Strategy Page This article is a strategy page, where players may share their ideas on how to optimize the subject in question. Feel free to add new strategies on this page! However, make sure the content you add is clearly formatted, unambiguous, and informative. Note for all contributors: If you're planning to add a new strategy section about your specific strategy, please make sure to add version numbers and dates to each new section, especially for the latest games. |
C.H.I.M.P.S Mode is one of the most difficult game modes in the entire game of Bloons TD 6. In C.H.I.M.P.S (sometimes referred as CHIMPS), it requires a unique set of strategies in order to be beaten. To reiterate again, C.H.I.M.P.S stands for No Continues, No Hearts Lost, No Bonus Income, No Monkey Knowledge, No Powers, and No Selling, hence the abbreviation C.H.I.M.P.S.
Feel free to add strategies here.
About "CHIMPS"[]
No Continues[]
With "No Continues", it is not possible to retry the current game again. It is all or nothing; either you succeed or you fail the game mode. Try to take caution to avoid risky moves that may cost the entire game. It may help to play on the safe side.
No Hearts Lost[]
On the same note as No Continues, risky moves in this game may cost one or more lives to be lost. In a standard game of CHIMPS, any loss of lives is an instant game over. Similarly, any life generators will be useless on a typical game of CHIMPS. Having a Spike Factory near the exit may be helpful for catching stray leaks.
No Bonus Income[]
"No Bonus Income" refers to an absence of all income generators. By default, Banana Farms are automatically banned (except before Version 2.0 and some custom challenges). Geraldo’s Rare Quincy Action Figure and Fertilizer are also banned. All income generators with Bonus Income or Bonus Income Per Pop do not function; any source that has a capability for extrapolation of income is banned. However, just because an income generator makes zero income does not mean that use of said tower is useless for CHIMPS (e.g. Elite Sniper is very beneficial for excelling the mid-game despite its crate ability having zero monetary value). Also, some towers can "generate" money, particularly Trap-based sources (e.g. Bloon Traps and Obyn's Wall of Trees, as well as hook-based "traps" such as Pirate Lord), but actually only generate as much money as if the bloons were popped normally. The Sun Temple and True Sun God support sacrifice buff can still generate extra money per pop. If you pop the layers of a regrow bloon and let it split and regrow and then pop it, you will get extra money due to how the game is coded because it guves you money from layers that have not been popped.(Note: this does not apply to superceramics from round 81+.)
The following income generators generate zero income in this game mode:
This section is incomplete. You can help by expanding it. |
- Merchantman's end-of-round cash
- Favored Trades's end-of-round cash
- Trade Empire's end-of-round cash and bonus income buff to all Merchantmen
- Navarch of the Seas's end-of-round cash and bonus income to all Merchantmen
- Benjamin's end-of-round cash, Skimming effects, Trojan bonus income, Syphon Funding bonus income
- Spirit of the Forest's end-of-round cash
- Sun Temple and True Sun God support sacrifice's end-of-round cash
- Spirit of the Forest and Jungle's Bounty abilities
- Support Chinook Cash Ability
- Supply Drop ability
- Lead to Gold (usually $50 per lead)
- Rubber to Gold (usually +200% income per bloon affected)
- Banana Farm (cannot use in the gamemode, and even if forcibly enabled it cannot generate money)
- Monkey Town's bonus income per pop
The following income generators net zero bonus income in this game mode but can still "generate" money:
This section is incomplete. You can help by expanding it. |
- Monkey Pirates (usually produces base income per blimp in terms of collective bloons, cannot produce more money with external sources)
- Pirate Lord (usually produces +100% income per blimp in terms of collective bloons, cannot produce more money with external sources)
- Navarch of the Seas(usually produces base income per blimp in terms of collective bloons, cannot produce more money with external sources)
- Bloon Trap (usually +100% income per bloon)
- XXXL Trap (usually +100% income per bloon)
- Obyn Greenfoot's Wall of Trees (usually +100% income per bloon)
No Monkey Knowledge[]
The lack of Monkey Knowledge in this game mode means that relying entirely on such a crutch should be discouraged. Try using base knowledge of the game and only imagine Monkey Knowledge as a supplementary bonus for improving the gameplay. Also try to acknowledge Impoppable removing Mana Shield in preparation for CHIMPS. Try playing Impoppable to have some preparation for CHIMPS.
No Powers[]
Avoid using Powers or Instamonkeys as a crutch for saving runs in normal games. Also avoid relying on boost benefits such as Double Cash or Hero Booster, as they are also banned on this game mode. Spending your wallet also cannot help CHIMPS except for unlocking new Heroes.
No Selling[]
Placement strongly matters on this game mode. The tower will stay forever unless picked up with Support Chinook, sacrificed by Adora (Temples can also work, but impractical for this game mode), or affected by a special map mechanic such as Flooded Valley's flooding. Another workaround for selling is to place an x3x Ice Monkey near water, move the unwanted tower onto the frozen water using the Support Chinook, and finally moving the Ice Monkey with Chinook. Avoid messing up placements; a wrong placement can cost the entire game.
Try to consider what towers are close to others, use cases of each tower at each stage of the game, and the impacts of each placement of tower. This is mostly important for cases such as Alch buffs, squeezing in towers within range-oriented buffing sources, and placement of towers in general.
Towers and Heroes for CHIMPS[]
Towers[]
To win CHIMPS, all Bloons must be popped with a series of restrictions to many powerful interactions, only purely utilizing a combination of towers to beat all stages between Round 6 and 100. Optimizing early-game, mid-game, and late-game are vital. Gradually save up for more powerful towers while maintaining a cost-effective defense prior using a variety of skills to save money. An important skill to learn, especially on harder maps, is micromanagement. Making use of targeting priorities is helpful for flexibly targeting towers at specific targets. Mastery of activated abilities and timing them properly is a vital skill for learning how to hands-on act with the defense, and may help learn skills that can be applied into other forms of micromanagement.
As a general principle for the early-game (generally R6-30), have an early-game defense that helps gradually save towards the hero. Keep an eye on the costs and placements of each tower, and make use of any important targeting priorities if necessary. On the hardest of maps, the early-game may be one of the hardest stages of a game of CHIMPS; read an expert's map-specific guide to help beat particularly difficult map formats.
For the late early-game (generally R31-39), the general principle is to afford a cost-effective higher-tier tower or two and pair it into a strong synergy, the combination helping stop various types of waves with ease.
The mid-game should focus on saving into a powerful Tier 5 with minimal defense to survive into it. Into early mid-game (R40-59), a typical saveup into a powerful Tier 5 should begin, with only a few extra towers added when necessary to survive difficult rounds. The rest of the mid-game (R60-80) contains a few problematic rounds, often having dense bloon rushes.
Late-game (Rounds 81-100) has a heavy focus on going towards expensive Tier 5 upgrades and adding supporting towers to dispatch increasing strength of MOAB-class bloons and the addition of Super Ceramics. Ensure that the cost-effective mid-game options don't fall off too much in the late-game, or at least not cost so much. "Supporting towers" are cost-effective additions to an existing defense, supplementing in filling weaknesses of a current defense; an example is MOAB Glue's MOAB-class slowdown, First Strike Capability's single-target prowess, or Downdraft's mobility for blowing back Super Ceramics. Micromanagement and proper ability timing becomes especially important in the late-game.
