Bloons TD 6

Bloons TD 6

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DDT seem OP is the Mortar Monkey the only help ?
3 heli pilots 1 with moab push can barely take 1 or 2 down, is there something better? As I said seems OP since 1 can end your track run even with 325+ lives (close to the most I've had)

This cost to get to the motrar attack that strips them of their camo is ridiculous high, imo.
Last edited by Death2Gnomes; Feb 1, 2020 @ 6:32pm
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Showing 31-38 of 38 comments
Lunacy Feb 8, 2020 @ 5:13pm 
2-3-0 monkey villages can help a lot
Csimbi Feb 9, 2020 @ 12:58am 
In order to hold back an night infinite wave of MOAB class bloons (including ZOMG), you do:
1. 003 Heli (later 004, 005 and 205 later on as cash permits) and lock it in place near an intersection. Locking it in place is the key!
2. Near the intersection (just a bit back from where you locked the heli), build 2 or more 024 boomerang monkeys; they will push MOABs that pass the heli back.
3. Near the same intersection (just a bit forward from where you locked the heli), build a 024 (and later, 025) glue gunner.
The knockback on supermonkeys is not very useful, but the stun ability on mortars (and other) is also handy in the late games (not critical though, the combination of these three above will get you very far).
Originally posted by Csimbi:
In order to hold back an night infinite wave of MOAB class bloons (including ZOMG), you do:
1. 003 Heli (later 004, 005 and 205 later on as cash permits) and lock it in place near an intersection. Locking it in place is the key!
2. Near the intersection (just a bit back from where you locked the heli), build 2 or more 024 boomerang monkeys; they will push MOABs that pass the heli back.
3. Near the same intersection (just a bit forward from where you locked the heli), build a 024 (and later, 025) glue gunner.
The knockback on supermonkeys is not very useful, but the stun ability on mortars (and other) is also handy in the late games (not critical though, the combination of these three above will get you very far).
205 super monkey is a big need if you can get it
Csimbi Feb 9, 2020 @ 10:49am 
It is peanuts in late games. You could drop 4-5 if you had space on screen ;-)
Problem is, it is still weak. I use all the space for monkey aces, villages and alchemists for max. boost.
Last edited by Csimbi; Feb 9, 2020 @ 10:50am
hannahbasedgod Feb 10, 2020 @ 12:50am 
Originally posted by Death2Gnomes:
As for Icetowers, ive been doing 042 but the whole map freeze just isnt long enough, ill shoot for x/x/5 next time, if i remember.

middle path for ice towers is unfortunately very sad and absolute zero isnt worth anywhere near the price for how little it actually does. unless NK buffs it i see no reason to use it (not including x-3-x for freezing bodies of water)

that being said the top and bottom paths work like a charm if you know what you're doing. ive had a lot of fun with cryo cannon in freeplay primary only games
Flying Fortress money ace is good if you give it camo detection with a village.
Ekimmak Feb 11, 2020 @ 10:54pm 
I've seen that with the right village backing it, almost every tower has some route capable of killing one DDT on their own.

The problem is that they never show up just on their own, coming in packs at the end of Impoppable mode in such a way that your first DDT trial for your defences could be your last.
Last edited by Ekimmak; Feb 11, 2020 @ 11:43pm
Death2Gnomes Feb 12, 2020 @ 9:15am 
Originally posted by Ekimmak:
I've seen that with the right village backing it, almost every tower has some route capable of killing one DDT on their own.

The problem is that they never show up just on their own, coming in packs at the end of Impoppable mode in such a way that your first DDT trial for your defences could be your last.
almost like the DDTs remove the casualness from the game, I get nervous jitters when they start showing up. I cantt play when I get that way, its not all the time tho.
Last edited by Death2Gnomes; Feb 12, 2020 @ 9:15am
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Date Posted: Feb 1, 2020 @ 6:31pm
Posts: 38