Strategy:Half Cash: Difference between revisions
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|[[File:BTD6 030-BeastHandler.png|x50px]] | |[[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. | |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. | ||
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|[[Artillery Battery (BTD6)|Artillery Battery]] | |||
|[[File:BTD6 040-MortarMonkey.png|x50px]] | |||
|Artillery Battery does exceptionally well against Bloons and some damage to MOABs. Its Bombardment ability grants it a large burst in power, making it able to take down large MOAB rushes and hyper-clumped Ceramics. [[Heavy Shells (BTD6)|Heavy Shells]] grants it the ability to pop [[Black Bloon (BTD6)|Black Bloons]], so they are not a problem. Artillery Battery's best cross-path is 2-4-0, which grants it +1 damage, much more pierce, and more blast radius. As with Velociraptor, the ability to re-target it grants it flexibility and makes few rounds true dead-ends. Berserker Brew helps it a solid amount, mainly by significantly increasing its MOAB damage. | |||
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|[[Recursive Cluster (BTD6)|Recursive Cluster]] | |[[Recursive Cluster (BTD6)|Recursive Cluster]] | ||
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* Berserker Brew & Stronger Stimulant are worth it in almost all cases for the most expensive & powerful towers in the mid-game. | * Berserker Brew & Stronger Stimulant are worth it in almost all cases for the most expensive & powerful towers in the mid-game. | ||
* For rounds 41-50, good towers that do solid all-around damage should be obtained. These towers ideally do not fall off later on in the game and can save up for more expensive options. | * For rounds 41-50, good towers that do solid all-around damage should be obtained. These towers ideally do not fall off later on in the game and can save up for more expensive options. | ||
* At this point, all early-game towers that serve no purpose and cannot be upgraded into anything desirable can be sold. This allows for the earlier purchase of powerful towers and for purchasing more of them. | |||
** Triple Guns works exceptionally well on nearly all maps with water space. It is best used in a similar fashion compared to Airburst Darts, with 0-0-2 Dart Monkeys giving it Camo Intel and Berserker Brew amplifying its power. Armor-Piercing Darts can be obtained here as well, solidifying its power. | ** Triple Guns works exceptionally well on nearly all maps with water space. It is best used in a similar fashion compared to Airburst Darts, with 0-0-2 Dart Monkeys giving it Camo Intel and Berserker Brew amplifying its power. Armor-Piercing Darts can be obtained here as well, solidifying its power. | ||
** Dragon's Breath guarantees the defense of any non-MOAB, non-Purple Bloon passing through its Wall of Fire with the 0-3-2 cross-path. It also does some MOAB damage, especially when given a 3-2-0 Berserker Brew. | ** Dragon's Breath guarantees the defense of any non-MOAB, non-Purple Bloon passing through its Wall of Fire with the 0-3-2 cross-path. It also does some MOAB damage, especially when given a 3-2-0 Berserker Brew. | ||
** Destroyer performs exceptionally well for its cost during both the mid-game and late-game, especially in a spot that allows both of its guns to activate and paired with Berserker Brew. | ** Destroyer performs exceptionally well for its cost during both the mid-game and late-game, especially in a spot that allows both of its guns to activate and paired with Berserker Brew. | ||
** Velociraptor can start to be builded on. It is not particularly powerful at low powers, but steadily gains power as more beasts are merged into it. One power 24 Velociraptor can be obtained by Round 50, and it one-shots Ceramics, does good MOAB damage, and gains flexibility from its ability to be repositioned. | ** Velociraptor can start to be builded on. It is not particularly powerful at low powers, but steadily gains power as more beasts are merged into it. One power 24 Velociraptor can be obtained by Round 50, and it one-shots Ceramics, does good MOAB damage, and gains flexibility from its ability to be repositioned. It remains useful for the rest of the game. | ||
** Artillery Battery can be purchased in the late 40s, and performs exceptionally well. Its Bombardment ability and flexibility from its re-targetability make it suitable for the most challenging rounds, and it retains its power throughout the game. | |||
* Rounds 51-60 features either the continued save-up into an expensive late-game tower or the purchase of a cheaper late-game tower. These recommended cheaper late-game towers are listed below. | |||
** Aircraft Carrier does good all-around damage, with its planes breaking down MOABs for its aerial darts/grapes and main attack to clean up. | |||
** [[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. | |||
==Late game (rounds 61+)== | ==Late game (rounds 61+)== | ||