Double Cash Mode (BTD6): Difference between revisions
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{{for|other uses|Double Cash Mode (disambiguation)}} | |||
{{Lede image|BTD6 DoubleCashModeShop.png|Double cash icon}} | {{Lede image|BTD6 DoubleCashModeShop.png|Double cash icon}} | ||
'''Double Cash Mode''' is an [[extra]] in ''[[Bloons TD 6]]'' that doubles starting [[cash]] and any cash the player earns from popping [[Bloon layer]]s, completing [[round]]s, and certain [[tower]]s. This mode is only obtainable by purchasing it from the [[Shop (BTD6)|Shop]], and is unobtainable in ''[[Bloons TD 6+]]'' and ''[[Bloons TD 6 NETFLIX]]''. | |||
Double Cash Mode is disabled in [[CHIMPS]], competitive events ([[Race Event|Race Events]], [[Contested Territory (BTD6)|Contested Territory]], [[Boss Bloon Event|Boss Bloon Events]] in ranked mode), [[Boss Challenge|Boss Challenges]] in Battle Mode, [[Boss Rush]], and [[Legend|Legends]]. It can also be disabled using [[challenge rule]]s, such as in the [[Challenge Editor]]. | |||
Double Cash Mode is disabled in [[CHIMPS]], [[Race Event|Race Events]], [[Contested Territory (BTD6)|Contested Territory]], [[Boss | |||
== Mechanics == | == Mechanics == | ||
While | While Double Cash is active, the standard cash icon shown in the UI is replaced with the Double Cash icon. It doubles the starting cash in all gamemodes in which it is allowed, for a total of $1,300 in standard game modes or $40,000 in [[Deflation (BTD6)|Deflation]]. It stacks with {{BTD6 mk|More Cash}} (giving $400 extra instead of $200) and [[Fast Track Mode]]. Towers that indicate the total generated income next to the pop count won't track the extra cash. | ||
It also doubles the amount of cash obtained per pop, and is affected by the cash reduction that is applied by the game after Round 51: | It also doubles the amount of cash obtained per pop, and is affected by the cash reduction that is applied by the game after Round 51: | ||
| Line 32: | Line 32: | ||
|101 | |101 | ||
|120 | |120 | ||
|16% | |||
|- | |||
|121 | |||
| 140 | |||
|10% | |10% | ||
|- | |- | ||
| | |141 | ||
| - | | - | ||
|4% | |4% | ||
|} | |} | ||
When active in [[Half Cash]], Double Cash effectively converts it into a Standard [[Hard]] game, with a few exceptions for income generation methods that are not affected by Double Cash. | |||
In [[Co-op]] mode, Double Cash applies after the cash is divided between players and will only affect players who have the mode enabled. | |||
== Interactions with income-generating towers == | == Interactions with income-generating towers == | ||
{{BTD6 last updated|53.2|section=1}} | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
| Line 47: | Line 54: | ||
!Notes | !Notes | ||
|- | |- | ||
|[[ | |[[Bounty Hunter]] / [[Golden Justice]] Marking | ||
|{{Y}} | |{{Y}} | ||
| | |Results in 4× income from marked Bloons. | ||
|- | |- | ||
| | |[[Nomad]] cash on Bloon leak | ||
|{{Y}} | |{{Y}} | ||
|Results in | |Results in 4× income from leaked Bloons. | ||
|- | |- | ||
|[[ | |[[Supply Drop (BTD6)|Supply Drop]] / [[Elite Sniper (BTD6)|Elite Sniper]] ability | ||
|{{ | |{{N}} | ||
| | | | ||
|- | |- | ||
|[[ | |[[Monkey Pirates (BTD6)|Monkey Pirates]] / [[Navarch of the Seas]] ability | ||
|{{N}} | |{{N}} | ||
| | | | ||
|- | |- | ||
|[[Merchantman (BTD6)|Merchantman]] end of round income | |[[Pirate Lord (BTD6)|Pirate Lord]] ability | ||
|{{Y}} | |||
|Results in 4× income from hooked Bloons. | |||
|- | |||
|[[Merchantman (BTD6)|Merchantman]] / [[Favored Trades (BTD6)|Favored Trades]] / [[Trade Empire (BTD6)|Trade Empire]] / Navarch of the Seas end of round income | |||
|{{N}} | |{{N}} | ||
| | | | ||
|- | |- | ||
