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BTD6 Pedia

Intermediate map

Chutes

Info

How to beat Chutes

Map overview for strategy

Chutes is short and fast. Bloons come down the left lane on odd rounds and the right lane on even rounds, and each lane only lasts about 17 to 18 red bloon seconds. You do not get many chances to pop anything, so placement matters more than on most Intermediate maps.

The key is the intersection in the middle where the two lanes cross. Towers there can hit bloons on both lanes, so it is where your main defence belongs. Three practical rules:

  • Remove the statues early. At $350 each, they are cheap. Removing them opens more space at the intersection and clears line of sight for Snipers and Dartling Gunners.
  • Use the straight lines. Both lanes have long straight sections. Towers that fire in a line, like a Dartling Gunner with Plasma Accelerator or a Juggernaut Dart Monkey, hit everything along that line.
  • Lean on full-screen towers. Heli Pilots, Monkey Aces and subs with Advanced Intel help on whichever lane is active.

Best towers

  • Dart Monkey. Three Dart Monkeys next to the intersection are a classic way to survive the first rounds. Later, a 4-0-2 Juggernaut aimed down a straight section pops all bloon types and shreds ceramics.
  • Ninja Monkey 4-0-1 (Bloonjitsu) at the intersection to support the darts and handle camo.
  • Heli Pilot 2-0-4 (Comanche Defense). With only one active lane per round, a Pursuit heli is always where the bloons are.
  • Monkey Sub 2-0-4 or Triple Guns spam with a Sub Commander (2-5-0) in the lakes. Advanced Intel lets them hit both lanes. Add a Monkey Intelligence Bureau (Village 0-3-0) near the lakes so they can damage DDTs.
  • Dartling Gunner 4-2-0 (Plasma Accelerator). Aimed along the first straight section of the track, its beam hits every bloon in the line, which is excellent on rushes like round 63. Remember to move the lock target when the lane changes if you use locked targeting.
  • Super Monkey 3-0-1 (Sun Avatar with Knockback) at the intersection for strong late-game coverage of both lanes.
  • Alchemist 4-2-0 to buff the darts and ninjas in the middle.

Best heroes

  • Sauda. Strong enough to start a CHIMPS game here when placed at the intersection.
  • Psi. Unlimited range makes the lane switch irrelevant.
  • Obyn Greenfoot. Pairs well with Ninjas, Alchemists and other magic towers in the middle.
  • Avoid Admiral Brickell. She cannot hit both tracks from the lakes, which wastes most of her value here.

Easy and Medium

Put your hero and two or three Dart Monkeys at the intersection, then add a Ninja. Remove the statues once you can spare $700. A sub with Ballistic Missile in a lake handles round 40. On Medium, add a Heli Pilot toward Comanche Defense and an Alchemist for the BFB on round 60.

Hard

  1. Hero and Dart Monkeys at the intersection from round 3.
  2. Ninja 2-0-1 by round 24 and a lead answer by round 28. Both rounds are even, so they come down the right lane.
  3. Remove the statues and add a sub at 2-0-3 for round 40.
  4. Juggernaut and Bloonjitsu with an Alchemist in the 50s, then Plasma Accelerator for round 63.
  5. Two First Strike subs or a Comanche Defense heli plus MOAB Glue for the ZOMG on round 80.

CHIMPS

CHIMPS starts on round 6 with $650. A realistic plan:

  1. Round 6: Sauda at the intersection. If you use another hero, add a Dart Monkey there.
  2. Rounds 7–20: Two more Dart Monkeys around the crossing and a Ninja. Remove the statues once they are in the way.
  3. By round 23: Ninja at 2-0-1 for camo.
  4. By round 27: lead popping for round 28, for example a sub with Heat-tipped Darts in a lake or a Mortar.
  5. Rounds 30–39: A sub at 2-0-3 and a Heli Pilot started for round 40.
  6. Rounds 40–62: Ninja to 4-0-1 with an Alchemist 4-2-0, a Dart Monkey to 4-0-2, and a Dartling Gunner to Plasma Accelerator aimed at the left lane's first straight for round 63.
  7. Rounds 63–80: Heli to 2-0-4, a Village 0-3-0 near the lakes, more subs, and a Glue Gunner 2-0-3 at the intersection. Have strong MOAB damage on the right lane for round 80.
  8. Rounds 81–100: A Sun Avatar at the intersection, a Sub Commander or more First Strike subs, and extra MOAB Glue. Keep camo coverage for round 95 on the left lane.

Impoppable

Same idea, higher prices and one life. Use selling and powers freely. The tight track punishes greed, so build your intersection defence before investing in farms on the sides.

Other modes

  • Military Only: helis, aces, subs and Dartlings make this mode comfortable on Chutes.
  • Primary Only: Dart Monkeys at the intersection plus Juggernauts down the straights. Glue Gunners help on the short track.

Dangerous rounds on this map

  • Rounds 24, 28 and 40: all even, so all on the right lane. Make sure your first camo, lead and MOAB answers reach it.
  • Round 63 (75 leads, 122 ceramics): odd, left lane. On such a short track, a line-piercing tower like Plasma Accelerator makes a huge difference.
  • Rounds 76 and 78: right lane, regrow ceramics then a mixed rush with camo ceramics.
  • Round 95: left lane, camo leads and DDTs. Your subs need Monkey Intelligence Bureau support to damage DDTs.
  • Rounds 98 to 100: alternating right, left, right. You need MOAB damage that reaches both lanes for the final three rounds.

For a full walkthrough, see our videos on the BTD6 Master YouTube channel.

Frequently asked questions

Why is Chutes so hard?

The two lanes are very short, about 17 to 18 red bloon seconds each, and there are few good corners. Your towers have little time to pop each bloon.

Which lane do bloons use on Chutes?

Odd rounds use the left path and even rounds use the right path. Only one lane is active per round.

Should you remove the statues on Chutes?

Yes, as soon as it is affordable. They cost $350 each and clear both space and line of sight at the intersection.

What is the best hero for Chutes?

Sauda at the intersection is strong enough to start CHIMPS. Psi is also good. Admiral Brickell is a poor pick because she cannot reach both lanes.

How do you beat Chutes on CHIMPS?

Hold the intersection with Sauda, Dart Monkeys and a Ninja, then add subs in the lakes, a Plasma Accelerator for round 63 and Comanche Defense or First Strike subs for the MOAB rounds.

Guides for every mode

More guides on this map

Video guides