Crosspathing/Glue Gunner (2024)

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In Bloons TD 6, it is important to choose the best crosspathing for a specific tower in order to receive the best benefits out of that tower type. Towers have special roles to play for each stage of the game. The Glue Gunner in its core is a source of slowdown, mainly for a supporting role in a defense.

Contents

  • 1 Introduction
  • 2 Upgrades
    • 2.1 Tier 2 and below
      • 2.1.1 Base Tower and Tier 1 Crosspaths
      • 2.1.2 Tier 2 Crosspaths
    • 2.2 Upper Path 1
      • 2.2.1 Bloon Dissolver
      • 2.2.2 Bloon Liquefier
      • 2.2.3 The Bloon Solver
    • 2.3 Upper Path 2
      • 2.3.1 Glue Hose
      • 2.3.2 Glue Strike
      • 2.3.3 Glue Storm
    • 2.4 Upper Path 3
      • 2.4.1 MOAB Glue
      • 2.4.2 Relentless Glue
      • 2.4.3 Super Glue
  • 3 Strategy

Introduction[]

Crosspathing/Glue Gunner (1)

Glue Gunner role is to provide support to monkeys by slowing them down and giving more time for the monkey's to finish the bloons off. It can't see camo, (unless Glue Strike is bought) and can't pop leads by default. Path 1 focuses on making the Glue gunner a DPS option by adding a way to pop bloons, and then increasing the rate of the corrosive glue. Path 2 is all about gluing as many bloons as possible. Path 3 centers around the effectiveness of the glue, slowing them down even further.

Upgrades[]

Tier 2 and below[]

Base Tower and Tier 1 Crosspaths[]

Glue Soak

Bigger Globs

Stickier Glue

  • 0-0-0: Pure slowdown for the early-game at only the cost of $275 on Medium. Crosspathing can be done to increase potential for any support-oriented purpose.
  • 1-0-0: Good for Yellow bloons or pink bloons early game cleanup. Although glue gunner would generally miss the shots unless is in a good spot.
  • 0-1-0: A good and cost efficient upgrade. Essentially another glue gunner for the cost of $100 on medium.
  • 0-0-1: Makes the glue last longer which is isn't really effective early game without any other crosspathing.
  • 1-1-0: Glue soak with extra pierce can slow medium amount bloons in mid-rounds.
  • 1-0-1: Glue soak with longer effect great for protracted war, benefit for other towers.
  • 0-1-1: Bigger Globs with longer effect great for gluing more bloons with longer effect but didn't have any damage.

Tier 2 Crosspaths[]

Corrosive Glue

Glue Splatter

Stronger Glue

  • 2-0-0: Bloons affected by the glue slowly get damaged. The bare minimum upgrade required for a Glue Gunner to deal damage to any affected bloon type. Can be used for purely gluing the early-game Leads.
  • 0-2-0: Causes glue to splat on the first bloon hit, the splatter hitting multiple bloons within the splash radius. Pretty expensive for early game. Can be a decent choice for grouped bloons on early game.
  • 0-0-2: Slows bloons significantly more.
  • 2-1-0: An efficient early-game counter to spaced higher-tier bloons, slowing them down and dealing damage to them over time.
  • 2-0-1: Corrosive glue with longer lifespan.
  • 1-2-0: Soaking splatty glue. Really useful crosspath for high tier spaced bloons.
  • 1-0-2: Soaking glue with a stronger slowdown. Giving enough time for support other towers
  • 2-2-0: Suitable for offensive glue gunner to popping multiple bloons.
  • 2-0-2: Giving enough time to damage bloons but not for lot of bloons.
  • 0-2-1: Long-lasting splatty glue. Good choice for slow a grouped amount bloons.
  • 0-1-2: Piercing glue with a stronger slowdown. Can help slow down small groups of bloons.
  • 0-2-2: Splatty glue that has a stronger slowdown. Significantly slows down groups of bloons, at the cost of soaking only 3 layers instead of all.

