Crosspathing/Glue Gunner

In Bloons TD 6, it is important to choose the best crosspathing for a specific tower in order to receive the best benefits out of that tower type. Towers have special roles to play for each stage of the game. The Glue Gunner in its core is a source of slowdown, mainly for a supporting role in a defense.

Introduction
Glue Gunner role is to provide support to monkeys by slowing them down and giving more time for the monkey's to finish the bloons off. It can't see camo, (unless Glue Strike is bought) and can't pop leads by default. Path 1 focuses on making the Glue gunner a DPS option by adding a way to pop bloons, and then increasing the rate of the corrosive glue. Path 2 is all about gluing as many bloons as possible. Path 3 centers around the effectiveness of the glue, slowing them down even further.

Tier 2 and below



 * 0-0-0: Pure slowdown for the early-game at only the cost of $275 on Medium. Crosspathing can be done to increase potential for any support-oriented purpose.
 * 1-0-0: Good for Yellow bloons or pink bloons early game cleanup. Although glue gunner would generally miss the shots unless is in a good spot
 * 0-1-0: a Good option for gluing more bloons early game. Which is also cheap.
 * 0-0-1: Makes the glue last longer which is isn't really effective early game without any other crosspathing
 * 1-1-0: TBA
 * 1-0-1: TBA
 * 0-1-1: TBA
 * 2-0-0: The bare minimum upgrade required for a Glue Gunner to deal damage to any affected bloon type. Can be used for purely gluing the early-game Leads.
 * 0-2-0: Pretty expensive for early game. Can be a decent choice for grouped bloons on early game
 * 0-0-2: Slows bloons significantly more (75% instead of 50% slowdown).
 * 2-1-0: An efficient early-game counter to spaced higher-tier bloons, slowing them down and dealing damage to them over time.
 * 2-2-0: Useful for Gluing multiple bloons
 * 1-2-0: Really useful crosspath for high tier spaced bloons.
 * 0-2-1: TBA
 * 1-0-2: TBA
 * 2-0-2: TBA
 * 0-1-2: TBA
 * 0-2-2: Significantly slows down groups of bloons, at the cost of soaking only 3 layers instead of all.

Bloon Dissolver

 * 3-0-0: Bloon Dissolver hybridizes slowdown with high middle early-game damage. Crosspathing is essential to optimize its power as a cleanup role against anything weaker than Ceramic, to which it will take the greatest advantage of.
 * 3-1-0: Gains +1 pierce to snipe out spaced bloons along a straight line. Most defenses would likely end up producing large clumps of bloons, making 3-1-0 not the best option for cleanup against dense bloons but decent for its cost against spaced bloons.
 * 3-2-0: Glue becomes a splatter attack, for superior cleanup against groups of bloons.
 * 3-0-1: Longer-lasting glue in itself doesn't do much for the damage potential of Bloon Dissolver because Rainbows dissolve pretty quickly anyway and Ceramics aren't really its strength.
 * 3-0-2: Extra slowdown on bloons is handy, but this misses out on its cleanup role against grouped bloons. May have some uses in very specific challenges where bloon track distance is short.

Bloon Liquefier

 * 4-0-0: Bloon Liquefier increases corrosion rate again to become very effective against bloons prior to Super Ceramics, as well as become okay against MOABs. It gains +1 pierce by default too, making it a little better at the mid-game and balance its crosspaths better. That being said, crosspathing still matters hugely for this upgrade because of how it is meant to be a mid-game killer.
 * 4-1-0: Slightly increases pierce. Simple +1 pierce, nothing else to say besides the fact that it can shoot along straightaways better to utilize its max pierce.
 * 4-2-0: Again converts a single piercing projectile into a splatter attack for grouped slowdown and damage. 7 pierce is still pretty decent pierce.
 * 4-0-1: Increases duration of glue. Since bloons don't usually last so long anyway, and blimps are dealt a constant amount of damage with the liquefying glue, this crosspath isn't very useful in itself.
 * 4-0-2: Stronger slowdown helps slow down bloons especially Ceramics much better. But this misses out on the 7 pierce instead of 2 pierce.

