![]() ![]() By the time I hit level 45-50 I usually have a 4/2 and a 2/3 village. Particularly, know when the first camos are coming (24 for normal, 33 for fast track) and know when the first leads are coming (28). Outside of that, just note the high traffic levels. Focus on having a good mix of AOE units and high piercing units. As mentioned earlier, your high piercing units should have their targeting priority set to strong. For example, I like placing 4/2 boomers, 2/4 ice tower, and 4/2 tack shooters next to a chipper set to strong. Don't base your strategy on knockbacks or slows. Past level 65, it's nearly all brute force. But at that point, money shouldn't be an issue. The issue instead should be real estate you can put towers on. Originally posted by Torakusu:Try to avoid dart monkeys. While they are cost effective early on, they're practically useless in the late game. And selling only costs you money.ĭart monkeys are essential on some of the levels in advanced-extreme difficulty and are actually pretty good to squeeze you through to your first farm or two even without speciality if you are going that way. Selling starts at 80% so its not a major loss to sell a low level dart tower and you can upgrade this amount with the premium? building so dart monkeys are pretty damn legit.Īlso slows work pretty damn well, I mean, rounds 63 and 79? the triple lead rush and the ceramic rush, are much easier if you can slow them down for a pick off. Something to bear in mind which isnt true in other TDs so much is that range increases are usually minimally efficient unless you hit a path at a much earlier/much later time. This is because the bloons come in a constant flow and your tower efficiency usually depends on the fact that it is attacking, not that its attacking the first bloon. ![]()
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