Merchantman (BTD6): Difference between revisions
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{{for|the upgrade in [[Bloons TD Battles 2]]|Merchantman (Battles 2)}} | {{for|the upgrade in [[Bloons TD Battles 2]]|Merchantman (Battles 2)}} | ||
{{research|Verify Co-op interaction; is it only the owner, or is it to do with shared money?}} | |||
{{BTD6 upgrade info | {{BTD6 upgrade info | ||
|id=Buccaneer-Merchantman | | id = Buccaneer-Merchantman | ||
| name = Merchantman | |||
|name | | icon = BTD6 MonkeyBuccaneer MerchantmanUpgradeIcon.png | ||
|icon | | image = BTD6 003-MonkeyBuccaneer.png | ||
|image | | description = Generates cash each round automatically, and deals more damage when over 10,000 saved cash. | ||
|description | | description C = | ||
|description C= | | tower = Monkey Buccaneer | ||
| path = 3 | |||
|tower=Monkey Buccaneer | | tier = 3 | ||
|path= 3 | | cost = 2400 | ||
|tier= 3 | | cost C = | ||
| xp = 3100 | |||
}} | |||
'''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. | |||
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. | |||
==Stats== | ==Stats== | ||
| Line 26: | Line 26: | ||
==Strategy== | ==Strategy== | ||
Merchantman offers automatic cash generation that is hassle-free but fairly efficient at both defense and income. It stands out particularly as part of a [[Trade Empire (BTD6)|Trade Empire]] army when there's enough water for up to 20 Merchantmen. Compared to [[Favored Trades (BTD6)|Favored Trades]], Merchantmen synergize better with {{BTD6 mk|Trade Agreements}} and can be fully discounted by [[Monkey Commerce (BTD6)|Monkey Commerce]], making them overall more efficient at raw income and better to begin for maximizing Trade Empire. Trade Empire becomes worth it after 16 Merchantmen, and 10 {{ | {{BTD6 last updated|55.2|section=y}} | ||
Merchantman offers automatic cash generation that is hassle-free but fairly efficient at both defense and income. It stands out particularly as part of a [[Trade Empire (BTD6)|Trade Empire]] army when there's enough water for up to 20 Merchantmen. Compared to [[Favored Trades (BTD6)|Favored Trades]], Merchantmen synergize better with {{BTD6 mk|Trade Agreements}} and can be fully discounted by [[Monkey Commerce (BTD6)|Monkey Commerce]], making them overall more efficient at raw income and better to begin for maximizing Trade Empire. Trade Empire becomes worth it after 16 Merchantmen, and 10 {{BTD6|Central Market}}s (purchased while upgrading the Merchantmen to Favored Trades) are recommended for maximizing income after 20 Merchantmen have been purchased. | |||
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 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== | ||
| Line 36: | Line 39: | ||
{{main gallery|Monkey Buccaneer}} | {{main gallery|Monkey Buccaneer}} | ||
===Screenshots=== | ===Screenshots=== | ||
<gallery> | |||
BTD6 Merchantman 003.png|Merchantman with no crosspath | |||
BTD6 Merchantman 013.png|Merchantman with 013 crosspath | |||
BTD6 Merchantman 023.png|Merchantman with 023 crosspath | |||
BTD6 Merchantman 103.png|Merchantman with 103 crosspath | |||
BTD6 Merchantman 203.png|Merchantman with 203 crosspath | |||
</gallery> | |||
===Assets=== | ===Assets=== | ||
Latest revision as of 13:45, 15 June 2026
| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Verify Co-op interaction; is it only the owner, or is it to do with shared money? |
| Generates cash each round automatically, and deals more damage when over 10,000 saved cash. | |||
| Tower | Path | Tier | |
|---|---|---|---|
| Monkey Buccaneer | 3 | 3 | |
| XP cost | 3,100 | ||
|---|---|---|---|
| Cash cost | $2,040 — Easy $2,400 — Medium $2,590 — Hard $2,880 — Impoppable | ||
Merchantman is the Monkey Buccaneer's path 3 tier 3 upgrade in Bloons TD 6. It generates $200 at the end of each round automatically ($220 with
Trade Agreements). It gains +10% cash production per 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, only the owner's cash determines the damage buff of the Merchantman.
If buffed by 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 on screen, Trade Empire will prioritize buffs to these towers first, which have stronger cash production.
