Monkey Sub (BTD6)/Strategies

= Monkey Sub (BTD6)/Strategies =

Overview
The Monkey Sub is a powerful tower on most maps that feature water. Its cheap cost, homing darts, and fast attack speed make it a perfect early-game tower, and it can also provide valuable support later on. Submerge and Support is a cheaper method of revealing Camo Bloons than either Radar Scanner or Shimmer, and can later be upgraded to Bloontonium Reactor for a decent piercing DPS attack, with an optional 4-2-0 crosspath to take care of Lead Bloons. Energizer also has a lot of potential for late-game setups, as the ability cooldown reduction can be invaluable for abilities such as Overclock. The tower's bottom path excels at single-target damage, and serves as a great cheap DPS tower for early MOAB rounds, allowing more money to be invested into farming or other towers. The middle path doesn't have quite as many applications as the other two, but still holds its own in the late-game, as the First Strike Capability activated ability can single-handedly destroy an entire ZOMG, and even a BAD in critical condition.

Detailed Strategies

 * For most maps, including some Expert maps, a 0-0-0 sub is an optimal starting tower, as its low placement cost ($325 on Medium, the cheapest out of any Military Monkey) and homing darts are crucial when saving up for a Hero in the first few rounds.
 * Advanced Intel is very powerful early-game on decentralized maps with alternating paths, such as Muddy Puddles.
 * 0-0-2 Dart Monkeys can be used as range boosters for Advanced Intel subs, as they have a very good range-to-cost ratio and Camo detection, which allows the Sub to target Camo Bloons in their radius.
 * Advanced Intel subs can be placed near the exit of maps such as Spring Spring, providing a safeguard against potential leaks while also acting as a main DPS
 * Bloontonium Reactor combined with the Heat-Tipped Darts upgrade functions well as a crowd-control tower, similar to Wall of Fire, and can be used in place of a Monkey Village with Radar Scanner to both provide Camo detection to other towers and take care of loose Bloons.
 * First Strike Capability and Pre-Emptive Strike can both completely destroy a BAD and all of its child blimps when the BAD is on its fourth and final damage phase. This can be crucial for completing Round 100 of C.H.I.M.P.S. on shorter maps, and tends to appear as a gimmick in Daily Challenges once every so often.
 * Pre-Emptive Strike can also solo a BAD on some beginner maps such as Logs and Cubism
 * Energizer should be included in late-game setups to reduce the downtime of Engineer Monkey and Ninja Monkey activated abilities. (See BTD6 Freeplay Mode/Strategies)