Beginner map
Logs
Info
Logs is one of the original Beginner maps from BTD6's launch and one of the most played maps in the game. It is a marshy swamp ringed by the fronds of large trees, with six hollow logs lying across the track.
The path is laid out like a checkerboard. Bloons enter from the top left, run up and down through a series of vertical lanes, then switch to a series of horizontal lanes, passing under the logs, before leaving at the bottom left. Because the lanes run side by side across the whole map, almost every spot has several stretches of track nearby. There is one entrance and one exit.
Logs is very long. At 60.33 RBS (about 1,659 range units) it is the second-longest map in BTD6, beaten only by Scrapyard, which is a fraction of a second longer. Bloons spend a long time on screen, giving your towers plenty of chances to pop them.
The middle square of the checkerboard is water instead of land, so Monkey Subs, Buccaneers and Admiral Brickell can all be used. The logs block line of sight for towers that face their closed sides, so a Sniper or Dartling placed behind one may not see the bloons inside. There are no removable objects and no high ground. Tapping the mushrooms makes them shake and glow, which is cosmetic.
These features make Logs the go-to map for community challenges, testing tower combinations, two-tower CHIMPS attempts, achievement hunting and long freeplay games. It also has one of the highest numbers of CHIMPS completions in the game, second only to Monkey Meadow in figures shared in 2021. Many players consider it the easiest map in BTD6, although some prefer Cubism because it has no line-of-sight blockers at all.
How to beat Logs
Map overview for strategy
Logs is easy because it is long and the path folds back and forth in parallel lanes. A tower in the middle of the map can see several lanes at once, and bloons take a long time to cross the screen. The central water square sits right in the middle of the action, so naval towers get excellent coverage.
The only real catch is the logs. They block vision for towers facing their solid sides, so place Snipers, Dartling Gunners and Super Monkeys where they can see the open lanes. Short-range towers next to the path are rarely affected.
The length also makes Logs a great map to practise CHIMPS and to try unusual strategies. Many two-tower challenge strategies are tested here first.
Best towers
- Monkey Sub 2-0-4 in the central water, with Advanced Intel letting it shoot anything your other towers see.
- Monkey Buccaneer 3-2-0 and 2-4-0 in the centre: Destroyer for clearing rounds, Monkey Pirates for MOABs.
- Ninja Monkey 4-0-1 and 2-0-4: camo detection and Sticky Bombs.
- Alchemist 4-2-0: buff the central damage.
- Tack Shooter 2-0-4 or Ice Monkey 4-0-1 between parallel lanes.
- Boomerang Monkey 4-2-0: glaives bounce between the parallel lanes.
- Monkey Village 2-2-0 in the centre.
- Super Monkey: Sun Avatar and later Sun Temple near the water.
Best heroes
- Admiral Brickell: the central water lets her and her naval towers cover a lot of track.
- Quincy: cheap and effective in the parallel lanes.
- Sauda: placed between two lanes she hits bloons going both ways.
- Geraldo: his shop items, such as the See Invisibility Potion, nails and turrets, are flexible, and the long track gives them plenty of time to work.
Easy and Medium
A Dart Monkey and a Monkey Sub in the centre carry the first 20 rounds. Add a Ninja for camo, an Alchemist or Bomb Shooter for leads, and Banana Farms in the corners. A Destroyer and a 4-0-1 Ninja win Medium easily.
Hard
Farm three or four Banana Farms. Build Brickell, a 2-0-4 Sub and a 3-2-0 Destroyer in the central water, with a Ninja and Alchemist beside the lanes. Add a 2-2-0 Village and a Monkey Pirates boat for the BFBs on rounds 76 to 80.
CHIMPS
Logs is one of the best maps for a first CHIMPS win.
- Rounds 1 to 6: Dart Monkey beside the first vertical lanes and your hero (Brickell or Quincy).
- Rounds 7 to 18: a Monkey Sub in the central water, upgraded to 2-0-0. Then a Ninja Monkey for camo before round 24.
- Rounds 19 to 30: an Alchemist next to the Ninja for the round 28 leads. Sub to 2-0-3.
- Rounds 31 to 45: Ninja to 4-0-1, Alchemist to 3-2-0, and start a Buccaneer towards 3-2-0 Destroyer.
- Rounds 46 to 63: Sub to 2-0-4, a 2-2-0 Village, and a 2-4-0 Monkey Pirates boat for round 60. A Glaive or Tack between lanes helps on round 63.
- Rounds 64 to 80: Alchemist to 4-2-0, a Sticky Bomb Ninja, and a second Sub or boat.
- Rounds 81 to 100: a Carrier Flagship (5-0-2), Sub Commander (2-0-5) or Sun Temple as your anchor, plus extra Sticky Bombs and Pirates for rounds 98 and 99. Keep Village radar over your Ninjas and boats for 95 and 99.
The long track forgives small mistakes. If a few bloons slip past early, your later towers usually catch them.
Impoppable
Farm heavily in the corners, then build the naval core in the centre. A Sub Commander with several 2-0-4 Subs, plus a Carrier Flagship, can carry the whole late game.
Other modes
- Deflation: Subs and a Destroyer in the centre give the best value.
- Military Only: a natural fit with the central water.
- Half Cash: the long track gives you time to farm early.
- Alternate Bloons Rounds: the length makes Logs one of the easiest maps for this mode.
Dangerous rounds on this map
- Round 24: one camo green. Subs and boats need a Ninja or radar.
- Round 28: six leads. Have acid or bombs ready.
- Round 40: the first MOAB. The long track makes it easy if you have any single-target damage.
- Round 63: 122 ceramics. Logs handles this better than most maps, but towers behind logs may lose vision of part of the rush.
- Round 76: 60 regrow ceramics. The long path gives regrows time to heal if they slip past your centre.
- Round 78: camo ceramics and purples. Purples resist fire, energy and plasma.
- Round 95: camo regrow purples and fortified leads, then MOABs and DDTs.
- Round 98: 30 fortified BFBs and 8 ZOMGs. The length helps, but you still need serious MOAB damage.
- Round 99: 60 MOABs and 9 fortified DDTs.
- Round 100: one BAD that ignores slows.
For full games and challenge runs on Logs, see our video guides on the BTD6 Master YouTube channel.
Frequently asked questions
Is Logs the easiest map in BTD6?
Many players think so. It is the second-longest map, has central water and lots of parallel lanes. Some players prefer Cubism because it has no line-of-sight blockers.
What is the longest map in BTD6?
Scrapyard is the longest, just ahead of Logs. Both are Beginner maps around 60 RBS long.
What is the best hero for Logs?
Admiral Brickell, thanks to the central water. Quincy and Sauda are good land options.
How do you beat Logs CHIMPS?
Use a Sub and Destroyer in the central water, a Ninja and Alchemist beside the lanes, then a Village, Monkey Pirates and Sticky Bombs. Finish with a Carrier Flagship, Sub Commander or Sun Temple.
How much Monkey Money does Logs give?
First-time medals pay 75, 125, 200 and 300 Monkey Money for the Easy, Medium, Hard and Impoppable/CHIMPS tiers. Replays pay one fifth.
Recent challenges and events on Logs
| Date | Type | Mode |
|---|---|---|
| Nov 2, 2026 | Daily Advanced Challenge | Deflation (Hard) |
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2


