The Bloon Solver

 * 5-0-0: Frankly, this upgrade does not require any crosspaths because it gains a large amount of pierce, similar to glue splatter, without actually getting glue splatter upgrade. And since the bloons dissolve so fast, the extra time and effectiveness of the bottom path is only needed when taking down super ceramics or dealing more damage to blimps that are away from its direct range. Since a Bloon Solver has so much pierce, it doesn't usually need the extra pierce from Path 2 except on Race Events.
 * 5-1-0: See 5-0-0
 * 5-2-0: There is a niche for this crosspath on Race Events that enable this specific crosspath option, as this allows The Bloon Solver to catch much more bloons per shot.
 * 5-0-1: Glue lasts longer, which can be helpful for letting blimps become liquefied for much longer. Note that blimps have a halved glue duration compared to standard bloons. Instead of 5.5s duration for blimps, the glue now has a 12s duration for blimps. This isn't as significant when it comes to Super Ceramics, but much more significant when considering blimps.
 * 5-0-2: Kind of useful since it last longer and more effective at slowing the bloons down which makes it extremely effective at taking down super ceramics.

Glue Hose

 * 0-3-0: The non-crosspathed Glue Hose is more cost-inefficient compared to multiple 0-2-0 Glue Gunners. Crosspath it with Path 1 or Path 3 to give Glue Hose its greatest value.
 * 1-3-0: Soaks all standard bloon layers, making it a useful mid-game option against dense bloon rounds.
 * 2-3-0: On top of gaining the Glue Soak effect, the Corrosive Glue effect chips away at bloons every few seconds, dealing extra damage on the way. It can target MOAB-class bloons too, which may or may not be a bad thing, since it deals very little damage to them anyway.
 * 0-3-1: Glue lasts just over twice as long, which can be useful if attempting to let bloons move as far as possible while slowed down by the glue effects. However, there is no full soak with this crosspath, and glue will wear off after 3 layers are popped.
 * 0-3-2: Glue slowdown increases from 50% to 75%. Its value is greatest versus Super Ceramics, since it forms the majority of standard bloon layers on those rounds.

Glue Strike

 * 0-4-0: To start the initial cooldown as soon as possible, purchase 0-4-0 first and then buy crosspaths. Otherwise, there's no point just leaving a Glue Strike without a crosspath.
 * 1-4-0: Just like Glue Hose, the Glue Strike with Glue Soak allows the ability glue to soak all layers. This crosspath makes a greater difference on any bloon ranked Zebra/Lead or above.
 * 2-4-0: Often considered the best Glue Strike crosspath on most occasions. On top of gaining the Glue Soak effect, the Corrosive Glue effect chips away at bloons every few seconds, dealing extra damage on the way. It can target MOAB-class bloons too, so if more MOAB-class damage is desired then this ability will help make it happen.
 * 0-4-1: Glue lasts just over twice as long, which can be useful if attempting to let bloons move as far as possible while slowed down by the glue effects. However, there is no full soak with this crosspath, and glue will wear off after 3 layers are popped, or 6 with the ability.
 * 0-4-2: Glue slowdown increases from 50% to 75%. Its value is greatest versus Super Ceramics, since it forms the majority of standard bloon layers on those rounds. This crosspath isn't as bad as it seems even before encountering Rounds 81+ where Ceramics become Super Ceramics, as the Glue Strike ability by default soaks a considerable amount of layers already. With this crosspath, it specializes at weakening the strongest layers of standard bloons.