Tower | Strategy |
---|---|
Dart Monkey |
|
Boomerang Monkey |
|
Bomb Shooter |
|
Tack Shooter |
|
Ice Monkey |
|
Glue Gunner |
|
Sniper Monkey |
|
Monkey Sub |
|
Monkey Buccaneer |
|
Monkey Ace |
|
Heli Pilot |
|
Mortar Monkey |
|
Dartling Gunner |
|
Wizard Monkey |
|
Super Monkey |
|
Ninja Monkey |
|
Alchemist |
|
Druid |
|
Mermonkey |
|
Banana Farm |
|
Spike Factory |
|
Monkey Village |
|
Engineer Monkey |
|
Beast Handler |
|
Heroes[]
Heroes offer super valuable roles at supporting a defense with their own special utility through their self-leveling upgrades. Always try to make use of the hero whenever possible, as the capability for Heroes to naturally level up makes them a vital asset for all successful CHIMPS games. Choose the right hero for the correct map, and account for saveups to the chosen hero with a suitable early-game defense. Do try to place the hero as soon as it is safe to do so.
Most heroes contain Activated Abilities that must be properly utilized in order to optimize their attacks. An exception is Geraldo, which has Geraldo's Shop as his only source of user-directed activations. Regardless, always use proper timing when using each activated ability or item.
Hero | Strategy |
---|---|
Quincy |
|
Gwendolin |
|
Striker Jones |
|
Obyn Greenfoot |
|
Captain Churchill |
|
Benjamin |
|
Ezili |
|
Pat Fusty |
|
Adora |
|
Admiral Brickell |
|
Etienne |
|
Sauda |
|
Psi |
|
Geraldo |
|
Corvus |
|
Rosalia |
|
Planning CHIMPS[]
General Tips[]
- Because there is no selling, pick towers that will be useful among all stages of the game, not get in the way later and/or not cause a significant cost to the defense. You will want to plan which towers you want to build starting from round 6 all the way to round 100. You do not want to mix different towers to handle the early game, middle game, and late game. Your early game strategy should set up for your mid-game strategy, and also late-game.
- Your options tend to be very limited in the early game, requiring you to get cheap options like Dart Monkeys, Sniper Monkeys, Monkey Subs, Engineer Monkeys, Boomerang Monkeys and more. While their placement is important to catch all of the bloons in the early game, make sure that they do not block the placement of more important towers in the mid to late game.
- It is wise to choose your towers and upgrades very carefully. With the inability to sell your towers and the inability to continue after leaking a single life, any mistake in tower placement or ability timing can lead to a game over.
- As there is no extra income from farms or other sources, it is worth saving money to place any essential towers when they are actually necessary for the defense.
- Your budget by Round 40 is roughly $16k, by Round 63 is roughly $56k, by Round 78 is roughly $82k, by Round 90 is roughly $120k, and by Round 100 is roughly $170k. (Refer to the BTD6 Rounds for more details.) This generally lets you get 2 to 3 Tier 5 towers by Round 90+, along with the necessary support for them. Plan accordingly.
- If you spend too little money on defense, you will likely lose too early and not acquire necessary Activated Abilities in time to defend against difficult rounds.
- After getting a feel for the early and mid game strategies for a map, if you are not successful in completing CHIMPS, test your intended late-game strategies in Sandbox Mode first before retrying. It can be frustrating to get to Rounds 90+ only to repeatedly lose to and start all over. Even if it looked like a narrow loss, sometimes you need to entirely change the towers you use in order to beat those rounds. Remember to keep your budget in mind, and disable Monkey Knowledge for more realistic results. You can also use Challenge Editor, which has the retry last round button.
Additional Tips[]
- Having support towers will fill in the gaps of your DPS towers that tend to have a specific weaknesses, whether that be specific bloons immunities, difficulty tracking faster bloons, not enough time to pop them, etc. are areas that support towers aim to fill. Without them, you would need to purchase many different kinds of DPS towers to handle the different immunities and properties. That can not only be expensive, but many rounds contain multiple bloons with different immunities at the same time (i.e. Round 95 with its camo purple, camo lead, and DDT bloons), which can stretch your defense too much and lose you the game.
- The early-game is usually harder than the late-game, as purchases take up a a larger percentage of your budget before Round 40, than it does before Round 100, where
For those of you looking for harder map completions, it might be a good idea to get a guide. However if you do not want to fully follow the guide then it might be a good idea to copy the early game as it is usually standard and then branch out for the mid to late game.
Memorizing any important rounds for your strategy is important for planning for potential weakness for your defense, especially when it comes to specific bloons. Overtime it will come naturally as your play, and any specific rounds that you tend to struggle with. Look here for the important rounds to look out for for your strategy.
Changing targeting can be important for certain strategies to function, as it would optimize the time for certain towers hitting the bloons they are supposed to hit. While it may seem complicated, it only comes into play when trying to maximize the potential of a tower to the absolute limit. Most games only require at most a one-button target change, usually between First and Strong.
Tower Recommendations[]
DPS[]
DPS options in this section refer to towers whose key value is in its cost-effective damage at any given stage of the game.
- Glaive Lord is an easy-to-use Tier 5 that works on almost any map format, provided proper positioning. It has a decent T4, MOAR Glaives, that excels against ordinary bloons.
- Necromancers and especially Prince of Darkness are surprisingly strong for their cost to damage ratio and are top tier in many CHIMPS games. The key to use necromancers properly is to understand 'prestacking' summons. Necromancers only recharge their ammo when bloons die near the necro. The damage is dependent on how many stacks they have. A normal necromancer can hold 500, whereas Prince of Darkness can hold up to 3,000. The main issue is Necromancer summons will spawn even if there are no bloons going to their path, thus wasting their stacks. This is especially evident in Rounds 80, 97, and 100 (necromancers don't gain stacks while the MOAB layer is damaged, only its children are popped), where these MOABs move slowly, and if you incorrectly place your necromancer, it can waste all of its stacks before it can even hit the MOAB, making it impossible to kill the first MOAB with only necros alone. This means you need to support your necromancers with towers that can destroy higher health blimps.
- Wall of Fire is the recommended crosspath for necromancers, and is an incredibly cost-effective DPS option for the early-mid game, dealing with everything up to Leads. However, do watch out for the Purple bloons of Rounds 25 and 32, which will break your Wall of Fire. The next Purple round is 45, by which you should have a Necromancer which can pop Purples, or at least a Shimmer or some other camo tower to deal with the camo Purples.
- Perma-Spike is an excellent choice for any map with a single exit, or a path intersection near the end. With the purpose of catching any leaking bloons, it particularly excels at nullifying Super Ceramics and DDTs in the late game. Without the top crosspath, an Acidic Mixture Dip or MIB is necessary for lead popping power, but the middle crosspath provides better DPS. Both the alchemist and Village are recommended anyway due to their attack speed buffs which let the Perma-Spike stockpile more spikes. Lord of the Abyss can also help with increases the pierce of the spike piles, enabling them to affect more bloons before expiring.
- Apache Prime is one of the go-to choices for many CHIMPS games, due to its excellent damage against all bloons. It is best suited for single-lane maps with long straight path segments, such as Bloonarius Prime, Bazaar, Chutes, Cornfield, Another Brick, and Infernal. (High Finance CHIMPS is actually not recommended due to Prime's cost, and distance from a common village.) Which crosspath to take is situational, but 5-2-0 is generally the safer option not only due to the early camo detection, but also the higher flight speed which helps to catch fast bloons (particularly DDTs and Ceramics). Do note that Apache Prime is actually weak to lead (though not completely helpless) and thus needs MIB support to be properly effective against DDTs. Additionally, saving up for the previous upgrade and then Apache Prime itself is very expensive, and you will need a secondary DPS tower while saving up for Apache Prime, and also to aid in the very late game when Apache Prime can be overwhelmed. Prince of Darkness or Perma-Spike are ideal choices.
