Beginner map
One Two Tree
Info
One Two Tree is a festive Beginner map added in Version 34.0 in December 2022, alongside the Dreadbloon boss. It is a snowy farm covered in Christmas trees and snowmen, each marked with a tower category icon.
Bloons enter from the left and follow a zigzag path to the exit at the bottom right. There is one entrance and one exit, and the track is about 43 RBS long, a typical length for a Beginner map.
The map works like an advent calendar. You cannot remove the trees and snowmen yourself. Instead, they disappear one by one as you pass certain rounds, revealing plots of special land. Plots unlock between rounds 2 and 28, and again between rounds 55 and 77. Small signs beside each plot show the order they open in, not the exact round. In races and similar timed events you have to actually beat the round to open its plot.
Each plot gives one buff to towers placed on it: +1 pierce, +1 damage, a 10% discount, or about 17.6% faster attacks. These buffs stack with other buffs from towers and heroes. Most plots near the track are restricted to one tower category, shown by colour and shape: Primary (blue), Military (green), Magic (purple) and Support (orange). Wild plots accept any tower, including heroes, but leftover tree stumps limit them to small towers. The very first plot is free from the start and has no buff. The discount plots are better than Monkey Business, because they apply to every upgrade tier (except Paragons).
The melting snowmen leave puddles that count as water, with the first one opening on round 4. These are the only water spots, and they suit Subs, Buccaneers, Mermonkeys, Ice Monkeys, Pat Fusty and Brickell. Two small gaps in the trees at the top left and top right give +15% range, the only range buff on the map. The pine trees in the top corners and the rock piles below the path stay forever and block line of sight. There is no high ground.
How to beat One Two Tree
Map overview for strategy
One Two Tree rewards planning. The buff plots are strongest when the right tower sits on the right plot, so before each game it is worth knowing roughly which plots open early. On Hard and CHIMPS you start later than round 1, so the first few plots are already open when the game begins.
Early plots (all open by round 28) include a Primary attack speed plot, a water discount plot, a Magic +1 damage plot, a Support +1 pierce plot, a Wild attack speed plot, a Primary discount plot, a Military +1 damage plot, a Magic +1 pierce plot and a water +1 pierce plot. Late plots (rounds 55 to 77) add more pierce, speed and discount slots for Primary, Military, Magic and Wild towers.
The zigzag path means towers placed near the bends cover two stretches of track. The best plots are the ones closest to the path, so build your main damage on them and let the buffs do the rest.
Best towers
- Ninja Monkey 4-0-1 and 2-0-4 on a Magic plot. Magic plots open early and give +1 damage, +1 pierce or speed.
- Alchemist 4-2-0 next to your Ninjas. It is also Magic, so a Magic discount plot saves a lot on its expensive upgrades.
- Dart Monkey or Boomerang Monkey on the early Primary speed plot. A 4-2-0 Glaive on a +1 pierce Primary plot is excellent.
- Monkey Sub 2-0-4 or Monkey Buccaneer on the water plots.
- Monkey Village 2-2-0 on a Support plot.
- Druid on a Magic plot for strong late-game options.
- Long-range support such as a Mortar or Sniper in the +15% range gaps in the top corners.
Best heroes
- Obyn Greenfoot: Magic plots are plentiful and Obyn buffs magic towers, so they work well together.
- Quincy: cheap and reliable, and he can stand on Wild plots.
- Admiral Brickell: a good choice once the water plots open.
- Sauda: strong early on a Wild plot near a bend.
Easy and Medium
Put a Dart Monkey on the first Primary plot and Quincy nearby. Add a Ninja on a Magic plot for camo, an Alchemist for leads and Banana Farms on open ground. By round 28 most early plots are open, so move your upgrades onto buffed towers.
Hard
Farm two or three Banana Farms. Build Ninjas and an Alchemist on Magic plots, a Glaive on a Primary plot, a Village on a Support plot and a Sub on a water plot. The late plots that open from round 55 are perfect for your round 76 to 80 upgrades.
CHIMPS
- Rounds 6 to 10: CHIMPS starts at round 6, so the first plots are already open. Place a Dart Monkey on the Primary speed plot and your hero beside a bend.
- Rounds 11 to 20: a Ninja Monkey on the Magic +1 damage plot, then a Sub on the water discount plot.
- Rounds 21 to 30: an Alchemist next to the Ninja for the round 28 leads, ideally on a Magic plot. Sub to 2-0-3.
- Rounds 31 to 45: Ninja to 4-0-1, Alchemist to 3-2-0. A Glaive on a Primary plot.
- Rounds 46 to 63: a 2-2-0 Village on a Support plot, Glaive to 4-2-0, a Sticky Bomb Ninja by round 60.
- Rounds 64 to 80: use the late plots as they open. The Magic discount plots (rounds 58 and 76) are great for expensive Magic upgrades. Alchemist to 4-2-0.
- Rounds 81 to 100: a Sun Temple or a top-tier Magic tower as your anchor, more Sticky Bombs for 98 to 100, and camo coverage for 95 and 99.
Impoppable
Farms go on the open ground away from the plots. Follow the CHIMPS core and push your most expensive upgrades onto discount plots.
Other modes
- Magic Monkeys Only: the many Magic plots make this a great map for it.
- Primary Only: Primary plots give speed, discount, damage and pierce.
- Deflation: discount plots stretch your fixed budget.
- Half Cash: discount plots help a lot here.
Dangerous rounds on this map
- Round 24: one camo green. Place your Ninja on a Magic plot before this round.
- Round 28: six leads. The Alchemist should be ready.
- Round 40: the first MOAB.
- Round 63: 122 dense ceramics. The late Primary pierce plot (round 55) helps a Glaive here.
- Round 76: 60 regrow ceramics.
- 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.
- Round 99: 60 MOABs and 9 fortified DDTs.
- Round 100: one BAD that ignores slows.
The BTD6 Master YouTube channel has video guides for One Two Tree.
Frequently asked questions
How do the trees on One Two Tree get removed?
They are removed automatically as you pass certain rounds, like opening an advent calendar. You cannot pay to remove them.
What buffs do the plots on One Two Tree give?
+1 pierce, +1 damage, a 10% discount, or about 17.6% faster attacks, depending on the plot. Two gaps in the top corners give +15% range.
Does One Two Tree have water?
Yes, once the snowmen melt. The first water plot opens on round 4.
What is the best hero for One Two Tree?
Obyn Greenfoot, because the map has many Magic plots. Quincy and Brickell are good alternatives.
How much Monkey Money does One Two Tree 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.
Guides for every mode
Medium4/4
Hard5/5
Impoppable2/2























