Welcome to the BloonsGuide.com guide to conquering Town Center on CHIMPS difficulty in Bloons TD 6!
Best of all: this guide requires only 4 towers, and minimal micromanagement (apart from some ability usage).
Throughout this guide, you'll learn both how to beat Town Center on CHIMPS difficulty and learn a few basic tips and strategies you can use on any map to consistently tackle CHIMPS difficulty elsewhere.
Note: This guide was recorded on BTD6 Patch 40. If you find this guide no longer works, please let us know!
Let's get started.
The Final Town Center Build
If you'd like to see the final build now and reverse engineer it yourself, here's a screenshot along with the list of towers used in this guide:
- Sauda (Hero)
- Wizard Monkey
- Tack Shooter
- Spike Factory
Early Game & Starting Towers
In classic BloonsGuide.com fashion, our hero for this run will be the hero Sauda.

With a calm fury, Sauda can carve Bloons up with her twin razor-sharp swords.

$5,000
Start by placing Sauda at the track intersection near the end of the map, like so:
Sauda is able to solo some of the early rounds for us, so we don't have to take any actions until Round 14.
Round 14
On Round 14, there's a chance a Red Bloon will manage to sneak past Sauda. If this is the case, use Sauda's Leaping Sword Attack on the Red Bloon before it leaks.
Let's prevent this moving forward.
At the end of Round 14, place a Wizard Monkey to the left of Sauda and upgrade it to 0 / 2 / 1, or Wall of Fire in the middle path and Intese Magic in the bottom path:
We'll upgrade this Wizard further in the coming rounds. It will be one of our main towers this game, and you'll soon learn why!
Round 26
Be careful of the Purple Bloons on Round 26. You may decide to slow your game down for this round in the event any Bloons sneak past your defenses and you need to use Sauda's abilities.
Sauda and the Wizard were able to handle this round during our run without using any abilities.
Round 28
At the start of Round 28, you should have enough gold to upgrade your Wizard Monkey to 0 / 3 / 2, or Dragon's Breath in the middle path and Monkey Sense in the bottom path.
We've written about the Dragon's Breath + Sauda combination in other articles (like our Cubism CHIMPS guide), but we'll reiterate why it's an amazing combo here as well:
Dragon's Breath is one of the best early abilities in the game, especially when paired with Sauda. Sauda's Level 11 damage upgrade gives her extra damage to "harmed" Bloons - i.e. bloons affected by any lingering on-bloon effects, such as speed inhibitors and/or damage-over-time - which Dragon's Breath is able to supply via a damage over time burn effect.
Dragon's Breath also deals insane amounts of damage by itself. When paired with the bottom path upgrade of Monkey Sense, it's able to target and quickly damage nearly any Bloon / MOAB in the game - and the extra range will allow the Wizard to hit Bloons before they enter our main line of defense at the end of the map.
After Round 38 - Before Round 39
Before Round 39 begins, place a Tack Shooter to the right of Sauda on the other side of the track and upgrade it to 4 / 2 / 0, or Ring of Fire in the top path and Super Range Tacks in the middle path:
Be sure to place the Tack Shooter as close as you can to the track. This will give it a bit of extra range in the spots that matter, which means more opportunities to hit Bloons.
This Tack Shooter will be one of our main damage sources once fully upgraded!
Round 60
At the start of Round 60, place a Spike Factory at the end of the map and upgrade it to 2 / 0 / 5, or White Hot Spikes in the top path and Perma-Spike in the bottom path. Then, set its targeting priority to "Smart."
Perma-Spike is another great upgrade for single-track maps in Patch 40.
There will be times during this run where many Bloons / MOABs make it through Sauda, the Wizard, and the Tack Shooter and towards the Perma-Spikes. It's important to place your trust in the Perma-Spikes! Once a generous spike pile has built up, it can handle a ridiculous number of Bloons and MOABS on its own without breaking a sweat.
Note: we recently tested Perma-Spike's power - and when it had built up a nice spike pile, it was able to handle 45 DDTs on its own when buffed by a 4 / 2 / 0 Alchemist.
We don't have to take any more actions until Round 82.
Round 82
At the start of Round 82, upgrade your Tack Shooter to 5 / 2 / 0, or Inferno Ring in the top path.
Inferno Ring with both provide significant damage to our initial line of defense, as well as extra damage to Bloons / MOABs at the start of the map via Inferno Ring's Meteor shot.
End Game
After upgrading your Tack Shooter to Inferno Ring, you do not need to take any more actions to beat Town Center on CHIMPS. You're good to go!
Conclusion
And that's it!
Feel free to check out our other challenge and map guides on BloonsGuide.com, or head over to the Tier Lists to see what towers work best to help you tackle your other CHIMPS runs.