- On easier maps, getting The Tack Zone on a good spot can solo most of the game. This tower is good against regular bloons and MOAB class bloons alike. It especially excels with Primary Expertise and Stronger Stim buffs to its attack speed, damage, pierce and range. Its main weakness is Lead, which can be solved by an Acidic Mixture Dip alchemist and later on a MIB. (You can alternatively consider another lead-popping DPS tower such as Prince of Darkness to complement The Tack Zone.) It also needs camo support, which can be provided for relatively cheap by a Bloontonium Sub, Shimmer Wizard, Etienne, or a x-2-x Village.
- Inferno Ring is an even better, though much more expensive, alternative. In exchange for not having a weakness to lead that The Tack Zone has, it has a weakness to purple bloons, and both need camo support.
- Sauda also fulfills a similar role, with the added benefits of not needing cash investments after placement, innate camo detection, abilities to catch bloon leaks, and being able to innately damage all bloon types after leveling up enough. This comes at the cost of using up your hero slot.
- The M.A.D. can practically solo all the final rounds. However, it requires a very significant investment and is almost useless before then, so it is seldom seen. It is also very weak against Super Ceramics and thus needs a supporting cleanup tower.
- Sky Shredder is a solid all-around choice for CHIMPS, as it can innately pop all bloon types, its darts deal with regular bloons while its missiles deal with MOAB-class bloons. However, it can be overwhelmed by MOAB-class or super Ceramic spam, and needs DPS support.
- Carrier Flagship is a reasonably-priced yet solid choice for dealing with the mid game. However, its DPS capabilities start tapering off on Rounds 80+. Aside from DPS, it also fulfills a supporting role by buffing water-based towers and Aces, and allowing other towers to be placed on top of it. The latter can be key to involving land-based monkeys in the overall strategy, especially on maps with very little placeable land such as Flooded Valley.
- Archmage is another reasonably-priced and well-rounded choice. His main strength is DDT-popping power which he can do without support (assuming the 5-0-2 crosspath, which is the most recommended), along with good MOAB-class damage in general. His main weakness is super ceramics, which another tower such as Prince of Darkness or Perma-Spike can clean up. He also does not synergize well with alchemist buffs. His range and DPS excel on maps such as Adora's Temple.
- Bouncing Bullet is a strong mid-game option particularly when buffed with pierce buffs and damage buffs (such as Berserker Brew).
- BEZ (Bloon Exclusion Zone) is surprisingly very good if used properly, it can be used just like the tack zone and the only thing that stands in your way is the early game, overcoming this is pretty simple. It is recommend to use Pat Fusty to buff your dartling gunner.
- Comanche Commander is effective when given plenty of support, particularly damage buffs and blimp debuffs, and any Lead-popping source.
Support[]
Support options in this section refer to towers whose key value is in its cost-effective supports at any given stage of the game.
- Monkey Village is extremely helpful for successful CHIMPS games. Even if you somehow are building towers that don't need camo or DDT detection, the cheap range bonus and attack speed (via Jungle Drums) is insane.
- Primary Expertise, apart from massively buffing primary monkeys, also comes with its own formidable mega ballista attack that shreds anything below MOABs, particularly any kind of Ceramics such as in the Round 70s. Do note however that its firing rate is very slow and thus it may not be able to catch all leaks, and it's generally not worth getting without primary monkey DPS towers such as The Tack Zone or MOAB Mauler spam to buff.
- Most successful CHIMPS games require Berserker Brew or Stronger Stimulant to excel the late early-game or the mid-game, although certain Striker + Mauler + Primary Mentoring strategies rely much less on those two Alchemist upgrades.
- Overclock and/or Bloon Sabotage tend to be necessary abilities to maximize the DPS of your main tower on more difficult CHIMPS games, especially for Rounds 90+. MOAB Glue is a cheaper and passive, but less reliable than the other two.
- Out of these 3 options, only Overclock is helpful against the Round 100 BAD.
- Shattering Shells deserves a mention for being the only tower that can strip the Fortified property off MOAB-class bloons, thus being of great utility on Rounds 89+. It can also be upgraded to Blooncineration, which is a formidable late-game DPS tower. The main issue is that Shattering Shells and Blooncineration require a dedicated investment and more micromanagement.
- A x-2-x Alchemist is the only other tower that strips Fortified, but only for regular bloons. However, its very cheap price makes it a good option against fortified Ceramic rounds such as 74, 83 and 91, and it can be combined with Stronger Stimulant to be an overall very useful 4-2-0 Alchemist.
- On easy maps such as Hedge, an Embrittlement or Super Brittle can provide most of the support you need - removing camo and regrow, freezing and permanently slowing all affected bloons, and buffing damage against all affected bloons. However, it is slow to attack and thus unreliable, particularly against fast bloons such as Purple Bloons and DDTs.
- Etienne is a popular support hero for his global camo detection and his offensive abilities.
- Elite Sniper, despite not being able to generate cash, is a strong grouped bloon option that greatly excels on rounds before Round 81 while still holding up for later rounds with its Sniper attack speed buffs for Maim MOAB in particular.
- Geraldo comes with various items that help assist the player. Offensive options and support options include:
- Stack of Old Nails helps to catch stray bloons that may have went past.
- Jar of Pickles gives a damage buff at the cost of a small attack speed decrease, working incredibly well with high-projectile options that also have low base damage.
- See Invisibility Potion is a cheaper version of Radar Scanner that can be used onto a tower. Later on, it sees use for additionally increasing range and camo damage (particularly DDTs).
- Tube of Amaz-o-Glue slows a large amount of bloons, making early-game rounds and late-game rounds easier to handle.
- Blade Trap has huge versatility on grouped bloon rounds like Round 63 and Round 78, as well as dealing large quantities of damage to MOAB-class bloons once the upgraded Blade Trap unlocks.
- Genie Bottle's genie deals a respectable amount of damage for the late-game.
- Monkey Village's MIB (Monkey Intelligence Bureau) enables your tower to pop all bloon types which is really helpful if your strategy is to use towers that can't pop a certain type of bloon.
- Giant Condor excels at repositioning BFBs to a more convenient lane and reduce their progress along the track.
- Symphonic Resonance forcefully repositions smaller MOAB-class bloons around a circular loop, giving more time for defenses to handle other sections of the map, and also synergizes with area-of-effect attacks with a small range. This makes it an excellent choice as a support tower, less so as an independent tower.
Unhelpful Towers and Heroes[]
- Benjamin does not give any money in C.H.I.M.P.S. mode, and can also lose money with Bloon Trojan and Syphon Funding.
- The third, fourth, and fifth upgrades on the lower path of the monkey buccaneer (Merchantman, Favored Trades, Trade Empire) do not give any money in C.H.I.M.P.S., even though they do decent damage.
- Monkey Town does not make money either, not to mention Monkeyopolis cannot be bought either, as Banana Farms are disabled. Monkey City is also hardly useful since the free Dart Monkeys can’t really pay off the cost of that upgrade and its previous upgrade together.
- The Bloon Master Alchemist loses a lot of cash as you only get the 1 dollar from the red bloon that comes out of the affected MOAB class bloon. In addition the $50 gain from the Lead to Gold upgrade and extra cash per pop from Rubber to Gold also do not work.
Overall Strategies[]
- Perhaps the easiest solution for this mode on most maps is the Avatar of Wrath build. It can not only pop bloons early game for a cheap cost, but also has tremendous scaling into late game. It gets stronger the more bloons there are. It can almost single-handedly take down big rounds like 96, 97, 98, and 100. This strategy involves:
- Clearing the initial rounds with Dart Monkeys, Druid Monkeys, Monkey Subs and/or Sniper Monkeys, then placing Obyn Greenfoot as soon as it is safe to do so.
