Impoppable on Ascent starts on Round 6 and requires you to survive all the way to Round 100 with only one life, while towers and upgrades cost 20% more than in Standard Hard. Ascent’s two exceptionally long paths provide valuable extra attack time, with the two tracks taking noticeably different amounts of time to reach the exits. This makes efficient tower placement particularly useful, but the defense must still be prepared for the tougher late-game threats, including DDTs and the Round 100 BAD. Build a stable early defense, use the available income carefully, and invest in strong late-game damage while maintaining coverage of both paths to complete Impoppable on Ascent.
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