![]() |
Not enough images! There are not enough images on this page to sufficiently complete this page or section. You can help by uploading some images related to the article's subject(s). |
Standard | ABR |
[Source]
Round 14 is a round introduced in Bloons TD 5, which also returns in Bloons TD 6. It is characterised by several dense clusters of Bloons; these types of rounds are often called "cluster chaos" rounds, after the BMC rush type.
Description
Throughout Round 14, a continuous wave of Red Bloons will spawn. 5 grouped Blue Bloons, then 5 grouped Green Bloons, and finally 4 Yellow Bloons will enter, with short intervals between each group. After the Yellows spawn, another set of Blues, Greens and Yellows will spawn the same way: this time with 10, 5 and 5 bloons in their respective groups.
Strategy
This round essentially acts as an introduction to "cluster chaos" rounds, due to it being the first of its kind (with the possible exception of Round 4). You can deal with it with towers with large AoE damage, such as Mortar Monkeys and Bomb Shooters. Towers that have large pierce are also viable options.
Tips
- Bomb Shooters and Mortar Monkeys are good choices, as they can not only deal with the red bloons, but also can deal with the other bloons, given that they have enough support.
- Towers that have 1 pierce such as Sniper Monkeys are not a good option (without upgrades such as Shrapnel Shot), as they cannot deal with the rush of bloons.
- Monkey Subs are also a viable option if the map has water present, due to their pierce and seeking.
- Triple Shot Dart Monkeys can also thin out the crowd of bloons. Groups of them are very effective at popping bloons especially when utilising the different targeting priorities.
|