Then shift over to the front defense and watch as an absolute disaster unfolds. Take a look at the rear defense and notice how the Subs are able to clean up the entire round, though barely.
I set up a rudimentary Sub Commander defense on round 95. A rear defense hits the bloons in front first.īlimps have larger hitboxes than ceramics, so towers in a rear defense will still be able to reach most blimps even if they are further away.Ī rear defense has more time to recharge abilities before the bloons reach it.Ī rear defense allows clumped rounds, like round 98, to separate before reaching your defense. Towers in a rear defense will be more concentrated at the exit, which means better cleanup.Ī rear defense tends to fire attacks in lines towards the front, which can allow you to rack up collateral damage.Ī front defense shooting towards the exit will often get blocked by other bloons pouring in at the same time, resulting in a failure to hit the first bloons. There are several reasons for this, and some of them relate to concepts discussed earlier in the guide. DO NOT PUT YOUR DEFENSE AT THE VERY FRONT, unless it can also see the back. Obviously, it depends on the map, but in most cases, your defense should be clumped either near the back of the track, or in a central location. Clumping near the back makes for a much easier game than clumping near the front. (It is not required to isolate Alch for Permaspike, but DDTs will be much more dangerous if you don't.)Īn example CHIMPS defense on Off the Coast. This is important because AMD provides Permaspike's only lead popping power for DDTs. If you are using a 025 Permaspike (the superior crosspath over 205), you will want to isolate your Alchemist from other towers so that it can focus its AMD solely on the Permaspike. The only way to control where AMD goes is to keep other towers out of the Alchemist's range. Unlike the main buff, Acidic Mixture Dip (AMD) targets a random tower. This takes practice, but it is highly effective once you can master it. You have to place the Alch first, but you can try to leave space between the Alch and the Ninja so that when you place the Druid, the Druid will now be the closest tower and therefore the one that receives the Stim buff first. Using this defense, you would beat the early game with Obyn, the 402 Ninja, and the 401 Alchemist. (The Acidic Mixture Dip is then applied to a random target.)Ī bit of an advanced trick is to save a space for the tower that you are going to main buff once you get it. Let's jump into it.ĭespite there being so many towers in this Alchemist's range, you can see that the Avatar of Wrath receives the Stim buff first, indicated by the glowing aura at its feet. With study and practice, you'll be able to rewire your intuition and become that much better at playing BTD6. You will learn several factors that explain why B is the better position. It makes sense, according to intuition, that you would think A is better than B. If you took this litmus test and chose the wrong spot, don't feel bad. And in truth, despite A looking so good with its perfectly used range, B is the superior position and the correct answer for this question. How peculiar-against all intuition, it is actually B that does better than A. Take a moment to watch both videos and see the results. I recorded both spot A and spot B to show how they do against round 6, the first round of CHIMPS mode. The Dart doesn't make use of all its range, and there are straight lines cutting through it straight lines take a shorter time to traverse than curved lines. I mean, look at how the Dart Monkey perfectly maximizes its range on that curve! B, on the other hand, looks clumsy and silly. I think most players-perhaps you included-would quickly choose A. The way a player answers this question tells a lot about how much they know about the game.