User:Pikazilla

CHIMPS Notes

 * Sauda or Pat for 1 paths or small map. / Etienne or Adora for 2 paths or medium map. / Psi for 2 or more paths or large map. / Admiral Brickell for water maps.
 * Adora is okay, but is not expected to be maxed out unless I am doing Freeplay after Round 100.
 * Benjamin is bottom-tier since Income is negated.
 * Tier 5 towers will be uncommon before Round 100, unless the Tier 5 tower is cheap.

Units

 * Dart, Boomerang, and Ninja are great for early rounds.
 * Ninjas can Remove Camo and are Anti All with Alchemist 2+-2-0. Place one on front lines.
 * Avoid Ice: use Glue to slowdown Blimps instead.
 * Super Monkeys are too expensive to invest before Round 100.
 * Spike Factory (2-0-3+ preferably) should be last line of defense; if any Bloons get by Spike Factory then restart the level.

Combos for Alchemist

 * Sauda
 * Ninja
 * Dart
 * Gatling Path 3.
 * Plane Path 1 (can also be Village)
 * Super Path 3.

Combos for Village

 * Pat
 * Adora
 * Most Primary
 * Dart, Boom, and Glue for Path 1.
 * Tack for Path 2.
 * Bomb for either Path 1 or Path 2.
 * Sniper Path 3 (not mandatory)
 * Gatling Path 1.
 * Plane Path 1 (can also be Alchemist).
 * Mortar Path 1.
 * Alchemist Path 2.
 * Wizard Path 1 & 2 (not mandatory)
 * Super Path 2.
 * Druid Path 1.

Anti Most & Anti All

 * Sniper (not designed for later rounds).
 * Sub & Ship (water).
 * Gatling Path 2.
 * Heli Path 1.
 * Mortar Path 3.
 * Wizard (has some issues with Purple).
 * Super Monkey (might be too expensive).
 * Spike Factory.

Benjamin

 * MONEY, with Bank support.
 * Support Abilities.
 * Skimming is anti-zerg in early-game.
 * Great for Half-Money.


 * Minimum combat abilities on his own.
 * Useless after all towers become maxed out, since there's no point in having money during the end-game.
 * Banks might need constant monitoring.

Adora

 * Very powerful, especially with True Sun God.
 * Good range.


 * Requires a lot of support, although this would also be the case for True Sun God.
 * Slow XP growth, which can be compensated with sacrifices.
 * Expensive strategy.

Sauda

 * Best tower for close-ranged combat.
 * Combos with Ice.
 * Combos with Stun, primarily from Explosive towers, due to her damage boost.
 * (At level 11) combos with other status-effects, including Glue, due to her damage boost.
 * Bleed damage effect. Effect is temporary, but expected to pop most bloons.
 * Crossroad trap.
 * Board wipe.
 * Anti Camo at level 1.
 * Anti DDTs. Bleed does high damage to DDTs.


 * Short range.
 * Cannot pop Lead until level 13.

Admiral Brickell

 * Best girl for water maps.


 * Not designed for non-water maps.

Etienne

 * Anti-Camo Support for all towers, making him great for Primary Only and Primary Expertise Village.
 * Strong when maxed out, especially against DDTs.


 * Weak in early-game.
 * Other forms of Anti-Camo already exist, including MIB--- which is Anti-All.

Psi

 * Anti-camo
 * Unlimited range that bypasses walls
 * Anti-lead at 6
 * Anti-purple at 13
 * Anti-blimps at 14+
 * Stuns and disrupts nearby


 * Useless against BADs
 * Slow attacks

Quincy

 * Good option for Military Only, as he can fight Black and Purple Bloons.
 * Cheap.
 * Great range.
 * Anti-Camo at level 6.


 * Weak.
 * Lead Bloons.

Gwendolin

 * Has Fire, which combos great with Ice. Fire attacks are somewhat rare, so Gwen can fill this niche well.


 * Needs camo support.
 * Not designed for late-game, as her abilities and power are meh.

