Tiers
Table of Contents
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Overview
This document presents a tiered analysis of each tower path in the game, detailing tier classifications from S to F, best upgrade paths, crosspath notes, and strategy-specific considerations. It includes commentary on individual towers, their optimal synergies, and situational recommendations for various maps and game modes. The information covers path-specific upgrades, anchors for each section, and notes on how to apply crosspath mechanics. The list is composed of detailed bullet points for each tower, including strengths, weaknesses, and recommended upgrades per tier.
S Tier
Corvus
- Is extremely powerful at all stages of the game due to him using mana and not your money
- Make sure he is always near bloons so that he can gain mana constantly.
- With his medium leveling speed and the nourishment spell you can reach the level 20 power spike very early and decimate many rounds with ease, or be able to reach level 20 on round 95 without stalling.
- Soul Barrier giving you extra lives can activate Life-Loss abilities, primarily Bomb Blitz’s Bomb Storm.
- High level Corvus is challenging to play, as you have to constantly cast spells.
- Corvus can still be played casually, keeping passive spells active, but this is much weaker since Ancestral Might and Overload are not used to their full potential.
Bottom Glue
- MOAB Glue is a cheap lategame support tower that works well against both dense rounds and DDTs.
- Relentless creates a chain reaction of stuns that is very good at holding back MOABs and DDTs. Good at activating Sauda’s prey effects to stunned and slowed bloons.
- Super Glue is a more powerful Relentless, able to stun hordes of moab-class bloons for a long time.
- Low attack speed and non piercing projectiles causes some issues with it if positioned badly.
- Best paths: 01+3
Bottom Heli +
- Shove is a strong yet cheap mid to late support which can clump or create gaps between moabs.
- Can also stall out rounds and delay DDTs enough for them to be popped, making it very valuable.
- Comanche Defense is a solid tower that holds its own midgame and saves up to many expensive T5s.
- Comanche Commander is a global damage tier 5 that pairs well with damage and pierce buffs.
- Needs MIB or some form of lead removal to damage DDTs. Glue Storm or Gwen are good options.
- Best paths: 00+3
Top Alch
- Brew and Stim can provide massive DPS buffs to certain towers and are used with many strats. Certain towers benefit more than others due to shot limits and flat number buffs.
- Brew is also cheap enough to be an affordable earlygame buff and helps with leads.
- Stim provides a slightly stronger buff over brew, and is often bought for any main DPS tower.
- Permanent Brew mainly helps groups of towers with low damage and pierce, but high attack speeds.
- Best paths: 3xx, 4xx
Bottom Merm
- Alluring Melody’s long downtime severely cripples its use cases against fast ceramics.
- Symphonic Resonance grabbing DDTs and MOABs is a valuable midgame and lategame support. Extremely strong on #Ouch as the main threat is the distance between all 4 lanes.
- The removal of the BFBs grab limits what it can do on dense lategame rounds.
- Can grab 2 MOABs at once with the middle crosspath.
- The Final Harmonic can do some funny things to the BAD with Glaive Lord or The Bloon Solver.
- The hero buffs are notable but not centric.
- Best paths: 014
S- Tier:
Brickell
- Has a good earlygame and buffs the best earlygame tower, sub.
- Use water towers that combo with Naval Tactics or high pierce towers that combo with Mega Mine.
- Mega Mines have very high potential and can do massive damage when stacked. The
massive damage creates massive rushes of moabs and ceramics, so be careful.
- Stacked up mini mines have a surprising DPS potential against bloon waves.
- Lvl 17 allows her pistol to deal relatively high single target damage for a hero.
Mid Ninja
- Shinobis are good when paired up with any ninja T5, it greatly increases their attack speed and pierce and also distracts ceramics constantly. Combos very well with Gerry’s Fire.
- Bloon Sabotage is one of the best abilities in the game, especially against DDT rounds. Has a long cooldown so make sure it is available when DDTs come. Notably weaker against hyperdense rounds due to not slowing insides, but can still prove useful.
- Grand Saboteur’s ability to buff shinobis also improves Gerry’s Fire on shinobis, letting them take out entire rounds. Alone, it is not very good.
- Best paths: 040
Bottom Spac
- Long Life Spikes is a great midgame cleanup tower and remains useful lategame, being able to kill some DDTs and serve as efficient r100 damage with alch. Best used with a stall.
- Deadly Spikes should only be used to save into Perma Spike.
- Perma Spike can build a solid spike pile without large amounts of stalling, but benefits hugely from extending the end of each round.
- Use with Concoction, a form of stall, and a hero good at clearing RBE like Brickell or Corvus.
- Best paths: 103, 105
Mid Engi +
- Foam with Pin gets good value early due to the slow and lead popping.
- Lategame it can decamo all DDTs by targeting it slightly off the track. Remains decent ceramic slow.
- Overclock is a good support for expensive tier 4s like max Orca or Dark Champ, and is decent on tier 5s. - Expensive compared to other support such as slowdowns, but helps with damage on 100.
- Ultraboost takes far too long to stack up considering its high price.
- Best paths: 032, 040+
Top Beast
- Great White can be used as an r40 solution, but downtime may make it worse than Barracuda. Max power becomes a decent midgame that has good raw damage.
- Max Orca is an incredibly powerful lategame attacker. Downtime is still its biggest weakness, as ceramics and DDTs can escape it.
