Hello. Sorry if my grammar is wrong English is not my first language. About the Chanel i have always wanted to create one but did not have the time until now so here I am. In the beginning the videos will not have commentary because i live in apartment building and my neighbors are noisy. Since i am new most likely the videos will be row recording until i learned how to editing better quality.
As a recommendation if you're going to use Rubber to Gold Alchemist again in the future: 1-0-4 is _much_ better than the 0-2-4 you used in this video, because the larger potions from Tier 1 top path upgrade apply to the splash radius of the Lead to Gold and Rubber to Gold potions. DO NOT get the Tier 2 upgrade, though, that'll distract the Alchemist from using the gold potions, and may even pop Leads that are better instant-killed by Lead to Gold (which generates 50 Cash for each insta-killed Lead). Also, if you're going to use Bloon Master Alchemist (BMA for short), then you NEED to have some extreme income generation set up, because transforming something big into a Red through BMA shrink potion gives you NONE of the cash per pop you would've normally gotten, essentially reducing it down to only a Red's worth of cash.
@@Newber-pc4km Yeah, Perishing Potions is more useful for top path Alchemist, since it increases how long top path's buffs will last, so x-2-0 Alchemist is better than x-0-2 Alchemist in almost all cases. Faster Throwing does allow top path to throw out its buffs more frequently, but that's only useful if you need your top path Alchemist to keep up with A LOT of towers at once. There's actually an entire wiki with all of this information as well, which you could look over to learn more details about all the towers, their upgrades, and how each crosspath interacts.
extremely disappointing clip extremely bad gameplay on my part I don't know if the map is difficult or I don't understand it but I struggled to beat it for six hours and finally decided to use Insta Monkes and again came close to losing 😥😥😥
11:29 I died a little inside. Sauda has such tiny range, she just *ALWAYS* wants as much track coverage as possible. Somewhere with intersections, like closer to the top-right of the map. Your initial spot for her in the usual modes was fine, but for Reverse the top-right would've been much better.
I feel the need to point out that getting a Radar Scanner _after_ already putting a Submerge and Support at the start of the map is completely pointless, redundant, and a waste of cash. Submerge and Support already _permanently_ removes Camo from Bloons that pass through its range, so Camo detection from Radar Scanner is no longer needed.
@@Newber-pc4km For reducing ability cooldowns? That only applies to water towers inside the green circle produced by the Sub, and only applies to their activated abilities (the ones gained from Tier 4 middle path upgrades; you can see which ones they are from the Upgrades screen since they'll be marked with a yellow lightning bolt symbol). Otherwise, the only things a Bloontonium Reactor will do while in Submerge mode is remove Camo from Bloons and deal radiation damage to Bloons, both _only_ applying to Bloons directly inside the Sub's green circle. On a side note, it's worth mentioning that Airburst Darts has literally no effect on the Reactors, but the first two upgrades from middle path allow the Reactors to affect up to 50 additional Bloons at once (for Tier 1 middle path upgrade) and pop Leads with the radiation damage (for Tier 2 middle path upgrade), making a 4-0-2 Sub generally much more useless while Submerged compared to a 4-2-0 Sub.
@@Newber-pc4km On the topic of Subs and their upgrades, it should be mentioned that Heat-Tipped Darts will do absolutely nothing for a Submerge and Support until after you upgrade it to Bloontonium Reactor, although Barbed Darts will still give the Submerge and Support decamo wave an extra 50 pierce (allowing it to strip the Camo away from up to 50 additional Bloons at once).
Although it's obviously much too late for this to matter, you seemed extremely confused on how this map worked in these videos. Basically, each symbol represents a tower category: Dart is Primary, chevron (the downward arrow) is Military, star is Magic, and gear is Support. When a space opens up and allows you to place towers inside it, you can _only_ place towers into the space that match the symbol's category. So Military towers (for Military Only, especially) can only be placed in the spaces with the chevron symbols, for example. This is also why you can't put a Wizard in the top-left space, since that one's reserved for Primary towers. Spaces that have no symbols (the ones that have twin trees and leave little stumps behind) can have any kind of tower placed into them, but the stumps also still block placement, meaning you can't put big towers (like Villages, Super Monkeys, Heli pads, etc.) into them. As an extra tidbit about this map, there's supposedly two super-secret buff spots hidden among the trees in the top-left and top-right corners of the map (outside of the fences) that can grant towers placed into those secret zones extra range.
