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Een vertaalprobleem melden
Sauda (works pretty well with top path Ice and Glue ability; handy for catching leaks)
420 Village
420 or 520 Ice (increases damage by 1 or 4, softens Lead)
x4x Glue (increases damage by 2, softens Lead)
301 Alchemist (for Tack, increases damage by 1, lets Tack pop Lead)
204 and 205 Tacks (after about 4-6 in play, it's worthwhile to get the damage-increasers going (each +1 damage is like another set of Tacks), or upgrade one to 205)
250 BombShooter (not sure if this would work as well anymore, I think some patch notes said it was nerfed from Normal to Explosive damage type (it's mostly for the BAD anyways, so might be fine))
502 Sniper (increases damage by 4; Mainly used if the Bomb Shooter isn't working, I prefer bottom crosspath since that works best vs the BAD with the Tack; not a high priority).
Can't think of anything else I use a lot for CHIMPS, but I've mostly just done the easier maps. I tried Infernal recently and was enjoying four 420 Dartlings for that, but they wtf-failed when it came time for the fortified super ceramics.
Now, this was over a year ago so maybe balance patches have changed things.
https://steamcommunity.com/sharedfiles/filedetails/?id=2850034253
Builds for Chimps on any starter map is in the screen shot.
https://www.youtube.com/watch?v=_6vrDwujXVU
As you get into the higher level Chimps maps i.e. more than 1 path -- you need to really consider 3 darts and particular hero monkey towers over Quincy.
1. Sauda
2. Druid 2-5-0
3. Wizard 2-0-5 or 0-2-5
4. Sniper 5-2-0
5. Glue 0-2-5 (Placed near Sauda)
6. Spike Factory 2-0-5
This combination usually works. It's been a while since I attempted a CHIMPS map, had to quit at Quad.
This one's yours? Nice!