- As a beast handler, it can naturally save up into itself, with Orca preferring to keep multiple lower tier beasts on the field and merging on 80.
- Best paired with Overclock to give it the power to destroy everything but the BAD.
- Megalodon is very expensive, but Orca’s strong enough to afford it. Use it to flex.
- Best paths: 4xx (64)
Bottom Beast
- Golden Eagle can prove quite useful at low degrees moving clumps of ceramics and bloons around.
-High power eagle, while not as strong anymore due to significant nerfs, is a relatively cheap bloon/moab control tower that has global range.
- Giant Condor normally requires degree 17 (one additional) power to grab the second BFB/DDT. It is a very strong BFB controller, being able to move them to other lanes as well.
Maximize effectiveness by minimizing the flight distance and changing targeting.
- Pouākai is a powerful high cost T5 that can trivialize many rounds with its high pierce.
- Producing only 1 child bloon greatly helps Pouakai manage the lategame.
- Best paths: xx4 (17)
A Tier:
Obyn
- Relatively powerful against early bloon rounds, but hampered by the fact that he can’t be afforded on r6. Main attack falls off in power pretty quickly.
- Brambles can be used as RNG defense in the early-game, and deals decent damage lategame if alched.
- Totems are very strong due to the moab slowdown, and help your towers not leak ceramics.
- His synergy with top path druids is very strong, providing a very consistent ceramic blowback.
- Level 18 allows for Total Transformation on Druids of Wrath to get the maximum attack speed benefit.
- Wall of trees at lvl 20 can hold a significant amount of RBE, making him a good cleanup hero that can provide value against DDTs.
Adora
- Good earlygame due to high pierce homing projectiles and long range from LAOL.
- Alch buff is important for the main attack to not fall off at the end of earlygame and become totally useless midgame.
- Has a very weak midgame by design as a key aspect of her gameplay is relying on midgame towers that she can later use Blood Sacrifice on for EXP.
- It is important to get her to level 20 using blood sacrifice, as the extra powerful buff as well as greatly improved ball of light lets her carve out a huge chunk of lategame rounds.
- Recommended by 98.
- Timing her abilities correctly for hard rounds is a very important task.
Rosalia +
- Great earlygame with the high damage laser and later on bouncing grenades.
- Due to needing to constantly fire one weapon to get enhanced shots, she is not micro-heavy at all, the most micro being storing an enhanced shot of one weapon by switching to the other before it fires.
- Kinetic Charge can deal high damage, mainly useful as a r100 tool.
- Her laser flight boost is quite strong lategame due to firing both charged lasers and charged grenades.
- Her discounts are decent for Apache Prime and Flying Fortress, but aren’t big for cheaper towers.
Bottom Boomer
- Kylie is a decent earlygame on maps with straight lines for kylie to fly along.
- Press is very potent against dense and slow bloons. Use it with Moab Glue and other slows.
- Faster Rangs has more frequent knockbacks while Glaives gives it even more pierce and slow power. 024 reduces its weakness against fast bloons, while 204 improves its strength against slow ones.
- MOAB Domination is a good tier 5 for its price range that functions on many maps. Overclock recommended.
- Best paths: xx4
Bottom Bomb ++
- Cluster Bombs is not good, and doesn’t do anything without Striker.
- Recursive has high pierce and is best used against midgame bloons, but can deal moab damage.
- Bomb Blitz is much cheaper and is able to hold its own as long as black bloons are taken care of.
- By using Corvus’s Soul Barrier, you can activate its passive, which is comparable to Tsar Bomba in damage output while being far cheaper.
- Best paths: 025
Mid Glue
- Glue Hose is an alright bloon control but is usually only bought if Glue Strike is also used.
- Glue Strike applies a powerful delead and debuff glue to everything on screen, making it a good pairing with high projectile towers.
- Corrosive Glue gives an even stronger debuff while soaking through all bloon layers, and is preferred.
- Glue Storm extends the length of this to 20 seconds, letting it glue ceramic and moab insides as well as delead all of round 95, making for a full MIB skip.
- Best paths: 24+0
Top Sniper
- Deadly Precision is a niche but effective way to beat the 40s.
- Maim MOAB is very strong against MOABs midgame, with shrapnel leading to powerful group stalls.
- 420 synergizes well with alch buff due to increased pierce.
- As a stall, very suboptimal, but extremely easy to perform.
- Cripple deals a significant amount of damage and can be used as a solo wincon. The large debuff means high projectile towers can act as supplementary damage, especially for round 100.
- Best paths: 502
Mid Sub
- Ballistic missile is a stronger spam tower with Sub Commander compared to bottom path sub, but needs lots of water space near the track to be good. Largely only viable on Quad.
- First Strike is a strong BAD damage tower, usually used to kill off the BAD’s insides on maps with water, and blast away ZOMGs with groups of MOABs elsewhere.
- Pre-emptive strike can instantly kill all DDTs alone in addition to taking out any natural moabs, but is very expensive for this job alone.
- Best paths: 040
Bottom Dartling
- Buckshot shouldn’t be used alone due to its slow attack rate. 203 is even slower.
- BADS is a strong mid game tower, it even performs well in some of the hardest maps.
- Laser Shock greatly amplifies the tower’s damage, but sacrifices camo and knockback rate.