@@Newber-pc4km I mean, you don't have to try again just for the secret, though showing it off might be neat. Going back and re-clearing the game-modes of the map after having a better understanding of the gimmick, though, could give a nice comparison of how much you've improved. It's also worth noting what all the buff effects are with each symbol when each patch opens up: The red tag with the "%" sign is a 10% price reduction (for both placing the tower there, and buying the upgrades, though you seem to clearly understand that one well enough), the white burst symbol is a +1 damage buff, the drums are an attack speed buff (exact value is a little complicated, but to try and be a little concise, essentially the amount of time taken between attacks is multiplied by x0.85, effectively making the tower attack more often), and the black dart is +1 pierce (allowing the tower's attacks to affect one additional Bloon compared to normal). The secret buff will display as a mountain range (two green triangles), to signified increased attack range.
From what I could tell, both Double HP MOAB failures in this video were caused by poor money management. The first one was due to spending too much money getting Radar Scanner far too early (Sauda can easily handle the Round 33 Camos alone, so you don't need the extra Camo detection until past Round 40). The second one was a result of greeding too hard for Glaive Lord, instead of shoring up your defenses with other upgrades (such as doing literally anything with the 0-0-0 Druid you'd placed); you really should've spent your savings on upgrading some of your towers as soon as you leaked a Blue, instead of committing to the Glaive Lord. Your third attempt was _very_ well-managed (even if I didn't entirely agree with your choice of getting an Ice Monkey, but to each their own), especially waiting until _after_ Round 40 to get the Village, and then immediately going back to improving your defenses.
31:10 Although clearly unintentional, that's what players call a "Regrow Farm". Whoops. That was basically an infinite loop of constantly popping the Regrows, but never quite popping _all_ of them, as at least one always managed to regrow into a Ceramic again.
Watching you use the middle path Druid so much in these videos, I feel like I should tell you that you should try spamming its activated ability more, since its ability gives you extra cash (though obviously something like C.H.I.M.P.S. doesn't let you use it anyway). If you get a Tier 5 middle path Druid, and then multiple Tier 4 middle paths, then you can also let all their abilities come off cooldown before activating them, and they'll all activate simultaneously.
@@Newber-pc4km Yeah, Elite Defender is good for mopping up little guys, but _very_ bad for taking on anything big like Ceramics or blimps. Generally, you want Shrapnel on it for best performance.
@@Newber-pc4km On the topic of advice, that Lead you leaked during Military Only could've been dealt with if you'd just gotten the Razor Rotors on the Heli. You had me really confused when you purchased the Ace, because I was under the impression you were gonna go down top path on the Heli you already had.
I couldn't believe how greedy you got with that First Strike Capability on your first attempt of Deflation this video, so I wasn't very surprised when you lost that run. Most Tier 4 upgrades are just far too expensive to make them worth spending over half your available funds on for Deflation. Sinking so much money into one tower will always make the rest of your defenses incredibly weak. Case in point, 17:35 was already a lost run in my eyes. You'd spent almost all your budget on nothing more than a Tier 3 Destroyer, and another First Strike Capability, which together could hardly even cover *any* of the track. Advanced Intel on the Subs was mostly worthless in this instance as well, since the only tower you had on the map they could even take advantage of was Sauda, and her range is tiny to begin with. Sauda was also your only Camo detection in this second run, and the only reason the Subs were attacking the Camos is because Advanced Intel allows them to "see" Camos while those Camos are within the range of a tower that can detect them already. In the end, the fact you actually won that run at all is impressive, partly due to skill, partly due to luck, but overall the expenses made on upgrades were rather poor choices (leaning heavily on the risky side), and the evidence of that is the 47 lives you lost due to leaks (mainly from stuff like Camo Ceramics and big Regrow clumps). *_Edit:_* I'd also like to give some advice for the Bloon Trap on the Engineer. The Trap will always be spawned on the track closest to the Engineer as if using Close target priority (even if the Engineer is set to a different target priority), and full Traps must be collected manually. However, mixing with middle path to get Larger Service Area allows you to choose where the Traps are placed, and allows full ones to auto-collect. An easy way to think of this is in the same way as Wall of Fire Wizard needing Guided Magic; where a Wall of Fire Wizard needs Guided Magic to choose where to place the Wall of Fire, a Bloon Trap Engineer needs Larger Service Area to choose where to place the Bloon Trap (otherwise both cases default to placing the fire/trap as close to the tower as possible). Aside from this, the Trap also won't absorb any Camos if the Engineer that spawned the Trap can't detect them.