| | |Trade Empire / Navarch of the Seas stacking bonus cash | ||
|{{N}} | |{{N}} | ||
| | | | ||
|- | |- | ||
|[[Support Chinook (BTD6)| | |[[Support Chinook (BTD6)|Support Chinook]] / [[Special Poperations (BTD6)|Special Poperations]] ability | ||
|{{N}} | |{{N}} | ||
| | | | ||
|- | |- | ||
|[[Sun Temple (BTD6)|Sun Temple]] end of round income | |[[Sun Temple (BTD6)|Sun Temple]] / [[True Sun God (BTD6)|True Sun God]] end of round income | ||
|{{Y}} | |{{Y}} | ||
| | | | ||
|- | |- | ||
|Sun Temple pop income bonus | |Sun Temple / True Sun God pop income bonus | ||
|{{Y}} | |{{Y}} | ||
|Bonus becomes 3× for towers in the Temple's range. | |Bonus becomes 3× for towers in the Temple's range. | ||
| Line 97: | Line 100: | ||
|[[Rubber to Gold (BTD6)|Rubber to Gold]] | |[[Rubber to Gold (BTD6)|Rubber to Gold]] | ||
|{{Y}} | |{{Y}} | ||
|Results in | |Results in 4× income from affected Bloons. | ||
|- | |- | ||
|[[Jungle's Bounty (BTD6)|Jungle's Bounty]] ability | |[[Jungle's Bounty (BTD6)|Jungle's Bounty]] / [[Spirit of the Forest (BTD6)|Spirit of the Forest]] passive ability | ||
|{{N}} | |{{N}} | ||
| | | | ||
|- | |- | ||
| | |Spirit of the Forest end of round income | ||
|{{N}} | |{{N}} | ||
| | | | ||
|- | |- | ||
|[[Monkey Town (BTD6)|Monkey Town]] | |[[Monkey Town (BTD6)|Monkey Town]] pop income bonus | ||
|{{Y}} | |{{Y}} | ||
|Bonus becomes 3× for towers in the Village's range (3.2× with {{BTD6 mk|Inland Revenue Streams}}). | |Bonus becomes 3× for towers in the Village's range (3.2× with {{BTD6 mk|Inland Revenue Streams}}). | ||
|- | |- | ||
|[[Monkey City (BTD6)|Monkey City]] | |[[Monkey City (BTD6)|Monkey City]] income buff | ||
|{{N}} | |{{N}} | ||
| | | | ||
|- | |- | ||
|[[Monkeyopolis (BTD6)|Monkeyopolis]] | |[[Monkeyopolis (BTD6)|Monkeyopolis]] crates | ||
|{{N}} | |{{N}} | ||
| | | | ||
| Line 121: | Line 124: | ||
|[[Banana Farm]] | |[[Banana Farm]] | ||
|{{N}} | |{{N}} | ||
|Includes all upgrades. | |Includes all upgrades and abilities. | ||
|- | |- | ||
|[[Bloon Trap (BTD6)|Bloon Trap]] | |[[Bloon Trap (BTD6)|Bloon Trap]] | ||
|{{Y}} | |{{Y}} | ||
|Results in 4× income from trapped Bloons (6× for [[XXXL Trap (BTD6)|XXXL Trap]]). | |Results in 4× income from trapped Bloons (6× for [[XXXL Trap (BTD6)|XXXL Trap]]). | ||
|- | |||
|[[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] Wall of Trees | |||
|{{Y}} | |||
|Results in 4× income from trapped Bloons. | |||
|- | |||
|[[Obyn Greenfoot (BTD6)|Obyn Greenfoot]] Nature's Wrath cash bonus | |||
|{{N}} | |||
| | |||
|- | |||
|[[Benjamin (BTD6)|Benjamin]] end of round income | |||
|{{N}} | |||
| | |||
|- | |||
|Benjamin Bank Hack | |||
|{{N}} | |||
| | |||
|- | |||
|Benjamin Skimming | |||
|{{Y}} | |||
|Produces $2 per Bloon at Level 3+, then $4 at Level 14+. | |||
|- | |||
|Benjamin Bloon Trojan | |||
|{{Y}} | |||
|Produces $2 for the pop + $2 for each layer at Level 7+ and $4 per layer at Level 16+. | |||
|- | |||
|Benjamin Syphon Funding ability | |||
|{{Y}} | |||
|Results in a 4× income from affected Bloons at Level 10+ and 6× at Level 20. | |||
|- | |||
|[[Geraldo (BTD6)|Geraldo]] [[Rare Quincy Action Figure]] | |||
|{{N}} | |||
| | |||
|- | |||
|Geraldo [[Fertilizer]] | |||
|{{N}} | |||
| | |||
|- | |||
|[[Corvus (BTD6)|Corvus]] [[Nourishment]] | |||
|{{N}} | |||
| | |||
|- | |- | ||
|[[Cash Drop (BTD6)|Cash Drop]] | |[[Cash Drop (BTD6)|Cash Drop]] | ||
|{{N}} | |||
| | |||
|- | |||
|[[Thrive]] | |||
|{{Y}} | |||
|Results in 2.5× income (2.6× with {{BTD6 mk|Supa-Thrive}}) | |||
|- | |||
|[[Havoc Staff]] | |||
|{{N}} | |||
| | |||
|- | |||
|[[Banana Farmer Pro]] [[Camo Bananas]] | |||
|{{N}} | |||
| | |||
|- | |||
|Banana Farmer Pro [[Regrow Bananas]] | |||