- Start placing 6 Druids around Obyn, making sure that all Druids are in range of each other for the Poplust upgrade later. Make sure to have some camo popping power by Round 24; a cheap option is to upgrade a Dart Monkey to 0-0-2.
- Obyn himself can pop leads, so lead rounds are not an issue.
- The next camo rounds to worry about are Rounds 33, then 36 and 37. You can upgrade the Dart Monkey further, or if you have a Sub, give it 2-x-x so that it can assist the Dart Monkey.
- As soon as you are able to, upgrade all Druids to 0-1-0, then as the midgame begins, upgrade them to 0-1-4. After Round 40, get a 2-2-0 Village near the Druids so camo bloons are no longer a problem.
- Choose one Druid to be your Avatar of Wrath and place a 3-x-x Alchemist as close as possible to him. Now save up for Avatar of Wrath; you should be able to afford him in the late 70s to early 80s. Defend with Obyn's abilities in the meantime, especially with problematic rounds such as 63 and 78.
- After getting Avatar of Wrath, you're practically in the clear to win the game. Get your Stronger Stim alchemist if you haven't already, upgrade your village to a Monkey Intelligence Bureau by Round 90 to ensure DDT-popping power, and get a Permanent Brew for Rounds 98 to 100, or if you don't have the cash then get an Overclock instead.
- Another popular strategy is sub spam: On maps with a a reasonable amount of water (such as Spice Islands, Peninsula, Flooded Valley and Dark Castle), get a 2-0-5 Sub Commander surrounded with 2-0-4 Subs. Along with camo and lead support, they can carry most of the game.
- Striker Jones + MOAB Mauler strategies see some use.
- On most easy maps and some intermediate and advanced maps with water, this combo could be utilized. Start with a 0-2-3 crossbow, then get Adora, a 2-0-4 sub, and a 3-0-2 wizard by round forty. Make sure to space out the towers enough. Upgrade wizard to 4-0-2 and dart to 0-2-4 ASAP. Next, you have a choice of upgrading either the dart or wizard to fifth tier, though I recommend dart. Do not put more than 1k money into Adora. If you do, you will not be able to get all three tier fives by the time you need them. If you are having trouble with camo, put a 2-2-0 village next to Adora. Finally, put a 4-0-0 Alch next to each of the four towers. Upgrade them to 4-2-0 and get a 0-2-3 (on strong, everything else on first) glue in range of the village. With your remaining money you can get more subs for the commander. (2-0-4 Make sure they're not in Alch range, if they are then sac them with Adora.) If there's not enough space start pouring money into Adora. Sacrifices are much more cost efficient. This strategy requires no micro (for easier maps) and no strict placement timings or necessary mid-round buys. For maps like high finance, off the coast, firing range, and dark castle, this strategy is a viable baseline, with some deviations. Hope this helps with that black border!
- A quick and easy strategy for getting a black border is:
- First, place down Sauda, then, put down a tack shooter (in a strategic position, preferably in a loop area.) and upgrade it to 2-0-3, you will then want to put down a 1-0-2 village in radius of the tack shooter, after that, in the radius of the village, you will want to place a 2-0-3 ice monkey, then, before round 40, upgrade the tack shooter to an overdrive, then, as soon as you can, upgrade the tack shooter and the village to a 4-0-2 and The Tack Zone, then, in radius of the village and the tack zone, place another village and upgrade it to a MIB. You will then want to upgrade the ice monkey to an icicle impale (2-0-5) and finally, at around round 90, you will want to place a perma-spike at the end, being buffed by a 4-0-1 alchemist. At round 100 If you did everything correctly, your tack zone/ice monkey will get the BAD down to almost popped and your perma-spike will kill it and all the MOABs in it. Now, enjoy your black border (Note from an editor): This is also doable with bloon exclusion zone.
- (This strategy may not work on Intermediate+ maps, and works best on Cubism and Skates.) Place down Sauda at the beginning, and get 2-2-0 Heli Pilot. This is fine until Round 28. On round 28, use leaping sword ability to take care of the leads, then get Razor Rotors. On round 40, use leaping sword to clean up ceramics. Around round 50, get Apache Dartship. Then get 2-0-4 bomb shooter and a 0-2-0 village to take care of the ceramic hordes on rounds like 63 and 76. Around round 78, get Apache Prime as soon as you can afford it. Then get a 5-0-0 Wizard as soon as possible, with any crosspath you want. If you can't afford Archmage on round 95, use sword charge after the D.D.T.s spawn in. Then use sword charge on rounds 98 and 99 when all the bloons spawn(You may not to but its best if you do). On round 100, you can use abilities if you want too. Beat round 100, and you win. Easy C.H.I.M.P.S. run.
- (v41.2) A strategy involving two Aces can be employed on maps with reasonable track length (about 30+ RBS): Start by placing Sauda. If there is no good spot for her, place an extra Sniper. In the early-game, if the track is too short, Sauda's LV3 ability may have to be used often. Then, buy two Aces and upgrade one to 2-0-0, the other to 2-0-3 (prioritize this one). Leave them on whatever configuration works best for that case. For Lead rounds, give the 2-0-0 Ace a personal 2-0-0 Alchemist (recommended) or upgrade the Sniper to 1-0-0 and set it on Strong. Sauda should deal with early Camo rounds, though Night Vision Goggles can be bought for the Sniper to assist. For R40, upgrade the 2-0-0 Ace to 3-0-0. Afterwards, upgrade that Ace to 4-0-2 and give both a 2-2-0 Village. In rounds ahead, use Sauda's ability when needed, until you can afford the Spectre in the late 50s. This setup will cruise through the mid-game so you can save up for the Sky Shredder, at which point the setup is almost complete. Finally, upgrade the alchemist from the beginning (if there isn't one, place one personal to the Sky Shredder) to 4-2-0 and buy auxiliary towers such as Perma-Spike, Shattering Shells, Relentless Glue and First-Strike Capability to deal with the late-game.
Early-game C.H.I.M.P.S. (Rounds 6 to 40)[]
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, this strategy is most common on maps like Dark Castle, and Peninsula. On Flooded Valley, the only viable starting tower is a 0-0-0 Sub, as not even a 0-0-0 Buccaneer is strong enough to handle the early-game on its own.
- On some maps, like Workshop, 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 Engineer Monkey can often survive the first few rounds.
- Maps with a tight curve can often be conquered with a Tack Shooter and a Dart Monkey. Even easier maps do not even need the Dart Monkey, only upgrades for Tack Shooter.
- On some maps, a 0-0-0 Sniper Monkey plus 0-0-0 Dart Monkey starting strategy is necessary to begin CHIMPS, such as on Geared.
- Some strategies to survive early game is to save up for a Heli on most maps because Apache Prime is so influential in C.H.I.M.P.S. when also paired with Overclock and Stronger Stimulant.
- Some heroes are cheap enough to be placed at the start of the game, and can solo the first few rounds. These heroes are Quincy, Ezili and Sauda.
- Quincy is the only viable hero for Infernal due to almost requiring him to beat Rounds 6 and 7.
- Sauda can solo the early game if put around a bend, or require only minimal support (such as a single 0-0-0 Dart Monkey) if guarding a straight path. Once she gets to level 3, her Leaping Sword ability is excellent for catching leaks.
