Strategy:Half Cash: Difference between revisions
Glue Strike is very great against rounds like R63, R76, R78, R80 |
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{{BTD6 last updated| | {{BTD6 last updated|54.3}}{{lede image|BTD6_HalfMoneyBtn.png|size=200px}} | ||
'''[[Half Cash]]''' is widely seen as the 2nd most difficult game mode, only after [[CHIMPS]]. However, there is a much more limited amount of strategies in Half Cash compared to CHIMPS, due to the former not allowing the purchase of powerful and expensive towers, making it much more frustrating for many players. | '''[[Half Cash]]''' is widely seen as the 2nd most difficult game mode, only after [[CHIMPS]]. However, there is a much more limited amount of strategies in Half Cash compared to CHIMPS, due to the former not allowing the purchase of powerful and expensive towers, making it much more frustrating for many players. | ||
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|[[Corvus (BTD6)|Corvus]] | |[[Corvus (BTD6)|Corvus]] | ||
|[[File:BTD6 CorvusPortrait.png|x50px]] | |[[File:BTD6 CorvusPortrait.png|x50px]] | ||
|Corvus's early-game and mid-game power in CHIMPS shine spectacularly in Half Cash, thanks to Half Cash ending at Round 80. With his spellbook being suited for every type of round in the mid-game thanks to its variety of spells, he is by far the most versatile hero in Half Cash and remains extremely potent on [[Expert]] maps. Spear performs well against Bloons in the early-game, while Ancestral Might trivializes Round 40. In the mid-game and late-game, Trample, Malevolence, and Ember perform well against Bloons, while Ancestral Might, Repel, and Frostbound are solid against MOABs. In the late-game, Overload can wipe out large amounts of RBE, but it is not recommended to use it at the end of Round 75, as it places his spellbook on cooldown for Round 76. Place Corvus near the start of the track so that he can constantly farm mana. | |Corvus's early-game and mid-game power in CHIMPS shine spectacularly in Half Cash, thanks to Half Cash ending at Round 80. With his spellbook being suited for every type of round in the mid-game thanks to its variety of spells, he is by far the most versatile hero in Half Cash and remains extremely potent on [[Expert]] maps. Spear performs well against Bloons in the early-game, while Ancestral Might trivializes Round 40. In the mid-game and late-game, Trample, Malevolence, and Ember perform well against Bloons, while Ancestral Might, Repel, and Frostbound are solid against MOABs. In the late-game, Overload can wipe out large amounts of RBE, but it is not recommended to use it at the end of Round 75, as it places his spellbook on cooldown for Round 76. Place Corvus near the start of the track so that he can constantly farm mana. His main downside is his expensive placement cost. | ||
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|[[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] | |||
|[[File:BTD6 ObynGreenFoot.png|x50px]] | |||
|For players not wanting to micro Corvus, Obyn is the next best early game carry. His high damage and pierce attacks and Brambles can deal with a lot of rounds up to the 30s, where a player is then encouraged to buy additional defenses. | |||
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|[[Quincy (BTD6)|Quincy]] | |||
|[[File:BTD6 QuincyPortrait.png|frameless|x50px]] | |||
|Quincy serves as viable alternative, being the cheapest hero and can often carry the early game with an Alchemist buff, and in the later stages help with MOAB-Class Bloons. | |||
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|[[Psi (BTD6)|Psi]] | |||
|[[File:BTD6 PsiPortrait.png|x50px]] | |||
|Psi is an all around pick to handle strong Bloons for cheap, their main weakness is multiple weaker Bloons and inability to handle MOAB-Class Bloons until reaching level 14. | |||
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|[[Benjamin (BTD6)|Benjamin]] | |[[Benjamin (BTD6)|Benjamin]] | ||
|[[File:BTD6 BenjaminPortrait.png|x50px]] | |[[File:BTD6 BenjaminPortrait.png|x50px]] | ||
|While not helpful in the early game to defend the rounds, Benjamin's ability to make money efficiently makes him capable of allowing players to afford much better defenses in the later rounds. Biohack lets towers double their DPS to clear tougher rounds, and can restore lives from leaks made during Biohack downtime. His Trojan can also affect early [[MOAB (BTD6)|MOAB]]s that would normally be a problem to produce no children. | |While not helpful in the early game to defend the rounds, Benjamin's ability to make money efficiently makes him capable of allowing players to afford much better defenses in the later rounds. Biohack lets towers double their DPS to clear tougher rounds, and can restore lives from leaks made during Biohack downtime. His Trojan can also affect early [[MOAB (BTD6)|MOAB]]s that would normally be a problem to produce no children. | ||
