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BTD6

Attacks faster and generates lots of money per round. Monkeys in radius have increased sell value.
~ In-game description

Favored Trades is the fourth upgrade of Path 3 for the Monkey Buccaneer in Bloons TD 6. It increases the end-of-round cash to $500 per round instead of $200, as well as granting itself and all non-Paragon towers in its radius with a 10% greater sell potency. Additionally, its dart attack becomes twice as fast, and attack cooldown of grapes (with Path 2 crosspaths) reduced from 1.3s to 0.75s. If a Trade Empire is present, it improves its own merchant stack, gaining +$20 per round instead of +$10 compared to its preceding upgrade, Merchantman, further improving end-of-round income (up to +$400) in addition to +1 damage, +1 ceramic damage and +1 MOAB damage for all of its attacks.

It costs $4,675 on Easy, $5,500 on Medium, $5,940 on Hard and $6,600 on Impoppable.

Description[]

Overview[]

Placeholder other

Favored Trades' bonus sellback comparison on a 0-0-0 Buccaneer

This upgrade converts the original wooden boat into a more modern red ship. It remained its cannon with golden brim. It also has a red deck. On the boat, it has a yellow tent which has some brown crate being covered underneath it. Behind the tent, there is a small grey cabin with 3 windows on it. On the top of the cabin. the original crow's nests is replaced with a more advanced radar scanner/beacon similar to those in BTD5. On top of it is a yellow flag.

The upgrade portrait displays the ship floating on the water with some banana crates dropped along side it. The monkey is removed from the portrait and the in-game model.

With the path 1 crosspath, the ship first gains a black pirate flag, then the ship changes from red to metallic grey with the Faster Shooting and the Double Shot upgrade, respectively. With the path 2 crosspath, the ship first gains a bowl of purple grape on the deck, then a bowl of burning grape. These visual changes occur when getting the Grape Shot and the Hot Shot upgrades, respectively.

Favored Trades is just like a Merchantman except it produces $500 at the end of every round ($520 with TradeAgreementsIcon Trade Agreements), and all attacks gain much more attack speed. Darts are shot at double speed, from 1.0s to 0.5s at base, while grapes are also shot much quicker but have an odd interaction that gives them less attack speed bonus, possibly for balance reasons. Grape attack occurs every 0.75s when given Path 2 crosspaths.

Like Merchantman, Favored Trades can be buffed by Trade Empire to deal more damage. Favored Trades can also be buffed by Central Market and Trade Empire to produce more cash.

Favored Trades can be buffed by Central Market to produce +10% cash per Central Market, up to 10 times for +100% cash, giving a maximum of $1000 per round for a Merchantman buffed by maximum Central Market buffs.

If a Trade Empire is present, Favored Trades deals +1 damage and +1 MOAB-class damage and +1 Ceramic damage. Trade Empire also increases income generation of all Merchantmen (including Favored Trades) by +$20 for every Merchantman or Favored Trades on screen, capped at 20 times (+$400). The income bonus only applies to the first 20 Merchantmen and/or Favored Trades. However, the damage buff applies to any Favored Trades.

If both Trade Empire and Central Market buffs are active, the maximum income generation of Merchantman with those two buff types is $1,400, because Central Market income buffs are prioritized over Trade Empire income buffs.

Targeting Priorities[]

Favored Trades targets bloons using the standard target priorities. It shoots darts that are shot in a straight movement. It can also utilize multiple targeting to shoot projectiles from both ends of the boat if it detects bloons on its opposite side.

  • First: Targets the first bloon visible within its range.
  • Last: Targets the last bloon visible within its range.
  • Close: Targets the closest bloon visible within its range.
  • Strong: Targets the strongest bloon visible within its range.

Favored Trades targets all nearby towers with a tower buff, granting bonus sellback. Like all Upper Path 3 Buccaneers, Favored Trades produces spawns of end-of-round cash.

Because it already has the Crow's Nest upgrade, all its attacks can prioritize Camo Bloons over other types, which is provided by the Camo Prioritization targeting.