- Unfortunately, Sauda is useless for starting many more difficult maps, which have multiple paths (such as Muddy Puddles, Ravine or #Ouch), and/or do not allow placement of towers right next to the track (such as Flooded Valley, Infernal or Sanctuary).
- Ezili is generally an inferior choice. She can help out against round 100 but, generally, there are better heroes that are better suited to CHIMPS, such as Obyn (for magic strategies) and Quincy (for early game).
Mid-Game C.H.I.M.P.S. (Rounds 41 to 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. The village makes the Super Monkey cheaper, while Obyn serves as excellent early-game popping power.
- Generally, the Ninja is placed first, followed by Obyn, upgrading it to 2-0-1, then 3-0-1 or 4-0-2, adding the super monkey and the alchemist followed by the village, then upgrading everything.
- Another Obyn strategy has 6 0-2-4 Druids with an X-2-X or X-3-X Monkey Village. The middle path of the druids increases the number of projectiles while Obyn increases the pierce. This beats the rounds easily even on hard maps like Dark Castle and Workshop.
- 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 or an even better option just straight up going for the Biggest One because of its very big radius dealing 40 damage to M.O.A.B and Ceramics) is extremely effective.
- A large number of Shinobi Tactics together with a couple 4-0-2 Alchemists is very powerful, especially if you place a Grandmaster Ninja and a Sticky Bomb in the middle. This tactic (with about 12-15 Shinobis) is enough to win CHIMPS mode on Cornfield with Pat Fusty in the middle of the ninjas and all the Shinobi's on 0-3-2. The alchemists enhance the caltrops significantly, creating a Perma-Spike-like effect.
- On maps where water is available, one 2-0-4 Armor Piercing Darts Sub plus a 4-x-x Stronger Stimulant can carry rounds before Round 60 quite flawlessly, provided sufficient range intel from Advanced Intel. Likewise, a 2-0-3 Triple Guns Sub plus a 3-x-x Berserker Brew or 4-x-x Stronger Stimulant can perform exceptionally well by themselves before Round 40, also provided sufficient range intel. With Admiral Brickell nearby, she can allow the Subs to perform significantly better.
- It is important to note that a Carrier Flagship can carry throughout rounds 60 up to early 80s by itself. This means that you can spend your extra cash from these rounds on late game towers. The strategy would be to use a destroyer to beat round 40, aircraft carrier to beat rounds 50s and you should be able to purchase the flagship on within round 60. This strategy works on almost all maps with areas of water, even difficult ones like flooded valley.
- Pat Fusty and the Tack Zone can carry a CHIMPS run due to the Rallying Roar ability multiplying the damage of the tack zone by 2x before level 14 and 5x after level 14. Well-timed ability usage can easily get you through mid-game and a lot of times late game too.
- The Prince of Darkness increases with power the more bloons is popped nearby, it should be mentioned that Undead Bloons can take advantage of Alchemist buffs.
Late-Game C.H.I.M.P.S (Rounds 81 to 100)[]
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 may help make it easier to get through these tough last rounds, especially in preparation for the most difficult rounds from Rounds 95-100.
- 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 0-1-4 Druids (or 0-2-4, although Heart of Oak is generally not necessary at this point of the game).
- The Biggest One (specifically 5-2-0) or The Bloon Solver (specifically 5-0-2) can handle all super ceramics and most MOABs and BFBs. While the Bloon Solver upgrade excels against popping Super Ceramics, The Biggest One is overall better at popping MOAB-class bloons compared to The Bloon Solver. However, The Biggest One requires micromanagement in order to make the most of its sheer power. It is worth noting that The Biggest One is able to benefit much more greatly from attack speed buffs, especially Jungle Drums, Stronger Stimulant, and Overclock.
- A 4-0-0 Alchemist-buffing the 0-2-5 Spike Factory is capable of handling many late-game rounds on its own, especially when paired with Overclock.
- Prior to purchasing the Spike Factory, ensure the Spike Factory is placed within range of two 2-x-x Villages so that the Perma-Spike can receive 100% uptime from Overclock instead of just 66%. Two discounts from Monkey Commerce buffs can make a huge difference for increasing such powerful spike production.(No longer valid as of 21.0)
- Sub Commander is very powerful when paired with multiple 2-0-3 Monkey Subs, but lacks pierce and cannot damage DDTs without support. Adding alchemists and getting a large number of subs (like 6 or more) and getting a Monkey Intelligence Bureau helps a lot.
- Six 2-0-3 subs plus a Sub Commander, two 4-2-0 alchemists, a 2-4-0 Monkey Alchemist all in a group near the exit, plus a Prince of Darkness near the entrance, is good enough to beat several water maps including Spring Spring and Off the Coast. The extra money can be used for support like Unstable Concoction, Shattering Shells. Bloon Sabotage, or MOAB Shove.
- 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 (most effective) or MOAB Eliminator is 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. Snowstorm can be used to briefly stall blimps so that incoming blimps clump together with existing blimps. MOAB Glue can play a similar role against most blimps as well as against DDTs when granted camo detection. MOAB Shove is the least usable of stall tower because it can only slow one bloon at a time and can quickly get overwhelmed by 2 or more blimps. None the less it is still a stall tower and can still help out a defense though not as effective
- One 5-0-2 Grandmaster Ninja paired with many Shinobi Tactics Ninjas nearby will combine the incredibly high DPS of Grandmaster Ninja with effective blowback against Super Ceramics by the army of Shinobi Tactics.
- The many fortified bloons in the late game can overwhelm defenses, especially round 98. This can be countered with Shattering Shells (which removes the fortified property from BFBs and MOABs) or by Unstable Concoction, which not only turns fortified blimps into massive bombs but also strips the fortified property from children ceramics (due to being on the same path as Perishing Potions).
- Bloon Crush plus Perma-Spike is a surprisingly good combination and a good fit for maps with very little room (like High Finance). You can see an example in Jajajosh's video here.
- Apache Prime is able to deal a huge amount of damage to MOAB-Class bloons in the late game, but it struggles against Super Ceramics and has some trouble against DDTs. Pairing it with a tower that excels against these bloons, such as Prince of Darkness, The Bloon Solver, or the Pre-Emptive Strike , is a good way to reinforce your defense.
- Another way of dealing with DDT's is the 0-1-5 Icicle Impale paired with a 0-2-0 Monkey Village, this tower slows them down tremendously, If paired with a Apache Prime or another high damaging like Grandmaster Ninja (under a 0-3-0 Monkey Village and paired with 10-20 Shinobi Shinobi Tactics's) or another tower like Sub Commander (also under a 0-3-0 monkey village and paired with some 2-0-3 Triple Guns Sub). This tower isn't seen as often because it is very expensive as a stall tower and is usually avoided in favor of MOAB Glue and MOAB Press both are very cheap and effective.
- On maps with good range, such as Underground or Off the Coast, a strategy involving Striker Jones + MOAB Maulers + Primary Mentoring is a brilliant strategy once Striker Jones gets to higher levels. On harder maps, he levels up faster, and can even avoid the need for a Monkey Intelligence Bureau due to his Level 5+ and Level 19+ black-popping grants to all explosive attacks, allowing DDTs to be beaten by MOAB Maulers with ease. Slows such as Bloon Sabotage or MOAB Glue are important though, because MOAB Maulers are poor at chasing bloons. Level 20 Striker Jones allows the Artillery Command ability to obliterate even the toughest of blimps, even the BAD.