- Laser Shock BEZ is a powerful T5 tower that needs little help to take out lategame. Use MIB or multiple AMD Alchemists to grant lead popping.
- Best paths: 205
Mid Beast +
- Velociraptor is a very strong midgame, being global range and one-shotting ceramics with high pierce and decent attack speed. It also boasts some useful MOAB damage, unlike other bloon midgames.
- Due to the small range it requires micro to maximize effectiveness.
- T-Rex takes out regular ceramics with ease and still has decently high moab damage, as well as a very frequent stun ability for the utility. Pair with Overclock.
- Max merge T-Rex layerskips through moabs with its attacks, making it much better as a DPS.
- Giganotosaurus is really hard to afford, and is really useless when not at max degree, which you’ll never afford in a CHIMPS game.
- Best paths: x3x (16), x4x (64)
A- Tier:
Jones
- Earlygame is slightly better, but he starts off firing far too slowly. The knockback is negligible until late.
- Concussive Shell is still good against grouped or strong bloons. Helpful against the r40 MOAB.
- Midgame, his level 3 shuts down one lane of 63 and wrecks half of 76 and 78.
- Lategame, his stun provides massive control over ZOMGs and anything near them.
- Lvl10 is strictly useful for Artillery Battery, but at lvl20, it synergizes with all bombs and mortars.
- Outside of bomb or mortar based strategies, Concussive and his range and pierce buffs still makes him have value, but should not be the main reason to run him.
Ezili
- Weak earlygame, but camo lead popping at base and purple property removal can provide some value.
- Very good MOAB DPS with her main attack starting level 6, capable of spreading her DoT to numerous Moabs, fulfilling her role as an RBE minimizer.
- Hex has great synergy with towers with controlled DPS, capable of eliminating the insides of up to 24 MOABs when timed correctly.
- Is generally good on every single map in the game as Hex is global ranged.
- On expert maps, her L20 only costs 13k-16k, completely eliminating the worry for R100 while being cheaper than other Anti-BAD options like First Strike.
Sauda
- Attack speed nerf means she is slightly more likely to leak on stronger bloons like purples and zebras.
- Lvl 3 ability does decent damage on the track and can instantly defeat a group of ceramics.
- Lvl 10 clears ceramic rushes easily, but is weak against super ceramics until lvl 16.
- Reliant on prey effects for their massive damage boost. Relentless Glue can effectively activate both.
- Is especially good on converging lanes where Sword Charge hits multiple times, such as Quad.
- Massively improved ability power at level 20, making Energizer a very strong option.
Psi
- Has a decent earlygame due to being able to instantly kill most bloons that exist earlygame.
- Lvl 3 stun is very good at clumping bloons and giving you a few more seconds to pop them.
- Being able to take out ceramics makes Psi a pretty good midgame hero despite having low pierce.
- Lvl 14 and 16 are huge power spikes that make them heavily reduce moab density lategame, and make psionic scream a very strong ability against hyperdense rounds.
- Can no longer stall out the end of the round, so abilities must be used carefully.
- Deals no BAD damage, so is usually paired with a T5 that can like MOAB Eliminator or Cripple MOAB.
Top Boomer -
- Glaive Ricochet is cheap enough to be an earlygame, but struggles to bounce when bloons are split up.
- MOAR Glaives is a good bloon DPS midgame, but useless against moabs.
- Glaive Lord’s bouncing glaives deal incredible damage all across the screen and wipes ceramics, MOABs, and DDTs easily. Even more powerful in places where orbitals cover.
- Lowered pierce on the main attack hurts this tower greatly as the glaives re-hit targets less times.
- Increased attack speed is preferred when DDT damage can be obtained in other ways.
- Best paths: 520
Mid Ice
- Arctic Wind is a cheap ceramic stall in a small range, and also enables ice stall.
- Arctic Wind can freeze water on maps such as Flooded if you need the space.
- Snowstorm’s ability has a strong freeze slow on moabs and DDTs which gives it some unique uses that Sabo can't provide, most notably with Brickell.
- Beware of frozen bloons blocking sharp attacks.
- Absolute Zero is a subpar T5 that slows down the game dramatically by applying permafrost but doesn’t manage to be a good support for the price tag.
- Best paths: x4x
Top Glue -
- Dissolver can glue a lot more things now, but its DPS doesn’t cut it for expert maps.
- Liquefier’s short range as well as inability to glue everything quickly hold it back on most experts.
- Solver’s strong puddles enable it to start a chain reaction that can pop up to BFBs and FMOABs in addition to taking out every ceramic.
- Weak to high health targets such as FBFBs and ZOMGs, especially after multiple damage nerfs.
- Best paths: 51+0
Top Sub
- Submerge and Support can work as a decamo but due to the slow decamo rate and large submerge delay, may not be the most reliable.
- Reactor is a decent early-mid, having consistent decamo and dealing with most sub-ceramic bloons.
- Pairs well with other water towers and Brickell for the cooldown reduction.
- Energizer is much cheaper, but hero centric DPS has been lowered. Still, it can get certain heroes to lvl 20 for additional power, such as Sauda, Churchill, or Brickell.
- Best paths: 401+
Top Boat
- Destroyers have good moab DPS and can be a decent midgame when it uses the double-sided attack. Can become a powerful lategame strategy when many destroyers are given a permanent brew.