Full Popology[]

Statistics[]

Updated as of Version 40.2
Base stats
  • Dart:
    • Projectile, sharp type, camo detection, 71 range, 0.5s attack cooldown, 1 damage, 6 pierce, multishot 180° if bloons are present behind. Can utilize Camo Prioritization.
  • End-of-Round Cash:
    • Spawn, passive type, triggers once at the end of each round, generates $200.
  • Bonus Sellback:
    • Zone, passive type, affects all non-Paragon towers within range, grants +10% sellback (capped at 95%).
Crosspathing interactions
  • 1-0-3: Dart attack cooldown reduced from 0.5s to 0.375s.
  • 2-0-3: Dart projectile count increased from 1 to 2 and shot in a straight spray.
  • 0-1-3: Adds Grape attack that has 2 pierce and attacks every 0.75s.
  • 0-2-3: Grape damage type changed from sharp to fire, and inflicts Burn damage-over-time that deals 2 damage per 1.5s for 3.0s.
Monkey Knowledge interactions
  • NavalUpgradesIcon Naval Upgrades: All Monkey Buccaneers get +1 pierce.
  • EliteMilitaryTrainingIcon Elite Military Training: All Military Monkeys get a one-off +1000 XP and earn XP in-game 5% faster permanently.
  • BigBunchIcon Big Bunch: Grape Shot shoots 6 grapes instead of 5.
  • TradeAgreementsIcon Trade Agreements: Merchantman generates +$20 per round.
  • FlankingManeuversIcon Flanking Maneuvers: Attacks 10% faster when set targeting priority to "Last".
  • MilitaryConscriptionIcon Military Conscription: First military tower costs only ⅔ of the original cost.
    • Monkey Buccaneer base cost from $425, $500, $540, and $600 → $285, $335, $360, and $400 on Easy, Medium, Hard, and Impoppable, respectively.
  • AdvancedLogisticsIcon Advanced Logistics: All Military Monkeys base costs reduced by 5%.
    • Monkey Buccaneer base cost reduced from $425, $500, $540, and $600 → $405, $475, $515, and $570 on Easy, Medium, Hard, and Impoppable, respectively.
      • If Military Conscription is also enabled, the base cost will be $265, $310, $335, and $370.
  • MonkeyEducationIcon Monkey Education: All Monkeys XP earn rate increased by 8%.
  • BetterSellDealsIcon Better Sell Deals: All Monkeys sell for 5% more. Increases sell potency from 70% to 75%.
  • VeteranMonkeyTrainingIcon Veteran Monkey Training: All Monkeys reload time reduced by 3%.

Attack Interactions[]

See also: Attack Interactions/Bloons TD 6/Military
Updated as of Version 40.2
Base attack(s)
  • Dart:
    • Sharp Type (pops Black, White, Purple) Sharp
    • Also affects Camo Bloons Camo Detection
    • Single Projectile Single Projectile
    • Straight Attack Straight Attack
    • Multiple Targeting (Can attack from 180° from front if there are bloons on the opposite side, but not fully independent) Multiple Targeting
  • End-of-Round Cash:
    • Passive Type (no attack) Passive
    • Spawn On-Map (spawns a bonus end-of-round cash) Spawn
    • Generates Bonus Income ($500) Bonus Income ($500)
  • Bonus Sellback:
    • Passive Type (no attack) Passive
    • Targets Tower(s) (targets all towers within range to grant them with extra sellback if those towers are sold while in range) Target Tower (targets all towers within range to grant them with extra sellback if those towers are sold while in range)
    • Adds Bonus Sellback (+10% sellback) Bonus Sellback (+10%)

Costs[]

Updated as of Version 39.2
Easy Medium Hard Impoppable
Upgrade Cost (x-x-4) $4,675 $5,500 $5,940 $6,600
Total Cost (0-0-4) $7,520 $8,850 $9,560 $10,620
Total Cost (1-0-4) $7,755 $9,125 $9,855 $10,950
Total Cost (2-0-4) $8,115 $9,550 $10,315 $11,460
Total Cost (0-1-4) $7,985 $9,400 $10,155 $11,280
Total Cost (0-2-4) $8,410 $9,900 $10,695 $11,880

Strategy[]

Summary[]

Favored Trades can be seen as a souped up, superior income producer to the Merchantman, providing a hefty $500 at the end of each round, a +$300 gain from the bonus granted by a Merchantman. This can be a powerful tool, cementing the Path 3 Buccaneers as a potentially powerful revenue source alongside the typical Banana Farm, as well as benefiting from situations where a Banana Farm cannot be placed in high quantities, where water is abundant, and when the player needs decent fire power to fend off the bloons. With a maxed out Trade Empire, a Central Market, and the TradeAgreementsIcon Trade Agreements MK, $1,012 can be generated per Favored Trades. This would total $22,362 across all components, or $26,362 if Monkey Wall Street is used instead of the Central Market.

