Whaddyaknow, this turns out to be possible after all. Not easy, but yes, all of the Tower EXP was able to go to Glue Gunner, who still only gets all 3 Tier 5s after a little more TEXP. After active labbing, I was able to figure out how to do this without resorting to Submarine. And boy do I have stuff to say about how Glue works before this even becomes approachable, which had the problem not be TEXP limitations but with surviving at all.
Okay, so first off, beyond setting up Quincy and then getting Corrosive Glue because that thing is a MUST, top priority is to get a Bloon Liquifier (T4) and an additional Bloon Dissolver (T3) by Round 40; Glue CANNOT hold the MOAB otherwise. Of course, this is the least of our concerns, because Glue has NO passive Camo detection at all, and Quincy starts suffering performance issues against Camos around the mid-40s, even if he is still able to at least contribute, which doesn't change how you'd really want to beeline for Glue Strike to have it ready in time for Round 47's Camo Pinks. At least Glue Strike recharges fast enough, though, and good thing because we will be needing it.
Rounds 48 and 51 are quite capable of having a few leaks happen, such that both of them involve me using fairly specific approaches to them both. Round 48 has me activate Rapid Shot when the Purples are making the second pass around Quincy, and then invoke Glue Strike just as Rapid Shot ends so as to clean up any stragglers. As for Round 51, you REALLY want the Ceramic layer gone ASAP so that the Glue Strikes aren't going to wade through them, so your micro has to be active enough. One of the Glue Strikes has to be early enough to recharge before the Camo Ceramics will start leaking, but believe me, the Ceramic layer's durability will eat through the glue's duration if left unchecked. Durability will also be a problem with later Regrows as well as the Round 67 Fortified Regrow Ceramics, though 3 Glue Strikes basically cover each other's duration and I do have them all crosspathed with Corrosive Glue, oh I'll get to that.
I may as well go into the subject of Glue Levels. Glue Gunner starts at Glue Level 1 and gets an increase of one Glue Level per Top path upgrade beyond the first one, aside from T5 getting an additional one for a total of 6. Seems simple enough aside from that odd exception, it's relating to damage. Then middle path doesn't provide any Glue Levels, which makes sense since it doesn't add damage.
Bottom path is where things get complicated. You might have noticed that I went Corrosive Glue crosspath. Well, MOAB Glue gets 4 Glue Levels despite not adding damage, and Relentless Glue gets another 2, but here's the clincher: MOAB Glue and Relentless Glue forfeit these extra Glue Levels if Corrosive Glue is obtained. For reference, Super Glue gets a total of 7 bonus Glue Levels and loses only 3 of them with Corrosive Glue crosspathing. At any rate, you can see why I would get the Corrosive Glue crosspath, just to get rid of the bonus Glue Levels, because otherwise, even the MOAB Glue, let alone the Relentless Glue, would disrupt the Bloon Liquifier (Glue Level 4) damage output. I kind of need damage output for the ZOMG in particular, but even Round 79's Regrow Rainbow flood would make the higher Glue Levels particularly troubling.
Another mechanic to call to attention, and the key one that makes this, particularly with the ZOMG, approachable, is that Glue Strike/Storm's interaction with other Glues. Glue Strike/Storm has the activation actually override any lower Glue Level. As you can imagine, bottom crosspath won't override any Glue. However, here's the clincher: the activation still refreshes duration at minimum, although Stickier Glue doesn't help here. More importantly, the weakening effect is added unconditionally to anything the activation can hit. I get Corrosive Glue on all 3 Glue Strikes so that this can apply to blimps as well. You can see why I shower the ZOMG with the constantly refreshing Glue Strikes, so as to tear through its durability.
Suffice to say that this involved mechanics that wouldn't come into play too often, probably not even in Battles 2 unless somebody wanted to run Glue/Village/Farm for whatever reason. Glue Levels only even matter with multiple Glue Gunners being in play. These mechanics conceptually work to disrupt Glue Gunner spam, but could stand fine-tuning to be less forceful about it because Glue Gunner already has sufficient weaknesses that prevent his spam capability from working.
10/4/2023 - I have monetized this video, since I need some money to begin with. I will drop the Unskippable part for the ads if the Bloons Wiki Discord apologizes for hypocritically accusing me of spreading hate just for calling out Fandom's draconian conduct that by the way involves Fandom hindering my efforts to call out Mangs who was already proven to be guilty by the video "Mangs and July 2020" if you need to know the details on THAT mess.