- Admiral Brickell + 0-3-2 Ballistic Missiles + 2-0-5 Sub Commander are extremely effective at breaking down Rounds 81+ on maps with good centralized spots, such as on Quad, due to the majority of bloons being Ceramic or above, where Ballistic Missiles are strong against. Admiral Brickell's Naval Tactics ability allows all nearby Subs to attack much faster, and combined with the good accuracy and damage from each Ballistic Missiles, they entire Sub army can obliterate almost anything with ease. Just note that DDTs require the use of the Naval Tactics ability if there is no nearby MIB, so make sure there's still remaining duration for that ability when DDTs come.
- Admiral Brickell + 2-0-3 Triple Guns + 2-0-5 Sub Commander are extremely effective at breaking down Rounds 81+ on maps with multiple distant paths but few Line of Sight issues, such as on Muddy Puddles or even Bloody Puddles. Combined with the extra damage and pierce provided by the Sub Commander, homing darts are able to chase bloons, allowing them to shred bloons far more effectively. This is particularly enhanced by improving the airburst darts via external buffs, such as from Berserker Brew, Stronger Stimulant, or Admiral Brickell's Naval Tactics ability. Like the Ballistic Missile spam strategy, do save the Naval Tactics ability in preparation for DDTs unless an MIB is nearby the Subs.
- Getting the M.A.D can be game winning, but requires a very unique strategy to save up, and requires super ceramic cleanup.
- Carrier Flagship + Spectre + MIB + Icicle Impale and Shattering Shells (optional-ish) Can usually wreck most rounds 81+, due to Carrier Flagship's buff for Spectre and MIB's popping Knowledge, but this setup may struggle on round 99 due to the DDT's Fortifications, Works best on maps like Tree stump, Flooded Valley (with Arctic Wind) or any map with water and one entrance, Setup was tested in version 44.1.8303.
Important Rounds[]
This section notes the most notable rounds in CHIMPS, and contains tips to get past them:
- It's often the best choice to start off each C.H.I.M.P.S. mode game with 3 0-0-0 Dart Monkeys on different areas of the track, as the Dart Monkeys are extremely cost effective with 2 pierce.
- However, on water maps, subs are usable, especially with perfect positioning.
- It is recommended to use online guides or ask for help if struggling to start a CHIMPS game.
- Rounds 6-15, Rounds 17 and 19, and Round 21 are some of the few early-game traps that often cause inexperienced players to lose on.
- Rounds 6-9 consist mostly of spaced out Greens, Blues, and Reds.
- The first pierce-focused round is Round 10, followed by Round 18.
- Rounds 11, 14, 15, 17, 19, and 21 are notable rounds containing Fast Bloons as a primary threat.
- The first Regrow rounds are Rounds 17, 19, and 25, all of which involve Regrow Yellows. Be prepared for those, and make sure the defense has consistent damage.
- Round 24 is the first camo bloon round. Since you only have one life, you are forced to build a defense for it.
- Round 25 is the first purple bloons round, meaning that towers that struggle against those should have measures to at least pop the layer.
- Round 28 is the first round that lead bloons appear. They are somewhat tightly packed, so make sure you can clean up the remains.
- Round 33, Round 36, and Round 37 are some of the other earlier Camo rounds to prepare for.
- Round 33 has spaced Camo Yellows, Round 36 has Camo Regrow Greens in between a large wave of normal grouped Pinks, while Round 37 contains Camo Whites on the last wave.
- Round 38 has the first Ceramics.
- Round 40 has the first MOAB. Defenses incapable of dealing with MOABs will likely lose on these rounds.
- Round 42 contains Regrow Rainbows and Camo Rainbows. Camo-weak defenses will likely lose on these rounds.
- Rounds 45 contains camo purples mixed with pinks. Good camo popping power is needed to not only pop the purple layer, but to hit it through the pinks that sponge the pierce for the purples.
- Round 49 contains a long green bloon wave mixed with a wave of Rainbows, Ceramics, Zebras, and Regrow Rainbows in that order. Generally easy, but ceramic wave might cause some issues.
- Round 50 has two MOABs, one at the start and one after a wave of Ceramics. This is where MOAB popping power is vital as more MOABs will come on subsequent rounds.
- Round 51 contains Camo Ceramics, which may overwhelm your defense if not given effective camo detection.
- Round 54 mixes plenty of Ceramics with MOABs, which is problematic if both Ceramic and MOAB-class damage are lacking.
- Round 55 contains fairly strong Ceramic rushes. While usually not game-losing, it still is an important round to note.
- Round 59 contains Camo Leads, forcing people to have a defense that mutually pops both camo and lead or lose the game.
- 0-2-2 Wall of Fire is the easiest method for single-handedly surviving the Camo Leads.
- Round 62 contains the a long wave of purples with occasional MOABS spawning in. Adequate purple defense either needs to be part of the main defense or dedicate towers to cleaning up them for your main defense to target the MOABs. The camo regrow rainbows shouldn't be an issue at this point.
- Round 63 is accompanied by 3 harsh rushes of tightly-spaced Ceramics mixed with leads. Without grouped bloon popping power or stalling towers, losing on this round is almost likely to occur.
- Simple strategies for countering this round are not too difficult.
- Ice Monkeys can be used to stall partial waves of Round 63.
- Two Blade Maelstroms can be used to beat Round 63 with little issue, provided the Leads are not in the way of the storms of blades.
- Gwendolin can be used to beat this round with not too much issue. One Cocktail for the first wave, Firestorm for the second wave, and Cocktail for the third wave.
- Golden Eagle near the front can stall out a dense group of Ceramics while chipping away at their health.
- Simple strategies for countering this round are not too difficult.
- Round 64 is not nearly as difficult as Round 63, but a dense group of MOABs plus a few Fortified MOABs may cause trouble for defenses that lack effective grouped MOAB-class popping power.
- Round 75 comes with dense triplet BFBs that may be too clumped for certain defenses.
- Round 76 has a harsh large group of Regrowth Ceramics, enough to overwhelm many defenses.
- Again, Maelstrom is a good choice for easily wiping out Round 76, but if you know that Round 76 will be hard, ensure the Maelstrom is purchased on before such a round begins.
- Alternatively, with the new updates, using one or more 2-2-0 Druids near the entrance can eliminate the regrow property, making this round much easier. Druid of the Jungle will also have no problem on this round on non-simultaneous lane maps.
- Round 78 not only has one harsh rush of tightly-grouped Ceramics, but there is also one more harsh rush of tightly-grouped Camo Ceramics, rendering most popular methods of popping such tightly-grouped Ceramics useless unless there is nearby reliable camo detection (Radar Scanner often fixes this problem). Additionally, Purples reappear on this round.
- Bear in mind that there is quite a lot of time between the two waves of Ceramics, specifically around 60 seconds, so having Gwendolin is easy with just one use of the Firestorm ability each for the two waves.
- Round 79 contains a lot of Regrow rainbows. If you have towers that chip the first layer, but not fully destroy them (such as a 0-0-0 Sniper from the early game), then a regrow farm can start since they might grow back into multiple rainbows, compounding the issue of pierce even more. However, this is a rare issue.
- Beyond Round 80, all Ceramics that spawn from any bloon type become Super Ceramics, variants of normal Ceramics that have 60 health (120 health for Fortified), and spawn only one child per bloon.
- Many towers can struggle with beating Super Ceramics. Instead, use towers that would benefit more from Super Ceramics than normal Ceramics, such as 0-1-2 Ice Monkeys, 5-x-x Bloon Solver, or x-3-x Downdraft.
- Round 90 has DDTs, which are very fast and immune to many projectiles. Most defenses not ready for DDTs may likely lose on this round or otherwise end up in a near-loss win of the round, only to get beaten by Round 93, 95, or 99.
- It is recommended to have a Radar Scanner or Monkey Intelligence Bureau nearby, as few defenses are capable of defeating DDTs without sufficient support.
