8/5/2023 0 Comments Bloons td5 no flashMonkey Village (R) - Some setups love to be under Monkey Intelligence Bureau, Ice Towers in particular. Requires adept micro to deal damage because the missiles won't explode if they do not hit. Monkey Buccaneer (L) - A worse Spectre for water maps, but better when the enemies are dispersed.ĭartling Gun (R) - An automatic missile launcher? Yes please. It will give all towers within the vicinity plenty more time to pop the balloons. Glue hose alone will glue every single balloon that passes by, even during ceramic rush rounds. Glue Gunner (R) - This is a phenomenal support tower. Special mention to First Strike for being able to 1-shot a ZOMG. Monkey sub (R) - The monkey sub is usually best left at 2-2, but on water heavy maps Ballistic Missiles sees use against Ceramics and MOABs. Super Monkey (L) - It shoots 3 sun rays with high pierce, making it very effective against ceramics and below. It is also easy to build up to because a ninja is an excellent alternative to dart monkeys on maps with multiple paths that don't intersect. For me, it is effective against most enemies, particularly ceramics once you get distraction. Ninja Monkey (L) - I see a lot of mixed opinions on this tower. Very effective against non camo rounds until ceramics show up, and still effective against ceramics if they are glued. Glaive lord shreds everything into ribbons, although its price tag makes it questionable.īoomerang Thrower (R) - A favorite for early mid game. B Tierīoomerang Thrower (L) - Ricocheting glaives are highly effective against clusters of bloons, and will prove very useful on ceramic rush as well as rounds that have a nonstop stream of bloons like 49 and 79. Money will no longer be an issue for the rest of the game, and you can use your extra income to build even more 4-2 farms, a snowball effect. Good DPS, range, pierce, and can attack all enemies.īanana Farm (L) - It is hard to save up for, but once you upgrade a farm to 4-2, the farm will pay for itself in no time. Super Monkey (R) - The 2-3 robo plasma is an excellent all-rounder. The general strategy is to start with 0-0 dart monkeys for early rounds, then upgrade a couple to x-3. Nonetheless, if you can swiftly deal with the MOAB's children then MOAB-shredder spikes are the way to go.ĭart Monkey (R) - Cheap and effective defense. I feel like a lot of times players do not place ideal complimentary towers or the map does not favor such a setup. Spike Factory (R) - This is the most cost effective counter to MOAB-class bloons on paper, but it requires a specially tailored setup to work. Operation Dart Storm is a very cost efficient in terms of popping power/price. Monkey Ace (R) - Can wipe out all bloons and MOABs on screen and severely damages BFBs. Monkey Ace (L) - Spectre easily dispatches anything Ceramics and below if they are in close enough clumps. Ninja Monkey (R) - Its ability translates to "Give all your towers twice as much time to attack." A staple for hard maps. To top it off, it only costs $2160 on Hard. The resulting shards can indirectly pop things the tower is not "supposed" to affect, like MOABs or zebras. With the snap freeze crosspatch, a single burst from a 2-3 ice can deal thousands of RBE in damage. Ice Tower (R) - A tower that is often overlooked. Place this next to an MIB and it will freeze Zebras and Whites alike. This tower can freeze up to 10000 bloons per burst and will drastically slow down all bloons within its large radius. Ice Tower (L) - If you saved up enough money for an Arctic Wind, bloons below a MOAB are done for. A staple for playthroughs on the hardest maps. Put on target priority close and it will not miss its mark.īomb Tower (R) - Does exactly what its name implies, and does the job well too. Wizard (R) refers to either Dragon Breathe or Summon Phoenix, whichever is better).īomb Tower (L) - Can damage and stun hundreds of bloons at once, including Blacks and Zebras. When the crosspath is mentioned, it refers to the Tier 3 and the Tier 4 upgrade associated with that path (i.e. I returned to BTD5 and decided to evaluate the viability of each tower's cross paths in a standard 85 round game.
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