- Aircraft Carriers have a great amount of damage and can be both a saveup and lategame DPS.
- Carrier Flagship aims in all directions and acts as a powerful global DPS. Use with debuffs and Brickell.
- Low consistency hurts the tower, but it gets around it with overwhelming power. Recent changes make the frontal darts fire much more often, but planes still often fly away from leaking ceramics and MOABs.
- All of them pair well with Brickell and with any damage increasers.
- Best paths: 31+0, 520
Mid Boat
- Cannon Ship is a decent earlygame.
- Losing single target damage from the frag nerf greatly weakened Monkey Pirates’ moab damage.
- Pirate Lord has a huge amount of damage, provided it can fire from both sides. Most of its damage is in the bomb frags, which cannot damage DDTs, so use a form of lead such as Brickell’s level 3.
- Place between 2 parts of the track to utilize the double-sided attack such as #Ouch and Quad.
- Extra Hooks can delete good amounts of RBE and minimize the weakness to single targets.
- Best paths: 1+50
Top Ace
- Fighter Plane is worse than a Mauler.
- Operation: Dart Storm does decent global damage when alched, cutting down MOABs and ceramics.
- Sky Shredder is a good but difficult to use T5 tower, with amazing damage but less than ideal pierce. It requires micro to maximize its damage.
- Centered Path makes the ace much more controllable and gives it much needed mobility.
- Best paths: 502
Mid Heli ++
- Downdraft is the global option for ceramic stalling, but at a higher cost than other ceramic support.
- Chinook enables a much larger variety of towers to be used on maps such as Geared and the Puddles.
- Bugged to use extra pierce on regular bloons as well as ceramics if the crosspath is bought.
- Be careful, as chinook’s cooldown is fairly long and the tower is inactive while moving.
- Special Poperations enhances the downdraft even further, lowers the chinook cooldown, moves around faster, and adds the cleanup based marine ability.
- Best paths: 052
Mid Mortar
- Heavy Shells can do some earlygame work, but is not the star of the path.
- Artillery Battery shreds through ceramics with ease and deals good damage to moabs. High damage during the ability also allows it to stay useful lategame.
- Pop and Awe permanently keeps the bombardment attack speed and instead triggers an 8 second global stun, which is strong but expensive for what it does.
- Has an incredible synergy with Striker due to his ability to stun MOABs on his own, reset the cooldown of the ability, and double its damage for a 10 second period.
- Needs significant help dealing with the BAD as it cannot be stunned. Elim is the natural combo.
- Best paths: 24+0
Bottom Mortar
- Signal Flare is a decent decamo option that can be moved across the map. Lowered pierce means it’s susceptible to leaking camo on r78.
- Shattering Shells is an expensive support for 98. High burn damage helps it save up to Blooncineration.
- Blooncineration is expensive, but has high moab burn damage, and stacking walls of fires can deal decent damage and clean up the super ceramics it leaves if buffed by an alch.
- 205 Blooncin has far more power, although is a bit more risky to use due to the lower attack speed.
- Best paths: xx3, 205
Top Wiz +
- Arcane Mastery is a great earlygame that is usable on many maps with walls.
- Arcane Spike works fine in the midgame, but isn’t the main reason to use the tower.
- 502 Archmage deals decent damage with a fine saveup, but can struggle to handle ceramic groups and has poor single target damage.
- 520 Archmage, on the other hand, has a slightly more challenging saveup in return for far more moab DPS, enough to put a significant dent in every round.
- Best paths: 302, 520
Mid Super -
- Robo is a relatively affordable and powerful midgame that scales well with damage increasing options. Knockback means it stays useful lategame.
- Tech Terror is an expensive damage tower that has a powerful nuke ability for hyperdense rounds. Think of it as a lower range, higher power Tsar with a more useful main attack.
- Tech Terror naturally gainins the ability to damage leads, letting 041 slow DDTs down.
- Anti-Bloon is not a CHIMPS tower. Rosalia does not reach level 20 before round 100 naturally.
- Best paths: 041+
Mid Alch
- Unstable Concoction has a ton of damage potential, but risks overwhelming your defenses with large rushes of ceramics and MOABs. Make sure you have other high pierce towers.
- Transforming Tonic is a high power midgame with long range and sees through walls.
- In lategame, Tonic turns into a concoction with a powerful DPS ability.
- Total Transformation is a strong tier 5 for lategame DPS. Best run with Obyn and Druids of Wrath.
- A lower cooldown of 40s with the 20s ability duration means it can handle entire rounds like 95 while being ready for the next round.
- Best paths: x5x
Top Druid
- Druid of the storm is a cheap and strong bloon counter. The large distance tornadoes can travel offsets their relatively slow fire speed.
- Its cheap price and heart of thunder’s excellent earlygame allows it to be bought reasonably for round 40, and it has use in midgame blowing back clumps of bloons.
- Ball lightning not only massively increases pierce, but also deals sufficiently more damage than its previous tier, allowing it to take out the ceramics it blows back.
- Superstorm is difficult to save up to and struggles with DDTs and the BAD.
- Best paths: 300+
B Tier:
Gwen
- Cocktail is pretty good for earlygame and is usable for midgame ceramic cleanup when alched.
- Heat it up has pierce buff and damage buff later on in addition to providing lead popping.
- Gwen’s main attack ramps up burn damage after lvl 9 which adds up against moabs.
