BTD6 Pedia

Intermediate map

Luminous Cove

Info

How to beat Luminous Cove

Map overview for strategy

Luminous Cove is a water map first and foremost. Most of the placeable ground is pond, so subs, boats and Mermonkeys are available from the first round. The track alternates: odd rounds start top left and loop clockwise around the heart-shaped middle before exiting bottom right; even rounds start top right and loop anticlockwise, exiting bottom left.

Because both lanes wrap around the same centre, the middle of the map is your most valuable area. Points to keep in mind:

  • Start with water towers. A Monkey Sub or a Mermonkey is one of the best opening towers here.
  • Build near the heart. Towers that reach the heart-shaped centre help on every round, whichever side the bloons came from.
  • Check the round parity. Rounds 24, 28 and 40 are even, so the first camo, the first leads and the first MOAB all start top right and loop anticlockwise.
  • The carving secret is for big water builds. It needs three different tier 5 Mermonkeys, so it only makes sense in long games or heavy Buccaneer farming strategies.

Best towers

  • Monkey Sub 2-0-4 (First Strike Capability). A strong opener and, later, a core MOAB damage source. Advanced Intel lets subs hit both lanes through other towers' vision.
  • Mermonkey. Released with this map and a great opening tower here, cheap enough to start with while you save for upgrades and your hero.
  • Monkey Buccaneer 3-2-0 (Destroyer) for strong early-to-mid popping from the ponds near the middle, and 2-0-3 Merchantman for income in modes that allow it.
  • Ninja Monkey 4-0-1 with an Alchemist 4-2-0 on the purple land near the centre.
  • Glue Gunner 2-0-3 (MOAB Glue) on land near the heart.
  • Monkey Village 0-2-0 to give camo detection to subs and boats that lack it.
  • Mortar Monkey 0-2-4 (Shattering Shells) aimed at the heart for the big ceramic rounds.

Best heroes

  • Admiral Brickell. All this water makes her one of the best picks. Her abilities boost water towers and her mines are useful around the loop.
  • Sauda. Placed by the heart, she reaches both loops in the early game.
  • Psi. Unlimited range covers both lanes without thinking about placement.
  • Obyn Greenfoot. Fits a Mermonkey and Ninja magic setup.

Easy and Medium

Open with a Monkey Sub or Mermonkey near the heart, then add your hero. Upgrade a sub to Advanced Intel early. Get camo before round 24 with a Ninja or a Village, and lead popping before round 28 with Heat-tipped Darts on a sub or a Mortar. A Ballistic Missile sub handles round 40. On Medium, add a second sub, an Alchemist and Destroyers for round 60.

Hard

  1. A sub or Mermonkey near the heart from round 3, then your hero.
  2. Camo by round 24 and leads by round 28, both reaching the right-hand start.
  3. A sub at 2-0-3 for round 40.
  4. Bloonjitsu with an Alchemist, Destroyers and Shattering Shells by round 63.
  5. Two or three First Strike subs and MOAB Glue for the ZOMG on round 80.

CHIMPS

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

  1. Round 6: A Monkey Sub or Mermonkey in a pond close to the heart. If you have room in the budget, start your hero too; otherwise add it a round or two later.
  2. Rounds 7–20: Hero (Sauda, Brickell or Obyn), the sub to 2-0-0, and a second water tower such as a Buccaneer.
  3. By round 23: camo for round 24. A Ninja 2-0-1 on the purple land or a Village 0-2-0 next to your water towers.
  4. By round 27: lead popping for round 28, such as Heat-tipped Darts on the sub (2-0-2).
  5. Rounds 30–39: The sub to 2-0-3 for round 40.
  6. Rounds 40–62: Ninja to 4-0-1, an Alchemist 4-2-0, a Destroyer, the sub to 2-0-4 before round 60, and a Mortar 0-2-4 before round 63.
  7. Rounds 63–80: Two more First Strike subs, a Glue Gunner 2-0-3 and extra Village support. Have enough MOAB damage for round 80.
  8. Rounds 81–100: More First Strike subs, a Monkey Pirates boat (0-4-x) for MOAB damage, and MOAB Glue. Keep camo coverage at the heart for round 95.

Do not chase the Mermonkey carving secret in CHIMPS. Three tier 5 Mermonkeys cost far more than the extra water is worth there.

Impoppable

Same plan with higher prices and one life. Buccaneer income is a strong option here, since there is so much water, and selling lets you rebuild later.

Other modes

  • Military Only: subs and boats carry the whole game.
  • Magic Monkeys Only: Mermonkeys count as magic, so this mode is much easier here than on dry maps.
  • Freeplay or long games: the carving secret gives you extra water for big Buccaneer or sub builds.

Dangerous rounds on this map

  • Rounds 24, 28 and 40: all even, so all start top right and loop anticlockwise. Your first camo, lead and MOAB answers must reach that side.
  • Round 63 (75 leads, 122 ceramics): odd, so clockwise from the top left. Area damage at the heart handles both loops.
  • Rounds 76 and 78: both even, regrow ceramics then a mixed rush with camo ceramics.
  • Round 95: odd, with camo leads and DDTs. Subs need camo support and enough damage to handle DDTs.
  • Rounds 98 to 100: alternating sides with fortified BFBs, ZOMGs, fortified DDTs and the BAD. First Strike subs reach both sides, which is why they are so valuable here.

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

Frequently asked questions

How do you unlock the extra water on Luminous Cove?

Get a tier 5 Mermonkey on each of the three paths. Each one lights a carving. When all three are lit, tap the carving to remove it and open the extra water.

Do you keep the extra water if you sell the Mermonkeys?

Yes. Once the carving is removed, the water stays even if you sell them.

Which lane do bloons use on Luminous Cove?

Odd rounds start top left and loop clockwise. Even rounds start top right and loop anticlockwise. Only one lane is active per round.

What is the best hero for Luminous Cove?

Admiral Brickell, thanks to the amount of water. Sauda and Psi are also good picks.

How do you beat Luminous Cove on CHIMPS?

Open with a sub or Mermonkey near the heart, add camo and lead popping, then build First Strike subs, an Alchemist and a Shattering Shells Mortar for the late rounds.

Guides for every mode

More guides on this map

Video guides

Towers and heroes our guides use here