Bloons TD 6

Bloons TD 6

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how do you deal with ceramics on peninsula? Or on water maps in general?
I usually never have problems with ceramics. IG its because I usually use a bunch of cannons.

In that game I had a sniper and two subs with ceramic damage and fire speed upgrade. Three bucaneers, and a bunch of long range subs in the back. Most of these toweres were supported by a village. I can go into more detail but im pretty sure this is sufficient.

Maybe I should have put a cannon in the front next to the monkey village instead of a glue gunner to deal good AOE damage. I also may have invested too much into long range towers but there really isnt many good spots to put short range towers on that map
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Showing 1-9 of 9 comments
Vivianite Sep 14, 2023 @ 6:25pm 
2-4-0 monkey buccaneer and 4-2-0 sub is a good combination. monkey sub isnt too good with x-3-x as a ceramic popper. you'd want multiple buccaneers to deal with ceramics in the higher rounds due to how many become a problem
Hawk Tuah Pyro Sep 14, 2023 @ 7:44pm 
Originally posted by Vivianite:
2-4-0 monkey buccaneer and 4-2-0 sub is a good combination. monkey sub isnt too good with x-3-x as a ceramic popper. you'd want multiple buccaneers to deal with ceramics in the higher rounds due to how many become a problem
I had one of each type buccaneer
AN Sep 14, 2023 @ 8:31pm 
Buccaneers have good range, use them before you start investing in long range subs as more than Moab specialists
Last edited by AN; Sep 14, 2023 @ 8:31pm
Skleedle Sep 14, 2023 @ 8:32pm 
A few 204 subs and a 205 will kill ceramics and MOABs quite well, and since you're buffing with a 205 you can use a 240 for all the leads, if you have Etienne to see camo with. Or use a 032/042 Buccy for camo and lead and leave out the 240 sub and ET'n.
204 sub is one of the best swarming towers, for how much "bang for buck" you get.
Ninja Zyborg Sep 14, 2023 @ 9:39pm 
204 subs and a sub commander if you want something that can just go all the way
if you want to win against cerams, 032 glue gunner can basically stop them immediately. 052 glue has a great ability too if you want to try that.
Zephyr Sep 15, 2023 @ 7:15am 
I would say there are different approaches depending of which mode you are playing...

But for anything hard or even trying to get to the 100 waves, you may want to use the limited space for Benji and 3 farms to fuel your economy, and after getting a 0-5-2 bucanneer(due to the need to deal with camo, including camo ceramic), using your boosted economy to try to get yoursef a 1-5-0 druid before wave 60 even roll in. At that point the whole track is covered in vines, and everything will mostly die before you reach very high waves at which point your economy will be so through the roof you can place anything you fancy(Especially if, running out of room, you also place merchant ships).

With more restricted conditions, and if you don't want to throw money at the problem, using Etienne will grant everyone camo detection, meaning you can focus all your navy into pure damage like your 2-5-0/2-4-0 buccaneers. Personally I would also use a 5-2-0 buccaneer(aircraft carrier). Because while, sure, ceramics are a problem, what pop out of the ceramics in big number also needs cleaning, and assuming the cannons can't catch everything, having planes who can is always appreciated. With that path, your planes will fire spreads of flaming projectiles able to break anything metal too. Etienne will also save you money on making villages, as you won't need them.
If you are feeling particularly crafty, you can place an engineer monkey on top of your aircraft carrier, with 0-2-5 path, or 0-2-4, and make him throw his trap on the path, so a lot of your ceramic friends will be caught and get you sweet money. Pretty big investment, mind you, but technically possible. Or if you like cannons, you could also put a cannon instead.

For half cash, you're probably going to want to be more frugal with your buccaneers and subs, placing more of cheaper ones instead of trying to go for a tier 5. I would stick with buccaneers in general rather than sub due to the fact buccaneers can deal with any kind of threat by themselves, something subs can't do unless you have some of them dedicated to being submerged to remove camo. Snipers can support from the top if need be.

But in general, everywhere you don't have land, your boats and subs are more than enough to deal with everything the game throws at you. Camo? Subs have a path to remove it, bucaneers have a path to detect it(which is at 2, so you can spec in something else, be it the aircraft path or the cannon path). Metal? Subs have path allowing you to hit that at rank 2, and same for buccaneers(plus it gives them fire effect). Anywhere you have a crossway or loop or any space where balloons are packed, the cannons of the buccaneer have a field day. In the middle of a loop, it's even better because it fires its broadsides both ways. And if you need economy, buccaneers have you covered too. MOABs and bigger? Buccaneers have the harpoon on their middle path to insta-kill small MOABs, and the tier 5 can harpoon even big ones(and for money too), and for anything not harpoonable, you have subs with missiles which can destroy them utterly, as well as everything inside them if they get the killing blow. Top path of the subs at tier 5 also make all your abilities recharge faster, making it a fantastic force multiplier, just like the sub commander for the bottom path boost your navy.

But then again, in general you always have at least a few patches of land you can use to deploy something that will completely ruin the balloons day, be it a druid, an ace, an heli or an engi.
Hawk Tuah Pyro Sep 15, 2023 @ 11:30am 
I feel like water monkies are pretty bad against soft targest past level 60. All of the semi expensive upgrades are for popping MOABS. I think I need to fully upgrade my heli or use ice monkies to freeze the water
Hawk Tuah Pyro Sep 15, 2023 @ 11:32am 
I also could have saved up for the sub commander upgrade. I think I just built too wide
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Date Posted: Sep 14, 2023 @ 4:15pm
Posts: 9