A CHIMPS defense can look powerful and still have one fatal gap: its best damage cannot hit the next enemy, its ability handles only the first rush, or its final upgrade arrives after the round that needs it. More towers do not necessarily fix any of those problems.
This guide builds a plan around three decisions: which tower package will carry your damage, what support makes that damage usable, and which purchases must come first. It covers standard, unmodded solo CHIMPS with normal rounds, not Alternate Bloons Rounds, custom challenges or a guaranteed build for every map. The examples explain buying decisions rather than claiming a tested universal win route.
Choose your goal before the first purchase
CHIMPS runs from round 6 through round 100 and uses Hard prices, despite being unlocked through Impoppable. Its restrictions remove extra income generation, Monkey Knowledge, Powers, selling, lost lives and ordinary Continues. Normal popping and round-completion cash still fund the defense.
For a first clear, use the free Retry Last Round feature when necessary. Completing a run after a retry or a return to the home screen earns the red CHIMPS medal. A black medal requires completing without either action; the map's black border also requires its other medals.
Decide which outcome matters now. If you are learning a new setup, a red-medal clear can teach you how the whole defense handles the final rounds. If you want black, treat leaving the run as a decision that changes the medal outcome, not a harmless pause-and-return shortcut.
Do not carry an Impoppable shopping plan over unchanged. Remove the income engine and anything that assumes you can recover cash by selling a temporary tower. Then rebuild the purchase order around the cash your fighting towers actually earn.
Draw the final defense before buying its pieces
Start with a main damage package, not a shopping list of individually strong towers. Decide where that package will fight, which support it will need and where escaped children will be caught. On a first attempt, prefer a track layout you already understand over one whose entrances or sight lines keep changing the fight.
Reserve physical space for support near the main attacker. A future Village is not useful if the important tower sits outside its coverage, and an attractive central position is not automatically good if terrain prevents the attack from reaching the relevant track.
| Job | What the finished defense must do | Common spending mistake |
|---|---|---|
| Main damage | Remove the large threats before they reach the last safe fighting area | Splitting cash among several unfinished damage paths |
| Compatibility support | Let the important attacks engage the enemies they are meant to kill | Buying detection for a minor tower while the main damage remains ineffective |
| Group cleanup | Clear dense smaller enemies and children released by blimps | Assuming strong single-target damage also clears a crowded exit |
| Control | Give compatible damage more time against enemies it can affect | Adding more delay when there is too little damage to finish the job |
| Emergency response | Recover from a dangerous burst without leaving the next burst unanswered | Spending the only available ability on a wave the normal defense could beat |
One tower may perform several jobs. The purpose of the table is to expose missing work, not require five separate purchases. Conversely, owning five towers does not mean all five jobs are covered.
Give each major purchase a deadline
The following checkpoints are a compact planning sheet for normal rounds. The action column is a purchase priority, not a promise that one small upgrade solves the entire round.
| Before round | Threat to prepare for | Buying priority |
|---|---|---|
| 24 | First camo bloon | Establish a working detection-and-damage route |
| 28 | First leads | Add damage that can actually pop lead |
| 40 | First MOAB | Finish a practical blimp answer and retain cleanup |
| 59 | Camo leads | Combine the required capabilities on attacks that can reach them |
| 63 | Three dense ceramic waves | Fund sustained group damage or multiple independent responses |
| 78 | A camo ceramic wave | Extend useful coverage to the cleanup, not only the front line |
| 90 | First DDTs | Complete the DDT package before spending on optional improvements |
| 95 | Heavy DDT pressure | Strengthen the complete answer rather than one isolated component |
| 98 | Dense blimp pressure | Preserve damage and cleanup capacity through overlapping releases |
| 99 | Fortified DDTs | Keep compatible damage and the required response available after round 98 |
| 100 | BAD and its children | Supply real BAD damage and keep a plan for what emerges |
Use the next unsolved checkpoint to choose between two upgrades. An impressive future damage upgrade should wait if the defense cannot interact with an earlier threat. Once that interaction is secure, return to the main damage path instead of endlessly adding cheap insurance.
Worked problem: two specialists that do not cover one enemy
Suppose a defense has one attack that sees camo but cannot damage lead, plus another that damages lead but cannot detect camo. Ordinary camo and ordinary lead may both disappear comfortably. That does not establish an answer to camo lead.
The useful fix connects the capabilities: give suitable lead-popping damage detection, give suitable camo-targeting damage a compatible damage type, or arrange dependable camo removal before the lead-popping attack needs to engage. Buying another copy of either isolated specialist can leave the same gap.
Placement matters to the repair. If the combined answer attacks only at the very end of the track, it may technically work yet have too little time to finish a group. Move the planned fighting zone earlier when choosing the original placement; CHIMPS does not offer selling as a cheap way to redesign it later.
Worked problem: round 63 beats a defense that kills MOABs
Round 63 sends 122 ceramics in three dense waves of 40, 40 and 42, alongside leads. The practical distinction is repetition: destroying the first wave does not demonstrate that the defense has answered the round.
