C.H.I.M.P.S./Strategies

C.H.I.M.P.S mode requires different strategies from any other mode. Feel free to add your own strategies here.

Early Game Strategies (Up to placing heroes)
The early game is one of the most difficult parts of C.H.I.M.P.S. mode. These strategies will keep you alive long enough to place a hero.


 * One common strategy on maps with water is to start with a Monkey Sub and a Dart Monkey, with the one closest to the start of the map set on Strong.


 * On many maps, three dart monkeys are the only successful opening strategy.


 * On maps that loop around one spot (such as most Easy maps, Firing Range, and Spillway) a Ninja Monkey, Druid, or Monkey Engineer can often survive the first few rounds.


 * Maps with a tight curve can often be conquered with a Tack Shooter and a Dart Monkey.


 * Quincy can survive alone on some maps. Ezili can as well, but only on a few easy maps.

Mid-Game C.H.I.M.P.S. (Up to Round 80)
Most strategies for the mid-game focus on towers with high attack speed and damage.


 * One of the oldest and still successful strategies is to use Obyn Greenfoot with a 4-0-2 Ninja Monkey, a 3-0-2 Super Monkey, a 4-0-2 Alchemist, and a 2-0-2 Monkey Village. Obyn adds pierce to the ninja and super monkey, while the village makes the super monkey cheaper.
 * Generally Obyn is placed first, followed by the ninja, upgrading it to 0-0-1, then 3-0-1 or 4-0-1, adding the super monkey and the alchemist followed by the village, then upgrading everything.


 * Another Obyn strategy has 6 0-2-4 Druids with a X-2-X or X-3-X Monkey Village. The middle path increases the number of projectiles while Obyn increases the pierce. This can defeat most rounds up to 80 or so.


 * On maps where bloons circulate in the same general area (such as Moon Landing, Firing Range, or Spillway), Striker Jones with a top-path Mortar Monkey is very effective. The top path includes Shell Shock, stunning bloons, and a 4-2-0 mortar can handle MOABs easily. Pairing this with good BFB popping power (such as a MOAB Assassin or two, or a 4-2-0 Monkey Ace) is extremely effective.

Late-Game C.H.I.M.P.S (80+)
Many C.H.I.M.P.S strategies fall apart after round 80. Towers that could handle ceramics before (like Ring of Fire or MOAR Glaives) are incapable of stopping super ceramics and MOAB rushes overwhelm towers with low pierce. These strategies help.
 * Avatar of Wrath gets stronger the more bloons there are. It can almost single-handedly take down big rounds like 96,97,98, and 100, especially when paired with Obyn Greenfoot, a Monkey Intelligence Bureau, and 5 0-2-4 druids.
 * The Biggest One or The Bloon Solver can handle all super ceramics and most MOABs and BFBs.
 * An Alchemist -buffed 0-2-5 Spike Factory is capable of handling many late game rounds on its own, especially when paired with Overclock.
 * Sub Commander is very powerful when paired with multiple 2-0-3 Monkey Subs, but lacks pierce. Adding alchemists and getting a large number of subs (like 6 or more) and getting a Monkey Intelligence Bureau helps a lot.
 * One or more 2-4-0 Spike Factories can destroy all DDTs on screen, as can an X-4-X Monkey Ace.
 * First Strike Capability or MOAB Eliminator are extremely useful against the B.A.D. For more info, see B.A.D./Strategies.
 * To slow down DDTs and other blimps, Bloon Sabotage or its upgrade Grand Saboteur are effective. If all of your other towers can pop frozen bloons (through upgrades or a Monkey Intelligence Bureau), then Absolute Zero is also useful, slowing D.D.T.s almost to a complete stop as opposed to Bloon Sabotage's 50% speed reduction. MOAB Glue can play a similar role when granted camo detection.