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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.
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.