Stats
[edit | edit source]| Tower | ||||||||
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| Attack | |||||||||||||||
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| Cash-based buff ($10,000+) | ||
|---|---|---|
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1-0-3
| Attack | ||
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2-0-3
| Attack | |||||
|---|---|---|---|---|---|
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0-1-3
| Grape attack | |||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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0-2-3
| Grape attack | |||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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Costs and sell values
[edit | edit source]| Tiers | Total cost | Sell value | ||||||
|---|---|---|---|---|---|---|---|---|
| Easy | Medium | Hard | Impoppable | Easy | Medium | Hard | Impoppable | |
| 0-0-3 | $2,845 | $3,350 | $3,615 | $4,020 | $2,106 | $2,479 | $2,676 | $2,975 |
| 1-0-3 | $3,080 | $3,625 | $3,910 | $4,350 | $2,280 | $2,683 | $2,894 | $3,219 |
| 2-0-3 | $3,440 | $4,050 | $4,370 | $4,860 | $2,546 | $2,997 | $3,234 | $3,597 |
| 0-1-3 | $3,310 | $3,900 | $4,210 | $4,680 | $2,450 | $2,886 | $3,116 | $3,464 |
| 0-2-3 | $3,735 | $4,400 | $4,750 | $5,280 | $2,764 | $3,256 | $3,515 | $3,908 |
Strategy
[edit | edit source]Merchantman offers automatic cash generation that is hassle-free but fairly efficient at both defense and income. It stands out particularly as part of a Trade Empire army when there's enough water for up to 20 Merchantmen. Compared to Favored Trades, Merchantmen synergize better with
Trade Agreements and can be fully discounted by Monkey Commerce, making them overall more efficient at raw income and better to begin for maximizing Trade Empire. Trade Empire becomes worth it after 16 Merchantmen, and 10 Central Markets (purchased while upgrading the Merchantmen to Favored Trades) are recommended for maximizing income after 20 Merchantmen have been purchased.
Crosspaths with Grape Shot and 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 and Double Shot crosspaths are inferior compared to the higher-pierce grapes.
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, are preferred.
Update history
[edit | edit source]| This article or section uses Cargo to generate its content. It will automatically fill up as other articles are completed. To add to this section, create the articles it is looking up. Do not add content to this section manually and do not remove this notice until you are sure this section is complete. |
Now increases projectile speed of all attacks by 25%
Overall cost reduced by $50 (due to cost changes for previous tiers)
| “ | Bottom crosspath feels behind compared to others here, so in addition to the new Camo Prioritization filter Longer Range on this path will now also grant bonus pierce. — Update notes |
” |
Camo Prioritization filter added
Long Range increases pierce of darts (including aircraft darts) and grapes by +1
- 1-0-3, 2-0-3, 0-1-3, 0-2-3
Long Range increases pierce of darts (including aircraft darts) and grapes by +1
Overall cost reduced by $30 (due to cost changes for previous tiers)
| “ | Small tweaks to Buccaneer’s Long Range upgrade to improve its additional pierce benefit for a number of attacks. — Update notes |
” |
Main attack: Pierce increased ― 5 → 6
Upgrade cost increased ― $2,300 → $2,400
Overall cost is unchanged (due to cost changes for previous tiers)
- 0-1-3, 0-2-3
Grape attack: Pierce increased ― 1 → 2 (bug fix)
| “ | Buccaneer’s Merchantmen path will now gain a damage bonus based on how much spare cash you have on-hand. This introduces a fun trade-off where you can choose to hold onto cash for a combat boost at the cost of losing advantage from immediately snowballing into more economy. It’s kinda neat — Update notes |
” |
Now gains a ×2 damage modifier when the player has over $10,000 cash
- Description changed:
| Before | After |
|---|---|
| Generates cash each round automatically. | Generates cash each round automatically, and deals more damage when over 10,000 saved cash. |
Gallery
[edit | edit source]Screenshots
[edit | edit source]-
Merchantman with no crosspath
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Merchantman with 013 crosspath
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Merchantman with 023 crosspath
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Merchantman with 103 crosspath
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Merchantman with 203 crosspath
Assets
[edit | edit source]-
Portrait
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Upgrade icon
-
Insta Monkey icon
In other languages
[edit | edit source]| Language | Name / Description | Notes | |
|---|---|---|---|
| Arabic | تاجر إنتاج النقد كل جولة تلقائيًا. |
— | |
| Danish | Handelsskib Genererer automatisk penge hver runde. |
— | |
| German | Handelsschiff Generiert automatisch jede Runde Geld. |
— | |
| Spanish | Buque mercante Genera dinero en cada ronda de forma automática. |
— | |
| Spanish (LA) | Buque mercante Genera dinero en cada ronda de forma automática. |
— | |
| Finnish | Kauppias Generoi käteistä joka kierroksella automaattisesti. |
— | |
| French | Navire de commerce Génère de l'argent à chaque manche, automatiquement. |
— | |
| Italian | Mercantile Genera automaticamente contante in ogni round. |
— | |
| Japanese | 商人 各ラウンドで自動的にキャッシュを作り出す。 |
— | |
| Korean | 상인 라운드마다 자동으로 캐시를 생산합니다. |
— | |
| Dutch | Koopvaardijschip Genereert elke ronde automatisch geld. |
— | |
| Norwegian | Handelsmann Genererer penger hver runde automatisk. |
— | |
| Polish | Kupiec Automatycznie generuje gotówkę w każdej rundzie. |
— | |
| Portuguese (Brazil) | Navio Mercante Gera dinheiro automaticamente a cada rodada. |
— | |
| Russian | Торговое судно Автоматически генерирует деньги каждый раунд. |
— | |
| Swedish | Handelsfartyg Alstrar pengar varje runda automatiskt. |
— | |
| Thai | คนค้าขาย สร้างเงินสดในแต่ละรอบโดยอัตโนมัติ |
— | |
| Turkish | Tüccar Her turda otomatik olarak nakit oluşturur. |
— | |
| Chinese (simplified) | 商船 每回合自动生成现金。 |
— | |
| Chinese (traditional) | 商船 每回合自動生成現金。 |
— | |
| This list was last updated for: version 43.1 | |||
Navigation
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