- Firestorm is effectively just Heat It Up on demand, the damage is underwhelming. Can be used on r63/76/78 to help pop the ceramics, but often doesn’ t pop them in time until level 16.
- Heat it up as a consistent lead solution is the main reason to use her. Make sure she can constantly attack so that the buff is active as much as possible.
Geraldo
- Good earlygame due to the strength of glue, pickles, and turrets.
- Pickles can provide great buffs for low damage towers.
- Many items can help rounds in the midgame, but using his items is quite expensive and hurts saveups.
- The majority of his kit is used to bandaid deaths at specific rounds where the solution otherwise spends a lot more cash on an expensive tower.
- Pet Bunny is a worthwhile mid-late attacker which can jump across the map. It returns to Geraldo if no bloons are in its jump range so Geraldo’s placement matters.
- Requires almost no micro, but be careful to not overspend on his items.
Top Dart ++
- Spike-o-pult has decent pierce and alright damage, but only recommended when it has walls.
- The 402 Juggernaut has significantly more knockback than its faster firing counterpart, making it a good early purchase that stays relevant by knocking back ceramics. Strong on Ravine and Dungeons.
- Ultra-Juggernaut is very potent on a select few maps with obstacles, including Mesa, Dungeons, etc.
- Near useless on every other map as lack of single target leaves it hanging after round 80.
- Best paths: 402
Mid Bomb
- Maulers are fairly weak in the lategame now, and only sees niche use popping the MOAB.
- Assassin doubles the moab damage of mauler and has a valuable ability. The ability can be targeted which is great for midgame but annoying if spammed.
- Eliminator is a decent T5 that eliminates entire ZOMGs and can also skip the BAD like First Strike given Striker’s lvl 20, and has a fairly powerful main attack. Pair with towers that have good cleanup.
- All middle bombs pair well with Primary Mentoring.
- Best paths: x5x
Bottom Tack -
- Tack Sprayer is more cost efficient than an overdrive, but a shorter tower height and lack of space make it difficult to use. Popular as very cheap r100 damage with Glue Strike.
- Overdrive does great MOAB DPS. Pair with Embrittlement and Brew.
- Typically used with Pat or Geraldo, Tack Zone can lock down one half of the map.
- Overdrive and Tack Zone’s increased height mean when placed directly below the track, bloons travel right over it. This means tacks fired from all sides hit the same bloon at that point called the dead zone.
- Best paths: 204
Top Ice
- Ice Shards is relegated to races. It is an extremely weak decamo option.
- Embrittlement can provide a MIB skip and is a good debuffer in a small area. With Sabotage, it can more consistently hit DDTs within its range.
- Pairs well with pretty much every low damage tower that doesn’t deal extra damage to camos.
- Super Brittle superpowers both the ice shard DPS and the debuff strength. Can wipe out clumps of bloons and apply a strong debuff to single targets, but is mostly hurt by its low range.
- Best paths: 4+10
Bottom Sniper
- Semi-Auto takes out zebras and leads early but struggles against ceramics.
- Full Auto can deal some moab damage and break open ceramics in the midgame.
- 205 Elite Defender is a decent midgame that can break open ZOMG and DDTs and help against the BAD.
- 025 struggles to keep up lategame without Permanent Brew giving a consistent alch buff.
- Geraldo’s items can also act like a mini Permanent Brew on 025, making it a decent grouped DPS.
- Best paths: xx5
Mid Ace -
- Bomber Ace is difficult to maximize and inconsistent to boot.
- Ground Zero is rather hard to save for with earlygame towers alone, but it is powerful with its stronger bombing runs and faster abilities.
- Good lategame blowing up full screens of MOABs and DDTs, but can’t handle higher health moabs.
- Tsar deals a single instance of extreme damage, pairs well with slows, and somewhat stalls for itself with the stun on ZOMGs. Very weak to rounds like 92 and 95.
- Best paths: 04+0
Bottom Wiz
- Shimmer is a suboptimal decamo option due to limited range and lack of consistency.
- Necromancer is a decent ceramic damager midgame. It saves to Prince of Darkness, but falls off quickly. Graveyard runs out quickly and zombie bloons don’t last long.
- Prince of Darkness cleans up DDTs and MOABs pretty well as long as ceramics are being popped.
- Pairs well with Corvus as he antistalls for graveyard and leaves lots of ceramics for POD to clean up.
- Best paths: xx5
Bottom Super
- Dark Knight is a MOAB attacker midgame that has good utility lategame with its slow.
- The Dumb Knight (023) is unable to impair the movement of DDTs or damage them, but better controls groups of ceramics and moabs and can darkshift further.
- Dark Champion is an expensive lategame DPS option, and has meh damage and pierce.
- LEGEN OF THE NUT
- Best paths: 203
Bottom Druid
- Druid of Wrath synergizes well with Total Transformation, as you get the extra attack speed for great lategame DPS. Poplusts can boost speed even more.
- Speed buffs pair well with Gerry’s Fire, and sharpening stone as well as pickle is great for DPS.
- Unlike Grandmaster Ninja, Avatar of Wrath does not require supporting Poplusts though they do help.
- Often significantly weaker on DDT rounds due to not much RBE being on screen.
- Best paths: 014+
Top Merm
- Abyssal Dweller does nothing helpful due to low attack speed, range, and a miniscule pierce buff.