The other aspect of Favored Trades is that the sell amount for a tower within the range of Favored Trades is increased by 10% of the original tower's monetary price. This can provide a helpful tool outside of C.H.I.M.P.S. Mode or Custom Challenges that ban selling, when considering selling several towers for a superior defense overall can be more easily achieved when more money is refunded.

This can also help assist the practice of selling off Banana Farms whenever the player requires a large portion of money immediately, providing a greater return as well as making the likelihood that all the money expended into the Farm is reimbursed by the produce of the Farm as well as the price refunded by an extra 10%. This is especially effective when combined with Banana Salvage and Monkey Knowledge, letting the farm reach maximum sellback value. Note that this effect also applies to the Favored Trades itself. However, multiple Favored Trades do not stack.

While the potential of buying more Merchantmen can be more beneficial than purchasing a Favored Trades, its secondary perk allows low water maps (specifically those with water near the center) to provide a good bonus for the bulk of the player's defense. Maps like Logs and #Ouch exemplify this potential, with a Favored Trades in the center of the map, it can spread its effect to many effective positions for land-based defensive towers.

Efficiency[]

To purchase one Favored Trades at the lowest price will require getting a 0-0-4 Buccaneer. A 0-0-4 Buccaneer will cost the base Buccaneer tower, Long Range, Crow's Nest, Merchantmen, and the Favored Trades upgrade itself, which will provide the cheapest and most direct route for profit. However, this may change under many circumstances, specifically depending on game mode and whether Trade Empire is active or if the player own a Central Market.

The table below indicates the game mode pricing, as well as the presence of Trade Agreements to indicate two points of Interest, the first where the upgrade effectively paid off from its own cost and the second where it paid off for the entire cost of the tower and subsequent upgrades of a 0-0-4 Buccaneer. The numerical value represents the rounds required to be completed after purchased to reach their goals. These do not consider other Monkey Knowledge such as Advanced Logistics or Military Conscription, as well as assume there is no Trade Empire or Central Market bonuses active and increasing profit in that regard.

For reference:

  • m refers to the quantity of Merchantmen, Favored Trades, and Trade Empires total in play when a Trade Empire's revenue boost is also active. This value can not exceed 20.
  • c indicates the quantity of Central Markets. This value cannot exceed 10.
Difficulty and Knowledge Revenue Cost (Upgrade) Cost (Total) Interest (Revenue/Upgrade Cost) Interest (Revenue/Total Cost)
Easy $500 ⋅ (1 + 0.1c) + 20m $4675 $7595 9.95 15.19
Medium $500 ⋅ (1 + 0.1c) + 20m $5500 $8930 11.00 17.86
Hard $500 ⋅ (1 + 0.1c) + 20m $5940 $9615 11.88 19.23
Impoppable $500 ⋅ (1 + 0.1c) + 20m $6600 $10680 13.2 21.36
Easy + Trade Agreements $520 ⋅ (1 + 0.1c) + 20m $4675 $7595 9.57 14.61
Medium + Trade Agreements $520 ⋅ (1 + 0.1c) + 20m $5500 $8930 10.58 17.17
Hard + Trade Agreements $520 ⋅ (1 + 0.1c) + 20m $5940 $9615 11.42 18.49
Impoppable + Trade Agreements $520 ⋅ (1 + 0.1c) + 20m $6600 $10680 12.69 20.54
Banana Farm

(Easy)

$80 $1065 $1065 15.625 15.625


Tips[]

  • Like Merchantman, use the 0-2-4 Favored Trades to maximize damage output. Stick to 0-0-4 if confident on other defenses, although a Favored Trades will benefit a considerable amount of DPS when adding additional upgrades.
  • Place a Favored Trades within range of other towers so that they can utilize the extra sellback potency.
  • Special Poperations with DoorGunnerIcon Door Gunner can pick up a Favored Trades to act as part of a "sellicopter", i.e. a global-ranged bonus sellback tower.

Version History[]

Balance Changes[]

Favored Trades received an attack speed buff in Version 16.0 to become more useful as both a stronger defense tower while still producing high income, and to also be less useless on CHIMPS Mode. However, its sellback was nerfed to no longer stack starting from Version 28.0, despite Ninja Kiwi initially adding this functionality to the upgrade description of Favored Trades.

