Strategy:Half Cash: Difference between revisions
Planterror (talk | contribs) →Towers & heroes suited for most maps: adding MOAR Glaives |
Updating Biron because it can somehow pop lead bloons, maybe because it uses much more iron to pierce Lead. |
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Early-game = Rounds 3-40 <br> | Early-game = Rounds 3-40 <br> | ||
Mid-game = Rounds 41- | Mid-game = Rounds 41-70 <br> | ||
Late-game = Rounds | Late-game = Rounds 71-80 | ||
==General tips== | ==General tips== | ||
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|[[Quincy (BTD6)|Quincy]] | |[[Quincy (BTD6)|Quincy]] | ||
|[[File:BTD6 QuincyPortrait.png|frameless| | |[[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. | |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. | ||
|- | |||
|[[Striker Jones (BTD6)|Striker Jones]] | |||
|[[File:BTDB2 striker jones portrait.png|frameless|70x70px]] | |||
|Striker Jones has synergy with Bomb Shooter and Mortar Monkeys, his Concussive Shells short cooldown, relatively high damage and stun makes him excellent at stalling. | |||
|- | |- | ||
|[[Psi (BTD6)|Psi]] | |[[Psi (BTD6)|Psi]] | ||
|[[File:BTD6 PsiPortrait.png| | |[[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. | |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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|[[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. | ||
|- | |||
|[[Admiral Brickell (BTD6)|Admiral Brickell]] | |||
|[[File:BTD6 AdmiralBrickellPortrait.png|frameless|55x55px]] | |||
|On water heavy maps, Brickell is powerful option having synergy with Destroyer and Airburst Subs, her mega mine deals massive damage to MOAB-Class bloons and destroy ZOMG layer. | |||
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|[[Destroyer (BTD6)|Destroyer]], [[Aircraft Carrier (BTD6)|Aircraft Carrier]] | |[[Destroyer (BTD6)|Destroyer]], [[Aircraft Carrier (BTD6)|Aircraft Carrier]] | ||
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|[[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] | |[[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] | ||
|[[File:BTD6 400-BoomerangMonkey.png]] | |[[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. | |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, 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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|[[ | |[[Fighter Plane (BTD6)|Fighter Plane]],[[Operation: Dart Storm (BTD6)|Operation: Dart Storm]] | ||
|[[File:BTD6 | |[[File:BTD6 300-MonkeyAce.png|49x49px]] | ||
[[File:BTD6 400-MonkeyAce.png|50x50px]] | |||
|Fighter Planes are excellent at Anti-MOAB Global defense with Dart Storm enhancing it on top of being decent Bloon popper with its doubled attack speed. | |||
|- | |- | ||
|[[Artillery Battery (BTD6)|Artillery Battery]] | |[[Buckshot (BTD6)|Buckshot]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] | ||
|[[File:BTD6 040-MortarMonkey.png|x50px]] | |[[File:BTD6 003-DartlingGunner.png|50x50px]] | ||
[[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. | |||
|- | |||
|[[Heavy Shells (BTD6)|Heavy Shells]],[[Artillery Battery (BTD6)|Artillery Battery]] | |||
|[[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. | |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]] | ||
| | |3-0-2 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. | ||
|- | |- | ||
|[[Big Iron]] | |[[Cluster Bombs (BTD6)|Cluster Bombs]], | ||
[[Recursive Cluster (BTD6)|Recursive Cluster]] | |||
|[[File:BTD6 003-BombShooter.png|47x47px]][[File:BTD6 004-BombShooter.png|x50px]] | |||
|Cluster Bombs are effective high pierce bloon popper for its price. | |||
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. | |||
|- | |||
|[[Big Iron]], [[Twin Sixes]] | |||
|[[File:BTD6 300-Desperado.png|x50px]] | |[[File:BTD6 300-Desperado.png|x50px]] | ||
|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. | [[File:BTD6 400-Desperado.png|54x54px]] | ||
|3-2-0 Big Iron is a mildly expensive but effective single target popper of Lead and 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. | |||
|- | |||
|[[Abyss Dweller]], [[Abyssal Warrior]] | |||
|[[File:BTD6 300-Mermonkey.png|54x54px]][[File:BTD6 400-Mermonkey.png|54x54px]] | |||
|Abyss Dweller while moderately expensive has power to decimate bloons and deal decent damage against MOAB-Class bloons, its abilities are enhanced with addition of slowing bloons & MOAB-Class with Ink | |||
|} | |} | ||
