Strategy:Half Cash: Difference between revisions
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|40 | |40 | ||
|[[File:BTD6 bloon MoabIcon.png|x20px]] [[MOAB (BTD6)|MOAB]] ×1 | |[[File:BTD6 bloon MoabIcon.png|x20px]] [[MOAB (BTD6)|MOAB]] ×1 | ||
|The MOAB is the hardest challenge of the early game, made even more difficult by the limited money in Half Cash. Without a Hero well-suited for this round, a solid single-target damage option, and towers for the Ceramic insides, the MOAB can end a run completely. | |The MOAB is the hardest challenge of the early game, made even more difficult by the limited money in Half Cash. Without a Hero well-suited for this round, a | ||
solid single-target damage option, and towers for the Ceramic insides, the MOAB can end a run completely. | |||
|- | |- | ||
|63 | |63 | ||
|[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] ×75 | |[[File:BTD6 bloon Lead.png|x20px]] [[Lead Bloon (BTD6)|Lead]] ×75 | ||
[[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] ×122 | [[File:BTD6 bloon Ceramic.png|x20px]] [[Ceramic Bloon (BTD6)|Ceramic]] ×122 | ||
|This infamous round has 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively. If placed towers perform poorly against grouped Bloons, many sell-and-rebuys may need to be performed. Doing so may create a dead-end with Round 64's rush of MOABs (including [[Fortified Bloon (BTD6)|Fortified]]). | |This infamous round has 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively. If placed towers perform poorly against grouped Bloons, many sell- | ||
and-rebuys may need to be performed. Doing so may create a dead-end with Round 64's rush of MOABs (including [[Fortified Bloon (BTD6)|Fortified]]). | |||
|- | |- | ||
|75 | |75 | ||
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[[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[MOAB (BTD6)|MOAB]] ×3 <br> | [[File:BTD6 bloon MoabFortifiedIcon.png|x20px]] [[Fortified Bloon (BTD6)|Fortified]] [[MOAB (BTD6)|MOAB]] ×3 <br> | ||
[[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] ×6 | [[File:BTD6 bloon BfbIcon.png|x20px]] [[BFB (BTD6)|BFB]] ×6 | ||
|The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, fortified MOABs, and Leads (which block projectiles) require a very well-rounded defense suited for blimps and Bloon clumps. Careless ability usage can make defeating Round 76's [[Regrow Bloon (BTD6)|Regrow]] Ceramics impossible. | |The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, fortified MOABs, and Leads (which block projectiles) require a very well-rounded | ||
defense suited for blimps and Bloon clumps. Careless ability usage can make defeating Round 76's [[Regrow Bloon (BTD6)|Regrow]] Ceramics impossible. | |||
|- | |- | ||
|78 | |78 | ||
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[[File:BTD6 bloon Purple.png|x20px]] [[Purple Bloon (BTD6)|Purple]] ×80 <br> | [[File:BTD6 bloon Purple.png|x20px]] [[Purple Bloon (BTD6)|Purple]] ×80 <br> | ||
[[File:BTD6 bloon CeramicCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Ceramic Bloon (BTD6)|Ceramic]] ×72 | [[File:BTD6 bloon CeramicCamo.png|x20px]] [[Camo Bloon (BTD6)|Camo]] [[Ceramic Bloon (BTD6)|Ceramic]] ×72 | ||
|Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed, with each Ceramic wave being even denser than those of Rounds 63 and 76. | |Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed, with each Ceramic wave being | ||
even denser than those of Rounds 63 and 76. | |||
|} | |} | ||
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|[[File:BTD6 CorvusPortrait.png|x50px]] | |[[File:BTD6 CorvusPortrait.png|x50px]] | ||
|Corvus's early-game and mid-game power in CHIMPS shine spectacularly in Half Cash, thanks to Half Cash ending at Round 80. With his spellbook being suited for every type of round in the mid-game thanks to its variety of spells, he is by far the most versatile hero in Half Cash and remains extremely potent on [[Expert]] maps. Spear performs well against Bloons in the early-game, while Ancestral Might trivializes Round 40. In the mid-game and late-game, Trample, Malevolence, and Ember perform well against Bloons, while Ancestral Might, Repel, and Frostbound are solid against MOABs. In the late-game, Overload can wipe out large amounts of RBE, but it is not recommended to use it at the end of Round 75, as it places his spellbook on cooldown for Round 76. Place Corvus near the start of the track so that he can constantly farm mana. | |Corvus's early-game and mid-game power in CHIMPS shine spectacularly in Half Cash, thanks to Half Cash ending at Round 80. With his spellbook being suited for every type of round in the mid-game thanks to its variety of spells, he is by far the most versatile hero in Half Cash and remains extremely potent on [[Expert]] maps. Spear performs well against Bloons in the early-game, while Ancestral Might trivializes Round 40. In the mid-game and late-game, Trample, Malevolence, and Ember perform well against Bloons, while Ancestral Might, Repel, and Frostbound are solid against MOABs. In the late-game, Overload can wipe out large amounts of RBE, but it is not recommended to use it at the end of Round 75, as it places his spellbook on cooldown for Round 76. Place Corvus near the start of the track so that he can constantly farm mana. | ||
|- | |||
|[[Geraldo (BTD6)|Geraldo]] | |||
|[[File:BTD6 GeraldoPortrait.png|x50px]] | |||
|The variety of items in Geraldo's shop grants him versatility for Half Cash on nearly all maps. In particular, [[Rare Quincy Action Figure]]'s income generation is unaffected. Placing Geraldo at the earliest possible round where the NFT can be afforded, which is usually within Rounds 11-15 depending on the map, allows it to generate over $20,000 by the 70s, granting enough money for expensive guaranteed wins such as [[Spectre (BTD6)|Spectre]]. In addition, his [[See Invisibility Potion]] allows one tower to pop all Camos on Rounds 33-51 if used first on Round 33, [[Sharpening Stone]] greatly improves low-pierce, sharp towers such as [[Triple Darts (BTD6)|Triple Darts]], [[Tube of Amaz-o-Glue]] simplifies rounds such as 63, and [[Genie Bottle]] trivializes the most difficult rounds, such as 75, 76, and 78. | |||
|} | |} | ||
Revision as of 20:16, 27 October 2024
| This article is a stub. You can help out by expanding it. The editor who added this notice did not specify a reason. |

Half Cash is widely seen as the 2nd most difficult game mode, only after CHIMPS. However, there is a much more limited amount of strategies in Half Cash compared to CHIMPS, due to the former not allowing the purchase of powerful & expensive towers, making it much more frustrating for many players.