16.0
  • BUFF Favored Trades attack rate for all attacks is doubled.
21.0
28.0
Bottom crosspath feels behind compared to others here, so in addition to the new Camo Prioritization filter Longer Range on this path will now also grant bonus pierce. Favored Trades stacking was never intended to be a feature but we previously updated the description to support the stacking instead of changing functionality, so this has now been corrected.
~ Ninja Kiwi
  • BUFF Affected by Long Range pierce buff
  • BUFF Affected by Crow's Nest granting Camo Prioritization
  • NERF Favored Trades no longer stacks the sellback rate buff to other towers.
33.0
Trade Empire farming power even with the water requirement feels like it takes off too easily, so the bonus cash it provides will now require T4 Favored Trades for the full benefit.
~ Ninja Kiwi
  • Change Indirect buff due to a nerf in Merchantmen when affected by Trade Empire cash per round increase
34.0
[...] Buccaneer Farming at the base level is in-line with other farming options, slightly weaker but with enough dps to compensate, we recently experimented with lowering the benefit Trade Empire grants to T3s to slow down this early benefit & this turned out to be quite successful however they still scale too well too quickly for a low price so we’re bringing that down more.
~ Ninja Kiwi
  • Change Indirect buff due to a nerf in Merchantmen when affected by Trade Empire cash per round increase
38.0
  • BUFF Affected by Long Range pierce buff
39.0
  • NERF Favored Trades will no longer be able to increase sellback for Paragons

Bug Fixes and General Changes[]

16.0
  • Change Description changed from "Generates lots of money per round, and Monkeys sold in radius get more cash back." to "Generates lots of money per round, and Monkeys sold in radius get more cash back, and increased attack speed."
    • This is to accommodate the attack speed buff for Favored Trades
18.0
  • Change Description changed from "Generates lots of money per round, and Monkeys sold in radius get more cash back, and increased attack speed." to "Attacks faster and generates lots of money per round. Monkeys in radius have increased sell value."
    • Slightly clarifies the description for this tower.
24.0
  • Change Description changed from "Attacks faster and generates lots of money per round. Monkeys in radius have increased sell value." to "Attacks faster and generates lots of money per round. Monkeys in radius have increased sell value and can stack up to 3 Favored Trades for 95% max sell value."
28.0
  • Change Description changed from "Attacks faster and generates lots of money per round. Monkeys in radius have increased sell value and can stack up to 3 Favored Trades for 95% max sell value." to "Attacks faster and generates lots of money per round. Monkeys in radius have increased sell value."

Gallery[]

Official artwork[]

Trivia[]

  • Before Banana Salvage got buffed to self-benefit its sellback percentage, Favored Trades was the only tower in the game that directly grants sell potency.
  • Favored Trades currently holds the record for the tower with the most buff icons that can be applied to it at 28, or 26 if not including ineffective buffs. These can all be achieved at once only in a Co-Op game with each user having one the following heroes: Geraldo, and choose three between Gwendolyn, Benjamin, Ezili, Pat Fusty and Admiral Brickell. The maximum in single-player is 26. Note that some of these buff icons are purely visual and their effects do not stack with certain other buffs applied (Overclock/Ultra-boost's temporary effect and Call to Arms/Homeland defense).
    • The list of buffs are: 1.Carrier Flagship effect; 2.Trade Empire income boost; 3.Navarch of the Seas income boost ; 4.Central Market income boost; 5&6.Support Sun Temple and Support True Sun God buff; 7.Acidic Mixture Dip effect; 8.Berserker Brew effect; 9.Monkey Village range; 10.Jungle Drums speed; 11.Radar Scanner camo detection; 12.M.I.B. effect; 13&14.Call to Arms and Homeland Defense ability; 15.Monkey Town cash-per-pop boost; 16.Monkey City income boost; 17&18.Ultraboost ability; 19.Overclock ability; 20&21.Monkey Business and Monkey Commerce discount buffs; 22. See Invisibility Potion; 23. Sharpening Stone effect; 24. Bottle of 'Gerry's Fire' Hot Sauce; 25. Jar of Pickles; 26, 27, 28. Choose three between the Heat It Up affect, Biohack ability, Sacrificial Totem Ability, Rallying Roar, and Naval Tactics.
  • Favored Trades' sell potency boost is able to apply in Challenge Editor CHIMPS challenges that have selling allowed.
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