Bloons TD Battles

Bloons TD Battles

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Lategame tactics, mechanics and equations
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This guide gives details to help improve your strategy and tactics lategame
   
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Temple Mechanics
You are generally limited to what towers you can bring so it is recommended the towers for sacrificing have other uses too such as stall/slowing bloons. Stall/slowing bloons is generally as important if not more important than sacrifices.

The Temple is the strongest tower in the game, but it can be made much stronger through sacrifices. To make a perfect temple with max sacrifices, you need to have over $30,000 worth of each of the following within the Temple-to-be's radius:
- Ice Monkeys
- Glue Gunners
- Bomb Shooters or Mortar Monkeys
- Monkey Apprentices
+ any other towers not listed; 0/4 supers (technological terrors) are the most optimal for this last category since you already have super saving a tower slot.

Once you've gotten $30k of each of those within the range of a sun god, upgrade it to a Temple and you will have a perfect maxed temple!

An example of a decent temple with 3 max sacrifices:
1 0-4 super for max misc/blades
2 4-0 and 1 0-4 ices for ice sacrifices
3 4-2 glues and 1 1-0 glue for glue sacrifices

If you don't know how much you put into a category, you can base it off sell value. 80% of $30,000 is $24,000, the combined selling prices of towers in that category should add up to more than that number.

The main temple projectile starts off with 4 damage ~12 times/s. Each sacrifice category adds a certain amount of damage depending on how much $ you put into that sacrifice category. The main one as stated above is 30,000
These are all the cost levels for sacrificing:
+5: over 30,000
+4: over 10,000
+3: over 4,500
+2: over 1,500
+1: over 0

This means by going for $10,000 you could spend 33% of what you normally would and keep 80% of the damage increase. The secondary attacks are negligible
Maps
Different maps have different track lengths. This determines how long you have to react/pop a bloon before it leaks. Shorter tracks are often more difficult because you need a stronger defense to pop the bloons before they leak.

The amount of land/water available and the locations of these zones can also affect the difficulty. This is both because there may be bad locations where not much of the track is in range or it gives bad angles which doesn't take advantage of pierce. It can also mean the amount of temples that can fit on a map is limited because of the locations where temples can be placed.

Generally for lategame, blooncircles is considered the best map because it can fit 13 temples and is the longest track in the game which means there can be a lot of damage coming from the temples and a lot of time to pop the bloons
Ramping
Higher rounds are more difficult. This is not just because the game spawns more ZOMGs, it is also because the game increases the hp and health of all bloons as the rounds get higher. This is called ramping. After round 31, the bloons get 20% more hp and 5% (Yes the files say 20% but it is hard coded to be 5%) more speed each round. This means by round 36, the bloons have double hp and by round 51, the bloons double speed which halves the time to pop them.

Before round 30, all moab class bloons are half hp.
Moab class bloons are full hp round 30 and 31.
Moab class bloons are affected by ramping round 32 onwardds

Equations for calculating ramping strength are as follows:
HP = 1+0.4*(r-31)
Speed = 1+0.05*(r-31)
Difficulty = HP*Speed = 0.02*r^2-0.79*r+6.27

Speed battles has bloons move at 40% speed so multiply the speed by 1.4 when playing


These ramping values are multiplied by the base stats of the bloons
Moab = 1 speed, 200 hp
Bfb = 0.25 speed, 700 hp
Zomg = 0.18 speed, 4000 hp

At high enough rounds (90 and higher), the game will only spawn ZOMGs as a single group.
The equation for the amount of ZOMGs each round is
ZOMGs = round(0.2*(r-30))

The amount of ZOMGs per round matters because it affects the length of the group and is affected by pierce. If the towers don't have enough pierce then they can't damage and pop all the zomgs at the same time. The length of the group means some zomgs might not get hit by most projectiles because the towers are focusing on a ZOMG far away from it. Use targeting to help improve the direction the towers are shooting to maximise the use of pierce