Obyn

 * Good option for Magic Only, due to Druid Support.

Pat

 * High damage.
 * Roar boosts towers that have weak projectiles.
 * Can be placed on land or on water.
 * Pushback blimps.


 * Slow attack.
 * Short range, for both attack and roar.
 * Sauda is a superior close-ranged tower in terms of damage output.

Ezili

 * Best for Alt Rounds
 * Anti Lead and Anti Camo
 * Great at max level.
 * Boosts Necromancer Zombie-Bloons.


 * Few options against Purple Bloons.
 * Weak at level 1.
 * Totems require lives (although can combo with Spirit of the Forest)
 * Totems cannot be used in CHIMPS.

Striker Jones

 * Inflexible, especially against Black and DDT.

Captain Churchill

 * A powerhouse hero, but not as good as Adora.

One Class Only (Easy)
No Support Winners:


 * 1) Sniper (Round 103)
 * 2) Magic Monkey (Round 102)
 * 3) Ace (Round 101)
 * 4) Motar (Round 100)
 * 5) Bucaneer (Honorable Mention)


 * Sauda (Round 61)

Dart
The cheapness of the Juggernauts allowed me to resist all Bloons. The Super Monkey Club was not at full power due to its high cost and since relying on a zerg-rush of low level Dart Monkeys was a bad idea against the DDTs. Round 95, involving a rush of DDTs, doomed me; still impressive regardless, I did not expect the cheap tower to last so long.

Etienne
The weird curved projectile combined with lack of camo made me reluctant to invest into Boomerangs initially, but they do have good attacking power when executed effectively.

Getting the Tier 5 towers allowed me to, initially, dominate the game. But as I entered the 90s I saw cracks forming, as my 3 Tier 5 towers could not get enough firepower to push back the increasing amount of DDTs. To my surprise however, I made it until Round 102. It must be noted the Etienne is a great hero for Boomerangs, and I would have most likely failed sooner if I used Village for camo support instead.

Village
Since Black Bloons spawn as early as Round 20, I needed a way to stop these anti-explosion Bloons long enough to get MIB. Frag Bombs were the answer, because their indirect shrapnel doesn't classify as an explosion. I needed 4 frag bombs, and even then I lost 125 hearts (with the Mana Shield).

After getting MIB it was very smooth. The Blimps were quickly destroyed, and the splash damage destroyed armies of regular Bloons.

However, a swarm of fast Bloons can potentially zoom by before my slow reloading cannons and their somewhat slow projectiles managed to intercept--- this is how I lost on Round 103.

Village
Assuming that you are playing on a map with intersections, it's rather easy to play with Tacks so long as you give them camo support. MIB is not necessary until the DDTs arrive. Inferno Ring also gives this setup a quasi long ranged unit to compensate for the necessity to hug the road with these short ranged towers.

The DDTs and BAD were resistant to my Tacks, but I managed until Round 102 when a swarm of ceramics broke through.

Absolute Ice
The 20s has White Bloons, which are immune to direct ice attacks. Icicles don't create enough popping power to guarantee that enough Whites are popper to the weaker Bloons. Ice in general is also slow and not designed to inflict damage, especially against Blimps.

Side note: Snowstorm is able to pop Whites, but Whites appear before I can afford that upgrade so this strategy is off the table due to being impossible without support.

Fire and Ice
Have Gwen to do more damage.

Ice is just not designed to deal with the MOAB at Round 40. Any future attempts to do an Ice-Only challenge would demand some anti-blimp support.

Etienne
Even with a Hero, Glue just doesn't output enough damage to deal with large quantities of Bloons. Lost at round 39.

Sniper Monkey
Snipers were dominating the Bloons. I had several rounds where the army of Bloons were being destroyed instantly after spawning in. Yet by Round 103 I got rushed by Fortified Blimps that managed to outnumber me.

Monkey Sub
Loss at round 98. While excellent against Blimps, a rush of Bloons can break through. Overall, fine.