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|[[Destroyer (BTD6)|Destroyer]], [[Aircraft Carrier (BTD6)|Aircraft Carrier]] | |[[Destroyer (BTD6)|Destroyer]], [[Aircraft Carrier (BTD6)|Aircraft Carrier]] | ||
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|Destroyer excels against both Bloons and blimps, wiping out the mid-game with relative ease. Using 3-2-0 crosspath, granting it a 3-2-0 Berserker Brew, and placing it at a spot where it is surrounded by the track on both sides (to trigger both of its guns) maximize its potential. Aircraft Carrier's planes perform well against Bloons and blimps as well, being powerful into the late-game. | |Destroyer excels against both Bloons and blimps, wiping out the mid-game with relative ease. Using 3-2-0 crosspath, granting it a 3-2-0 Berserker Brew, and placing it at a spot where it is surrounded by the track on both sides (to trigger both of its guns) maximize its potential. Aircraft Carrier's planes perform well against Bloons and blimps as well, being powerful into the late-game. | ||
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|[[Glue Strike (BTD6)|Glue Strike]] | |[[Glue Hose (BTD6)|Glue Hose]], [[Glue Strike (BTD6)|Glue Strike]] | ||
|[[File: | |[[File:BTD6 030-GlueGunner.png|x50px]] | ||
|Glue | [[File:BTD6 040-GlueGunner.png|frameless|72x72px]] | ||
|A Glue Hose's large range and incredible attack speed can slow many Bloon rushes to a crawl, allowing many normally pierce vulnerable defenses to beat important rounds like 63, 76 and 78. | |||
Glue Strike ability is highly useful to slow down dense rushes. | |||
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|[[Airburst Darts (BTD6)|Airburst Darts]], [[Triple Guns (BTD6)|Triple Guns]], [[Armor Piercing Darts (BTD6)|Armor Piercing Darts]] | |[[Airburst Darts (BTD6)|Airburst Darts]], [[Triple Guns (BTD6)|Triple Guns]], [[Armor Piercing Darts (BTD6)|Armor Piercing Darts]] | ||
|[[File:BTD6 002-MonkeySub.png|x50px]] [[File:BTD6 003-MonkeySub.png|x50px]] [[File:BTD6 004-MonkeySub.png|x50px]] | |[[File:BTD6 002-MonkeySub.png|x50px]] [[File:BTD6 003-MonkeySub.png|x50px]] [[File:BTD6 004-MonkeySub.png|x50px]] | ||
|Airburst Darts is one of the best options for the latter-part of the early game and early mid-game on nearly every map with water. It can obtain nearly map-wide coverage and Camo detection from other Camo-seeing towers with the 2-0-2 crosspath, and Berserker Brew maximizes its potential. Upgrading it to Triple Guns improves its power by 50%, making its power able to be carried further into the game. Armor Piercing Darts's extra pierce and extra MOAB and Ceramic damage to all darts, in addition to bonus overall damage on the non-airburst darts, make its power immense during the late-game. | |Airburst Darts is one of the best options for the latter-part of the early game and early mid-game on nearly every map with water. It can obtain nearly map-wide coverage and Camo detection from other Camo-seeing towers with the 2-0-2 crosspath, and Berserker Brew maximizes its potential. Upgrading it to Triple Guns improves its power by 50%, making its power able to be carried further into the game. Armor Piercing Darts's extra pierce and extra MOAB and Ceramic damage to all darts, in addition to bonus overall damage on the non-airburst darts, make its power immense during the late-game. | ||
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|[[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] | |||
|[[File:BTD6 400-BoomerangMonkey.png|x50px]] | |||
|The M.O.A.R Glaives is an incredible cleanup and grouped popping power tower for cheap, often contributing lots of damage to an otherwise defense weak to the tough waves of Ceramics on 63, 76, and 78. | |||
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|[[Dragon's Breath (BTD6)|Dragon's Breath]], [[Summon Phoenix (BTD6)|Summon Phoenix]] | |[[Dragon's Breath (BTD6)|Dragon's Breath]], [[Summon Phoenix (BTD6)|Summon Phoenix]] | ||
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|Dragon's Breath, with the 0-3-2 crosspath, pops all Bloons except for Purples and hyper-dense ones extremely reliably, in addition to dealing some MOAB damage. It performs well for its price throughout the mid-game and late-game, and can save up for more expensive towers like [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]]. Summon Phoenix improves on Dragon's Breath by granting the Phoenix ability, which clears most rounds with ease, in addition to granting an extra flame attack. Two Summon Phoenixes allow for one Phoenix to be present at all times, greatly enhancing its reliability. | |Dragon's Breath, with the 0-3-2 crosspath, pops all Bloons except for Purples and hyper-dense ones extremely reliably, in addition to dealing some MOAB damage. It performs well for its price throughout the mid-game and late-game, and can save up for more expensive towers like [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]]. Summon Phoenix improves on Dragon's Breath by granting the Phoenix ability, which clears most rounds with ease, in addition to granting an extra flame attack. Two Summon Phoenixes allow for one Phoenix to be present at all times, greatly enhancing its reliability. | ||