Relative Bloon Speeds and Hp
Red is 1
Blue 1.4
Green 1.8
Yellow 3.2
Pink 3.5
Black 1.8
White 2.0
Zebra 1.8
Lead 1.2
Rainbow 2.2
Ceramic 2.5, 10 hp
Moab 1, 200 hp
Bfb 0.25, 700 hp
Zomg 0.18, 4000 hp
Stall and Stun
Some towers are able to slow bloons. This is called a stall. This increases the amount of time they will take to reach the exit. This gives more time for towers to deal damage and can help get higher rounds. Towers that slow the progress of MOAB class bloons in this way are ninja, ice, glue and chipper. The amount of stall represents how much the speed is reduced by. For example a 25% stall would reduce the speed of a bloon to 75% of its current speed. It is important to use the reduced speed value instead of the stall value when applying multiple stalls. Getting the reduced speed% is Reduced speed% = 100%-stall%
Ninja: 40%
Ice: 45%
Right side glue: 40%
Left side glue: 33%
Chipper: 25% once bloon is inside the chipper.
Since 1.23.1, ZOMGS are limited to 50% stall at most. They cannot go any slower

Some towers are able to stop bloons. This is called a stun. Towers that slow the progress of MOAB class bloons in this way are sniper, mortar and chipper and ice. If a bloon is in a situation where it is constantly stunned, it is "permastunned". When a bloon is permastunned, it can practically be forgotten about because it can't reach the exist and has no danger. In other situations, it will be able to move between stuns. The amount of time the bloon can move and the amount of time the bloon is stunned for can be used to calculate an equivalent stall. For example if a bloon is stunned for 0.5 and is then able to move for 1.5 seconds before it is stunned again. This means it is stunned for 0.5 seconds every 2 seconds. 0.5/2 = 25% equivalent stall.
Targeting
Targeting can be used for focusing damage on the most dangerous bloons, the bloon it can do the most impact against or to hit as many bloons as possible

First targeting is the default. It targets the bloon that has traveled the most distance on the map. This is generally good for prioritising the bloons nearest to the exit. It often neglects damage for the newest bloons to spawn allowing them to preogress with minimal damage. The BFBs and MOABs when popped move faster than the ZOMGs meaning they can also lead damage away from the ZOMGs

Strong targeting is often the second most common targeting used. This will focus damage on the leading ZOMG. Often the usage of this often relies on the BFBs and MOABs being popped from collateral damage. Otherwise they can run through the defense since the are ignored

Last targeting will focus damage on the bloon with the least distance traveled. This will often mean damage is ignored near the front of the group and can allow the bloons to get past.

Close targeting will focus damage on the bloon closest to it. This is often used to force the tower to shoot at a specific angle. When beside straight lines, it will shoot across the line. When outside bends/circles, it will shoot towards the centre of the circle making a line called the diameter. When inside bends/circles it will shoot outwards away from the centre of the circle. When at the ends of lines, it will shoot down the line

Knowing what role each tower would be best suited for based on what it does/can do and its position is key to knowing what targeting to use

If you want to put all towers on the same targeting for blooncircles, go with close. This is due to the size of the circles, the size of the temple projectiles and size of the ZOMGs. Close is not as good on other maps. The targeting can be tailored/customised depending on the towers used and positioning of towers relative to the rest of the track to get the most pierce
Income
There are two main forms of income:
Farms - Money per round
Eco - Money per time

Money is generally not a problem. You can fill the map without farms on defend mode. All you need is to stall rounds and have a high eco(the green number). If you think you can't get enough money with eco then you probably did not send eco for long enough.
Eco takes time, it's 2 minutes 30 seconds to pay itself back but it takes up no space and easy to use. Just keep sending bloons.
Farms are **NOT** the answer. They take up a tower slot, can't deal damage for lategame or at all and you need to sell them later removing your income if you did not invest in banks or eco. Lategame are also long. If you go with factories you will be waiting a long time for money later on. Early game is only like 30 rounds out of the 100 you can go.