|{{N}} | |||
| | |||
|- | |||
|Banana Farmer Pro [[Monkey Banker]] | |||
|{{N}} | |||
| | |||
|- | |||
|Banana Farmer Pro [[Banana Financier]] | |||
|{{N}} | |||
| | |||
|- | |||
|Bananite Crystals in [[Three Mines 'Round]] | |||
|{{N}} | |{{N}} | ||
| | | | ||
|} | |} | ||
If multiple cash bonuses are stacked and at least one of them is affected by Double Cash, it will be the last to apply and will only be applied once, while the rest of the income is calculated as normal | If multiple cash bonuses are stacked and at least one of them is affected by Double Cash, it will be the last to apply and will only be applied once, while the rest of the income is calculated as normal: | ||
* If a Sun Temple with maximum Support sacrifices is in the range of a Monkey City Village it would produce a total of $12,000 at the end of the round, this is $5,000 base +20% from Monkey City, then doubled. | * If a Sun Temple with maximum Support sacrifices is in the range of a Monkey City Village it would produce a total of $12,000 at the end of the round, this is $5,000 base +20% from Monkey City for $6,000, then doubled. A True Sun God in this case would produce $12,000 twice. | ||
* In the previous example, if a Lead to Gold Alchemist pops a Lead Bloon in the range of both the Temple and the Village, it would produce a total of $192 , to calculate this, first, in a regular game the income would be $23 base for RBE of the Lead Bloon, +50% twice for Monkey Town and Sun Temple cash per pop bonus (they stack additively), resulting in $46, second we add $50 from the Lead to Gold bonus, and finally these $96 would be doubled by the Double Cash mode. | * In the previous example, if a Lead to Gold Alchemist pops a Lead Bloon in the range of both the Temple and the Village, it would produce a total of $192, to calculate this, first, in a regular game before Round 51 the income would be $23 base for RBE of the Lead Bloon, +50% twice for Monkey Town and Sun Temple cash per pop bonus (they stack additively), resulting in $46, second we add $50 from the Lead to Gold bonus, and finally these $96 would be doubled by the Double Cash mode. | ||
== Gallery == | == Gallery == | ||
{{Screenshot needed|Add screenshot for in-game UI and in extra menu}}<gallery> | {{Screenshot needed|Add screenshot for in-game UI and in extra menu}}<gallery> | ||
File:BTD6 DoubleCashModeShop.png| | File:BTD6 DoubleCashModeShop.png|Double Cash icon, as seen in the shop and in UI | ||
File:BTD6 NoDoubleCashIcon.png|Double Cash disabled icon | File:BTD6 NoDoubleCashIcon.png|Double Cash disabled icon | ||
</gallery> | </gallery> | ||
Latest revision as of 03:41, 9 April 2026

Double Cash Mode is an extra in Bloons TD 6 that doubles starting cash and any cash the player earns from popping Bloon layers, completing rounds, and certain towers. This mode is only obtainable by purchasing it from the Shop, and is unobtainable in Bloons TD 6+ and Bloons TD 6 NETFLIX.
Double Cash Mode is disabled in CHIMPS, competitive events (Race Events, Contested Territory, Boss Bloon Events in ranked mode), Boss Challenges in Battle Mode, Boss Rush, and Legends. It can also be disabled using challenge rules, such as in the Challenge Editor.
Mechanics
[edit | edit source]While Double Cash is active, the standard cash icon shown in the UI is replaced with the Double Cash icon. It doubles the starting cash in all gamemodes in which it is allowed, for a total of $1,300 in standard game modes or $40,000 in Deflation. It stacks with
More Cash (giving $400 extra instead of $200) and Fast Track Mode. Towers that indicate the total generated income next to the pop count won't track the extra cash.
