Strategy:Half Cash: Difference between revisions
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* When attempting Half Cash, it is recommended that most of the [[Monkey Knowledge (BTD6)|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. | * When attempting Half Cash, it is recommended that most of the [[Monkey Knowledge (BTD6)|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. | * 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. | ||
* Take note of the most difficult rounds in Half Cash, which are listed below. | |||
===The most challenging rounds in Half Cash=== | ===The most challenging rounds in Half Cash=== | ||
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===Gameplay=== | ===Gameplay=== | ||
* Attempt to place down towers that can be upgraded into solid mid-game and/or late-game options. Despite the ability to sell towers, every penny in this game mode can be crucial to victory, including the lost ones from selling towers. | |||
* The utilization of the hero is of utmost importance, as the limited amount of cash to purchase other towers makes the hero surge in value. Place them down early, use their ability/inventory when needed, and place down towers that synergize well with them or complements their weaknesses. | |||
* Cheap support options are pivotal to defeating Half Cash. They include [[Jungle Drums (BTD6)|Jungle Drums]], [[Berserker Brew (BTD6)|Berserker Brew]], and [[Stronger Stimulant (BTD6)|Stronger Stimulant]]. | |||
* Since no [[Ceramic Bloon (BTD6)#Super_Ceramic_Bloons|Super Ceramics]] come in Half Cash, towers that do well against grouped Bloons but struggle to Super Ceramics surge in value here compared to CHIMPS. Such towers include [[Recursive Cluster (BTD6)|Recursive Cluster]], [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]], and [[Ring of Fire (BTD6)|Ring of Fire]]. | |||
==Towers & heroes suited for most maps== | ==Towers & heroes suited for most maps== | ||
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|[[File:BTD6 GeraldoPortrait.png|x50px]] | |[[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 33-58 if used first on Round 33, [[Sharpening Stone]] greatly improves low-pierce, sharp towers such as [[Triple Guns (BTD6)|Triple Guns]] and [[Overdrive (BTD6)|Overdrive]], [[Tube of Amaz-o-Glue]] simplifies rounds such as 63, and [[Genie Bottle]] trivializes the most difficult rounds, such as 75, 76, and 78. | |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 33-58 if used first on Round 33, [[Sharpening Stone]] greatly improves low-pierce, sharp towers such as [[Triple Guns (BTD6)|Triple Guns]] and [[Overdrive (BTD6)|Overdrive]], [[Tube of Amaz-o-Glue]] simplifies rounds such as 63, and [[Genie Bottle]] trivializes the most difficult rounds, such as 75, 76, and 78. | ||
|- | |||
|[[Destroyer (BTD6)|Destroyer]], [[Aircraft Carrier (BTD6)|Aircraft Carrier]] | |||
|[[File:BTD6 300-MonkeyBuccaneer.png|x50px]] [[File:BTD6 400-MonkeyBuccaneer.png|x50px]] | |||
|Destroyer excels against both Bloons and blimps, wiping out the mid-game with relative ease. Using 3-2-0 cross-path, granting it a 3-2-0 Berserker Brew, and placing it at a spot where it is surrounded by the track on both sides (to trigger both of its guns) maximize its potential. Aircraft Carrier's planes perform well against Bloons and blimps as well, being powerful into the late-game. | |||
|- | |||
|[[Airburst Darts (BTD6)|Airburst Darts]], [[Triple Guns (BTD6)|Triple Guns]], [[Armor Piercing Darts (BTD6)|Armor Piercing Darts]] | |||
|[[File:BTD6 002-MonkeySub.png|x50px]] [[File:BTD6 003-MonkeySub.png|x50px]] [[File:BTD6 004-MonkeySub.png|x50px]] | |||
|Airburst Darts is one of the best options for the latter-part of the early game and early mid-game on nearly every map with water. It can obtain nearly map-wide coverage and Camo detection from other Camo-seeing towers with the 2-0-2 cross-path, and Berserker Brew maximizes its potential. Upgrading it to Triple Guns improves its power by 50%, making its power able to be carried further into the game. Armor Piercing Darts's extra pierce & extra MOAB & Ceramic damage to all darts, in addition to bonus overall damage on the non-airburst darts, make its power immense during the late-game. | |||
|- | |||
|[[Dragon's Breath (BTD6)|Dragon's Breath]], [[Summon Phoenix (BTD6)|Summon Phoenix]] | |||
|[[File:BTD6 030-Wizard.png|x50px]] [[File:BTD6 040-Wizard.png|x50px]] | |||
|Dragon's Breath, with the 0-3-2 cross-path, 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. | |||
|- | |||
|[[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] | |||
|[[File:BTD6 004-DartlingGunner.png|x50px]] | |||
|Bloon Area Denial System effectively guarantees victory on most maps, with its immense damage to both Bloons and blimps wiping out nearly all rounds with ease in tandem with its knock-back on Bloons. Berserker Brew and Stronger Stimulant both greatly amplify its power, and both of its cross-paths can be used, with 2-0-4 granting wider coverage and marginally better damage and 0-2-4 granting innate Camo detection and better knock-back. Its relatively expensive price and [[Buckshot (BTD6)|Buckshot]]'s unreliability often require another tower, such as Dragon's Breath, to save up for it. | |||
|- | |||
|[[Velociraptor]] | |||
|[[File:BTD6 030-BeastHandler.png|x50px]] | |||
|Velociraptor is powerful against both Bloons (being able to one-shot Ceramics at power 16+) and MOABs. It also benefits from its flexibility, as the beast can be moved, including to the intel range it gains from other Handlers placed within the main Handler's range whose beast is merged into it. To maximize its power, obtain a max (24)-power Velociraptor, which has much better damage & reliability than lower powers and can be done by merging 2 other Velociraptors. | |||
|- | |||
|[[Recursive Cluster (BTD6)|Recursive Cluster]] | |||
|[[File:BTD6 004-BombShooter.png|x50px]] | |||
|Recursive Cluster wipes out large clumps of Bloons with ease, being especially powerful on rounds such as 63, 76, and 78. Both cross-paths have use, as 2-0-4 has does much better against dense Bloons thanks to its greatly improved pierce and +1 damage, but 0-2-4 is more reliable and stronger against blimps. Berserker Brew is optional on the 2-0-4, but a massive boost for the power of 0-2-4. | |||
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