User:HDF0UnofficialAccount/Insta


 * All dart upgrades
 * All tack except mael, sprayer, rof
 * All sniper except cripple
 * All boomer except
 * red hot rangs, bio boomer (already split)
 * Multi Target should mentioned improved rangs function similar
 * Sonic Boom (removed)
 * All ninja except
 * jitsu Flash Bomb, SSL (already split)
 * All bombs except
 * Mauler, Assassin (alr split)
 * All ice except
 * Snap freeze, Viral Frost (removed)
 * Arctic Wind (alr split)
 * All glue except
 * Hose, Strike/Striker
 * All Bucc except
 * Destroyer, Aircraft Carrier, Cannon Ship, Pirates
 * All Ace except
 * Neva-Miss, Spectre, pineapple, O:DS, GZ
 * All Super except (BTW check every page because its messy)
 * Robo
 * All Wizard except
 * Lightning, Tornado t3, tornado t4, dbreath, pheonix
 * All Vil except
 * Energy Beacon, Monkey Fort, Monkey Beacon, Radar Scanner, MIBCTA
 * All farm except
 * More Bananas, Republic, BIA (removed)
 * Banana plantation, Bank
 * All Mortar
 * All Sub
 * Submerge and Support, Reactor, Ballistic, FS
 * All Spac
 * Spiked Balls, Spike Storm
 * All Heli except
 * Dartship, DD
 * All Engi except
 * Sentry, Trap, OC

jeiwojdeo

Just a random thing cuz it might eventually come in useful on a stalling page. Feel free to edit this page with more information.

Also please take this information with a grain of salt, I don't know everything about stalling unfortunately.

Purposes of Stalling

 * Stalling for abilities
 * May be needed because you need to use an ability multiple rounds in succession, happens more often with short uptime towers.
 * Examples: Total Transformation/Plasma Monkey Fan Club ability, preventing Overclock's downtime/preventing carryover to make sure reloading doesn't ruin your run, allowing Wizard Lord Phoenix or Bloon Sabotage to be used at more flexible timings, etc.
 * Stalling for build up
 * Examples:Long Life Spikes and it's upgrades (Perma-Spike included), and stacking Acidic Mixture Dip to absurdly high levels, Obyn Brambles and Admiral Brickell Mega Mines.

Cautions about Stalling

 * Note that you should not have any tower that can pop the bloon at the entrance unless the reduced stall remains enough.
 * Most people choose to use strats with minimal stalling, or no stalling at all. Many strategies here are for optimised and specific runs.

Maim MOAB
An easy strategy to pull off, since getting 1 Maim MOAB on Last should get a ZOMG locked on for most rounds and maps. May need extra micro on certain maps where longer buildup is needed. Will work for the average player who does not need an extremely niche stalling method.

Simple Downdraft + Enhanced Refreeze
012 Ice's ability to permastall bloons combined with reliable global blowback from Downdraft means it is quite easy to get superceramics into the Ice's range. One of the easier stalls to pull off.

Do be careful that no tower can pop the frozen bloons. Notable culprits include Full Metal Jacket Snipers, Advanced Intel Subs under a MIB, Carrier Flagship, Monkey Aces, Heli Pilots.

It is optional to add MOAB Shove to this. If microed properly, Shove can additionally permastall an extra MOAB/BFB while wasting its shots on the frozen bloon for a ridiculously long stall.

Chinook Stall
This will only work on certain maps. The concept is possible due to the widening of the distance between the left and right guns on the Heli Pilot, meaning there is leeway for bloons to escape the shots but not the Downdraft.

This strategy is very specific due to its nature of relying on straight lines for its darts to not hit its stalling target.

Maps that this strategy works on: Cargo, TBA

Advanced Downdraft + Enhanced Refreeze stall/epicalex4444 stall
In this stall, a 012 Ice Tower initially stalls one superceramic, while a few ceramics keep being blown back, preventing the 012 Ice from popping them and providing for a longer stall. Requires good manouvreing and usually only used for things such as a very optimised Least Cost CHIMPS. Similar to the Simple version, it is possible to add MOAB Shove.

This strategy was found by epicalex4444, on Reddit as u/epicalex4444.

Testing table Testing !


 * R6: Begin by placing Quincy as low as possible on the central altar
 * R7: Level 4 Quincy (only $26).
 * R8: Place a 000 Tack above Quincy.
 * R10: Tack to 002.
 * R11: Tack to 003.
 * R12: Tack to 103.
 * R14: Tack to 203.
 * R16: Remove rubble from Military pedestal and 000 Sub in the water next to Quincy.
 * R18: Sub to 001.
 * R22: Sub to 002.
 * R23: Sub to 102.
 * R24: Sub to 202. Quincy will detect the camo
 * R27: Remove rubble from Magic pedestal and 000 Alch as far left on the pedestal. Optional: Alch to Strong to allow acid to deal more damage and for it to hit leads more frequently.
 * R28: Alch to 200 (Note: Alch should still clear leads on Round 30 fast enough if Quincy has used up AMD)
 * R32: Alch to 300 (buffing Tack Sprayer)
 * R35-36: Optional: Use Rapid Shot.
 * R36: Alch to 400
 * R39: Tack to 204
 * R40: Optional: Use Rapid Shot.
 * NOTE: Original strategy included a 402 Sub here. However, after experimentation it has been found that Reactor is not needed. Reactor helps to eliminate children bloons more quickly, but it does not affect whether the strategy works in terms of affording other upgrades. Reactor makes saving up to Sky Shredder directly possible but non-Reactor has to buy The Biggest One first. The following parts of the guide assume Reactor is not purchased.
 * R41: Place 000 Ace, placement should not matter as long as you can fit Mortar and a Village affecting both towers nearby. Ace to 200
 * R42: Optional: Rapid Shot Camo Rainbows. Ace to 301
 * R45: Ace to 402. (Centred Path is used in this guide to allow the strategy to be easier to execute overall)
 * R46: Village to 100. next to Ace.
 * R47: Village to 200. Optional: Use Rapid Shot against Camo Pinks.
 * R48: Village to 210.
 * R49: Village to 020. Place 200 Mortar next to Village and aim around where the Tack Shooter was placed.
 * R50: Mortar to 300.
 * R51: Optional: Rapid Shot against the Camo Ceramics. Mortar to 320.
 * R53: Mortar to 420.
 * R75 or before: Mortar to 520.
 * R85: Ace to 502.
 * R91: Place 040 Ace
 * R93: Place 040 Ninja. Ground Zero the DDTs.
 * R95: Sabo when DDTs appear. GZ when DDTs start leaking from the centre part of the pedestal.
 * R97 or earlier: 040 Ninja
 * R98: Use all abilities except for GZ and one Sabo when there is a large clump of ceramics and MOABs in the centre.
 * R99: Place 040 Sub. Sabo when the Fortified DDTs show up and then Ground Zero when all DDTs are on screen (or wait slightly later).
 * R100: First Strike immediately, and then activate all abilities against insides. Alternatively, wait until the BAD is inside of the walls and to the left of the Tack Shooter, and then First Strike so no children spawn in. If any children spawn in continue to activate all abilities to ensure victory.