I think the Deflation was 99% luck and maybe 1% skill even after watching the clip I have no idea what the strategy was if there was any at all the best I can come up with is that I tried to pop them in the beginning and those who passed I tried to stop them with the Destroyer. Thanks for the explanation Bloon Trap Engineer and Wall of Fire Wizard at first I was wondering why sometimes I couldn't put them where I wanted
If you'd like some advice when it comes to Snipers (I _love_ using Snipers myself), then when you set one to Strong target priority (especially one being given Camo detection by a Village like in this video), the best paths to upgrade it are 5-0-2 (top-middle-bottom). Then, a good cleanup detail would be an Elite Defender upgraded 0-2-5 set to First, alongside an Elite Sniper upgraded 2-5-0 and set to the Elite Sniper's unique targeting priority of Elite. Basically, your final C.H.I.M.P.S. run in this video would've got a bit better if you'd just set your Maim MOAB Sniper to Strong instead of First, so he'd actually stun the MOABs more often rather than just shoot the Ceramics that come out of each one as they break. On a side note, you really should've had the Druid's Tier 4 upgrade from the middle path (Druid of the Jungle) unlocked. Although you're not allowed to activate its ability in C.H.I.M.P.S. (due to the ability granting income and an extra life), getting it allows the Druid to create 2 vine snares (from its previous upgrade) at a time, and allows the thorn piles left behind to pop more before disappearing, overall greatly increasing its popping power.
i don't use sniper monks often because they stop the blons before they show up on the screen and it's not that nice of a clip but thanks for the advice it will be useful if I have to use them
@@Newber-pc4km Snipers are super OP and easily the best go-to when doing Military Only clears on maps. I've literally cleared Military Only on multiple maps using nothing but Quincy and 4 Snipers. It's really that easy.
Challenge: Strongest 000 Dart Monkey Beat Round 100 with only using 000 Dart Monkeys and one 250 Monkey Village. All bloons move at 10% speed and regrow rate also reduced to 10% to let 000 Dart Monkeys get all the pops. You start with 3,000 lives, however this is necessary because you can't pop camo bloons without Radar Scanner and lead bloons without Monkey Intelligence Bureau.
Challenge: Weak Player and Weak MOAB Modifiers: You only earn half cash. 1 starting life, cannot gain lives No monkey knowledge allowed. All bloons move at half speed. Regrow bloons' regenerating speed are halved. All MOAB-Class Bloons HP are also halved. You need to beat Round 140.
Challenge: Healing Factor Regrow bloons regrow twice as fast. Ceramic bloons now have 10x health. All bloons now have camo property. Beat Round 100 with very tanky ceramics and insane regrows!
Challenge: Fast as Hell Bloons move at half speed, but MOAB-Class Bloons move 5 times faster! In this challenge, a BAD moves faster than pink bloons. Can you beat Round 100 with slow bloons, but super fast blimps?
Challenge: BAD Strike Capability! Beat Round 100 with only using Admiral Brickell, Bomb Shooters, and Monkey Subs. NOTE: MOAB Eliminator can one shot BFBs, and First Strike Capability can skip through ZOMG and DDT layers when Round 100 BAD is in critical situation.
9:14 Great! 11:49 You should get a MOAB Hex sometime soon... 15:48 Yoink! 17:52 Good choice! 24:33 Yeah, Super Glue! 26:13 Dominate tanky MOABs 27:23 Determination. 28:24 Pirate Lord eats DDT 28:56 We finally got a BMA! 30:36 Now a BAD can't even have a chance! 30:50 Now the only thing left for bloons is persistance to keep going, no matter what. 31:19 Perfect! 31:38 GAME SET 31:45 Pirate Lord got 20 million pops. Congratultions!
Challenge: 40x HP MOABs! Beat Round 100 with 20x HP MOABs on Double HP MOABs game mode. NOTE: 1. Icicle Impale and Super Glue can slow down MOABs, BFBs, ZOMGs, and DDTs. You can't even beat a MOAB without stalling because they have too much health to just brute force it. 2. Pirate Lord and XXXL Trap can one-shot non-BAD bloons no matter how much health they have. You can't beat them with just using raw damage against 40x HP MOABs. 3. Treat all MOAB-Class Bloons on this challenge as they have infinite health. Only instakill abilities and percent damage can effectively deal against them. 4. Upgrade your Ezili to Level 20 with using some cash before Round 100 starts, or this challenge might be practically impossible. 5. You can actually use paragons upon farming greedily to beat this challenge, but the purpose of this challenge is finding solution for MOAB-Class Bloons when they have infinite health.
Round 63 RBE: 14,413 BFB RBE with 40x HP MOABs: 61,664 * So don't even try to brute force it, because a single BFB in this challenge is way tougher than entire Round 63.