Bloons TD5
Upgrade Path Preferences
Which upgrade path do you usually take for each tower, and why?

Dart Monkey

For the standard Dart Monkey, I usually go 2/3 because it's cheap, you can get him up and running quite easily, and he's pretty good at taking out the swarms of weaker bloons in the early waves

Tack Shooter

For the Tack Shooter, I usually run 4/2 if the map has lots of tight U-Turns, like in Checkerboard. I've always found the Ring of Fire to be more useful than the Blade Maelstrom

Sniper

Depends on what I'm going for, though I usually prefer to use 4/2 Snipers over 2/4 purely for the ability to stunlock up to a BFB with just one of them.

Boomerang Thrower

This is a bit of an oddity for me. I never find myself using him purely because of how, until you get Glaive Ricochet, the arcing motion of the boomerangs/glaives means that unless you position him well, much of the popping power is going to be wasted. When I do use him, however, I find myself using 4/2 more often than not.

Ninja Monkey

The Ninja Monkey is an interesting one... I like going 4/x quite often. It's like a better version of the 2/3 dart monkey that can sometimes send bloons back quite a ways.

Bomb Tower

The Bomb Tower, while not terribly useful as a starting tower, excels in its ability to do large amounts of damage to MOABs at a very cheap price. Therefore I prefer x/4 over 4/x

Ice Tower

Hmmm... The Ice Tower... I generally use 4/x because of the slowdown effect a 3/x tower gives, even against the White and Zebra bloons. While it may not freeze them, it will still slow them down significantly.

Glue Gunner

Another tower I don't find myself using very often. I like both upgrade paths equally.

Monkey Buccaneer

Definitely 4/x, though I usually stop at 3/x because I'm not a terribly big fan of the 4th tier upgrade.

Monkey Ace

Once again, one of those towers I never really use. x/4 is my preferred choice of upgrade purely for the "Ground Zero" ability, which makes for a very nice panic button if bloons are about to leak.

Super Monkey

I usually use one 4/x, then surround it with x/4s as guardians of sorts. Both in equal numbers

Monkey Apprentice

Monkey Apprentices, depending on which path you take, are suited for either Bloon Destruction or Bloon Delaying. Put the 4/x at the end of the track and the x/4 at the start of the track. Equal here.

Monkey Village

Definitely the x/4 path, if only for the Call to Arms ability. Other than that, I usually stop at 2/2 because, really, that's all most people need.

Banana Farm

This one depends on if you're willing to use monkey money on special agents or not. If you're willing to drop $40 on using a Monkey Farmer, feel free to use the 4/x path. the x/4 path is nice if you remember to withdraw your money every few rounds, otherwise it stops being useful when the bank caps out.

Mortar Tower

Once again, one of the towers I don't really use, but I prefer the x/4 path because of the Pop and Awe ability.

Dartling Gun

Going with the 4/x path here because, let's be honest, Lasers are so much cooler than rockets.

Spike Factory

Definitely the x/4 path because of how easily a few of these can tear apart even ZOMGs.

Heli Pilot

4/x all the way. The Apache Dartship is quite strong, and even stronger if you have a few of them in Pursuit mode.

Monkey Engineer

x/4 for the Overclock ability. It's like a targeted Call to Arms for a single tower.

Bloonchipper

The MOAB Shreddr is always a fun one because I personally find it hilarious to find a giant blimp being sucked into a woodchipper.

Monkey Sub

The x/4 path is my personal preference over here because of the Seek and Destroy ability, which is nice for taking out a MOAB Class bloon easily.