Best eco bloons:
Blues- most eco per money. Try to use all your money you get for eco every 6 seconds
Pinks- most eco per second. If have a lot of money lying around to turn into eco or can constantly send bloons, these are what you send
Blacks- most eco bloon send. If you have to stop sending to do something the would be the last bloons you send

Bloon rates:
Round 2 Red- 1 eco per second, 150 eco to constant send (Lowest eco per send)
Round 4 Blue- 2.52 eco per second, 378 eco to constant send (Most eco for money)
Round 6 Green- 4.8 eco per second, 720 eco to constant send
Round 8 Yellow- 9 eco per second, 1350 eco to constant send (20 rbe per send, greens and pinks are 15 rbe per send)
Round 10 Pink- 18 eco per second, 2700 eco to constant send (Most eco per second)
Round 11 White- 12.5 eco per second, 1875 eco to constant send (33 rbe per send)
Round 12 Black- 15 eco per second, 2250 eco to constant send (Most eco per send)
Round 13 Zebra- 15 eco per second, 2250 eco to constant send (69 rbe per send)
Round 13 Rainbow- 6 eco per second, 900 eco to constant send (141 rbe per send)
Round 15 Lead- 6 eco per second, 900 eco to constant send (44 rbe per send)
Powers
Tower power and Track power you should definitely bring. You can fill a map so damage is what you need. Eco and bloon powers you can swap

Tower Power:
- You use tower powers on the round you think you will die on. And every round after that. Because the boost increases your damage by quit a bit you should be able to survive each round with a boost
- The best tower boost would be Big Bloon Beatdown Boost because you can use it 4 times so +4 rounds at least, even though there are boosts that are stronger, it won't matter since you will beat the round regardless. This is because each round is gradually stronger meaning one boost should
be enough to survive
- If done at the right time and lucky enough. A boosts will clean up the current round and damage the new round enough to not require a boost for it. This means you could get +2 rounds per boost instead of +1.

Track powers:
- The best track power would be spike storm because the damage the other powers do compared to it against zomgs is tiny
- Next would be Lightning because 14 attacks, 20 pierce so 280 popping power per use

Bloon power:
-Jam packed doubles the bloons sent for 15 seconds so that's double eco for 15 seconds if you can constantly send enough

Eco powers:
- Super Eco Boost just instant extra eco, I would use it the round you can't constant send anymore so you have more eco
- Salted wounds + copy eco work well together, only one person leaks lives earlygame and both players get at most +300 eco quite quickly to be able to constant send greens, which allows constant yellows then pinks and a better early game defence.
- Eco amp is good fast money to put into income the round you can't constant send anymore
- Rubber to gold, you are both doing eco and especially helpful if you 1/3 ice stall and have some bloons to clear.
- Budget bloons is +675 eco at most if you use it r6, 8 and 10 for greens, yellow and pink to half the cost needed to constant send so you can constant send for eco

Sabo Powers:
-Blindness reduces the range of supers allowing you to fit more temples on the map
-Cripple for same reasons but less severe of an effect
Equations and formulae
attacks/s = 60/(CEILING(60*cooldown)+1)
DPS = damage*attacks/s = damage*60/(CEILING(60*cooldown)+1)
Popping power = damage*pierce
Popping power/s = popping power*attacks/s = DPS*pierce

Sacrifice ranges
+1: min 1
+2: over 1.5k
+3: over 4.5k
+4: over 10k
+5: over 30k

Temple Damage per projectile = 4+(1*min value sacs + 2*1.5k sacs + 3*4.5k sacs + 4*10k sacs + 5*30k sacs)
Temple Dps = damage per projectile * 12

Tech Terror
40 dps
Ability:
Damage: 1000
Cooldown: 60
Average Dps: 16.667
Total average dps: 56.667

