Strategy:Bloons TD Battles 2/Loadouts

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This is a list of popular metagame loadouts in Bloons TD Battles 2.

Farm Loadouts

Tack-Wiz-Farm

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Towers
Tack ShooterTack Shooter Wizard MonkeyWizard Monkey Banana FarmBanana Farm
Hero options
Quincy
Quincy
Cyber Quincy
Cyber Quincy
Agent Jericho
Agent Jericho
Star Captain Jericho
Star Captain Jericho

A simple-to-use Farm loadout, suitable for aggressive playstyles, which cannot survive in the late 30s but is easy enough for newer players to use. It takes advantage of Blade Shooter's powerful early-game to snowball income from Farms, plus effective defense of Necromancer and Blade Maelstrom for round 11-13 rushes. The chosen hero is important for this loadout to take advantage of early-game greed and aggression.

Quincy and Cyber Quincy offers cheaper defense, allowing the player to start with an extremely early Farm placement before getting a Blade Shooter. On the other hand, the Jerichos steal opponent's income and put more pressure on the opponent, pulling further towards the player's advantage. Avoid Highwayman Jericho, as his steals are too slow to suit aggression.

Bomb-Sub-Farm

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Towers
Bomb ShooterBomb Shooter Monkey SubMonkey Sub Banana FarmBanana Farm
Hero options
Agent Jericho
Agent Jericho
Highwayman Jericho
Highwayman Jericho
Sentai Churchill
Sentai Churchill
Adora
Adora
Fateweaver Adora
Fateweaver Adora

A popular loadout for aggression as the Bomb Shooter can provide solid early and midgame carries, alongside the Monkey Sub's Submerge and Support to decamo any Camo Bloons, allowing one to greed on their farms enough to take down their opponent before round 32. The Jerichos and Fateweaver offer rushing utility, while Sentai Churchill is needed on maps with poor Bomb Shooter placements like Salmon Ladder or Sands of Time. Adora and Fateweaver Adora also provide additional defensive utility on tougher maps.

Ace-Engie-Farm

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Towers
Monkey AceMonkey Ace Engineer MonkeyEngineer Monkey Banana FarmBanana Farm
Hero options
Agent Jericho
Agent Jericho
Highwayman Jericho
Highwayman Jericho
Beetienne
Beetienne
Biker Bones
Biker Bones

A tricky farm loadout to use but very rewarding, as it excels at both offense and defense. A starting Bomber Ace must be micro'd on most maps to survive rounds before round 8, after which a Sentry Expert is worked towards to defend against the notorious round 11-13 rushes. Once a solid defense is built the Engineer can use his Overclock ability to boost the production of the Farms, allowing for intense rushes and late game defense to be afforded with minimal effort. Since the loadout can defend most rushes by themselves, the Jerichos are used for their offensive prowess and early game money generation. The Jerichos are ideal here to provide a direct money and rushing advantage since the defense can handle itself without a strong defensive hero when played well. Beetienne is ran on tougher maps like Off-Tide in order to survive early game. Biker Bones offers the ability to extend a late game advantage on maps where the ace can clean up the early game well.

Ice-Dartling-Farm

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Towers
Ice MonkeyIce Monkey Dartling GunnerDartling Gunner Banana FarmBanana Farm
Hero options
Fusty the Snowman
Fusty the Snowman
Gwendolin
Gwendolin

A loadout that utilizes Snow Pat and Gwendolin's passive effects to deal damage to Frozen Bloons from any tower, resulting in a much cheaper defense against big midgame rushes with Ice Shards and providing support with Embrittlement and Icicle Impale while the Dartling's incredible popping power from the tier 5 upgrades work their magic. It often defeats other farm loadouts due to lasting longer, but cannot stand up to an eco loadout's late game potential.

Bomb-Spac-Farm

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Towers
Bomb ShooterBomb Shooter Spike FactorySpike Factory Banana FarmBanana Farm
Hero options
Etienne
Etienne
Beetienne
Beetienne

This loadout excels at getting value from the Etiennes by providing camo detection to the Bomb Shooter, an already strong tower that can carry most of your defense in the early and midgame with it's strong grouped popping power, while the Spike Factory can provide a layer of protection against early Camo Bloons commonly sent to force these two heroes to buy Hero levels to stop them as well as providing utility against late game MOABs with the Spike Storm to pop stronger blimps while providing a big DDT buffer with Perma-Spike. Often seen on specific maps such as COBRA Command or Banana Depot that favor Cluster Bomb placements.