- Abyssal Warrior has a decent slow against MOABs and BFBs, and the tentacles are able to wipe out entire ceramics in a single hit with high pierce. Low range is an issue.
- Lord of the Abyss contains a lot of power but the inability to use it well since the tentacles all attack in their own direction. Pairs very well with Symphonic Resonance which circles bloons around it.
- The large pierce buff and ink slow lets it be a helpful addition to any defense.
- Also lets you place water towers on land. This doesn’t make or break its viability, but is quite cool.
- Best paths: 5xx
Mid Spac -
- MOAB SHREDR can be used as a strong moab damager or BAD damager if insides can be dealt with.
- Spike Storm shreds through separated MOABs or DDTs, but struggles to take down denser groups.
- After many many nerfs to price, damage, and cooldown, is not very viable as a mid-late burst damage.
- Carpet of Spikes is weak against ceramics, but it deals incredible amounts of moab damage across the whole map, easily taking out the BAD and all DDTs.
- Best paths: 1+4+0
B- Tier:
Quincy
- Has a decent early game and can start some maps. Struggles heavily against dense regular bloons.
- Acts as a supporting damager throughout all stages of the game.
- Level 3 gives him good burst damage while level 10 serves as effective cleanup.
- Most effective in the 90s with his high attack speed. Pair with debuffs or Permanent Brew.
- Can’t damage DDTs at all, and does not do much without any abilities.
Church
- His price makes him afforded earliest anywhere from 24-30, but he has a strong earlygame.
- Low attack speed, high damage cannons make them best paired with towers that have some form of slow to clump bloons, like Barracuda or Pin.
- Level 3 provides a good power buff and lets both attacks damage any bloon type.
- Very good midgame due to high damage machine gun and shells.
- Overall mid lategame due to lack of buffability and poor DDT performance even with armor piercing shells activated. Fast speed of ceramics requires a ceramic slow tower to effectively deal with them.
Pat
- Earlygame is nothing notable, but his knockback is quite powerful against round 40.
- Lvl 3 ability's damage buff synergizes extremely well with low damage/high attack speed towers such as Grandmaster Ninja, Sun Avatars, Tack Zone, etc. Gets far stronger at Lvl 14.
- Lvl 10 ability has a short cooldown, but hugging stops his main attack for a long time.
- His slaps have great stunning power and pair nicely with Press and other slowdowns.
- Roar is strong, but the uptime is quite low so he works best with towers that can clear rounds fast.
- Short range hurts him greatly on maps with multiple separate lanes.
Etienne +
- While drones start off as a flying dart monkey, they gain significant boosts at lvl 7 and 9 that allow them to dent earlygame rounds.
- Lvl 8 is nice for avoiding camo upgrades, however this is not the main reason to use Etienne.
- UCAV has decent grouped DPS, and when timed correctly, can last for multiple rounds.
- Is often used to help save up to DPS towers by destroying the midgame, but somewhat falls off late.
- Range buff becomes a very significant factor at level 16, allowing towers to reach from far away.
- Perma-UCAV kills most end of round stall rather quickly which hurts many ability towers.
Top Tack
- Hot Shots are bad.
- Ring of Fire is good bloon DPS that can take down weakened superceramics. Low range hurts.
- Inferno Ring is an average lategame win condition, doing enough DPS while relying on meta support. The meteor gives it some single target, but it can miss fast DDTs.
- The meteor itself only has 1 pierce (2 with 520), so brew and primary training are very effective.
- Best paths: 5xx
Bottom Sub
- Triple Guns builds excellently off an airburst, but needs alch buff so it is a sizable investment.
- Decent bloon damage with brew along with having good moab damage, but low pierce.
- AP Darts greatly increases the moab damage, allowing it to help with MOABs in the late 70s and beyond. Most of the damage increase being in a moab bonus leaves its bloon performance lacking.
- Sub Commander is weak to super ceramics in lategame, especially on split lanes.
- Its buffs to subs can be taken advantage of, but aren’t great. Pre-emptive is extremely suboptimal.
- Pair with Pat or Brickell for their water tower buffs or Geraldo for general support.
- Best paths: 203+
Top Heli
- Razor Rotors seems decent, but doesn’t beat the moab and is not good enough to save into Apache.
- Apache Dartship can save up to Prime, but is pathetically weak as a standalone tower.
- Apache Prime does good DPS on single lane maps, but is very expensive and weak to DDTs.
- Ridiculously bad on any map with more than 2 lanes due to its slow speed and mediocre damage.
- Microing the heli behind the bloons maximizes damage and focuses one side of the map.
- Best paths: 502
Top Mortar +
- Shell Shock is a decent early that can burn through rainbows or blast down clumps of smaller bloons.
- The Big One is good for ceramic damage, but lacks moab damage. Requires Striker for black popping.
- The Biggest One is a high pierce moab DPS that struggles to deal point damage.
- TB1 can now be run without Overclock, but still requires another tower to handle ZOMGs and the BAD for it. Elim is the best choice as both towers benefit from Striker.
- Burny Stuff has more damage, but reduced stuns and slower attack speed make it prone to leaks.
- Best paths: 520
Mid Wiz
- Dragon’s Breath is a simple early-mid attacker, but falls off later on.
- Phoenix is a fairly good midgame that can cover the whole screen for 20s, but lacks burst damage.
