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Routes & Maps

9 maps in PokéPath TD Routes. Tap any map to open a full view.

Routes 9
Tile types 4
Split lanes 3

Route 1-1

Available Tiles:

  • Grass 7
  • Tall Grass 7
  • Water 5
  • Mountain 1

Route 1-2

⚡ 2 enemy paths

Available Tiles:

  • Grass 6
  • Tall Grass 2
  • Mountain 6

Route 1-3

Available Tiles:

  • Grass 4
  • Tall Grass 7
  • Water 8
  • Mountain 4

Route 2-1

⚡ 2 enemy paths

Available Tiles:

  • Grass 7
  • Tall Grass 4
  • Mountain 1

Route 2-2

⚡ 2 enemy paths

Available Tiles:

  • Tall Grass 6
  • Water 4
  • Mountain 9

Route 2-3

Available Tiles:

  • Grass 3
  • Tall Grass 2
  • Mountain 8

Route 3-1

Available Tiles:

  • Grass 13
  • Tall Grass 6

Route 3-2

Available Tiles:

  • Grass 4
  • Tall Grass 4
  • Water 4
  • Mountain 4

Route 3-3

Available Tiles:

  • Grass 8
  • Tall Grass 6
  • Mountain 2

Pokémon TD Routes map read and tile pick

Pokémon TD Routes lane tips for Pokémon TD Routes map flow

In PokéPath TD Routes, nine maps set the pace for each run. Each map has its own bends, split lanes, and tile mix. You read the path fast, then pick a core and a flex. Short loops ask for fast hit speed and tight stun. Long lines ask for range and burst so hits stack. Points mark map rank, so the jump in pace feels real. Route 1-1 is calm, yet Route 3-3 hits hard and fast. Use the map view to spot safe tiles and farm gold. Grass and tall grass give wide room for early picks. Water and mount tiles are rare, so plan for them. Pokémon TD Routes keeps you alert since lanes shift with each map. You can feel each wave move, so time skills on bends. If a lane forks, plan cover for both paths at once. Stay sharp, act quick, and don't let leaks set the tone. Pick one main lane and treat the rest as flex. A calm plan saves gold and keeps your hand steady. Use burst on long straights, use slow on close turns. Keep notes on map feel, since pace can shift fast.

Tile types set where each tower can sit. Grass is the most common, so it fits core damage. Tall grass can hold range or crit for late waves. Water tiles force you to pack a water role pick. Mount tiles fit stun or burst, so keep one in mind. In PokéPath TD Routes, the mix can flip a plan fast. A map with more water makes you lean to slow and poke. A map with more mount calls for hard hits on turns. Keep a note of tile count, so your gold spend is clean. When tiles feel tight, use a duo core and a flex. That flex can swap to meet a boss or split lane. Tap a map, zoom in, and mark your first three spots. Standing by the bend, you can see where mobs stack. That view helps you set splash and slow with ease. If you lack a tile fit, don't force the drop. Wait one wave, save gold, then place with care. Each tile type can set a role mix for that lane. A neat tile plan keeps your build tight and fast.

Fast tile picks

Fast reads keep your run safe when waves stack quick. Check points first, since the jump in pace is real. Route 1-2, 2-1, and 2-2 have two lanes to guard. When that split hits, set one core on each lane. Use a long range pick to tag both lanes at once. Add a slow on the fork to buy time for swap. Pokémon TD Routes asks you to plan a lane aid plan. You can set a map note with one key tile for each role. For example, a wide bend can hold splash and slow. A short loop can hold fast hits and a stun. Keep a spare slot so a bad wave won't end the run. Don't wait for leaks to grow; move fast and fix it. If gold is low, pause a buy and let hits do work. That calm plan keeps risk low and pace in your favor. A low point map can be a good test lab. A high point map can feel tense, so use prep. Run a quick check on tile mix before each buy. If a lane feels thin, add a slow or stun.

Boss waves need burst and a clean slow on the path. A long line lets you stack range and time each hit. A sharp bend keeps foes close, so splash can shine. If tall grass is high, use crit or aura in that zone. If water tiles are low, save that role for late. Use map notes to track where mobs clump and slow. Kinda odd bends can hide a weak spot, so scout. By the gate, set a block so leaks do not slip. At once lanes test aim, so keep speed on one side. Shift the flex when you see armor or swift foes. Keep your pace calm, yet stay bold on key waves. A small test run can show where range feels weak. No sweat if a plan fails, swap one unit at a time. That steady swap keeps you in the run with less risk. A fast start can cut stress on a hard lane. Try a light farm unit, then swap to damage. If a bend is wide, range can do more work. If a bend is tight, a stun can lock foes in.

"A clean map read keeps your buys tight and your lane safe."

Route points hint at map rank, so plan gold use. Low point maps let you test new roles with less risk. High point maps ask for clean order and tight aim. Log your tile count and map notes in a short sheet. That log helps you spot a good start in each run. If you want a base idea of tower play, check tower defense basics. Use that view to judge lane range and choke spots. PokéPath TD Routes has a clear pace, so keep calm. Push for a quick clear when the wave is soft. Hold gold when a boss is near, then buy fast. A set plan keeps your team in sync and on pace. It's fine to swap when new tiles show up. You're in control once map reads feel sharp. A small log can show which map gives easy gold. That note can stop a bad buy in a key wave. Read the map, then set a buy plan you can hold. You'll feel the pace shift, so keep a calm hand.

Tile Role fit Quick cue
Grass Core DPS Wide spot for early build
Tall grass Range or crit Safe lane bend hold
Water Water role Plan one slot for type
Mountain Burst or stun Save for boss turn