Sub-Druid-Farm

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Towers
Monkey SubMonkey Sub DruidDruid Banana FarmBanana Farm
Hero options
Obyn Greenfoot
Obyn Greenfoot
Beetienne
Beetienne

A strategy that utilizes the full potential of the Druid, the Monkey Sub is a natural pairing due to both towers dealing with each other's weaknesses. Obyn can provide big support for the early game with his pierce buff to Druids and Brambles to assist with catching leaks or dealing damage to early MOAB-class bloons, while Beetiene provides a more late game focused approach by getting cheaper Auxillery Hives "purchased" through upgrading them near an Energizer while providing a max life buff Heart of Vengeance whenever placing down a hive.

Ninja-Alch-Farm

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Towers
Ninja MonkeyNinja Monkey AlchemistAlchemist Banana FarmBanana Farm
Hero options
Ocean Obyn
Ocean Obyn
Scientist Gwendolin
Scientist Gwendolin

Another farm loadout that can manage its own in the late game, although with more stress on the early game defense and a slightly lower round ceiling, with the advantage of not needing as much farms to afford proper defense for the late game. The Total Transformation can transform Ninjas which get buffed by Shinobi Tactics Ninjas and the Permanent Brew to melt BADs. Ocean Obyn provides pierce buffs to early game ninjas and prevents stray leaks with Living Coral, as well as discounting nearby Tier 5 upgrades, while Scientist Gwendolin provides a damage bonus to acidified Bloons to the Ninja and helps with clearing tight rushes with her abilities.

Bomb-Wiz-Farm

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Towers
Bomb ShooterBomb Shooter Wizard MonkeyWizard Monkey Banana FarmBanana Farm
Hero options
Ezili
Ezili
Striker Jones
Striker Jones

Unlike many other farm loadouts, this loadout has enough late game potential to survive to Sudden Death using the wizard's high MOAB-Class damage and Ezili's hex (or alternatively, Striker's Command and MOAB Assassins) to delete BADs. This makes the loadout unique as it can be played somewhat passively with farms, although it requires extremely optimal farming to afford the necessary defense to accomplish such a feat. The Wizard Monkey starts the early game, unlike most Bomb Shooter strategies, while the Bomb Shooter helps with the weakness of Purples and grouped rushes of the Wizard.

Sub-Ice-Farm

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Towers
Monkey SubMonkey Sub Ice MonkeyIce Monkey Banana FarmBanana Farm
Hero options
Sentai Churchill
Sentai Churchill
Agent Jericho
Agent Jericho
Cyber Quincy
Cyber Quincy
Beetienne
Beetienne

A loadout intended to greed the most amount of money possible, by abusing an oversight with the Arctic Wind and placing towers with Activated Abilities on the water, including the Monkey-Nomics or Agent Jericho to reduce the cooldown of their cash generating abilities with the Energizer. Since the Armor Piercing Dart nerfs, this loadout requires a lot more defense with Ballistic Missile and Bloontonium Reactor on round 13, but Armor Piercing Darts after round 16 lets it smoothly get a Monkeynomics on the water using an Arctic Wind.. Other heroes used are more commonly for defensive purposes instead of generating money, with Churchill providing an early game carry to greed out early farms, or Cyber Quincy assisting in deleting tight rushes, or Beetienne's ability to regenerate lives alongside defending with swarms.

Dartling-Ninja-Farm

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The editor who added this notice elaborates: What about the new bads and baz knockback
Towers
Dartling GunnerDartling Gunner Ninja MonkeyNinja Monkey Banana FarmBanana Farm
Hero options
Benjamin
Benjamin

This loadout utilises the Benjamin-Dartling-Farm early-game route and pairs it with Ninja for late-game. It makes a lot of income and utilises Ben's favored early-game tower, the Dartling, while having great potential to survive to round 40.

Buy a 0-0-0 Dartling then save money for Ben on round 3 when it's safe, then resume eco while saving up for 0-0-2 Dartling. Buy Farms as normal and upgrade to 0-2-2 if Spaced Whites/Blacks become a problem. Use Biohack against difficult rushes. Round 9 can be a concern with Regrow Zebras, so saving Biohack may be needed. Without a cheap lead-popper, get round 10 hydra as late as possible and have it for round 11.

