Bloons TD 6 - Hero/Southpaw Boomerang Monkey Only CHIMPS Run, no Hero activations
Rules:
-Limited to Hero and 3 Boomerang Monkeys
-CHIMPS completion
-No Hero activation allowed
-All 3 Boomerang Monkeys must be southpaws (left-handed)
Once again, Etienne/Geraldo is needed. Geraldo is likely possible even with the Tier 5s actually having standard costs, but I don't care to check. The point of this is to show that Boomerang Monkey is actually capable of good combat for his price tag, to the point of sufficient self-reliance. I want to put in evidence that Glue Gunner has something to get itself to stack with, which UCAV usage isn't going to help with. I just want the UAV boost to eliminate the same big concern of Camos being a problem well before I can get the would-be-needed Tier 5, and Boomerang far from disappoints with making use of it. Where Tack Shooter is cost-effective to allow for expression with the setup, Boomerang is simply efficient, and it shows with how easily the 90s and the BAD are munched.
Since you may notice that I crosspath the non-MOAB Press Boomerang with Red Hot Rangs (which MOAB Press has default), especially pivotal with Etienne's Lead control issues (he relies on UCAV on that, then needs the L20 activation for it to damage DDTs, and then that's not allowed here, in addition to, you know, involving the Hero in the first place, which I want to minimize), I can bring up that ideally, Lead control as a crosspath choice should be the less optimal path in terms of general performance, but NOT useless outside damaging Leads. This is with intent to test the player on their ability to avoid relying too much on surplus reward, while still giving them something to work with as a gift for working through effectively minimized resources. We want this, because armored threats can always evolve, and Bloons TD 6's way of showing as much is the DDTs. They're easily dealt with here by the 3 Boomerangs having Lead control, but once upon a time, Etienne was claimed to be God awful because he could do even less to DDTs than Quincy could, even though UAV had me snicker at the sight of its effect when he first came out.
This is where I can get to calling top path Alchemist a drug, because it innately provides the other towers with Lead popping from Acidic Mixture Dip. To be fair, the only slower attacking towers that don't have Lead popping would be Buckshot (and seriously, that thing suffers and likes it right now), Permaspike (which needs to be looked at for creative rebalancing anyway), and Geraldo (who isn't even meant to be taken seriously as a combatant himself). However, it's unlikely that Lead damage allowed by AMD will fail to melt even the DDTs if the buffed tower is a fast attacker, especially when the Berserker Brew/Stronger Stimulant is STILL all too likely spiking the buffed tower's Damage capability, and therefore reducing the needed Shot count. That kind of muddles how balancing goes.
I will acknowledge that this is on Logs, and I am given no incentive to micro here in later Rounds, so this video seems hypocritical about calling out the deadly sin of sloth, but I'd be trying something on Karts 'n' Darts at least if my interest wasn't in making a point. I'm wanting to punctuate that Glue needs to have some punch if it can't even deal damage immediately on CHIMPS regardless of foundation, and any point that it's meant to be support just brings up that Hero/Ice Only doesn't brick on Round 95, and even gets to Round 100 despite a nasty bug with Super Brittle that suffocates key damage capability. Really, we can see Boomerang setting the bar.
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