Upper Path 1[]

Bloon Dissolver[]

Crosspathing/Glue Gunner (8)
  • 3-0-0: Bloon Dissolver hybridizes slowdown with high middle early-game damage. Crosspathing is essential to optimize its power as a cleanup role against anything, it high effective to against Ceramic, to which it will take the greatest advantage of.
  • 3-1-0: Gains +1 pierce to snipe out spaced bloons along a straight line. Most defenses would likely end up producing large clumps of bloons, making 3-1-0 not the best option for cleanup against dense bloons but decent for its cost against spaced bloons.
  • 3-2-0: Glue becomes a splatter attack, for superior cleanup against groups of bloons.
  • 3-0-1: Longer-lasting glue in itself doesn't do much for the damage potential of Bloon Dissolver because Rainbows dissolve pretty quickly anyway and Ceramics aren't really its strength.
  • 3-0-2: Extra slowdown on bloons is handy, but this misses out on its cleanup role against grouped bloons. May have some uses in very specific challenges where bloon track distance is short.

Bloon Liquefier[]

Crosspathing/Glue Gunner (9)
  • 4-0-0: Bloon Liquefier increases corrosion rate again to become even more effective against bloons prior to Super Ceramics, as well as become okay against MOABs. It gains +1 pierce by default too, making it a little better at the mid-game and balance its crosspaths better. That being said, crosspathing still matters hugely for this upgrade because of how it is meant to be a mid-game killer.
  • 4-1-0: Slightly increases pierce. Simple +1 pierce, nothing else to say besides the fact that it can shoot along straightaways better to utilize its max pierce.
  • 4-2-0: Again converts a single piercing projectile into a splatter attack for grouped slowdown and damage. 7 pierce is still pretty decent pierce.
  • 4-0-1: Increases duration of glue. Since bloons don't usually last so long anyway, and blimps are dealt a constant amount of damage with the liquefying glue, this crosspath isn't very useful in itself.
  • 4-0-2: Stronger slowdown helps slow down bloons especially Ceramics much better. But this misses out on the 7 pierce instead of 2 pierce.

The Bloon Solver[]

Crosspathing/Glue Gunner (10)
  • 5-0-0: Frankly, this upgrade does not require any crosspaths because it gains a large amount of pierce, similar to glue splatter, without actually getting the glue splatter upgrade. And since the bloons dissolve so fast, the extra time and effectiveness of the bottom path is only needed when taking down super ceramics or dealing more damage to blimps that are away from its direct range. The only time crosspaths are needed is path 2 on Race Events.
  • 5-1-0: Increases the pierce by 1, which makes very little, if any difference to this tower due to their already massive amount of pierce and fast attack speed.
  • 5-2-0: There is a niche for this crosspath on Race Events that enable this specific crosspath option, as this allows The Bloon Solver to catch much more bloons per shot.
  • 5-0-1: Glue lasts longer, which can be helpful for letting blimps become liquefied for much longer. Note that blimps have a halved glue duration compared to standard bloons. Instead of 5.5s duration for blimps, the glue now has a 12s duration for blimps. This isn't as significant when it comes to Super Ceramics, but much more significant when considering blimps.
  • 5-0-2: Slightly useful since it last longer and more effective at slowing the bloons down which makes it extremely effective at taking down super ceramics.

Upper Path 2[]

Glue Hose[]

Crosspathing/Glue Gunner (11)
  • 0-3-0: The non-crosspathed Glue Hose is more cost-inefficient compared to multiple 0-2-0 Glue Gunners. Crosspath it with Path 1 or Path 3 to give Glue Hose its greatest value.
  • 1-3-0: Soaks all standard bloon layers, making it a useful mid-game option against dense bloon rounds.
  • 2-3-0: On top of gaining the Glue Soak effect, the Corrosive Glue effect chips away at bloons every few seconds, dealing extra damage on the way. It can target MOAB-class bloons too, which may or may not be a bad thing, since it deals very little damage to them anyway.
  • 0-3-1: Glue lasts just over twice as long, which can be useful if attempting to let bloons move as far as possible while slowed down by the glue effects. However, there is no full soak with this crosspath, and glue will wear off after 3 layers are popped.
  • 0-3-2: Glue slowdown increases from 50% to 75%. Its value is greatest versus Super Ceramics, since it forms the majority of standard bloon layers on those rounds.