Pirate Only
Smooth overall. Solo in 40s. 80s at least (probably way further if I sold merchantmen).

One For One
Successful only when combining with Prince of Darkness. Wasted my first Continue.

Monkey Ace
At first, the absurd firepower was expected to shred through anything; but, DDTs are somewhat resistant to Aces. Even with literal nukes, I lost at round 101. I also never managed to acquire Flying Fortress.

Heli Pilot
Helis have high costs, which meant quality over quantity. However, they also are not good against DDTs. Lost at Round 95.

Mortar Monkey
The early game was rough due to the slow rate of fire and hyper precision of the mortars making them skip over multiple Bloons. Heavy Shells were necessary once the Black Bloons arrived. The first MOAB was also sturdy, but I did barely win that Round 40.

The mid game was actually smooth once I setup my Artillery Battery. The new Bombardment was an effective way of clearing out the early Bloons. The DDTs were not much of an issue once they first appeared.

BAD however was too sturdy for my Mortars to defeat. By the time it was popped, the ZOMGs endured long enough to crawl across the finish line and defeat me on Round 100.

Dartling Gunner
The Dartlings sound good on paper, but a rush of DDTs were able to break through in the late 90s before I have enough cash to upgrade them to tier 5s.

Magic Monkey
I had to put Necromancers in the front lines to counter Purple Bloons.

Getting the Tier 5 Phoenix Lord was difficult because by the 90s the Bloons began to swarm me. Magic is not designed for multiple targets, so a large bloon army is a huge threat. I did however manage to survive until Round 102.

Sun With Adora
Using 1 Military and 1 Support for Sacrifice.

Had 2 Dart Supers at end for Anti-Purple. Required some assistance before Temple.

I failed to get the True Sun God as Round 95 has a swarm of DDT that the Supermonkey, which focuses on quality instead of quantity, was unable to push back. It's also worth mentioning that Adora was struggling throughout this because I did not provide Village support. With that said, I am still satisfied with these results.

Vengeful
In order to guarantee that I can get this setup, the only support provided will be Banks and Benjamin to get enough money to buy the Vengeful God. All Temples must be maxed out.

It took me 13 banks to get this god of destruction by round 133; I'm sensing a pattern here...

Ended at Round 225, although I did keep banks up until Round 200. Vengeful God and Temples can pop all Bloons and had the power to last deep into the late game. Their lack of versatility and high costs are the obvious weaknesses, although the latter weakness was pushed aside for a while due to my banks.

No Support
I am less than $100 away from getting Plasma Vision before Lead Bloons break through.

Bomb Shooter
(I use 1 Bomb Shooter for the early Leads, then sell it once I get Plasma for my future Anti Bloom)

After getting Plasma, I had 2 rounds of Purple and Camo Bloons that removed 3/4 of my Hearts. Then after getting another Super Monkey, I failed to get it to 0-0-2 before more Camos came in.

It's clear that Tech Terror and Anti Bloom are the most inflexible towers of the Super Monkey, and cannot be depended on without significant support. Their range and explosions are benefits, but there has to be more in addition to that.

Absolute Batmonkey
Like the Anti Bloon run, I was unable to deal with Purples, Leads, and Camos at the same time since I didn't have enough money to diversify.

Bomb Shooter
To my surprise, I lost at Round 76. I suppose the quality over quantity approach was not enough to resist a swarm of Regrow-Ceramic Bloons.

Absolute Ninja
Inbalance between bombs and shurikens will determine how long I last; either I get zerg-rushed or lead bloons dodge the bombs. 40s at least.

Alchemist Acid
DDTs at Round 106 were too much for me. Still impressive, although that is because I didn't have to worry too much about Lead Bloons.

Alchemist Only
Village used as support for Camo and Purple.

Attempt 1
Path 1 ignored as Brews don't work on other Alchemists. So, my frontline will be Path 3 and backline Path 2.

Since Alchemist is mostly support, the low-tier towers were not designed to push back even the earliest rounds on Easy.

