User:CommanderGs1

I've been playing ever since I got BTD 4 on my iPad when I was young. I really enjoyed BTD 5 mobile, too, but BTD 6 is by far my favorite.

My favorite tower in BTD 4 is the Beekeeper. I don't know why. I really miss it though. I'm sad its power was butchered in BTD 5 when it became an agent.

My favorite tower in BTD 5 is the Engineer. I loved both bloon trap and sentries and would use it all the time for early game.

My favorite tower in BTD 6 is the Sub. It can allow other subs (and itself) to do devastating damage, nullify DDTs, or allow slower leveling heroes to reach 20 on harder difficulties, depending on the path, all while providing good early game defense.

My favorite tier 5 upgrade in BTD 6 is the Prince of Darkness. It can handle pretty much anything below a BAD with a really low price tag.

I really enjoy using all the heroes, there really isn't one that I don't find fun or usable. My favorite hero though, is Etienne. Drone swarm is a good DPS boosting ability in all stages of the game, the UAV is great global camo detection, and UCAV is amazing damage, and his fast leveling rate makes it so that you can consistently get his amazing level 20 for levels like 98 and 100.

I have 26 black medal CHIMPS wins, including black borders on all beginner maps.

Also, here's my opinions of each tier 5 for CHIMPS (in tier list form)(WIP):

Note: I'm not taking earlier tiers into account for placement, but might mention them.

F: True Sun God (unaffordable, but Sun Avatar is good), Ray of Doom (practically unaffordable, but Plasma Accelerator can be good), Flying Fortress (practically unaffordable, and even its tier 4 has its own problems, like accuracy), Ultraboost (practically unaffordable, but Overclock is nice to have), Super Mines (practically unaffordable, and Spiked Mines aren't good either), All Banana Farms (unusable), Monkeyopolis (unusable), Superstorm (practically unaffordable, and even the tier 4 isn't that good), Trade Empire (unusable), Legend of the Night (unaffordable, but Dark Champion is ok), The Anti-Bloon (practically unaffordable, but Robo Monkey is solid. Beginning to notice a pattern with the Super Monkeys?)

D: Bloon Master Alchemist (In CHIMPS, a lack of additional income means that you can't afford to lose money. This tower, though good at handling ZOMGs, greatly decreases the cash you get from popping them. On most modes, Rubber to Gold helps fix this, but CHIMPS bans additional income), Pirate Lord (You don't want to rely on an ability to take care of MOAB class bloons, the increased cash gained doesn't work in this mode, and the buffs to overall damage aren't enough to justify the price), Plasma Monkey Fan Club (Low uptime, takes a lot of space to use effectively, and is a bit on the pricey side), Super Glue (Get MOAB glue then stop. If you really want the extreme slowdown it can provide, but don't want affected bloons to be considered frozen, then you can use it. Otherwise use Icicle Impale), XXXL Trap (Without the ability to give extra money due to CHIMPS rules, it's just a less reliable but more expensive Perma-Spike) Spirit of the Forest (Its ability is unusable, and Rupture is MK, so it's also unusable. That leaves the thorns, which aren't enough on their own to justify buying it), Absolute Zero (Perfectly ok, but outclassed by Sabotage, and not enough of an improvement over Snowstorm to justify 20k)

C: Elite Sniper (Cash drop doesn't work, but the fire rate buff to all snipers can be good, and the tower itself still does passable damage), Cripple MOAB (Suffers against grouped MOAB class bloons, but has great single target damage and, while not stunning BADs, allows other towers to hit them harder), Bloon Exclusion Zone (can handle groups well, but can't hit lead or frozen bloons without support and costs much more than other towers with similar crowd control), Primary Expertise (Good for Striker + Mauler strats and the mega ballista hits hard, but usually Primary Mentoring is enough. You are paying for the attack, not the support), Super Brittle (Very low range, but can be a good support tower. There are better options though), Glue Storm (16.2k for +1 damage and slowed ceramics. There are better ways to do all of that, but it's a perfectly ok use of your money), Tsar Bomba (Usually outclassed by 2 Ground Zeroes), Total Transformation (you really need to commit to this if you want to use it well, much like Avatar of Wrath. Unlike Avatar of Wrath, however, it only does its job 50% of the time. If you are going to use it with Poplust, you're better off going Avatar of Wrath, if you are going to use it with Shinobi Tactics, use Grandmaster Ninja instead), Wizard Lord Phoenix (Good in 2TC, but is otherwise too expensive for a tower that needs its ability in order to be good), Comanche Commander (A mediocre tower in almost every way, just hasn't been the same since the nerf preventing Alchemist buffs from affecting the mini-helicopters), Carpet of Spikes (It can handle MOAB class bloons effectively, but can't handle super ceramics. However, there are plenty of cheaper towers that can handle MOAB class bloons for much cheaper. Having a Spike Storm can be useful, though)

