Strategy:Half Cash: Difference between revisions

Redybird (talk | contribs)
m →Towers & heroes suited for most maps: Some additional tips, and notes.
Redybird (talk | contribs)
adding Fighter Plane and Dart Storm. Because they are more efficient than Hydra Rocket/RS or Laser Cannon/ PA.
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Early-game = Rounds 3-40 <br>
Early-game = Rounds 3-40 <br>
Mid-game = Rounds 41-60 <br>
Mid-game = Rounds 41-70 <br>
Late-game = Rounds 61-80
Late-game = Rounds 71-80  


==General tips==
==General tips==
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|[[File:BTD6 030-Wizard.png|x50px]] [[File:BTD6 040-Wizard.png|x50px]]
|[[File:BTD6 030-Wizard.png|x50px]] [[File:BTD6 040-Wizard.png|x50px]]
|Dragon's Breath, with the 0-3-2 crosspath, pops all Bloons except for Purples and hyper-dense ones extremely reliably, in addition to dealing some MOAB damage. It performs well for its price throughout the mid-game and late-game, and can save up for more expensive towers like [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]]. Summon Phoenix improves on Dragon's Breath by granting the Phoenix ability, which clears most rounds with ease, in addition to granting an extra flame attack. Two Summon Phoenixes allow for one Phoenix to be present at all times, greatly enhancing its reliability.
|Dragon's Breath, with the 0-3-2 crosspath, pops all Bloons except for Purples and hyper-dense ones extremely reliably, in addition to dealing some MOAB damage. It performs well for its price throughout the mid-game and late-game, and can save up for more expensive towers like [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]]. Summon Phoenix improves on Dragon's Breath by granting the Phoenix ability, which clears most rounds with ease, in addition to granting an extra flame attack. Two Summon Phoenixes allow for one Phoenix to be present at all times, greatly enhancing its reliability.
|-
|[[Fighter Plane (BTD6)|Fighter Plane]],[[Operation: Dart Storm (BTD6)|Operation: Dart Storm]]
|[[File:BTD6 300-MonkeyAce.png|49x49px]]
[[File:BTD6 400-MonkeyAce.png|50x50px]]
|Fighter Planes are excellent at Anti-MOAB Global defense with Dart Storm enhancing it on top of being decent Bloon popper with its doubled attack speed.
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|-
|[[Buckshot (BTD6)|Buckshot]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]]
|[[Buckshot (BTD6)|Buckshot]], [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]]
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|[[Shell Shock (BTD6)|Shell Shock]], [[The Big One (BTD6)|The Big One]]
|[[Shell Shock (BTD6)|Shell Shock]], [[The Big One (BTD6)|The Big One]]
|[[File:BTD6 300-MortarMonkey.png|49x49px]][[File:BTD6 400-MortarMonkey.png|48x48px]]
|[[File:BTD6 300-MortarMonkey.png|49x49px]][[File:BTD6 400-MortarMonkey.png|48x48px]]
|3-2-0 Shell shock, serves as excellent alternative to destroying dense Ceramic Bloons with its powerful napalm decimating rounds such as 63, its step up Big One deals decent damage against MOAB-Class bloons.
|3-0-2 Shell shock, serves as excellent alternative to destroying dense Ceramic Bloons with its powerful napalm decimating rounds such as 63, its step up Big One deals decent damage against MOAB-Class bloons.
|-
|-
|[[Recursive Cluster (BTD6)|Recursive Cluster]]
|[[Recursive Cluster (BTD6)|Recursive Cluster]]
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** [[Crossbow (BTD6)|Crossbow]] performs relatively well in this part of the game, solves all Camos in the 30s on most maps, and can be upgraded to [[Sharp Shooter (BTD6)|Sharp Shooter]] if desired. 2-0-3 is better for raw damage and is optimal with clean-up towers, but 0-2-3 is more reliable and does higher single-target damage. This also applies to Sharp Shooter.
** [[Crossbow (BTD6)|Crossbow]] performs relatively well in this part of the game, solves all Camos in the 30s on most maps, and can be upgraded to [[Sharp Shooter (BTD6)|Sharp Shooter]] if desired. 2-0-3 is better for raw damage and is optimal with clean-up towers, but 0-2-3 is more reliable and does higher single-target damage. This also applies to Sharp Shooter.


==Mid-game (rounds 41-60)==
==Mid-game (rounds 41-70)==
* The mid-game features both dense Bloons (on rounds such as 49) and threatening blimps (such as those of Round 54). Therefore, the defense is required to have both single-target and grouped-target popping powers.
* The mid-game features both dense Bloons (on rounds such as 49) and threatening blimps (such as those of Round 54). Therefore, the defense is required to have both single-target and grouped-target popping powers.
* As the hero levels up, they become immensely valuable in the mid-game. Proper utilization of their ability/inventory is key in the mid-game (and late-game), and getting towers that work well with them or covers their weakness becomes pivotal. For example, Overdrive pairs well with Geraldo (Sharpening Stone and Jar of Pickles) and [[Admiral Brickell (BTD6)|Admiral Brickell]] pairs well with Destroyer (Naval Tactics and +1 Pierce at Level 8).
* As the hero levels up, they become immensely valuable in the mid-game. Proper utilization of their ability/inventory is key in the mid-game (and late-game), and getting towers that work well with them or covers their weakness becomes pivotal. For example, Overdrive pairs well with Geraldo (Sharpening Stone and Jar of Pickles) and [[Admiral Brickell (BTD6)|Admiral Brickell]] pairs well with Destroyer (Naval Tactics and +1 Pierce at Level 8).
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** [[Comanche Defense (BTD6)|Comanche Defense]] works very well on maps with one lane per round. Its mini helis do good overall damage, and its shoving capability provides some support.
** [[Comanche Defense (BTD6)|Comanche Defense]] works very well on maps with one lane per round. Its mini helis do good overall damage, and its shoving capability provides some support.
** Recursive Cluster, despite being purchasable in the 40s, only shines here and beyond due to rounds becoming more clumped. It cleans up large amounts of grouped Bloons, easing the pressure on other towers.
** Recursive Cluster, despite being purchasable in the 40s, only shines here and beyond due to rounds becoming more clumped. It cleans up large amounts of grouped Bloons, easing the pressure on other towers.
*Round 63 is a troubling round that the player must have adequate preparation for. Grouped popping powers, such as Recursive Cluster, are crucial to defeating this round. The hero's abilities/inventory should also be saved for the start of this round to make sure that the round can be defeated.


==Late game (rounds 61+)==
==Late game (rounds 71+)==
* Round 63 is a troubling round that the player must have adequate preparation for. Grouped popping powers, such as Recursive Cluster, are crucial to defeating this round. The hero's abilities/inventory should also be saved for the start of this round to make sure that the round can be defeated.
* Carefully manage the abilities of towers/heroes, especially at the end of Rounds 63, 74, 75, and 77. Dangerous rushes of Bloons/blimps occur at the start of the round after each of them.
* Carefully manage the abilities of towers/heroes, especially at the end of Rounds 63, 74, 75, and 77. Dangerous rushes of Bloons/blimps occur at the start of the round after each of them.
* The rounds after 64 and before 75 are relatively simple, so some light farming can be done in these rounds.
* The rounds after 64 and before 75 are relatively simple, so some light farming can be done in these rounds.