- Neither holds up very well against lategame superceramics or fortified MOABs.
- Wizard Lord Phoenix is an expensive lategame T5 that can deal lots of damage over a long duration.
- Guided Magic makes for some funny scenes if you can obtain camo detection in other ways.
- Best paths: x4x
Top Ninja
- Double Shot as an early is subpar but good for camos.
- Bloonjitsu is a competent midgame with shinobis, not when used alone. Builds into any T5 ninja with ease but several of them can also function as your main dps source with damage buffs.
- Grandmaster Ninja is a strong black border strategy when buffed with shinobis, notably on #Ouch.
- Greatly benefits from Geraldo, Pat, or Glue Storm. Without shinobis, it is really bad.
- Best paths: 402
Bottom Ninja
- Flash Bomb is a fine supporting tower in ninja strategies but attacks too slow on its own.
- Sticky Bomb can be used as a midgame moab damager and is decent at BAD damage.
- Master Bomber is a stronger target for shinobis, but doesn’t synergize with damage buffs.
- Microing between strong and first targeting allows the global sticky bombs to break down high health targets faster while stunning frontmost MOABs and ceramics.
- Best paths: 1+05
Top Spac -
- Spiked Balls are a failsafe against groups of ceramics and small amounts of MOABs and DDTs.
- Much weaker due to repeated nerfs to its pierce, may no longer take out whole MOABs anymore.
- Spiked Mines is an even stronger midgame and backline, being roughly as powerful as two Spalls lategame for slightly more cost, but explosions give it far more power midgame.
- Don’t even try getting Super Mines on experts.
- Best paths: 4xx
Top Village
- Primary Training is useful for many primary towers, especially ones with low pierce.
- Primary Mentoring is mainly bought for primary ability towers. Can also be bought to discount upgrades or provide extra range.
- Primary Expertise is below average for cleanup and damage, but +3 pierce and further reduced cooldown is okay on certain towers. Mostly useful for primary spam strategies, which aren’t great.
- Best paths: 3+xx
Mid Village
- MIB is only used as DDT support. Often skippable, but sometimes necessary.
- Call to Arms is fairly expensive and is similar to an Overclock, but for multiple towers.
- Somewhat usable with towers that use subtowers like Carrier Flagship and Sentry Champion.
- Homeland Defense is very expensive and typically not worth it.
- Best paths: x3+x
C Tier:
Mid Dart
- Triple Darts is a cheap earlygame that works fine on Ravine or Dungeons.
- Super Monkey Fan Club is expensive, lacks mobility and doesn’t have enough damage.
- Plasma Monkey Fan Club is a great tower for lategame burst DPS, given you have something to stall or cover downtime. The tower has good power, but doesn’t last long enough and is hard to use.
- Pairs well with Primary Mentoring due to cooldown reduction and free tier 1 upgrades.
- Best paths: 030, x5x
Mid Boomer
- Bionic Boomerang is consistent, but there are much better options.
- Turbo Charge is an alright midgame and can save to its T5 upgrade.
- Perma Charge is an okay and affordable T5 that can survive the lategame.
- Both Turbo and Perma Charge pair well with Gerry’s Fire, multiplying its DPS.
- Best paths: 052
Top Bomb
- Lack of black popping prevents it from being a good earlygame. Functions as high pierce knockback
- Impact is a high power stun and knockback tower in a small range, but is fairly expensive.
- Better radius, rate, pierce, and stun duration makes it more powerful than most ceramic control towers, but it is still not a perfect ceramic control.
- Crush is a free pass to round 100 on single lanes, but is very expensive and range limited.
- Best paths: 420
Bottom Ice
- Cryo Cannon can simultaneously stop groups of superceramics and stall out rounds for abilities.
- Icicles is generally only purchased if midgame help is needed, as other options stop ceramics better.
- Icicle Impale is a heavy stall T5 which requires another tower to deal damage. Pairs well with MOAB Press, and anything with high pierce due to its clumping capabilities.
- 025 increases attack speed, pierce, and freeze duration. Lead can be fixed with Acidic Mixture Dip.
- Best paths: 00+3
Mid Sniper +
- Bouncing Bullets have been greatly weakened, but can be bought in early now.
- Don’t stop at Supply Drop, the extra bounces are not worth it.
- Elite Sniper is a very easy to use midgame that excels when bloons are clumped. Use with other snipers, an elite defender and maim moab are also helpful.
- Despite sharpening stone no longer increasing damage and price shuffling, faster attacks are still favorable with alch buffed shrapnel.
- Best paths: 052
Bottom Ace
- Neva-Miss Targeting is very consistent now, but the damage is not good for the price.
- Completely dependent on alch buff to do pretty much anything.
- Spectre is hurt even more by the lifespan changes as it makes it harder to line up the stream without making the radial darts time out.
- Fortress is not easily affordable. Nearly requires Rosalia, and is still difficult to get to.
- Best paths: 204
Top Dartling
- Laser cannon is an expensive early-mid tower with a bad damage type, but has pretty good damage.
- Plasma accelerator can serve as a decent midgame with high MOAB DPS. Completely falls off past round 80 due to very low ceramic damage, requiring other ceramic cleanup.
- Synergizes with Ezili’s hex due to being a controllable DPS that helps hex remove moab children.
