Strategy:Half Cash: Difference between revisions
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{{BTD6 last updated|46.3}}{{lede image|BTD6_HalfMoneyBtn.png|size=200px}} | {{BTD6 last updated|46.3}}{{lede image|BTD6_HalfMoneyBtn.png|size=200px}} | ||
'''[[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 | '''[[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 and expensive towers, making it much more frustrating for many players. | ||
For purposes of clarity, the following definitions will be made for this article: | For purposes of clarity, the following definitions will be made for this article: | ||
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|[[Airburst Darts (BTD6)|Airburst Darts]], [[Triple Guns (BTD6)|Triple Guns]], [[Armor Piercing Darts (BTD6)|Armor Piercing Darts]] | |[[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]] | |[[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 crosspath, 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 | |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 crosspath, 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 and extra MOAB and Ceramic damage to all darts, in addition to bonus overall damage on the non-airburst darts, make its power immense during the late-game. | ||
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|[[Dragon's Breath (BTD6)|Dragon's Breath]], [[Summon Phoenix (BTD6)|Summon Phoenix]] | |[[Dragon's Breath (BTD6)|Dragon's Breath]], [[Summon Phoenix (BTD6)|Summon Phoenix]] | ||
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|[[Velociraptor]] | |[[Velociraptor]] | ||
|[[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 | |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 and reliability than lower powers and can be done by merging 2 other Velociraptors. | ||
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|[[Artillery Battery (BTD6)|Artillery Battery]] | |[[Artillery Battery (BTD6)|Artillery Battery]] | ||
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|[[Neva-Miss Targeting (BTD6)|Neva-Miss Targeting]] | |[[Neva-Miss Targeting (BTD6)|Neva-Miss Targeting]] | ||
|[[File:BTD6 003-MonkeyAce.png|x50px]] | |[[File:BTD6 003-MonkeyAce.png|x50px]] | ||
|Neva-Miss, when given Berserker | |Neva-Miss, when given Berserker Brewm using the 2-0-3 crosspath, and given Camo detection, performs good overall damage to both Bloons and blimps. Neva-Miss can also overcome the obstacles and spaced-out layout present on many Expert maps, making it an especially optimal choice on maps such as [[Ravine]] and [[Dark Dungeons]]. If desired, it can be upgraded into Spectre in the mid-to-late 70s for a guaranteed victory. | ||
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** [[Full Metal Jacket (BTD6)|Full Metal Jacket]] deals solid damage towards Bloons that spawn multiple insides. It is the standard solution to Rounds 28 and 30, as it pops down the Leads to [[Green Bloon (BTD6)|Greens]], minimizing their threat. | ** [[Full Metal Jacket (BTD6)|Full Metal Jacket]] deals solid damage towards Bloons that spawn multiple insides. It is the standard solution to Rounds 28 and 30, as it pops down the Leads to [[Green Bloon (BTD6)|Greens]], minimizing their threat. | ||
** [[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. | ||
* The late early-game, Rounds 31-40, requires more powerful options. Proper utilization of the hero is also often needed, especially for the MOAB. Save the hero's ability (or money for Geraldo's inventory | * The late early-game, Rounds 31-40, requires more powerful options. Proper utilization of the hero is also often needed, especially for the MOAB. Save the hero's ability (or money for Geraldo's inventory and mana for Corvus's spellbook) for the MOAB, and use spare cash to buy single-target damage options such as base/0-1-0 [[Druid (BTD6)|Druids]] or Bloon slowdowns such as 1-1-0 [[Glue Gunner (BTD6)|Glue Gunner]]. | ||
** [[Double Gun (BTD6)|Double Gun]] is a powerful tower for this part of the game when using the 2-0-3 crosspath, spawning sentries that shoot 2 projectiles at once and pin Bloons. | ** [[Double Gun (BTD6)|Double Gun]] is a powerful tower for this part of the game when using the 2-0-3 crosspath, spawning sentries that shoot 2 projectiles at once and pin Bloons. | ||
** [[Sprockets (BTD6)|Sprockets]] is also a strong option with the 3-0-2 crosspath, which grants it extra pierce and the ability to pin Bloons. | ** [[Sprockets (BTD6)|Sprockets]] is also a strong option with the 3-0-2 crosspath, which grants it extra pierce and the ability to pin Bloons. | ||
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==Mid-game (rounds 41-60)== | ==Mid-game (rounds 41-60)== | ||
* 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 | * 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). | ||
* Berserker Brew | * Berserker Brew and Stronger Stimulant are worth it in almost all cases for the most expensive and powerful towers in the mid-game. | ||
* Jungle Drums should be obtained in this part of the game, as its ~17.6% buff to towers in its range becomes well worth it. | * Jungle Drums should be obtained in this part of the game, as its ~17.6% buff to towers in its range becomes well worth it. | ||
* 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. | ||