I'm curious to see what the community's opinions on each tower and its upgrade paths arte.
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Showing 1-4 of 4 comments
Little Nemo Nov 30, 2014 @ 9:30am 
Dart Monkey - 2/3. Reliable and cheap. And Camo killers.
Tack - Never using it, but when I have to I go for 2/4.
Sniper - Only 2/3. They can kill MOABs pretty fast when set to Strong.
Boomer - 2/3. I often use it (or Apprentice) as a first Leads killer.
Ninja - 4/2. Nuff said.
Bombs - Ofter 2/3 for MOABs, but 4/2 can be a beast for round 63 and some other similar ones.
Ice - Only 4/2. Never found out how useful 2/3 can be despite /me trying to find this out.
Glue - 3/2. Useful at times, but I'm pretty rarely using them.
Bucc - 4/2.
Ace - 4/2.
Super - 3/2 or 2/4. Pretty much I use them both equally.
App. - Only 2/3.
Village - 4/2. X/3 isn't really useful, and costs too much. ANd I don't go too much into freeplay, so I don't need to use MIB CTA.
Farms - 4/2 :P.
Mortar - I don't use this tower at all, but depending on situation in a DC, I use both 4/2 or 2/4.
Dartling - 3/1. One or two are 3/2. I found that 3/X kills MOABs much faster than X/3, therefore I don't use rockets at all.
Spactory - Pretty much 4/2, though I don't mind 1/4 at all too. Sometimes I even use them, though rarely.
Engineer - 1/0 xD. I don't like his X/3, because the sentries change their place too often. And X/2 is a killer, because the sentries might appear in a places where they can do nothing.
Chipper - 4/2 for MOABs.
Sub - 2/3, and if I have enough cash 2/4. They're interesting but not game breaking. If I have some free money and free water, then why not. But Bucc still is better.
Pilot - I use both. 4/2 is interesting, though 2/4 is too. Too bad 4/2 costs far too much.
Last edited by Little Nemo; Nov 30, 2014 @ 9:37am
Luigi_Fan2 Nov 30, 2014 @ 5:02pm 
Comments are mostly based on Online/Deluxe. Haven't played this version a lot yet.

Dart - x/3. Decent power for early rounds.
Tack - 3/x. It's decent for blimps and it works fairly nicely with an x/1 village.
Sniper - I pretty much always use 1/0. Can be useful for the early rounds. x/4 is worth mentioning because it can be used to generate massive amounts of cash (Regen farming won't work in this version, but I imagine that the exploit at 9:35 should work). It also naturally outclasses farms starting at about round 90 due to the round length increase.
Boomer - Generally 2/3. It's a decent tower.
Ninja - 0/0 is good early on and both of the tier 4s are great. x/4 is one of the best abilities in the game.
Bombs - x/3 is great. I use it in most medium/hard games.
Ice - I basically use everything except for 4/x... The tower has quite a few uses.
Glue - 2/0, 2/2, and 2/3 are pretty useful as support. They go quite nicely with ice, x/2 mortars, and 3/x bombs.
Buccaneer - x/1 is good for early rounds and x/4 is useful in the late rounds.
Ace - I basically never use these except for x/4, which is basically a late game version of road spikes.
Super - I use 4/x, but I don't use the other versions much.
Apprentice - I pretty much never use these... 0/0 can be used as an early lead popper, but I prefer pineapples. Regen farming doesn't work here.
Village - Generally 2/1 or 2/3. 2/3 works quite nicely with ice because it allows ice to completely pop ceramics and below.
Farms - 2/2 is great. Once you have enough cash, spam 4/2 and fill your screen with crates. :D
Mortar - I use these often in the early rounds. They're great if you're willing to move the target around a lot. x/2 is quite powerful for the price.
Dartling - Always 0/0. They're great when spammed under a 2/1 village.
Spactory - I prefer a mix of x/3 and x/4. All upgrade levels are great with ice too because the ice can stall or pop the bloons inside blimps if you have an MIB.
Engineer - 2/0. It's a great tower.
Chipper - 4/2 is awesome.
Honorable_D Nov 30, 2014 @ 11:08pm 
Fun to read post.
scoota33 Dec 3, 2014 @ 9:41am 
couldnt honestly tell you .. only ever use 3/2 boomer 4/2 farms 4/2 village and 4/2 super monkeys (perfect temples)
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Date Posted: Nov 30, 2014 @ 9:09am
Posts: 4