Glue Strike[]

Crosspathing/Glue Gunner (12)
  • 0-4-0: To start the initial cooldown as soon as possible, purchase 0-4-0 first and then buy crosspaths. Otherwise, there's no point just leaving a Glue Strike without a crosspath.
  • 1-4-0: Just like Glue Hose, the Glue Strike with Glue Soak allows the ability glue to soak all layers. This crosspath makes a greater difference on any bloon ranked Zebra/Lead or above.
  • 2-4-0: Often considered the best Glue Strike crosspath on most occasions. On top of gaining the Glue Soak effect, the Corrosive Glue effect chips away at bloons every few seconds, dealing extra damage on the way. It can target MOAB-class bloons too, so if more MOAB-class damage is desired then this ability will help make it happen.
  • 0-4-1: Glue lasts just over twice as long, which can be useful if attempting to let bloons move as far as possible while slowed down by the glue effects. However, there is no full soak with this crosspath, and glue will wear off after 3 layers are popped, or 6 with the ability.
  • 0-4-2: Glue slowdown increases from 50% to 75%. Its value is greatest versus Super Ceramics, since it forms the majority of standard bloon layers on those rounds. This crosspath isn't as bad as it seems even before encountering Rounds 81+ where Ceramics become Super Ceramics, as the Glue Strike ability by default soaks a considerable amount of layers already. With this crosspath, it specializes at weakening the strongest layers of standard bloons.

Glue Storm[]

Crosspathing/Glue Gunner (13)
  • 0-5-0: To start the initial cooldown as soon as possible, purchase 0-4-0 Glue Strike first and then buy crosspaths. Then upgrade to a crosspath for Glue Strike and upgrade later to Glue Storm. Glue Storm without a crosspath isn't very helpful for its price. Note that Glue Storm ability can soak up to 9 non-blimp layers, the ability glue lasts twice as long, and slowdown effect for non-blimp bloons is doubled (increased from 50% slowdown to 75% slowdown, or 75% to 87.5% for 0-5-2).
  • 1-5-0: Glue Storm ability glues up to 9 layers of bloon, but its ability glue is already capable of soaking an entire Ceramic regardless of crosspathing.
  • 2-5-0: Normally always the better crosspath due to the importance of causing MOAB-class bloons to also be dealt extra damage. Glue Storm's Corrosive Glue effect chips away at bloons every few seconds, dealing extra damage on the way. More importantly, it can target MOAB-class bloons too, so if more MOAB-class damage is desired then this ability will help make it happen.
  • 0-5-1: Glue lasts just over twice as long, which can be useful if attempting to let bloons move as far as possible while slowed down by the glue effects. However, since Glue Storm doesn't target MOAB-class without 2-5-0 crosspath and that its ability already soaks all non-blimp layers, doubling an already doubled ability glue lifespan isn't very helpful.
  • 0-5-2: The ability glue slowdown increases from 75% to 87.5% compared to a 0-4-2 Glue Strike. Its value is greatest versus Super Ceramics, since it forms the majority of standard bloon layers on those rounds. This crosspath isn't as bad as it seems even before encountering Rounds 81+ where Ceramics become Super Ceramics, as the Glue Storm ability by default soaks virtually all bloon layers (with exception of recently regrown bloons). With this crosspath, it specializes at weakening the strongest layers of standard bloons.

