Merchantman (BTD6): Difference between revisions
updated description |
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... |
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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 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. | |||
==Update history== | ==Update history== | ||