I complety disagree with what "I'm bad at games". You might find yourself struggling the first few rounds because you spent all your money on Banana Farms, but even if you are close to dying you can easily sell the Banana Farm and get some upgrades, by that time you have alredy earned more money than spent. It does have trouble defending a ZOMG, but it is possible.īanana Farms. Subs do struggle round 20 though, so mixing some BFBs with FC MOABs is a great way to attack you opponent if they use subs.įarms are better the shorter the map is since they give money based on rounds not time.ĭart Monkeys has close to none weaknesses, strong early, can defend R13 rush, can defend moab rush, it does have trouble defending a huge BFB rush, but you can use the Monkey Ace to cover that. The reactor sub when submerged will shred anything weaker than ceramics, and the First Strike Cabability can take down a whole ZOMG or a bunch of smaller blimps. Submarine: airburst darts make for early game popping power (if going eco instead of farms), and later can be set to strong to pop MOABs. But chippers can't see camo bloons and the 4/0 isn't good vs blimp packs (like a bunch of MOABs or BFBs packed together). The 4/0 can keep sucking the same ZOMG and it won't move on the map until it pops into BFBs and the supavac gives extra time to finish off a rush. Although they struggle with leads and are expensive to buy.īloonchipper: unupgraded and set to strong, it can stop pinks and blacks on rounds 4-6 (and somehow helps vs round 13 too), the 2/0 can stop leads and ceramics, and both 4th tier upgrades excel at beating blimps. Monkey Ace: 2/3 ace can stop round 13 rushes, even the camo ones, and the ground zero ability will clear the field except for BFBs and ZOMGs. Although the juggernauts depend on tower boosts because they shoot slowly and the fan club can be overwhelmed with enough BFBs and ZOMGs, so rounds 13 and 22 are good rushimg rounds vs dart monkeys. The best towers are the ones that have more strengths than weaknesses like:ĭart Monkeys: Cheap early-game popping power, juggernauts can stop leads and rainbows, and the Fan Club ability stops blimps. Super Monkeys are useless for the first 20 rounds lol.
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