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|[[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] | |[[Buckshot (BTD6)|Buckshot]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] | ||
|[[File:BTD6 004-DartlingGunner.png|x50px]] | |[[File:BTD6 003-DartlingGunner.png|50x50px]] | ||
|Bloon Area Denial System effectively guarantees victory on most maps, with its immense damage to both Bloons and blimps wiping out nearly all rounds with ease in tandem with its knock-back on Bloons. Berserker Brew and Stronger Stimulant both greatly amplify its power, and both of its crosspaths can be used, with 2-0-4 granting wider coverage and marginally better damage and 0-2-4 granting innate Camo detection and better knock-back. Its relatively expensive price and [[Buckshot (BTD6)|Buckshot]]'s unreliability often require another tower, such as Dragon's Breath, to save up for it. | [[File:BTD6 004-DartlingGunner.png|x50px]] | ||
|Buckshot excels at mid range damage against both normal & MOAB-Class bloons though it requires decent support due to its downtime in between shoots. | |||
Bloon Area Denial System effectively guarantees victory on most maps, with its immense damage to both Bloons and blimps wiping out nearly all rounds with ease in tandem with its knock-back on Bloons. Berserker Brew and Stronger Stimulant both greatly amplify its power, and both of its crosspaths can be used, with 2-0-4 granting wider coverage and marginally better damage and 0-2-4 granting innate Camo detection and better knock-back. Its relatively expensive price and [[Buckshot (BTD6)|Buckshot]]'s unreliability often require another tower, such as Dragon's Breath, to save up for it. | |||
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|[[ | |[[Heavy Shells (BTD6)|Heavy Shells]],[[Artillery Battery (BTD6)|Artillery Battery]] | ||
|[[File:BTD6 030- | |[[File:BTD6 030-MortarMonkey.png|47x47px]][[File:BTD6 040-MortarMonkey.png|x50px]] | ||
| | |Artillery Battery does exceptionally well against Bloons and some damage to MOABs. Its Bombardment ability grants it a large burst in power, making it able to take down large MOAB rushes and hyper-clumped Ceramics. [[Heavy Shells (BTD6)|Heavy Shells]] grants it the ability to pop [[Black Bloon (BTD6)|Black Bloons]], so they are not a problem. Artillery Battery's best crosspath is 2-4-0, which grants it +1 damage, much more pierce, and more blast radius. As with Velociraptor, the ability to re-target it grants it flexibility and makes few rounds true dead-ends. Berserker Brew helps it a solid amount, mainly by significantly increasing its MOAB damage. | ||
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|[[ | |[[Shell Shock (BTD6)|Shell Shock]], [[The Big One (BTD6)|The Big One]] | ||
|[[File:BTD6 | |[[File:BTD6 300-MortarMonkey.png|49x49px]][[File:BTD6 400-MortarMonkey.png|48x48px]] | ||
|3-2-0 Shell shock, serves as excellent alternative to destroying dense Ceramic Bloons with its powerful napalm decimating rounds such as 63, its step up Big One deals decent damage against MOAB-Class bloons. | |||
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|[[Recursive Cluster (BTD6)|Recursive Cluster]] | |[[Recursive Cluster (BTD6)|Recursive Cluster]] | ||
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|Recursive Cluster wipes out large clumps of Bloons with ease, being especially powerful on rounds such as 63, 76, and 78. Both crosspaths have use, as 2-0-4 has does much better against dense Bloons thanks to its greatly improved pierce and +1 damage, but 0-2-4 is more reliable and stronger against blimps. Berserker Brew is optional on the 2-0-4, but a massive boost for the power of 0-2-4. | |Recursive Cluster wipes out large clumps of Bloons with ease, being especially powerful on rounds such as 63, 76, and 78. Both crosspaths have use, as 2-0-4 has does much better against dense Bloons thanks to its greatly improved pierce and +1 damage, but 0-2-4 is more reliable and stronger against blimps. Berserker Brew is optional on the 2-0-4, but a massive boost for the power of 0-2-4. | ||
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|[[Big Iron]] | |[[Big Iron]], [[Twin Sixes]] | ||
|[[File:BTD6 300-Desperado.png|x50px]] | |[[File:BTD6 300-Desperado.png|x50px]] | ||
[[File:BTD6 400-Desperado.png|54x54px]] | |||
|3-2-0 Big Iron is a mildly expensive but effective single target popper of higher tier Non-MOAB-Class Bloons such as Rainbows and Ceramics on rounds such as 35 and 38, and provides some supporting fire for early MOABs. | |3-2-0 Big Iron is a mildly expensive but effective single target popper of higher tier Non-MOAB-Class Bloons such as Rainbows and Ceramics on rounds such as 35 and 38, and provides some supporting fire for early MOABs. | ||
Twin Sixes serves as a viable alternative against single targets with its 6 damage shots. | |||
|} | |} | ||