Slow = 1-stall
Slow = 100-stall%
Defense factor = 1\(1-stall)
Defense factor % = 100/(100-stall%)
Ninja is 2
Ice is 1.8182
2-4 glue is 1.6666 and 0.5 dps
4-2 glue is 1.5 and 10 dps

Mortar
Micro dependent, the .016667 is there for non-frame perfect inputs with the assumption of 1 frame off per group of abilities
Defense factor = 90.016667/(90.016667-Mortars(max 90))

Chipper
Removes bfb and under giving more time for zomgs since they can use the whole track
Defense factor = 1+(moabspeed*moabhp+bfbspeed*bfbhp)/(zomgspeed*zomghp)
Defense factor = 1+25/48 = 1.520833333
Defense factor = 1+115/323 = 1.520833333


Rounds and ramping
zomgs = round[0.2(r-30)]
HP = 1+(0.4*(r-31))
Speed = 1+(0.2*(r-31))

Ice stacking length
f(x) = f(round[x/2]) + f(round[(x+1)/2]), f(0) = 0, f(1) = 1
x = zomgs

Strength = 0.08r^2 - 4.36r + 59.28
Difficulty = round[0.2(r-30)]*(0.08r^2 - 4.36r + 59.28)
Ice Lategame
The ice ability recharges after 45 seconds. When the effect is activated all bloons onscreen will receive a 45% stall for 2 layers. This means if you use it on the ZOMGs, the BFBs will also be stalled and the MOABs will be regular speed. It cannot be reapplied until the effect is worn off. This means you cannot stall the ZOMG layer then reapply to the BFB layer. You have to wait for it to pop to full speed MOABs

Icestacking: This ability if used when the first zomg spawns in then everytime a zomg catches up to it allows for bloonstacking so all bloons take damage from all projectiles instead of the ones that would be at the end being hit by only some attacks.
Ice stacking length
f(x) = f(round[x/2]) + f(round[(x+1)/2]), f(0) = 0, f(1) = 1
x = zomgs

1/3 Ice stall: 1/3 ice has the unique property that it can freeze bloons long enough to refreeze them with the next attack but not damage/pop them. This means the bloons will be permanently frozen in place. This is useful earlygame as the next round starts whenever ALL natural bloons from ALL round have gone down one layer from either side or after a certain amount of time has passed since the last natural bloon has been sent out. This means if both players use a 1/3 ice tower to trap an undamaged natural blooon, they can use it to cause the rounds to reach their maximum length allowing for plenty of time to build eco and get money to afford defense for lategame.
Chipper Lategame
The chipper ability can hold up to MOABs for 8 seconds and BFBs for 4 and recharges after 40 secs(Minimum 10 for effect active constantly)
This means you only have to worry about the ZOMG layer since you can perma stall BFBs and under so all towers can be on strong targeting if you have enough at the end to perma stall. The chipper ability is normally placed near the exit because of how it works.

The chipper requires micro to permanently stall BFBs. Use the ability. Wait 4 seconds. Sell. Rebuy. Repeat.
Otherwise the BFBs will only be stalled for 4 seconds and then move for the remaining 4 until the ability stops and they can be affected by a different chipper

Omni shredder can suck in ZOMGs, stall them and spit them out. The animation time when sucking in and spitting the bloons out is a stall and will stop all progress being made. This means a 4-2 chipper is more effective than a 4-0 chipper and the distance to the track has a small effect on the progress. While sucked in the chipper, the bloons will receive a 25% stall and will be spit out where it would be if it continued with the 25% stall. The omni shredder is normally put on strong targeting because of how it works. Since omni shredder is a single target tower, an omni shredder is required for each ZOMG. If there are not enough shredders then one ZOMG can progress as if unstalled by the shredder.
Sniper Lategame
The 4/X sniper known as cripple moab is capable of stopping a zomg for 0.5 seconds and the bfbs and moabs for 2 seconds at least. If multiple cripple moabs shoot a zomg the stall is RESET and DOES NOT STACK so a full map shooting a zomg at the same time gives the same stall effect as 1 cripple moab. Having a 4/1 and 4/0 means that the snipers shoot at different times so stall is more prevelant. An X/0 sniper shoots every 2 seconds and an X/1 sniper shoots every 4/3 of a second. If all the snipers are on 1st then the zomgs behind the 1st can pass and they will slowly inchworm their way forwards. To stop this you line the track with 4/2 snipers on close so they each target a different bloon. To slow the 1st bloons a bit more get a 4/2 and 4/0 sniper on 1st and same for strong, last too if you like

