Merchantman (BTD6): Difference between revisions

Qwertyxp2000 (talk | contribs)
added a discussion on merchantmen damage cash scaling; turns out using the damage portion sucks unless I were to use it in Tremp strategies, but I used Tremp strategies before...
Qwertyxp2000 (talk | contribs)
You are free to adjust the ledes as I go, at least after I am done with all of the Buccaneer upgrades. My wording is not perfect
 
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'''Merchantman''' is the [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]'s path 3 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. It generates $200 at the end of each [[round]] automatically ($220 with {{BTD6 mk|Trade Agreements}}). It gains +10% cash production per [[Central Market (BTD6)|Central Market]] (up to +100%). Additionally, its base damage is increased by ×2 if the player's cash is at least $10,000; in [[Co-op (BTD6)|Co-op]], only the owner's cash determines the damage buff of the Merchantman.
'''Merchantman''' is the [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]'s path 3 tier 3 [[upgrade]] in ''[[Bloons TD 6]]''. <section begin="lede" />This upgrade generates $200 at the end of each [[round]] automatically ($220 with {{BTD6 mk|Trade Agreements}}), which can be improved with [[Central Market (BTD6)|Central Market]] (+10%, up to +100%) and [[Trade Empire (BTD6)|Trade Empire]]. Additionally, the Merchantman's base damage is increased by ×2 if the player's cash is at least $10,000; in [[Co-op (BTD6)|Co-op]], only the owner's cash determines the damage buff of the Merchantman.


If buffed by [[Trade Empire (BTD6)|Trade Empire]], it gains +$10 cash production per Merchantman (stacking up to 20 times in total), +1 [[damage]], +1 [[Ceramic damage]], and +1 [[MOAB damage]] to all attacks. If there are [[Favored Trades (BTD6)|Favored Trades]] on screen, Trade Empire will prioritize buffs to these towers first, which have stronger cash production.
If buffed by [[Trade Empire (BTD6)|Trade Empire]], it gains +$10 cash production per Merchantman (stacking up to 20 times in total), +1 [[damage]], +1 [[Ceramic damage]], and +1 [[MOAB damage]] to all attacks. Trade Empire prioritizes any [[Favored Trades (BTD6)|Favored Trades]] on screen, followed by Merchantmen.<section end="lede" />


==Stats==
==Stats==
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Crosspaths with [[Grape Shot (BTD6)|Grape Shot]] and [[Hot Shot (BTD6)|Hot Shot]] can be added if extra DPS and/or lead-popping are required. However, it's preferable not to crosspath Merchantman if its only purpose is income. The [[Faster Shooting (BTD6) (Monkey Buccaneer)|Faster Shooting]] and [[Double Shot (BTD6) (Monkey Buccaneer)|Double Shot]] crosspaths are inferior compared to the higher-pierce grapes.
Crosspaths with [[Grape Shot (BTD6)|Grape Shot]] and [[Hot Shot (BTD6)|Hot Shot]] can be added if extra DPS and/or lead-popping are required. However, it's preferable not to crosspath Merchantman if its only purpose is income. The [[Faster Shooting (BTD6) (Monkey Buccaneer)|Faster Shooting]] and [[Double Shot (BTD6) (Monkey Buccaneer)|Double Shot]] crosspaths are inferior compared to the higher-pierce grapes.


Outside of snowballing income, the cash-based damage boost is pretty bad for the cost and shouldn't be used unless defensively using it in a Trade Empire strategy. For a similar cost, other options that are more buffable, such as [[Cannon Ship (BTD6)|Cannon Ship]] are preferred.
Outside of snowballing income, the cash-based damage boost is poor, and its damage boosts are irrelevant outside of a Trade Empire strategy. For a similar cost, other options that are more buffable, such as [[Cannon Ship (BTD6)|Cannon Ship]], are preferred.


==Update history==
==Update history==