You can activate supply drops any amount of times in each wave, whereas factories will only give you a set amount of banana boxes per wave).Īnother useful thing to note is we can use the Village’s 4th tier Energy Beacon to reduce the cooldown of supply drops from 60 seconds to 45, giving us even more cash per round to finally start building an actual defense like Temples.Ĭity Level 38 gives the max amount of Super monkeys, 6, you can have, meaning that is the max amount of temples that one can use. (Remember when I said farms lose value? This is why. Since the waves are much longer and bigger, snipers become more valuable since the ability can be activated independently of the waves. Each crate drops about $1000, and you will usually have 15 or more active for money grinding. At about round 35, you’ll want to switch entirely to using the Sniper’s supply drops. Pretty soon, there will likely be too many MOAB class bloons for just a handful of chippers to break down. In order to ensure they do not scoop up valuable ceramics, have their range not directly on the track (Since MOABs have a much bigger hitbox) shown here as an example. The only thing Bloon Traps can’t trap are MOAB class bloons, but that can also be accounted for by using 4-2 Bloonchippers, the Super Wide Funnel Upgrade. Placing the tower where only one section of the track is visible makes a quick and easy clicker game cash trap for ceramics. By using these effectively, we can generate heaps of cash in the midgame. The engineer’s 4th tier upgrade can handle 2 problems we have: Mass ceramic rushes and Mid game cash generation. So what other income can be used? I’m glad you asked. But there’s an immediate issue to this: Farms lose value the longer we go into CT, because there are a fixed amount of cash that can be gathered from them each round. You’ll want to use Farms and other sources of income to bring in enough cash to afford a solid defense late game. This may be obvious to some, but the golden rule to winning CT is to plan for the late game. Here are a few of my round 100 setups for reference:Ĭurrently waiting for good CT maps to have more examples, stay tuned. I find the best combo is having Temples, Bloonchipper Moab Shredders (Bloonchipper 4-2), MIB CTA (Village 2-4) with Energy Beacon cooldown reduction (Village 4-2), Spike Storms (Spike Factory 1-4), and stalling with 2+ Cripple Moabs (Sniper)(You will need one with Fast firing and one without, as the snipers shooting at the same time will not give any additional stun) as well as with abilities like Absolute Zero (Ice) can push to round 100 pretty simple with enough ability spam. Late game in CT involves a lot of late game planning, with towers that stall and pop massive amounts of ZOMGs taking high ranks. TL DR (In case you don’t want to hear the specifics) For those reasons, round 100 is what a lot of veterans perfer. Going past round 100 isn’t easy, considering the mass amount of ZOMGs that spawn along with the insane health and speed buffs to anything ceramic and above. By reaching it, it also pretty much guarantees you own that CT for the next 6 hours (unless someone is crazy enough to go higher) Round 100 in Contested Territory is the final bunch of rewards for the Milestone rewards. Why are there so many people aiming for round 100? Why not further? This guide will not help the majority of newcomers! This guide will apply likely when you hit City Level 30, as it is when the “late game” begins. Guide to Contested Territory Introduction It will likely not apply to players with City level 30 or below. This is a guide for achieving high rounds in Contested Territory.
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