The timing for snipers if synced up is both at 0, 4/2 at 1.+1/3, 4/0 at 2, 4/2 at 2.+2/3 then back to both at 4
This means that a ZOMG will travel for about half the time
Mortar Lategame
The mortar ability stalls up to MOABs for 5 secs, BFBs for 2 secs and ZOMGs for 0.5 secs and has a 45 second cooldown

The best time to use a mortar ability if you only have a few is whenever a moab at the front is moving. After that it'd the same but a bfb. After that it's zomg. After that its anytime a bloon is moving but you probably won't have enough abilities for that

Micro is another option where you activate an ability, sell and rebuy the mortar to be able to reuse the mortar ability. This saves space but costs money and is tedious to do and normally worse

Repeated activation of the ability won't keep bloons immobile, it only immobilises bloons that are moving

Mortar stall equations
MOAB
9.01667/(9.01667-Mortars(max 9))
BFB
22.51667/(22.51667-Mortars(max 22.5))
ZOMG
90.01667/(90.01667-Mortars(max 90))
Blindness and Megaboosts
Blindness reduces the range of towers. This can affect the sacrifices the temples will get. This can be used to fit more temples that can still be of high damage with less sacrifices by knowing the sacrifice thresholds. Using blindness requires a partner and lots of preparation and planning to have a working setup, know when to blind and having the locations of temples to upgrade accessible to perform within the blindness time limit

With megaboosts. The sacrifices are not shared equally. This can make it difficult to control which temples get which sacrifices without the use of blindness. Or all temples will not have any sacrifices which gives them a low dps but large range and infinite pierce
Village Lategame
Monkey Village decreases the cost of towers by 10%. Which can help afford defense faster
Monkey beacon increases the range of towers in range by 15%
Jungle drums increases the attack speed of towers in range by 15%. (It actually reduces the cooldown by 0.8695652173913 which is near 15%)

Monkey town increases the amount of eco generated per send which can help afford defense faster

Energy beacon reduces the cooldown of abilities in range by 30%

Call to arms doubles attack speed and pierce for 10 seconds. It has a 60 second cooldown
These can be used to buff towers lategame and improve dps and overall popping power
Engineer Lategame
The overclock ability has a cooldown of 45 seconds. It doubles the attack speed of the targeted tower for 60 seconds (It halves cooldown). It can increase the range of a village by 25%
Glue Lategame
The glue slows MOAB class bloons applied. While applied, the bloons are receive a 40% stall with right side glue and a 33% stall with left side glue. This is useful lategame as it is an passive stall that does not require user interaction to apply. This can free up focus to work on other abilities or parts of the game.
Submarine Lategame
Reactor can reduce the ability cooldown of all towers boats and subs in range by 15%. This stacks so use 0.85^reactors to find the new cooldown time for an ability

First strike can launch a missile that can do 6000 damage to a single ZOMG every 60 seconds
Boat Lategame
The MOAB takedown ability can always oneshot a BFB regardless of the round. It has a cooldown of 60 seconds
Ninja Lategame
The Ninja ability activates for 15 seconds and recharges after 1 minute(Minimum of 4 are required for the effect to be active constantly) . While the effect is active all bloons onscreen and will be spawned receive a 40% stall