Upper Path 3[]

MOAB Glue[]

Crosspathing/Glue Gunner (14)
  • 0-0-3: Slows down MOAB-class bloons, so it's better to go straight for this upgrade than to crosspath and then go for said upgrade.
  • 1-0-3: Useless versus MOAB-class because glue cannot soak through MOAB-class.
  • 2-0-3: Equally useless versus MOAB-class because the glue does minimal damage to them.
  • 0-1-3: Glues an extra blimp per shot, which is equivalent to twice its unupgraded value. Plus, it can hit more than one blimp with the same shot, so it has the possibility to glue blimps from further.
  • 0-2-3: Modifies the glue attack into a splatter attack, as well as gaining a significant portion of pierce. It loses the potential to be effective at straightaway action, but it can be used when there's a dense clump of blimps.

Relentless Glue[]

Crosspathing/Glue Gunner (15)
  • 0-0-4: Relentless Glue creates radial stunwaves from bloons that were popped after getting directly glued by the Relentless Glue Gunner. This help it assist crowd control. Not recommended to use no crosspathing, as this does not take advantage of its total stalling power. Upgrade to Path 1 to self-synergize its stunning effects for the mid-game and Path 2 for covering a large amount of bloons.
  • 1-0-4: Relentless Glue's stunwaves only trigger upon fully popping a non-blimp bloon layer; this allows all bloon layers to produce stuns.
  • 2-0-4: Glue track blobs can slowly damage bloons hit. This is helpful for self-synergy with itself, producing stunwaves as the bloon layers pop.
  • 0-1-4: Improves the pierce of glue, as well as improving the pierce of stunwaves. This can help increase the spread of stunwaves.
  • 0-2-4: Further improves pierce of glue by converting it into a splatter that glues more bloons, as well as further increasing the pierce of stunwaves. A very worthwhile crosspath for crowd control, as this provides maximum piercing potential for the stunwaves.

Super Glue[]

Crosspathing/Glue Gunner (16)
  • 0-0-5: Super Glue has a powerful slowdown of at least 90% and stuns DDTs when given camo detection, plus an improvement to stunwaves by stunning all blimps for full duration. In exchange, Super Glue is lacking in pierce, partially mitigated by Path 2 crosspaths. Without crosspaths, it does not take any advantage of its total stalling power, especially Path 2 for extra pierce.
  • 1-0-5: Useless for Super Glue as it is meant for immobilizing blimps, and the glue cannot soak through blimps.
  • 2-0-5: Super Glue already deals damage when its glue blobs make contact with bloons. 2-0-5 adds insignificant corrosion DPS and wastes potential for Path 2.
  • 0-1-5: Improves pierce of the glue, although this upgrade makes a small difference due to the Super Glue's glue having 6 pierce by default.
  • 0-2-5: Even more pierce in exchange for a splatter effect is all worth it, for maximal glue coverage.

Strategy[]

Glue Gunner suitable slowing bloons to support other low attack speed but enough popping power towers. Path 1 great for against Super Ceramics and not too Strong MOAB-Class Bloons such as MOABs or BFBs. Path 2 great for giving other towers Lead-Popping, it can replace AMD or MIB especially benefit for against Boss Bloons. Path 3 suitable for sticking crazy fast bloons such as Pink Bloons or DDTs especially round 99.

vde

Crosspathing
Primary Monkeys

Dart Monkey · Boomerang Monkey · Bomb Shooter · Tack Shooter · Ice Monkey · Glue Gunner

Military Monkeys

Sniper Monkey · Monkey Sub · Monkey Buccaneer · Monkey Ace · Heli Pilot · Mortar Monkey · Dartling Gunner

Magic Monkeys

Wizard Monkey · Super Monkey · Ninja Monkey · Alchemist · Druid

Support Monkeys

Banana Farm · Spike Factory · Monkey Village · Engineer Monkey · Beast Handler

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Crosspathing/Glue Gunner (2024)
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