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The Monkey Sub is a versatile water tower that can counter various bloon types. It is not as powerful as they are in BTD6, given the new competitive circumstances, but they are quite the middle ground powerful tower in this game as of currently, making it somewhat of a challenge to fight against a Sub user. Sub's general weakness is grouped bloons, so try to overwhelm the opponent before they can afford the better grouped-popping Sub upgrades.
Opponents who pull out a Submerge and Support are trying to prepare to counter Camo rushes. Try opting for other rushes that do not involve camo, or rush with some Camos if they have got a bad submersion spot.
3-0-0 isn't enough to beat Grouped Camo Purples. If the opponent's defenses are further back, go for a Grouped Camo Purple rush, which should bait a boost if not death.
Reactor is expensive but reliably defends against grouped lower-tier rushes, decamos pretty quickly, and overall has great cleanup. Against a Reactor user, it is a good idea to wait for an opportunity to send strong grouped rushes instead, or just wait till MOAB-class bloons unlock.
Slightly better grouped popping power. While still weak against grouped bloons until Airburst is bought, keep up the rush against the opponent in the early-game.
An opponent will usually buy Heat-Tipped Darts in itself to discourage Lead sends or to synergize with Ice Monkeys. It pairs well with as a crosspath for Airburst Darts or Reactor; react to those upgrades accordingly.
First Strike Capability is capable of one-shotting BADs and ZOMGs. If you see a First Strike, know that sending high-HP blimps won't be so easy to do.
To counter a First Strike user, sending a mix of multiple BADs and/or several Fortified DDTs may overwhelm the opponent, forcing them to choose between one-shotting the BADs and directly fighting off the Fortified DDTs.
First Strike has an initial cooldown. If the opponent tries to sell-and-rebuy to get up First Strikes all over, they are trying to destroy high-HP blimps quickly.
Sending a single ZOMG may potentially trigger a First Strike to be summoned on screen; if the opponent does pull out their First Strike, take note of this.
Pre-Emptive Strike instantly deals high damage to any blimp incoming from the entrance(s) of a map. This is strong against large groups of weaker blimps, but the opponent will still need to handle the Ceramics underneath.
Pre-Emptive Strike's auto-missile attack is effective against DDTs but falls back to Fortified DDTs and freeplay ramping. Note that Sub Commander and other supporting towers can further benefit both the Pre-Emptive and each other.
Doubles attack speed, making it somewhat better against spaced bloons as well as improving attack speed for other attacks such as Submerge and Support.
Keep up the pressure if the opponent tries to buy Twin Guns to survive against a rush.
Airburst Darts splits darts into three, inflicting a large amount of extra popping power. A solo Airburst Darts can survive well against Grouped Blues and works well against Spaced Yellows, but not so for Grouped Greens and Spaced Pinks or Spaced Whites.
Triple Guns further increases the power of Airburst Darts. Treat it as if it's Airburst Darts, but pay attention to the attack speed of this tower; denser groups of bloons will be required to beat Triple Guns.
Players who use Triple Guns often pair it with buffs such as Alch buff, making them a deadly duo.
Armor Piercing Darts is deals high MOAB-class damage but is weak to large groups of bloons for its price. Sending spaced MOABs is a poor option against an Armor Piercing Darts user, but sending a BFB could potentially do trouble for them.
Sub Commander's double damage and bonus pierce makes a Sub army relentless against bloons, and comes with a noteworthy synergy with Pre-Emptive Strike that makes it even harder to rush DDTs.
Densely packed blimps are strong against Sub Commander; blimps may pop quickly but the Ceramics underneath can potentially kill the opponent if they lack support against them.
Crosspath-specific[]
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Crosspath
Monkey Sub countermeasures
3-0-0
An uncrosspathed Submerge and Support is too slow to decamo prolonged Camo rushes. Send longer groups of rushes, such as large waves of Camo Purples, which should force them to further upgrade their sub immediately or else risk death. This can be taken advantage of if the opponent focuses too much on mixing eco with obvious defensive measures.
4-2-0
A Heat-Tipped Reactor has a reasonably high pierce and pops Frozen and Lead, but slower than the Airburst Reactor. It may be better to avoid sending an offensive rush until unlocking Grouped Ceramics.
If the opponent only uses a 4-2-0 Reactor for grouped damage, a sustained boosted Purple rush can overwhelm it.
4-0-2
An Airburst Reactor destroys bloons much faster than normal but has only moderate pierce. There is an opportunity to send large, dense groups of middle-strength bloons, if the Reactor is not backed up properly by superior grouped poppers.
0-1-2
0-1-2 Subs have a large amount of pierce but are limited by range. They will not necessarily have enough firepower to counter dense, long grouped rushes.
2-0-2
Airburst Subs with Intel have a huge range advantage over pierce. However, without buffs it isn't very effective against dense rushes, including Grouped Yellows.
Newer players sometimes may blindly use this crosspath, thinking it is the unanimously "superior" crosspath for Airburst. Try taking advantage of this behavior by sending in large dense rushes or long sustained rushes.
Combining both of these towers makes them relentless against DDTs, but is very expensive and falls behind once freeplay ramping hits, and is weak to multiple BADs.
Other Advice[]
If you see the opponent's Monkey Subs having their respective unique cosmetics, the opponent has unlocked all upgrades for Sub. In that case, prepare for all possible upgrades.