- Round 95 is one of the most difficult rounds containing DDTs. This is where having a near-indestructible defense and Monkey Intelligence Bureau would become almost certainly necessary, as the many waves of DDTs will often overwhelm most defenses.
- MOAB Glue under Radar Scanner can slow down DDTs pretty well.
- Bloon Sabotage is a very important upgrade to deal with DDTs
- Icicle Impale under Radar Scanner can immensely slow DDTs. When added Acidic Mixture Dip or MIB, it can damage DDTs in the process too.
- It has also been the death of many "2 tower CHIMPS" challenges.
- This is where purple defense is tested the most. They are much faster, protected by camo leads, and contain the most amount of purples in the standard rounds, which means the defense must be fully prepared for them.
- Round 98 has full of ZOMGs and Fortified BFBs. Very intensive RBE on this round. Other than rounds 99 and 100, round 98 is often the final straw of defenses lacking enough grouped MOAB-class popping power.
- Using Unstable Concoction can help break through most of the BFBs and ZOMGs.
- Avatar of Wrath can also maximize its popping power on this round to easily pop the bloons. Ensure Obyn is nearby for the exclusive Druid benefits, particularly the extra pierce, to make it easier to beat Round 98 with ease.
- Shattering Shells can break the fortified layers of the Fortified BFBs, making it slightly easier to deal with them. Using this will basically make this round similar to round 94 but with 2 more ZOMGs.
- MOAB Press helps push back many heavier blimps at once, giving more time to deal with weaker blimps and Super Ceramics.
- Relentless Glue both slows down blimps and stuns weaker blimps and Super Ceramics. Defenses that aren't entirely stall-based will benefit much from these perpetual stuns.
- Round 99 has Fortified DDTs, enough to break any unprepared defense, even to those defenses that can deal with normal DDTs very well. Slowing towers is almost necessary at this point as the DDTs on this round have more than 1000 HP.
- One of the biggest enemies of this round is Pre-emptive Strike: because the passive ability missile also deals area of effect damage and there is a train of MOABs on this round, the missile will be triggered multiple times. This means that the damage will be extended to Fortified DDTs that pass by, popping them even though the missile on its own doesn't deal sufficient damage.
- Of course, the player must own towers that can take down the Ceramic Bloons that pop out of the DDTs, otherwise the effort of the Pre-emptive Strike will be in vain.
- Round 100 contains the first BAD, which is bad news for all players. The main hazards there include the huge HP of the B.A.D. layer, the B.A.D.'s resistance to slowing attacks, and the sudden fast DDTs that reveal upon popping the BAD layer.
- Use of a First Strike Capability ability is one of many ways to easily strip off B.A.D. health and if timed properly on the last stage of damage, can also pop the B.A.D. without having to worry about the insides.
- 1-4-0 or 2-4-0 Spike Storms may also help strip down the BAD layer well on most maps. Some maps may require the 0-4-2 crosspath to target only the currently active lanes.
- Besides early game and rounds 95 and 98, this round is the death to many "2 tower CHIMPS" challenges.
Difficult Rounds[]
This section summarizes a majority of the "difficult" rounds in the game that many players may struggle on CHIMPS Mode, and reasons why these rounds are so difficult. Click the hyperlink(s) of the rounds to study further about these rounds.
Round | Bloons Spawned | Basic Notes |
---|---|---|
6 | ??? Greens, ??? Reds | The first round in CHIMPS. There are several Green Bloons and some Red Bloons on such an early round with only $650. Very few strategies are able to defeat such rounds with such little cash, especially on maps with multiple paths like Quad and #Ouch. |
10 | 102 Blues | Instead of just spaced out Greens, Blues, and Reds, this round contains a dense clump of Blues near the end of the round. Sufficient pierce is important on this round; many towers that defeat the previous rounds lose to the Blue clump at the end due to lacking pierce. |
15 | 20 Reds, 15 Blues, 12 Greens, 10 Yellows, 5 Pinks | The spaced out swarms of Yellows and Pinks are problematic; most early-game defenses attempt to chase the bloons, or simply fail to keep up with them. This round is far more difficult than all rounds preceding it, making many players come to it unprepared. |
17 | ??? | Regrow Yellows may cause defenses to struggle if their damage output is not consistent. This round is more notable when attempting very cheap early-game defenses. |
24 | 1 Camo Green, 20 Blues | The Camo Green is relatively easy to deal with, but not having a Camo tower and having no money to buy one could cost the entire game. |
25 | ??? Regrow Yellows, ??? Purples | Will cause issues for defenses focusing on fire, energy or plasma damage. Purples are a lot faster than Whites and Blacks. |
28 | 6 Leads | Without reliable Lead popping and enough money, this round could become a dead-end. |
33 | 20 Camo Reds, 13 Camo Yellows | There are many more Camo Bloons than Round 24, requiring much more proper defense against them. Make sure to buy it before-hand or save enough money for one. |
36 | ??? Pinks, ??? Camo Regrow Greens | The three sudden Pink rushes may overwhelm defenses that rely heavily on slow-firing or stockpiling attacks. Camo Regrow Greens may pose minor difficulty for Camo detectors to focus on them. |
40 | 1 MOAB | The MOAB is the hardest challenge of the early game. Without the entire early-game setup being prepared to deal good single-target damage and clean up the tight, high-RBE ceramics, this round could very easily be a dead-end. |
42 | ??? Regrow Rainbows, ??? Camo Rainbows | Contains Regrow Rainbows and Camo Rainbows. Camo-weak defenses will likely lose on these rounds. |
45 | 180 Pinks, 10 Camo Purples, 25 Rainbows, 4 Fortified Leads | Defenses that cannot fully pop the camo purples are in trouble as the pinks make it difficult to clean up the remains of the purple layer if the defense is weak towards it. |
49 | ??? | Contains fairly strong rushes. Generally easy, but may cause problems for defenses that cannot keep up with large amounts of Ceramics and/or the Regrow Rainbows. |
54 | 35 Ceramics, 2 MOABs | The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game. |
59 | 20 Ceramics, 50 Camo Leads, 10 Regrow Ceramics | This is the first Camo Lead round. While many options exist to defeat this round, forgetting to give Camo detection to a lead-popper or put down a lead-popper that sees Camo is a common cause of defeat on round 59. |
62 | 250 Purples, 12 Camo Regrow Rainbows, 5 MOABs, 2 Fortified MOABs | A long line of purple means adequate sustained purple popping is necessary to survive, as well as good MOAB popping and cleanup to prevent the ceramics from being protected by the purples if the defense relies on plasma, fire, or magic. |
63 | 75 Leads, 122 Ceramics | This infamous round has 3 extremely tight Ceramic waves with 40, 40, and 42 Ceramics respectively. Unless the defense has been set up very adequately to deal with very dense Bloons, this round can pose massive troubles. |
64 | 6 MOABs, 3 Fortified MOABs | Nine MOABs, including 3 Fortified MOABs, spawn rapidly and can easily overwhelm defenses. Without reliable damage to groups of MOAB-class, this round can be a struggle, especially if all abilities are on cooldown from round 63. |
75 | 14 Leads, 14 Fortified Leads, 3 Fortified MOABs, 6 BFBs | The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, the fortified MOABs, and the Leads blocking many projectiles give this round a strong case of being the hardest mid-game round. |
76 | 75 Regrow Ceramics | This round can become a dead-end if all abilities are on cooldown after being used to beat the difficult Round 75. |
78 | 150 Rainbows, 75 Ceramics, 1 BFB, 80 Purples, 72 Camo Ceramics | Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed. |
