time I was also spamming abilities, so when I got the Nautic Siege Core is also when I went ahead and got the Tier 5s of the plane, sub, and boat back (I don't yet have the monkey knowledge that makes paragons stronger without Tier 5s present). I also got a fleet of First Strike subs, and a bunch of Spectres, and sold my sniper farms for Cripple MOABs over the next few rounds. I finally got taken out by a fortified DDT that leaked from a Fortified BAD near the back of the track on round 265. Those things are just too dang fast, and Military doesn't have an effective and reliable way to slow them down.
      Conclusion:
      You honestly did really well, considering your pretty poor farming. I only got a little over 20 more rounds than you did, even with much better farming. The only mistake I made that I can think of that could've gotten me more rounds, other than getting the non-farm T5 boats later than I should've, was that all of the Cripple MOAB snipers I got at the end were 4-2-0s set to Elite targeting. If I'd made some of those be 4-0-2 snipers, and perhaps with varying targeting priorities, they might've caught the DDT that killed me through its sheer speed.

    • @redfalcongamer1422
      @redfalcongamer1422 6 днів тому +2

      MAGIC:
      Overall Strategy:
      Oh, dear gosh, watching you play with the Magic monkeys was downright _painful_, and is the main reason I was frustrated enough with your execution of this brilliant video idea to do these challenges myself. Druids can farm money with their middle-path ability. Poplusts go to x5, not x4. Avatar of Wrath with a Permabrew is far better with the middle crosspath rather than the top one, and same for poplusts. Why didn't you go for a Shinobi tactics swarm to buff Tier 5 ninjas paired with a permabrew? Don't you know that the Master Bomber absolutely annihilates DDTs, and blimps in general? That's one of the most OP strategies in the entire game. I did a bit of testing out of curiosity after my own run, and all three Tier 5 druids, max buffed with x5 poplusts, a Permabrew, and a Prince of Darkness for stripping camo from bloons, can beat Round 140 _just with that and nothing else_. Or the Tier 5 Ninjas max-buffed with Permabrew and 20 Shinobi Tactics ninjas can also solo 140 with no other help needed.
      Stage 1: Initial Money and Defense (rounds 1-45)
      Similar to you, I'm going with about three Rubber to Golds, plus Ninja and alchemist in the middle of the map. I put my future Permabrew right in in the center, in the little orange Trapezoid, with my future Grandmaster Ninja just above the crossing that forms the right corner of that orange trapezoid. Unlike you though, I simply got the seeking shuriken doubleshot ninja, and then went straight for the Rubber to gold, with no sidetracks, and got my first one during round 28. After that, I went for a 3-2-0 Alchemist where I described before, upgraded to the caltrops and bloonjitsu, upgraded to stronger stim, and then got two more rubber to golds at the front, again with no distractions. This was all accomplished by round 45.
      Stage 2: Druid farming prep/setup (rounds 46-83)
      This is where our strategies begin to greatly differ. I placed a druid as close to the central intersection as I could, on the right side, just above where my future Permabrew was described before. This druid will be my future Spirit of the Forest. I upgraded this druid to a 2-2-0, and then saved up until I could afford to buy the Spirit of the Forest all at once, or until I had about 41,000 gold, 'cause the Spirit of the Forest will make the Rubber to Golds less effective. I built my Spirit of the Forest during round 58, and then started building as many Jungle's Bounty druids as I could, all around the edges of the map, where I wouldn't be building my defenses later. I managed to build up 20 Jungle's Bounty druids by round 83, at which point I needed to make sure I was ready for later rounds, such as the 90s against DDTs or the BAD at 100.
      Stage 3: Endgame Prep: (rounds 84-97)
      The first thing I did was put a new Ninja right below my Bloonjitsu, on the opposite side of the crossing it is above. This would be my future Master Bomber. I then upgraded my Stronger Stim alchemist to a Permanent Brew, on round 89, and for the next few rounds, a built an army of Shinobi tactics seeking shuriken ninjas around my two future Tier 5s, but only to the right of the permabrew and the track, the left-hand side is reserved for future Druid setups. I set my future Tier 5 Ninjas to Strong targeting. I also put a new druid right at the corner of the large orange area just below where I placed my Permabrew, as a placeholder so I could fit more Shinobi near my Tier 5 ninjas without accidentally putting Shinobis in a place where I would need a Tier 5 druid later. This druid will later become a Superstorm, if all goes well. My Shinobi Army was in place by the end of Round 97, so, confident in my ability to take down the BAD, and at least a few rounds past there, I invested in more Druid farms.
      Stage 4: Druid farming again (rounds 98-111)
      Just built a bunch more druid farms, fast as I could. I now have 47 of them.
      Stage 5: Expanding my defenses (rounds 112-120)
      Time to get my Tier 5 ninjas, including a Grand Saboteur, but starting with the Master Bomber. Also getting caltrops on all my Shinobi Tactics ninjas.
      Stage 6: More druid farming: (rounds 120-130)
      Got up to 67 druid farms

  • @Shreklord420
    @Shreklord420 10 днів тому +4

    7:06 it was the super brittle

  • @SirEggulous
    @SirEggulous 10 днів тому +3

    could have sniper+druid farmed but cool runs

  • @Enriquedeleon8612
    @Enriquedeleon8612 8 днів тому +1

    Because primary has three paragons you would assume it can go a while guess not

  • @максимящук-н8у
    @максимящук-н8у 9 днів тому +1

    Team millatary

  • @Stimulation334
    @Stimulation334 10 днів тому +3

    Military easily

  • @aspecialist3393
    @aspecialist3393 10 днів тому

    Anyway you are nub you don’t know nothing about how scary druid and sniper money farm

    • @MaguireGOAT4Ever
      @MaguireGOAT4Ever 2 дні тому

      He had enough money for military as well but yeah that he didn't eveb try druid of the jungle triggert me a bit but that wouldn't have changed much, no reason to call him a nub... btw whats your BTD6 account? So that I can ad you because I woud like to play a round with you

    • @MaguireGOAT4Ever
      @MaguireGOAT4Ever 2 дні тому

      Btw he mostly plays Roblox anyways