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Een vertaalprobleem melden
Full map range independent from vision, low cost for tier 5, one shots cerams, has income, gives lives, pops lead, track spikes pop camo, and removes regrow, as a treat.
The map wide damage and utility is good enough for chimps runs where you don't get the income or lives. For the other game modes, by the time other towers out-scale it, its past round 100 and its income has almost completely paid for itself without including the sell price.
5|0|2 dart monkey
2|0|5 ice monkey
2|5|0 ice monkey
5|0|2 glue monkey
0|2|5 glue monkey
0|2|5 farm
5|0|2 wizard monkey
5|2|0 heli
0|2|5 ace
5|2|0 ace
2|5|0 spactory
* Legend of the Night (can send fortified BADs back to spawn)
* Bottom path monkey ace (can handle until round ~140)
* Middle path druid (can solo for a long time and handle DDTs if the map is long enough)
* Brittle Ice Monkey (t4? 4-2-0) + Tack Zone (2-0-5) + tacks (2-0-3) = budget bad killer
* Banana Factory (5-2-0) = most money, market (0-2-5) = auto collects bananas
* Dart monkey is cheapest and good in some situations
* All three villages are great buffs
In short, all are usable, you would have to define "strongest". Best popper? Best value? Solo tower? A tower that's still good before being T5? I would say in general a T5 farm would be the strongest since it can fund other things but it can't defend on its own.
If we use bosses as a comparison and insta drop a T5, an offensive tower can defend but you'll still have to farm and it will be slower than dropping a T5 farm, placing minimum defenses and more farms. You'd be able to afford any T5 very quickly with a T5 farm.