It also doubles the amount of cash obtained per pop, and is affected by the cash reduction that is applied by the game after Round 51:
| Start round | End round | Relative cash per pop |
|---|---|---|
| 1 | 50 | 200% |
| 51 | 60 | 100% |
| 61 | 85 | 40% |
| 86 | 100 | 20% |
| 101 | 120 | 16% |
| 121 | 140 | 10% |
| 141 | - | 4% |
When active in Half Cash, Double Cash effectively converts it into a Standard Hard game, with a few exceptions for income generation methods that are not affected by Double Cash.
In Co-op mode, Double Cash applies after the cash is divided between players and will only affect players who have the mode enabled.
Interactions with income-generating towers
[edit | edit source]| Tower | Affected by Double Cash | Notes |
|---|---|---|
| Bounty Hunter / Golden Justice Marking | Results in 4× income from marked Bloons. | |
| Nomad cash on Bloon leak | Results in 4× income from leaked Bloons. | |
| Supply Drop / Elite Sniper ability | ||
| Monkey Pirates / Navarch of the Seas ability | ||
| Pirate Lord ability | Results in 4× income from hooked Bloons. | |
| Merchantman / Favored Trades / Trade Empire / Navarch of the Seas end of round income | ||
| Trade Empire / Navarch of the Seas stacking bonus cash | ||
| Support Chinook / Special Poperations ability | ||
| Sun Temple / True Sun God end of round income | ||
| Sun Temple / True Sun God pop income bonus | Bonus becomes 3× for towers in the Temple's range. | |
| Lead to Gold | Provides $146 per Lead Bloon ($23 for RBE + $50 bonus, then doubled). | |
| Rubber to Gold | Results in 4× income from affected Bloons. | |
| Jungle's Bounty / Spirit of the Forest passive ability | ||
| Spirit of the Forest end of round income | ||
| Monkey Town pop income bonus | Bonus becomes 3× for towers in the Village's range (3.2× with | |
| Monkey City income buff | ||
| Monkeyopolis crates | ||
| Banana Farm | Includes all upgrades and abilities. | |
| Bloon Trap | Results in 4× income from trapped Bloons (6× for XXXL Trap). | |
| Obyn Greenfoot Wall of Trees | Results in 4× income from trapped Bloons. | |
| Obyn Greenfoot Nature's Wrath cash bonus | ||
| Benjamin end of round income | ||
| Benjamin Bank Hack | ||
| Benjamin Skimming | Produces $2 per Bloon at Level 3+, then $4 at Level 14+. | |
| Benjamin Bloon Trojan | Produces $2 for the pop + $2 for each layer at Level 7+ and $4 per layer at Level 16+. | |
| Benjamin Syphon Funding ability | Results in a 4× income from affected Bloons at Level 10+ and 6× at Level 20. | |
| Geraldo Rare Quincy Action Figure | ||
| Geraldo Fertilizer | ||
| Corvus Nourishment | ||
| Cash Drop | ||
| Thrive | Results in 2.5× income (2.6× with | |
| Havoc Staff | ||
| Banana Farmer Pro Camo Bananas | ||
| Banana Farmer Pro Regrow Bananas | ||
| Banana Farmer Pro Monkey Banker | ||
| Banana Farmer Pro Banana Financier | ||
| Bananite Crystals in Three Mines 'Round |
If multiple cash bonuses are stacked and at least one of them is affected by Double Cash, it will be the last to apply and will only be applied once, while the rest of the income is calculated as normal:
- If a Sun Temple with maximum Support sacrifices is in the range of a Monkey City Village it would produce a total of $12,000 at the end of the round, this is $5,000 base +20% from Monkey City for $6,000, then doubled. A True Sun God in this case would produce $12,000 twice.
- In the previous example, if a Lead to Gold Alchemist pops a Lead Bloon in the range of both the Temple and the Village, it would produce a total of $192, to calculate this, first, in a regular game before Round 51 the income would be $23 base for RBE of the Lead Bloon, +50% twice for Monkey Town and Sun Temple cash per pop bonus (they stack additively), resulting in $46, second we add $50 from the Lead to Gold bonus, and finally these $96 would be doubled by the Double Cash mode.
Gallery
[edit | edit source]| This article or section needs more screenshots. See the screenshot guidelines for more information on what screenshots are needed and how to add them. The editor that added this notice elaborates: Add screenshot for in-game UI and in extra menu |
-
Double Cash icon, as seen in the shop and in UI
-
Double Cash disabled icon
Navigation
[edit | edit source]| Modes in Bloons TD 6 | ||||||||
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