B: Ultra-Juggernaut (Very situational, depending on the map it could be S or D, so I'll put it in the middle), Elite Defender (Cheap, and with shrapnel, very effective), Energizer (Has good de-camo, great pierce, middling damage, and can allow slower leveling heroes reach level 20. A bit costly though), Icicle Impale (Good slowdown and damage. MIB allows it to counter DDTs), MOAB Eliminator (Great against ZOMGs and BADs, but a bit expensive for what it is), The Bloon Solver (great damage, but even with splatter, suffers on more dense waves. Nice and cheap), The Biggest One (Great damage with a huge blast radius, but suffers against BFBs and above and its usability really depends on the map), Blooncineration (very expensive, but removing fortifications is a big deal, and it has good damage to boot), Homeland Defense (If I was judging the entire path, MIB would get this path an easy S. But I'm not, so it isn't. It has too low of an uptime to be worth the cost, but when it is active, it is possibly the best support tower in the game), MOAB Domination (I find this path too expensive for my liking, but if you decide to get it, it does it's job) Super Maelstrom (great cheap mid-game tower that can handle grouped weaker bloons with ease, but falls off later in the game), Sentry Paragon (Plasma Monkey Fan Club done right. Get Deconstruction, it helps a ton against MOAB class bloons), Glaive Lord (Definitely does better on certain maps, but is ok on even suboptimal maps), Permacharge (pretty good, it's a shame you have to choose between damage or pierce), Bomb Blitz (Its ability is useless, but it is great at handling massive amounts of superceramics), Pop and Awe (Like all mortars, its effectiveness depends on the map, but its abilities and increased damage to stunned bloons makes it a premier choice with bloon crush and flash bombs and a really good option for halting bloons' progress), Special Poperations (Although the crate and door gunner abilities are disabled, the ability to move towers on a mode where you can't sell is very powerful. The Marine ability has over 100% uptime and provides good dps wherever its needed), Carrier Flagship (Great for Sub spam strats and can also affect Sky Shredder. The platforms also provide for good tower placement), Inferno Ring (Great AOE damage, and the meteor does good damage, too. It's kind of map dependent though, and a bit expensive), Master Bomber (Good MOAB damage, but can only really hit MOAB class bloons and only excels with a lot of nearby Shinobi Tactics)

A: Crossbow Master (Great all-purpose damage in the late game), Tack Zone (Situational, much like the Juggernaut, but is usable on a lot more stages), Avatar of Wrath (Allows for the Obyn + 5 Poplusts + Avatar of Wrath strategy), Perma-Spike (With a MIB or personal top path Alchemist, it can be a very effective DDT counter. It also functions as a very strong safety net, catching massive amounts of leaking bloons), Permanent Brew (hard to afford, but provides insane buffs to every thing you can get in its range), Sub Commander (doubles damage of all subs in range. Pair with AP Darts and Ballistic Missiles for a formidable defense), Pre-Emptive Strike (all MOABs and unfortified DDTs don't get to exist and massive damage to everything else. Ballistic missiles are fired extremely quickly. First Strike has less cooldown. Sub Commander doubles its damage. A bit expensive, though, and mind the massive amounts of ceramics it will make), M.A.D (And for my next trick, I'll make these MOAB class bloons disappear! A bit pricey though, and be wary of the ceramics it makes), Grand Saboteur (Bloon Sabotage is solid, and this Tier 5 is a marked improvement. 25% damage to incoming MOAB class bloons and 50% uptime is very good. Hard counters DDTs), Bloon Crush (Expensive, but stuns all bloons hit with over 100% uptime. Works especially well with Pop and Awe), Archmage (Really good damage for a somewhat reasonable cost. Struggles a bit against against superceramics but isn't terrible at dealing with them either), Sky Shredder (Missiles provide good MOAB damage, the insane amount of darts will destroy everything else regardless of obstacles), Grandmaster Ninja (Is only good with very specific Shinobi spam strategies, but much like the Avatar of Wrath, is so good in those situations that it gets an A ranking)

S: Prince of Darkness (Can be afforded mid-game and remains exceptional at popping ceramics and MOAB class bloons alike with minimal support. Hard counters DDTs as well), Apache Prime (Devastates most late rounds with its massive dps, great pirce, and global range. Its only weakness is DDTs, and a MIB can help alleviate that)