Imagine your main tower handles isolated blimps, while an activated ability clears the first ceramic rush. When the next rush arrives, the ability is unavailable and ceramics overwhelm the exit. Another expensive single-target upgrade may improve the wrong part of the defense.
There are three useful repairs, depending on what is already built:
- Strengthen persistent group cleanup so the ability is a reserve rather than the entire answer.
- Add a separate response that can handle the next dangerous wave while the first recovers.
- Improve where the cleanup fights so it gets more useful attack time before the exit.
Choose the smallest repair that leaves the main late-game plan affordable. Do not buy all three automatically. If persistent cleanup already handles most of a rush, a modest improvement there may be more valuable than starting a second expensive damage project.
Apply the same reasoning when camo ceramics arrive later: an excellent cleanup tower contributes nothing to enemies it cannot engage. Preserve the capability of the cleanup as well as its raw strength.
DDTs: solve the whole attack, not just detection
DDTs combine camo, lead and black properties. Consider an unmodified sharp attack with camo detection and a conventional explosive attack: the first can still fail against lead, while the second can fail against the black property. Seeing the target is only one part of a valid answer.
Monkey Intelligence Bureau, the Village's middle-path tier 3, is one way to make nearby suitable attacks compatible; its upgrade path also includes Radar Scanner. It is not a universal substitute for damage, and it does not make an attack affect MOAB-class enemies if that attack otherwise cannot do so.
Before buying more damage, classify the DDT problem:
| What the defense is doing | Priority |
|---|---|
| Important attacks are not engaging effectively | Repair the attack's detection or damage compatibility |
| A compatible attacker spends very little time fighting | Improve useful coverage or add appropriate control |
| The first group dies but later pressure escapes | Improve sustained output or preserve a separate response |
| DDTs break but smaller enemies escape | Improve the downstream cleanup |
For a Village-based plan, group the important attackers within its support area when placing them. Supporting a disposable early tower while leaving the intended late-game carry outside the area is an expensive layout error. The Village belongs beside the damage it enables, not merely beside a busy piece of track.
Once the interaction works, measure the next purchase by its job. More compatibility support will not rescue a defense that already hits correctly but cannot finish enemies in time.
Save for a package, including the upgrades around it
A target upgrade's price is not necessarily the full amount you need. Include prerequisite upgrades and the support required to make the finished attacker useful. A high-tier attacker that needs detection or a damage-type solution is an incomplete purchase until those pieces are funded.
Here is a budget example using deliberately hypothetical amounts, not current tower prices. You have $10,000. Your next essential package costs $8,000 including its missing prerequisites and support. A tempting side upgrade costs $4,000.
Buying the side upgrade first leaves $6,000: a $2,000 shortfall for the required package. Buying the package first leaves $2,000 available for optional improvements. The side upgrade is affordable in isolation but not affordable alongside the deadline you have chosen.
This gives a simple rule: discretionary cash equals current cash minus the remaining cost of the next essential package. A negative result means you are still saving. A positive result is not an obligation to spend; keeping it may make the next decision easier.
If the defense cannot survive while saving, buy the cheapest useful bridge that solves the immediate failure. Prefer a bridge with a later job, such as cleanup or support, over a temporary tower you intend to sell. If the bridge consumes so much that the main package can no longer arrive in time, reconsider the expensive plan rather than stacking more bridges around it.
Round 100: damage the BAD, then finish the children
Ordinary MOAB control such as MOAB Glue or Maim MOAB does not stop the BAD. A defense built around delaying other blimps still needs enough direct damage to remove this outer layer.
The BAD releases two ZOMGs and three DDTs. Breaking it close to the exit can therefore turn apparent success into an immediate loss. Plan the fight in two stages: where the outer layer should break, and which compatible damage and cleanup will still be useful afterward.
If an ability is needed to break the BAD early enough, use it for that job rather than saving it until there is almost no track left. If the main damage can break the shell without it, retaining an appropriate response for the children may be better. The choice depends on the job the ability performs, not a universal instruction to press every button at the start or end.
Your final purchases should answer the remaining bottleneck. Buy direct damage for a shell that survives too long, a DDT answer for children that escape, or cleanup for smaller leaks. Do not spread the last cash equally across all three if only one is failing.
A final purchase check
Before committing cash, finish this sentence: βThis purchase lets my defense handle ___ before round ___.β If the answer is merely βmore damage,β identify which enemy survives and which tower will actually hit it.
A coherent CHIMPS plan has a main damage path, support placed for that path, timely answers to special properties and enough cleanup to finish what the damage starts. Build those connections first. Extra towers become useful when they complete a specific job, not when they make the map look full.
Developer explanation of CHIMPS retries
The developer update explains retry medals; the community-maintained Bloons Wiki collects the mode rules.
Open the referenceCommunity reference: CHIMPS rules
The developer update explains retry medals; the community-maintained Bloons Wiki collects the mode rules.
Open the reference
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