Advanced map
Geared
Info
Geared is an Advanced map added in update 16.0. It was designed by a fan for a community map contest and became one of two winners, alongside Bazaar. The whole map is a giant clockwork mechanism, and it is one of only two maps with moving, rotating platforms (the other is Sanctuary).
Layout and path. Geared has a single lane. Bloons enter on the left, make a half-circle around the upper half of the large gear and exit on the right. There are no alternating lanes and no special rounds.
The rotating gears. You can only build in two places:
- The large outer gear. At the end of every round it turns 45 degrees clockwise, so towers on it return to their starting position every 8 rounds. Its placeable area is a full circle that includes the gaps between the teeth, so you can place towers "in the air" between teeth.
- The small central gear. It turns 108 degrees clockwise every round, bringing towers back to their original spot every 10 rounds.
Towers move and rotate with the gears, so a tower that covers the track perfectly this round may face away from it next round. Short-range towers suffer the most; global-range towers like Snipers, Heli Pilots and Monkey Aces barely notice.
Line of sight: no blockers. Water: none. Removable objects: none. High ground: none.
A small detail: the letters on the large gear's teeth spell out "Eenie meenie miney moe" in the monkey alphabet.
Geared is often called one of the hardest Advanced maps, mostly because of its brutal early game in CHIMPS and Half Cash, when you cannot yet afford strong global towers. Once you can, it plays more like an average Advanced map.
How to beat Geared
Map overview for strategy
Geared is not hard because of the track. It is a single, fairly short lane with no line-of-sight problems. The challenge is that almost every tower moves 45 degrees every round, so placement that works on round 5 might be useless on round 6.
The solution is to rely on towers that do not care where they stand:
- Global or near-global range: Sniper Monkeys, Heli Pilots, Monkey Aces, Mortar Monkeys and Corvus.
- Heroes that hover or move freely: Rosalia from level 7 and Corvus' Spirit.
- Short-range towers only with a plan: if you place a Tack Shooter or Spike Factory, check where the gear will carry it over the next 8 rounds, or move it with a Support Chinook.
The small central gear moves differently from the outer one, which makes it a good spot for Snipers and support towers that only need to be near each other.
Best towers
- Sniper Monkey: the backbone of the early game. Rotation does not affect it and there are no walls in its way. Go 0-1-x early for camo, 0-2-x Shrapnel Shot for groups and 4-2-0 Maim MOAB later for blimp control.
- Heli Pilot: global range. 2-0-4 Comanche Defense carries the mid-game and both top and bottom tier 5s can be your win condition. A 2-4-0 Support Chinook can redeploy towers that the gear pushed out of range.
- Monkey Ace 2-0-4 (Spectre): flies over the whole map and is unaffected by rotation; a strong late-game damage source.
- Mortar Monkey 5-2-0 (The Biggest One): global targeting, high pierce for ceramic rushes, and part of the first well-known Geared CHIMPS win together with Perma-Spike and Support Chinook.
- Spike Factory (Perma-Spike): strong as a final line, but use a Support Chinook or place it where the gear keeps it near the exit for most rotations.
- Monkey Village 2-2-0: place it so it keeps your Snipers and Helis in range as both gears turn.
Best heroes
- Corvus: his Spirit and Spear ignore rotation, which trivialises the hard early game. From level 7, Spirit Walk lets him farm mana constantly, and his spells can bank tens of thousands for late-game towers.
- Rosalia: from level 7 she hovers in place regardless of rotation (she only needs to return to her workshop to reposition), and her discounts on Monkey Aces and Heli Pilots fit this map perfectly.
- Etienne or Psi: global support heroes that do not mind moving gears.
Easy and Medium
Start with a Dart Monkey and a Sniper, then add a Heli Pilot as soon as you can afford it. A 2-0-3 Heli and a couple of Snipers with camo carry you to round 40. Add a Mortar or Ace for the late game.
Hard
Use two or three Snipers in the early game, then Corvus or Rosalia. Get a Heli Pilot to 2-0-4 Comanche Defense by the 50s, a Village 2-2-0, and finish with Spectre and Maim MOAB.
CHIMPS
The early game is the hard part in CHIMPS. A realistic route with Snipers and Corvus:
- Round 1: Dart Monkey near the track and a Sniper Monkey.
- Rounds 2 to 12: add a second Sniper, then 0-1-0 on both for camo later. Save for Corvus.
- Rounds 12 to 30: place Corvus. His Spirit and Spear carry most rounds. Upgrade Snipers towards 0-2-x Shrapnel or 2-2-0. Camo bloons on round 24 are handled by Night Vision Goggles.
- Rounds 31 to 50: buy a Heli Pilot and upgrade it towards 2-0-3. Use Corvus' spells on round 40's MOAB and save spellbook cash. Add a Village 2-2-0.
- Rounds 51 to 70: Heli to 2-0-4 Comanche Defense. One Sniper to 4-2-0 Maim MOAB. Use Corvus' strongest spells on round 63.
- Rounds 71 to 90: a Monkey Ace towards 2-0-4 Spectre, or a Mortar towards 5-2-0 The Biggest One. Add an Alchemist 3-0-1 on your strongest tower.
- Rounds 90 to 100: stack blimp damage. Maim stuns, Spectre and Comanche handle DDTs if they have camo through the Village, and Corvus' Ancestral Might and Overload help finish round 100's BAD.
Impoppable
The same plan works, and you can afford a Perma-Spike with a Support Chinook earlier. Because you have one life, keep at least one Sniper that is always able to reach the exit.
Dangerous rounds on this map
- Rounds 1 to 20: cheap towers keep rotating away from the track. Snipers and Corvus are the answer.
- Round 24: first camo; make sure your Snipers have Night Vision Goggles.
- Round 40: first MOAB, often before your Heli is ready.
- Round 63: a ceramic rush on a fairly short lane.
- Rounds 90 to 100: DDTs and the BAD; global damage carries you.
The BTD6 Master YouTube channel has video guides for Geared, including CHIMPS starts.
Frequently asked questions
How do the gears rotate on Geared?
The large gear turns 45 degrees clockwise after each round (a full turn every 8 rounds), and the small central gear turns 108 degrees (back to start every 10 rounds).
What is the best tower for Geared?
Sniper Monkeys for the early game, then global towers like Heli Pilots, Spectre and The Biggest One for the late game.
What is the best hero for Geared?
Corvus is the strongest choice because his Spirit ignores rotation. Rosalia is also excellent from level 7.
Is Geared the hardest Advanced map?
It is often listed among the hardest because of its early game in CHIMPS and Half Cash, but it gets much easier once you have global towers.
Can you place towers between the gear teeth?
Yes. The large gear's placeable area is a full circle, so towers can sit between the teeth.
How do you beat Geared CHIMPS?
Start with Snipers, add Corvus, then build a Heli Pilot to Comanche Defense, a Maim MOAB Sniper and Spectre or The Biggest One for the late game.
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2