Attempt 2: Grandmaster Ninja
I wanted to combine Alchemist Path 1 with Grandmaster Ninja to remove camo early on.

This was far easier to implement once I acquired the alchemist Path 3. I was only able to get Transforming Tonic as late as Round 40.

Attempt 3
I tried going all in to get Rubber to Gold, but even after getting the upgrade I was unable to do anything with it before running out of lives.

Spike
Spikes are a good support tower because they are adaptable, hitting multiple types of Bloons. However, their slow rate of fire does make them vulnerable to large armies. Lost at Round 76.

Engineer
Round 95 has a rush of Purple Camo that overwhelmed my Foam. With that said, very impressive for a Support Monkey.

Quincy
The exploding arrows at Level 7 did allow Quincy to technically hit any Bloon. Quincy's bow consistently struggled when faced with large numbers of Bloons as arrows have a low rate of fire; this is even with Quincy's bounce, multi-shot, and homing upgrades. Lost at Round 34.

Churchhill
While Churchhill technically can pop all Bloons, his tank shells by default cannot pop Black Bloons and has a slow rate of fire. Lost at Round 49.

Village
Pat's slow attack speed combined with his short range meant that a swarm of Bloons could easily roll over him. Lost at Round 49, even under what I would consider the best case scenario.

Village
I had to Blood Sacrifice my MIB in order to get the first MOAB. Shortly afterwards I lost at a large army at Round 43. Adora is very high maintenance and so needs assistance even though she is very powerful otherwise.

Etienne
Etienne was unable to level up fast enough to deal with the Lead Bloons on Round 30.

Sauda
Lead Bloons were an issue, but could be dealt with if I timed my abilities accordingly. Lost at Round 61, which is very impressive for just one tower.

Psi
Psi was unable to level up fast enough to attack the first Purple Bloons. Psi was also too slow to match the increasing waves of Bloons.

Striker Jones
Signal Flare will be used for Anti-Camo. Frag Bombs and Heavy Shells will be used for Black Bloons.

DDTs initially were not too much of an issue since I did have a line of Heavy Shells to destroy them. But fortified DDTs were too sturdy. Lost at Round 110, which is still very impressive for a hero that is considered to be low-tier by many.

Village
The tornadoes are good at pushing back the DDTs to compensate for my lack of Anti-DDT damage output. But I lost at Round 102 due to fortified DDTs.

Ezili
1 Spirit of the Forest included to generate Hearts.

Necromancers are a very flexible unit in regards to damage type, damage output, and being Anti-Camo. Lost at Round 131.

Brickell
Lost at Round 135 as a fast DDT managed to sneak through while I was on cooldown. Still very impressive. Brickell is best girl.

!!!One Class Only (Paragon)
Easy mode. Benjamin + Bank combo to max out money.

Easy
Benjamin as hero.

Was easy.

Medium
I eventually managed to combine Ice and Fire towers. Took longer to get the Banks up. I wanted 2-5-0 Alchemist, but it did not pair well with my Glue Gunner so I sold Glue. Once I got momentum going with my banks, it was easy; before this, I had multiple restarts because of my inexperience with Path 2s.

Hard
Easy. I had a general setup based on my past experiences that worked with far less issues this time. Not much else to say.

Medium
Easy.

Easy
Lost on Round 51 due to large amounts of camo. Would have most likely lost at Round 59 due to Lead Camo.

(X) Hugging Distance
All towers must have a range no greater than Pat, unless they are Support (Pat is hero) spike tac ice village for camo

Lock On
Mortars, Darting (Locked), Heli (Lock In Place) Pat, Tac, Sub, Ice nearby. Downdraft + Pat made an infinite knockback loop in Round 39, which I thought was hilarious.

Lost at Round 142 due to two DDTS. Still impressive, but I did consider this fact that the DDTs were fast and durable enough to escape ground-zero.

Long Range
Lost at Round 156, but mainly because I got bored by them. Good and flexible.