82 | 6 BFBs, 5 Fortified BFBs | The latter 5 fortified BFBs are difficult to break, but it is the fortified Super Ceramics from those BFBs that pose the greatest challenge, especially for towers that fall off against them, such as Crossbow Master and Bomb Blitz. |
89 | 20 Fortified MOABs, 8 Fortified BFBs | The unprecedented amount of Fortified blimps and especially the Fortified Super Ceramics underneath them can become a significant roadblock. |
90 | 500 Fortified Camo Regrow Leads, 3 DDTs | With preparations, the 3 DDTs are simple, but they still pose an unprecedented challenge to defenses, due to them being fast-moving blimps as opposed to slow-moving ones with Super Ceramics as the main threat. They could easily brick an entire run if no towers that can pop Camo, Black, and Lead have been placed before-hand. |
91 | 100 Fortified Ceramics, 20 BFBs | This round is simple on most maps, but difficult on maps with very separate Bloon & MOAB lanes, especially Cargo and Dark Dungeons. The Bloons-only lane(s) of maps that have one are the hardest to deal with out of any pre-Freeplay CHIMPS round, due to towers easily falling behind the spaced Super Ceramics when they are placed to deal with the BFBs first. |
92 | 50 Fortified MOABs, 4 ZOMGs | Defenses that struggle to non-stop Fortified MOABs and especially their Super Ceramic insides will have severe trouble against this round. The Fortified MOABs could also divert attention from the ZOMGs, making towers not focus on them until it is too late. |
93 | 10 Fortified BFBs, 6 DDTs | The extra DDTs can pose extra challenge to towers that can beat Round 90. The Fortified BFBs may also take a long time to break and are especially problematic when towers spend a long time to deal with DDTs and let them get far. |
95 | 500 Fortified Camo Regrow Leads x500, 250 Camo Regrow Purples, 50 Fortified MOABs, 30 DDTs | The extreme amount of DDTs on this round is a monumental challenge to many strategies, making many runs a dead-end. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges. Plasma, magic, and fire oriented defenses will struggle the most with the large amount of fast camo purples that is protected by camo leads. |
97 | 2 Fortified ZOMGs | Defenses that lack single-target damage will often fail to pop the Fortified ZOMG layers soon enough to deal with the insides. Commonly used towers that struggle against this round specifically include Prince of Darkness and Ultra-Juggernaut. |
98 | 30 Fortified BFBs, 9 ZOMGs | This round has the highest RBE out of any round in pre-Freeplay CHIMPS. The high amounts of health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round completely stumble many strategies. |
99 | 60 MOABs, 9 DDTs | Many strategies that can beat Round 95 face a dead-end on this round due to them based on group-popping power that falls off; the DDTs gain double health on this round, with MOABs and their Super Ceramic insides continuing to consume pierce from DDT-popping powers. Likewise, ability cooldowns are even more important, as there's not enough time to recharge abilities before the Fortified DDTs arrive, especially because most abilities would be on cooldown after the notorious Round 98. |
100 | 1 BAD | Many strategies that revolve around stalling and/or grouped popping powers completely fail to Round 100 due to the BAD being immune to all slowdowns from towers and requiring single-target damage options to be dealt with. |
Map-specific Strategies[]
Below are tables illustrating possible strategies that suit particular maps the best. Most Beginner Maps (except Lotus Island and Hedge) can easily utilize strategies that are suited for Intermediate Maps and harder, so all Beginner Maps are excluded.
The following map strategies summarize optimal tower loadouts during the early-game, mid-game, and late-game for each of the Intermediate and harder maps. For more specific information about how to utilize these strategies on each map, refer to strategy pages for each of the maps.
Intermediate Maps[]
Below is the recommended combos to start off with for early-game, mid-game, and late-game for Intermediate Maps. They aren't necessarily the only possible combos, but for the best results try following these tower combinations.
Map | Best Early-Game Combo(s) | Best Mid-Game Combo(s) | Best Late-Game Combo(s) |
---|---|---|---|
Polyphemus |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Covered Garden |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Quarry |
Start:
Hero:
Updated for version 32.0 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Quiet Street |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Bloonarius Prime |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Balance |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Encrypted |
Start:
Hero:
Updated for version 27.3 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Bazaar |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Adora's Temple |
Start:
Hero:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Spring Spring |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
KartsNDarts |
Start:
Hero:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Moon Landing |
Start:
Hero:
Updated for version 34.0 |
DPS:
Support(s):
|
DPS:
|
Haunted |
Start:
Hero:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Downstream |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Firing Range |
Start:
Hero:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
|
Cracked |
Start:
Hero:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Streambed |
Start:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Chutes |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Rake |
Start:
Hero:
Updated for version 32.0 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Spice Islands |
Start:
Hero:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Advanced Maps[]
Below is the recommended combos to start off with for early-game, mid-game, and late-game for Advanced Maps. They aren't necessarily the only possible combos, but for the best results try following these tower combinations.
Map | Best Early-Game Combo(s) | Best Mid-Game Combo(s) | Best Late-Game Combo(s) |
---|---|---|---|
Dark Path |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Sunken Columns |
Start:
Hero:
Updated for version 32.2 |
DPS:
Supports:
|
DPS:
Support(s):
|
X Factor |
TBA | TBA | DPS:
Support(s):
|
Mesa |
Start:
Hero:
Updated for version 26.2 |
DPS:
Supports:
|
DPS:
Support(s):
|
Geared |
Start:
Hero:
Earlier DPS:
Later DPS:
Support:
|
DPS:
Cleanup:
Support(s):
|
DPS:
Support(s):
|
Spillway |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Cargo |
Start:
Hero:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Pat's Pond |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Peninsula |
Start:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
Support(s):
|
High Finance |
Start:
Hero:
DPS:
Updated for version 26.2 |
DPS:
Support(s):
|
DPS:
Support(s):
|
Another Brick |
Start:
Hero:
|
DPS:
Support:
|
DPS:
Support:
|
Off the Coast |
Start:
Hero
Updated for version 26.2 |
DPS:
Support:
|
DPS:
Support(s):
|
Cornfield |
Start:
Hero:
|
DPS:
|
DPS:
|
Underground |
Start:
Hero:
DPS:
|
DPS:
Support(s):
|
DPS:
Support(s)
|
Expert Maps[]
Below is the recommended combos to start off with for early-game, mid-game, and late-game for Expert Maps. They aren't necessarily the only possible combos, but for the best results try following these tower combinations.
Map | Best Early-Game Combo(s) | Best Mid-Game Combo(s) | Best Late-Game Combo(s) |
---|---|---|---|
Sanctuary |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Ravine |
Start:
Hero:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Flooded Valley |
Start:
Hero:
DPS:
|
Support(s):
|
DPS:
Support(s):
|
Infernal |
Start: Quincy + Dart
|
DPS:
|
DPS:
Support(s):
|
Bloody Puddles |
TBA | TBA | TBA |
Workshop |
Hero:
DPS:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Quad |
TBA | TBA | TBA |
Dark Castle |
Start:
Hero:
DPS:
|
DPS:
Support(s):
|
DPS:
Support(s):
|
Muddy Puddles |
Start: Sub+dart
Hero: Obyn DPS: 3-0-2 wizard |
Dps: 4-0-2 wizard + 2-0-5 heli
Support: 2-0-2 village, Obyn |
DPS: 2-0-5 sub and 2-0-4 sub spam + 2-0-5 ice with 2-2-0 village
Support: three sabos, first strike, |
#Ouch |
TBA | TBA | TBA |