For purposes of clarity, the following definitions will be made for this article:
Early-game = Rounds 6-40
Mid-game = Rounds 41-60
Late-game = Rounds 61-80
General tips
Preparation
- When attempting Half Cash, it is recommended that most of the Monkey Knowledge upgrades have been acquired. Particularly important Monkey Knowledge upgrades include Bonus Monkey!, More Cash, Mana Shield, Military Conscription, and Veteran Monkey Training. The tips given in this article assume that the player has already obtained most Monkey Knowledge upgrades.
- To obtain the Monkey Knowledge upgrades, it is recommended to beat other game modes on many maps before touching Half Cash. Hard Standard is the optimal game mode, as that game mode grants large amounts of Player XP for Monkey Knowledge points and is relatively simple to complete.
The most challenging rounds in Half Cash
| Round # | Bloons spawned | Reasoning |
|---|---|---|
| 40 | The MOAB is the hardest challenge of the early game, made even more difficult by the limited money in Half Cash. Without a Hero well-suited for this round, a
solid single-target damage option, and towers for the Ceramic insides, the MOAB can end a run completely. | |
| 63 |
|
This infamous round has 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively. If placed towers perform poorly against grouped Bloons, many sell-
and-rebuys may need to be performed. Doing so may create a dead-end with Round 64's rush of MOABs (including Fortified). |
| 75 | The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, fortified MOABs, and Leads (which block projectiles) require a very well-rounded
defense suited for blimps and Bloon clumps. Careless ability usage can make defeating Round 76's Regrow Ceramics impossible. | |
| 78 | Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed, with each Ceramic wave being
even denser than those of Rounds 63 and 76. |
Gameplay
Towers & heroes suited for most maps
| Name | Portrait | Reasoning & how to use |
|---|---|---|
| Corvus | Corvus's early-game and mid-game power in CHIMPS shine spectacularly in Half Cash, thanks to Half Cash ending at Round 80. With his spellbook being suited for every type of round in the mid-game thanks to its variety of spells, he is by far the most versatile hero in Half Cash and remains extremely potent on Expert maps. Spear performs well against Bloons in the early-game, while Ancestral Might trivializes Round 40. In the mid-game and late-game, Trample, Malevolence, and Ember perform well against Bloons, while Ancestral Might, Repel, and Frostbound are solid against MOABs. In the late-game, Overload can wipe out large amounts of RBE, but it is not recommended to use it at the end of Round 75, as it places his spellbook on cooldown for Round 76. Place Corvus near the start of the track so that he can constantly farm mana. | |
| Geraldo | The variety of items in Geraldo's shop grants him versatility for Half Cash on nearly all maps. In particular, Rare Quincy Action Figure's income generation is unaffected. Placing Geraldo at the earliest possible round where the NFT can be afforded, which is usually within Rounds 11-15 depending on the map, allows it to generate over $20,000 by the 70s, granting enough money for expensive guaranteed wins such as Spectre. In addition, his See Invisibility Potion allows one tower to pop all Camos on Rounds 33-51 if used first on Round 33, Sharpening Stone greatly improves low-pierce, sharp towers such as Triple Darts, Tube of Amaz-o-Glue simplifies rounds such as 63, and Genie Bottle trivializes the most difficult rounds, such as 75, 76, and 78. |
Towers & heroes not suited for Half Cash
| Name | Portrait | Reasoning |
|---|
Early game (rounds 6-40)
- Due to the limited amount of starting cash, the first rounds of Half Cash closely resemble those in CHIMPS, except the player can leak lives and therefore does not need pixel-perfect positioning of towers. The recommendations assume that Bonus Monkey! and More Cash have been obtained by the player.
- For most maps, the first few rounds can be completed with 2 0-0-0 Darts, with a 3rd dart dropped in the middle of Round 6. Ideally, at least one of the darts is on Strong.
- Dart + Sniper works well on maps where a lack of range is a problem. Sniper on Strong to chip the Greens, and Dart to clean up.
- Maps containing water can use Dart + Sub, Dart on Strong to chip away the Greens, and Sub to clean up the remaining bloons.
- Dart + Engineer can be used similarly to three 0-0-0 Darts, the main difference is that Engineer is more "concentrated" damage than two Darts.
- Dart + Boomerang start is optimal on several maps, such as Infernal.