by James
This is a guide explaining what crosspath is best for every tier 5 tower in BTD6!
Note: this guide was created by xDmochi, which based on Reddit post by u/MisterJillen.
Primary Monkeys
Ultra-Juggernaut: The crosspath depends if you want speed or range+camo. 5-0-2 is better most of the time for more precise targetting.
PMFC: Crosspath only influences the triple darts, so it’s up to you to choose between pierce or range+camo.
Master Crossbow: Speed (0-2-5) is always better, given that +3 pierce changes almost nothing at that point.
Glaive Lord: 5-0-2 is better for double glaive damage and increasing range of circling glaives.
Perma Charge: 2-5-0 is better, because 4 pierce isn’t enough for this tower to really be effective. Also glaives go even faster.
MOAB domination: Crosspaths only buff main attack, so again, it’s up to you to decide between pierce and attack speed.
Bloon Crush: Speed is always better, go for 5-2-0.
MOAB eliminator: Usually, you’ll want more range, so it’s 0-5-2.
Bomb blitz: 0-2-5 is more effective since it buffs the pierce by getting the 5th tier
Inferno ring: Middle path gives more range, bottom path gives more pierce, so you decide.
Super Maelstorm: Always go for speed. 2-3-0 is one of the best early game towers.
Tack Zone: Same, go for speed, you won’t need more range.
Super Brittle: This is a tough one, because you’re going to need both speed AND range (and Re-freeze), so I’d suggest just choosing one and buffing your ice tower with something else (alchemist, village…).
Absolute Zero: You’ll need range for arctic wind to be really effective, so use 0-5-2.
Icicle Impale: If you encounter DDTs with this, which is most likely, you can use 2-0-5, but the best thing to do is couple a 0-2-5 with an MIB village, for attack speed. Otherwise, just go 0-2-5.
Bloon solver: You already have enough pierce, so just use 5-0-2.
Glue Storm: you need 1-5-0 to hit MOABS
Super Glue: This time you’ll need pierce, so 0-2-5 is better.
Military Monkeys
Cripple MOAB: Always go for 5-0-2, you’ll need attack speed. (keep in mind that 4-2-0 is better though)
Elite Sniper: 0-5-2 is always better with a Stronger Stimulant Alchemist buff
Elite Defender: Always go for 2-0-5, you’ll need damage.
Energizer: Don’t crosspath. 4-2-0 is better mid game for massive rushes, but 5-2-0 is useless.
Pre-emptive Strike/Sub Commander: For both of them, you’ll want to use advanced intel in most situations, except some rare occasions, for example if subs are your only towers.
Carrier Flagship: The grapes still shoot normally, so it’s up to you to decide if you want that or camo detection.
Pirate Lord: Usually, you won’t need crosspaths, except maybe 0-5-2 for DDTs.
Trade Empire: Again, crosspaths not needed, except maybe 0-2-5 for additional defense.
Sky Shredder: Go for 5-0-2, 5-0-0 has built in camo
Tsar Bomba: Rapid fire (1-x-x) greatly buffs x-3-x bombs, so always go top path.
Flying Fortress: Always go 2-0-5, except if you need camo detection. But you should still try to get rid of camo another way, or just using a village.
Apache Prime: 5-0-2 works the best, unless if you absolutely need camo detection.
Special poperations: 0-5-1 buffs marine by 20%, so it’s a must-go.
Comanche Commander: Always go top path. Even if you don’t use pursuit, quad darts is always useful.
The Biggest One/Blooncineration: Always middle path, speed is essential for a mortar.
Pop and Awe: 2-5-0 works usually better.
Ray of Doom: 5-2-0 increases hit rate.
M.A.D: 2-5-0 is better in most situations due to ability and attack bloom being reduced
Bloon Exclusion Zone: 0-2-5 is better.
Magic Monkeys
Archmage: Unless you need Wall of Fire for some reason, 5-0-2 is the way to go (Pierce + Camo).
Wizard Lord Phoenix: Again, giv’em camo !
Prince of Darkness: WoF is better for lower tiers, but 5-0-2 is better later rounds.
True Sun God: Go for 5-2-0, and give him camo detection with a village.
Anti-Bloon/Legend of the Night: ALWAYS go Plasma (top path). Always.
Grandmaster Ninja: Distraction and Counter-Espionage are useful, but Seeking Shurikens are necessary. Caltrops are very good too, don’t underestimate them.
Grand Saboteur: No crosspath needed.
Master Bomber: 1-0-5 makes him attack faster.
Permanent Brew: 5-0-1 is better, and 4-0-1 is better for multiple towers, but if alchemist is on one tower 4-2-0 is superior.
Total Transformation: 0-5-2 is best, again, because of Acid Pools, and Faster Throwing is useful too.
Bloon Master Alchemist: 1-0-5 is better, all the various potions affect more bloons that way.
Superstorm: 5-0-2 gives more range and speed, use it whenever you can.
Spirit of the Forest: The only reason you’d ever crosspath is to give the ability more range, so use 0-5-1.
Avatar of Wrath: If you’re fighting bloons, go 2-0-5. If you’re fighting blimps, go 0-1-5.
Support Monkeys
Banana Central: 5-2-0 gives more money, don’t care about the rest.
Monkey-nomics: 2-5-0 gives more money, don’t care about the rest.
Monkey Wall Street: 0-2-5 gives more money, don’t care about the rest.
Super Mines: Always go middle path for faster mine placement
Carpet of Spikes: Bottom path makes the spikes placed last longer, which is useful for long rounds.
Perma-Spike: 0-2-5 is usually more efficient, especially when buffed by an alchemist
Primary Expertise: depends on what tower you’re buffing, but usually better to get a 5-2-0
Homeland Defense: Bigger Radius is obviously nice.
Monkeyopolis: Bigger Radius is also needed, more farms can fit within the rang
Sentry Champion/Paragon: 5-2-0 is better due to the increased MOAB damage.
Ultraboost: No crosspath necessary
XXXL Trap: 2-0-5 causes traps to be placed faster and more often, so its much better.
By xDmochi
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