Glue Storm

 * 0-5-0: To start the initial cooldown as soon as possible, purchase 0-4-0 Glue Strike first and then buy crosspaths. Then upgrade to a crosspath for Glue Strike and upgrade later to Glue Storm. Glue Storm without a crosspath isn't very helpful for its price. Note that Glue Storm ability can soak up to 9 non-blimp layers, the ability glue lasts twice as long, and slowdown effect for non-blimp bloons is doubled (increased from 50% slowdown to 75% slowdown, or 75% to 87.5% for 0-5-2).
 * 1-5-0: Glue Storm ability glues up to 9 layers of bloon, but its ability glue already always soak an entire Ceramic regardless of crosspathing.
 * 2-5-0: Normally always the better crosspath due to the importance of causing MOAB-class bloons to also be dealt extra damage. Glue Storm's Corrosive Glue effect chips away at bloons every few seconds, dealing extra damage on the way. More importantly, it can target MOAB-class bloons too, so if more MOAB-class damage is desired then this ability will help make it happen.
 * 0-5-1: Glue lasts just over twice as long, which can be useful if attempting to let bloons move as far as possible while slowed down by the glue effects. However, since Glue Storm doesn't target MOAB-class without 2-5-0 crosspath and that its ability already soaks all non-blimp layers, doubling and already doubled ability glue lifespan isn't very helpful.
 * 0-5-2: The ability glue slowdown increases from 75% to 87.5% compared to a 0-4-2 Glue Strike. Its value is greatest versus Super Ceramics, since it forms the majority of standard bloon layers on those rounds. This crosspath isn't as bad as it seems even before encountering Rounds 81+ where Ceramics become Super Ceramics, as the Glue Strike ability by default soaks a considerable amount of layers already. With this crosspath, it specializes at weakening the strongest layers of standard bloons.

MOAB Glue

 * 0-0-3: Slows down MOAB-class bloons, so it's better to go straight for this upgrade than to crosspath and then go for said upgrade.
 * 1-0-3: Useless versus MOAB-class because glue cannot soak through MOAB-class.
 * 2-0-3: Equally useless versus MOAB-class because the glue does minimal damage to them.
 * 0-1-3: Glues an extra blimp per shot, which is equivalent to twice its unupgraded value. Plus, it can hit more than one blimp with the same shot, so it has the possibility to glue blimps from further.
 * 0-2-3: Modifies the glue attack into a splatter attack, but it gains a significant portion of pierce. It loses the potential to be effective at straightaway action, but it can be used when there's a dense clump of blimps.

Relentless Glue

 * 0-0-4: Not recommended to use no crosspathing. Upgrade to Path 1 for countering bloons with the special glue track blobs from this upgrade and Path 2 for countering blimps with MOAB Glue effect
 * 1-0-4: Glue blobs can soak through all layers of bloons hit, allowing Relentless Glue many more possibilities to generate further on-track blobs when other towers pop glued bloons.
 * 2-0-4: Glue track blobs can slowly damage bloons hit. Relentless Glue naturally lasts long on bloons affected by it, which means it can actually have the potential to fully destroy Camo Bloons below Ceramic once glued.
 * 0-1-4: Wastes the maximum potential for the unique Relentless Glue effect, but it improves the MOAB Glue portion.
 * 0-2-4: Like 0-1-4, it makes little difference for optimizing the glue track blobs, but improves the MOAB Glue portion.

Super Glue

 * 0-0-5: Super Glue has a powerful slowdown of at least 90% and stuns DDTs when given camo detection. In exchange, Super Glue is lacking in pierce, partially mitigated by Path 2 crosspaths. Not recommended to use without crosspathing.
 * 1-0-5: Useless for Super Glue as it's meant for immobilizing blimps, and the glue cannot soak through blimps.
 * 2-0-5: Super Glue already deals damage when its glue blobs make contact with bloons. 2-0-5 adds insignificant corrosion DPS and wastes potential for Path 2.
 * 0-1-5: Improves pierce of the glue, although this upgrade makes a small difference due to the Super Glue's glue having 6 pierce by default.
 * 0-2-5: Even more pierce in exchange for a splatter effect is all worth it, for maximal glue coverage.

Strategy
TBA