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         =Merchantman
| icon = BTD6 MonkeyBuccaneer MerchantmanUpgradeIcon.png
|icon         =BTD6 MonkeyBuccaneer MerchantmanUpgradeIcon.png
| image = BTD6 003-MonkeyBuccaneer.png
|image       =BTD6 003-MonkeyBuccaneer.png
| description = Generates cash each round automatically, and deals more damage when over 10,000 saved cash.
|description =Generates cash each round automatically.
| 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.


|cost  =2400
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.
|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%). 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==
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==Strategy==
==Strategy==
{{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.
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==
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{{main gallery|Monkey Buccaneer}}
{{main gallery|Monkey Buccaneer}}
===Screenshots===
===Screenshots===
{{screenshot needed}}
 
<gallery>
<gallery>
BTD6 Merchantman 003.png|Merchantman with no crosspath
BTD6 Merchantman 003.png|Merchantman with no crosspath