- Ray of Doom is too expensive and can still die to lategame if you aren’t careful.
- Best paths: 420
Mid Dartling +
- Hydra Rocket Pods is a usable spam strat with Permanent Brew after the double damage buff.
- Rocket Storm is a workable tower midgame, being able to save up large amounts through the 80s.
- MAD is a powerful MOAB DPS tower with little ceramic damage and a very difficult saveup.
- Pair with heavy ceramic control.
- All of the upgrades in the path pair well with alch due to it multiplying the explosions.
- Best paths: 13+0
Top Super
- Sun Avatar is a decent saveup tower for its cost and can be used as a lategame attacker.
- Range helps it deal more damage, but knockback is better at controlling ceramics.
- Becomes far stronger when combined with damage buffs such as Geraldo’s Pickles.
- The rest of this path is a meme in CHIMPS mode.
- Best paths: 301+
Bottom Alch +++
- Lead to Gold can be used as a very cheap DDT bandaid if only a tiny bit of extra damage is needed
- Due to a recent buff to its attack speed, Rubber to Gold’s de-leading powers have been proven to not be absolutely horrible and actually have some use in very rare occasions.
- https://streamable.com/zh8gyg
- Best paths: 104
Mid Merm
- Riptide Champion doesn’t have enough attack speed, pierce, or damage to do anything it wants.
- Arctic Knight improves the main attack, though still doesn’t have enough pierce to be used as a bloon defender, and still doesn’t have enough damage to be used as a moab damager without using Ice Jet.
- Becomes much stronger on maps with closed spaces to allow for bounces.
- Popseidon massively improves the main attack and ability, bouncing off map borders. Still prefers obstacles, as ice balls cannot rehit a target without bouncing off of an obstacle.
- Combo with Brickell or Corvus who help out its low BAD damage.
- Best paths: 051+
Top Engi +
- Sprockets lacks both camo and lead, but is a high power earlygame.
- Sentry Expert is a well statted attacker in the midgame that can support lategame. Its AI can actively screw it over since the reactive system means the sentries are replaced only once every 6 seconds.
- Sentry Champion is somewhat weak alone, but since aura buffs affect both the placement and attack rate of sentries, it can receive double the benefit from Jungle Drums and Call to Arms.
- Recent buffs to Faster Engineering carry over very well to this entire path.
- Best paths: 520
C Tier:
Ben
- Ben’s lower levels are completely worthless due to income and life generation being disabled.
- Lvl 3 is a Pat roar that disables the tower for a few seconds when it runs out.
- Lvl 7 harms you by removing cash, but can be a great benefit due to its RBE deletion on certain rounds.
- Lvl 10 ability can remove great amounts of RBE, allowing you to essentially delete the hardest rounds in the game, but loses money from the downgraded bloons.
- Great for towers that struggle to dense rounds like Perma-Spike.
- Lvl 18 can now siphon away the DDTs on round 99 as well, provided that you place Ben down early.
Mid Druid +
- Druid of the Jungle’s vine piles are weaker walls of fire. Massively struggles on multilanes.
- Jungle’s Bounty is only used to save up to its T5. Stronger vines are not worth the high cost earlygame.
- Spirit of the Forest now produces only half as many vines, making it basically unusable when there’s multiple lanes. Still useful on a single lane.
- Despite being rate buffable, vines can't grab another bloon until it is finished breaking down the first bloon. The stronger the grabbed bloon is, the longer it will take for the vine to pop it.
You can buff the attack speed infinitely but grabbing ceramics will always take at least 3 seconds.
- Are you Redditors happy now?
- Best paths: 130
Bottom Engi
- Double Gun with double sentries makes for an awful but barely usable, highly buffable DPS option.
- Bloon Trap is a hundred times worse than Spiked Balls.
- XXXL is difficult to save up to with the midgames available, but fairly powerful once obtained.
- Deconstruction allows the trap to eat up many more fortified MOABs and BFBs.
- Trap replacement bug has been patched, making the tower struggle horribly to fast MOABs and DDTs.
- Best paths: 025
D Tier:
Bottom Dart
- Crossbow loves to miss its shots and is somewhat expensive, but is barely passable for earlygame.
- Sharp Shooter is a decent early-mid that comes after Crossbow, but has very bad pierce and is reliant on crit RNG to beat ceramics.
- Crossbow Master can beat midgame, but it falls off heavily lategame and isn’t a good investment.
- The pierce path makes the tower too weak to single targets to be the optimal choice for all 3 upgrades.
- Best paths: 024+
Mid Tack
- Blade Shooter has a hilarious amount of range, but still struggles without any loops or curves.
- Blade Maelstrom can be used to cheese r63, 76 and 78, but is wasted in most other situations.
- Super Maelstrom is a very cheap burst damage tower, but requires too much support for not enough reward with limited ability uptime and low damage far away.
- More Tacks allows it to burn longer rounds while Even Faster Shooting chunks through dense rounds.
- Best paths: 250
F Tier:
Bottom Boat
- You receive: A Tier 2 Buccaneer. I receive: $34,400.
- Buffs to other merchantmen is a rather powerful stat buff, but merchantmen suck too.
Bottom Village
- Monkey City lets you get 1 free dart per round, taking 65 rounds to pay off. That’s what I call a long term investment.
- If you ever accidentally put your village out of range, you can spend 14k to have the village reach.