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Mesa

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How to beat Mesa

Map overview for strategy

Mesa is a two-lane map where the lanes rarely come near each other and the terrain blocks a lot of shots. Your options are:

  • Build where the lanes meet. The area directly to the top right of the centre lets short-range towers reach both lanes. Watch their targeting, because they often focus the bottom lane and let top-lane bloons get too far.
  • Use the cleared rocks. For $500 each, the three rocky growths become high-ground spots without line-of-sight problems. They are some of the best tower spots on the map.
  • Use global or lane-merging tools. Corvus, Snipers, Mortars, a Giant Condor and Mermonkey's Symphonic Resonance all help you treat Mesa like a single-lane map.

Remember that the bottom lane is shorter, so it needs more early attention, while big blimp rounds come down the longer top lane.

Best towers

  • Spike Factory 2-0-5 or 0-2-5 (Perma-Spike): it comfortably reaches the exits of both lanes. Set it to Smart, and focus on reducing the bloons on the shorter bottom lane before they reach it. It is the best fix for the leaks that Mesa's confusing targeting causes.
  • Beast Handler with Giant Condor (bird path): moves MOABs and BFBs from one lane to the other. Set its reticle on the longer top lane to turn most rounds into a single-lane problem. Perma-Spike covers its weakness against fast DDT rounds.
  • Mermonkey (Symphonic Resonance): can pull bloons on one lane closer to the other, making it far easier for your towers to cover both.
  • Sniper Monkey and Mortar Monkey: no lane or line-of-sight issues. A 4-0-2 Maim MOAB Sniper and a 2-5-0 Pop and Awe or 5-2-0 The Biggest One are both strong.
  • Monkey Village 2-2-0 or 2-3-0: on a cleared rock or the top-right-of-centre area, buffing the towers that cover both lanes.

Best heroes

  • Corvus: his Spear trivialises the early game, most of his spellbook is useful, and he can bank cash for Perma-Spike in the mid-game. Late, Ancestral Might and Overload are very strong, and Perma-Spike tanks anything he misses.
  • Etienne: released alongside the map, his drones and support help cover both lanes.
  • Psi: global range, so Mesa's blockers and split lanes do not matter.
  • Striker Jones: if you build around Mortars on the high ground.

Easy and Medium

Start with a Dart Monkey on each lane, or one tower at the top-right-of-centre area. Clear a rock growth for $500 when you need a clean spot. Add a Village 0-2-0 by round 24, and a MOAB tower that reaches the top lane before round 40. Finish with Perma-Spike.

Hard

Use Corvus at the top-right of centre, Darts or a Boomerang early on the bottom lane, a Village on a cleared rock, and save towards Perma-Spike in the mid-game. Add a Maim MOAB Sniper and a Giant Condor for the late rounds.

CHIMPS

A CHIMPS route built on Corvus, Perma-Spike and Condor:

  1. Round 1: a Dart Monkey near the bottom lane and one covering the top lane where the lanes come close.
  2. Rounds 2 to 10: place Corvus at the top-right of the centre as soon as you can afford him. His Spirit and Spear carry the early rounds on both lanes.
  3. Rounds 11 to 30: clear one rock growth ($500) and place a Village there, 0-2-0 by round 24 for camo. Keep levelling Corvus and saving mana.
  4. Rounds 31 to 50: make sure the top lane can handle round 40's MOAB (Corvus' spells plus a 2-0-2 Sniper or 0-3-2 Bomb Shooter). Village to 2-2-0.
  5. Rounds 51 to 70: start a Spike Factory towards Perma-Spike, reaching both exits, using Corvus' spellbook savings. Smart targeting.
  6. Rounds 71 to 90: add a Beast Handler up to Giant Condor with its reticle on the top lane. Add a 4-0-2 Maim MOAB Sniper and an Alchemist on Perma-Spike or your main damage.
  7. Rounds 90 to 100: Perma-Spike tanks DDTs the Condor cannot grab in time. Use Ancestral Might, Overload and Maim on the ZOMGs and round 100's BAD on the top lane.

Impoppable

The same plan works; clear the rock growths earlier for a second Village and a Sniper, and get Perma-Spike before the 80s.

Dangerous rounds on this map

  • Early rounds: the shorter bottom lane leaks first.
  • Round 24: first camo across two separated lanes.
  • Rounds 40, 60, 80, 100: big blimps on the top lane.
  • Round 63: ceramic rush split over both lanes.
  • Rounds 90 to 100: DDTs on two lanes; Condor plus Perma-Spike is the standard answer.

The BTD6 Master YouTube channel has video guides for Mesa, including CHIMPS starts.

Frequently asked questions

How many lanes does Mesa have?

Two, both active every round. The top lane is longer and runs through a low valley; the bottom lane is shorter.

How much does it cost to remove the rocks on Mesa?

Each of the three rocky growths costs $500, for $1,500 total. Each cleared rock becomes a high-ground spot.

Where do the MOABs spawn on Mesa?

The blimps on rounds 40, 60, 80 and 100 spawn on the top lane.

What is the best hero for Mesa?

Corvus is the strongest choice. Etienne and Psi are good alternatives because they cover both lanes.

How do you beat Mesa CHIMPS?

Use Corvus near the top right of the centre, a Village on a cleared rock, Perma-Spike covering both exits, and a Giant Condor aimed at the top lane.

Is Mesa hard?

Yes, it is one of the harder Advanced maps because the lanes are far apart and line-of-sight blockers confuse targeting.

Guides for every mode

More guides on this map

Video guides