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** [[Crossbow (BTD6)|Crossbow]] performs relatively well in this part of the game, solves all Camos in the 30s on most maps, and can be upgraded to [[Sharp Shooter (BTD6)|Sharp Shooter]] if desired. 2-0-3 is better for raw damage and is optimal with clean-up towers, but 0-2-3 is more reliable and does higher single-target damage. This also applies to Sharp Shooter. | ** [[Crossbow (BTD6)|Crossbow]] performs relatively well in this part of the game, solves all Camos in the 30s on most maps, and can be upgraded to [[Sharp Shooter (BTD6)|Sharp Shooter]] if desired. 2-0-3 is better for raw damage and is optimal with clean-up towers, but 0-2-3 is more reliable and does higher single-target damage. This also applies to Sharp Shooter. | ||
==Mid-game (rounds 41- | ==Mid-game (rounds 41-70)== | ||
* The mid-game features both dense Bloons (on rounds such as 49) and threatening blimps (such as those of Round 54). Therefore, the defense is required to have both single-target and grouped-target popping powers. | * The mid-game features both dense Bloons (on rounds such as 49) and threatening blimps (such as those of Round 54, 57). Therefore, the defense is required to have both single-target and grouped-target popping powers. | ||
* As the hero levels up, they become immensely valuable in the mid-game. Proper utilization of their ability/inventory is key in the mid-game (and late-game), and getting towers that work well with them or covers their weakness becomes pivotal. For example, Overdrive pairs well with Geraldo (Sharpening Stone and Jar of Pickles) and [[Admiral Brickell (BTD6)|Admiral Brickell]] pairs well with Destroyer (Naval Tactics and +1 Pierce at Level 8). | * As the hero levels up, they become immensely valuable in the mid-game. Proper utilization of their ability/inventory is key in the mid-game (and late-game), and getting towers that work well with them or covers their weakness becomes pivotal. For example, Overdrive pairs well with Geraldo (Sharpening Stone and Jar of Pickles) and [[Admiral Brickell (BTD6)|Admiral Brickell]] pairs well with Destroyer (Naval Tactics and +1 Pierce at Level 8). | ||
* Berserker Brew and Stronger Stimulant are worth it in almost all cases for the most expensive and powerful towers in the mid-game. | * Berserker Brew and Stronger Stimulant are worth it in almost all cases for the most expensive and powerful towers in the mid-game. | ||
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** [[Comanche Defense (BTD6)|Comanche Defense]] works very well on maps with one lane per round. Its mini helis do good overall damage, and its shoving capability provides some support. | ** [[Comanche Defense (BTD6)|Comanche Defense]] works very well on maps with one lane per round. Its mini helis do good overall damage, and its shoving capability provides some support. | ||
** Recursive Cluster, despite being purchasable in the 40s, only shines here and beyond due to rounds becoming more clumped. It cleans up large amounts of grouped Bloons, easing the pressure on other towers. | ** Recursive Cluster, despite being purchasable in the 40s, only shines here and beyond due to rounds becoming more clumped. It cleans up large amounts of grouped Bloons, easing the pressure on other towers. | ||
*Round 63 is a troubling round that the player must have adequate preparation for. Grouped popping powers, such as Recursive Cluster, are crucial to defeating this round. The hero's abilities/inventory should also be saved for the start of this round to make sure that the round can be defeated. | |||
==Late game (rounds | ==Late game (rounds 71+)== | ||
* Carefully manage the abilities of towers/heroes, especially at the end of Rounds 74, 75, and 77. Dangerous rushes of Bloons/blimps occur at the start of the round after each of them. | |||
* Carefully manage the abilities of towers/heroes, especially at the end of Rounds | |||
* The rounds after 64 and before 75 are relatively simple, so some light farming can be done in these rounds. | * The rounds after 64 and before 75 are relatively simple, so some light farming can be done in these rounds. | ||
* If not going for an expensive tower to carry the load for the remainder of the game, continue building the recommended late-mid-game towers listed in the section above. | * If not going for an expensive tower to carry the load for the remainder of the game, continue building the recommended late-mid-game towers listed in the section above. | ||