Ninja comes into play beginning on about round 22. Sticky Bomb and Sabo are fairly inexpensive for effective supports, particularly against DDTs. For early MOABs, a 3-2-0 Laser Cannon is more cost-efficient. Like with most Ben strategies, Syphon Funding can reduce the strength of an anticipated rush, such as early ZOMGs or Tight Rushes.

Eco Loadouts

Bucc-Alch-Spac

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The editor who added this notice elaborates: More tips, summary seems okay but would it be better if there were more paragraphs that sunmarise how to utilise it across stages of game? Mention that every upgrade plays a role in the strategy. Heck, every T3+ upgrade for all these towers have a role. Spike storm mention? Spiked mines mention? Destroyer mention like with bonnie or something? Acarrier? Tonic? Maybe not for tt5... Also, shall we have a "recommended maps" in the infobox
Towers
Monkey BuccaneerMonkey Buccaneer AlchemistAlchemist Spike FactorySpike Factory
Hero options
Quincy
Quincy
Cyber Quincy
Cyber Quincy
Captain Churchill
Captain Churchill
Sentai Churchill
Sentai Churchill
Bonnie
Bonnie

Boat-Alch-Spactory is a versatile eco loadout that takes advantage of Alchemist synergy while maintaining the flexibility of Buccaneer. Unlike most eco loadouts, two of three tower types offer income generation (bottom Bucc, bottom Alch), yet enough synergy to excel on every stage of the game, except ultra late-game, where it cannot survive to Sudden Death, opting instead to be the aggressor. For hero choice, most heroes will work fine, but best with a hero that is purely defensive or has reliable income generation.

This loadout does not heavily depend on a hero. However, picking a different hero may alter how to optimise this strategy. For instance, picking Churchill or Sentai opens up early Merchantman greed, because of the relatively inexpensive earlygame defense.

Tips for Bucc-Alch-Spactory:

  • For early-game, Cannon Ship is usually the go-to. However, starting with Churchill or Sentai is a viable alternative.
  • If running Churchill early-game, buying an early Merchantman is a worthwhile investment. Buccaneer decently handles Black Bloon layers, while Churchill cleans up the rest.
  • In advance, place a Spike Factory near the end of the track on about Round 8. Once affordable, upgrade to 1-0-3 Long Life Spikes, or 3-0-2 Spiked Balls on shorter maps (spikes may consume more often).
  • Have an Alchemist near the Cannon Ship to buff it with Berserker Brew. For the Churchills, this is usually not needed.
  • If the opponent isn't planning to rush on Round 13, and the sent bloons move on the same lane as the natural bloons, Lead to Gold can be bought towards Round 14's Leads, to transition into Rubber to Gold to feed on an opponent's sent bloons.
    • Recommended to crosspath the to-be Rubber to Gold as a 0-1-1 Alch, in case the opponent does rush.
  • If going Bonnie, plan to buy bottom T3+ Spactories at about R15-16, to fully pop Bonnie's B.E.A.S.T. on Round 21. Alch-buffed Deadly Spikes is a reliable way to build enough damage.
  • Against all-out rushes in the early 20's, Carrier Flagship is a reliable cost-efficient solution.
  • Towards the late-game, Super Mines should be placed in advance for Round 30.

Heli-Glue-Village

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Towers
Heli PilotHeli Pilot Glue GunnerGlue Gunner Monkey VillageMonkey Village
Hero options
Scientist Gwendolin
Scientist Gwendolin

This is a late game oriented strategy that doesn't involve the Super Monkey, opting for the Glue Gunner's strength at early game when paired with Scientist Gwendolin, and the Heli Pilot to regen lives and provide early and midgame firepower over effectively infinite range while providing adequate BAD bloon DPS for late game by buffing Apache Dartships with additional bonus damage from the Glue Storm and buffs from the hero. A map that supports a solid Grow Blocker village spot, such as the middle of Sun Palace, is required to withstand regen rushes, as Glue Hose will cause a heavy regen farm if left alone.

Dartling-Super-Village

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Towers
Dartling GunnerDartling Gunner Super MonkeySuper Monkey Monkey VillageMonkey Village
Hero options
Benjamin
Benjamin
Gwendolin
Gwendolin

An extremely tricky eco loadout to master but one of the strongest when used correctly as it can out-late even other eco loadouts. This strategy revolves around the Dartling and the Hero for early game defense, while gaining income using the Monkey Village bottom path, and in the late game creating a strong Sun Temple with sacrifices in all categories to buff Sun Avatars to the maximum. Benjamin is the preferred hero due to the ability to give bonus money and buff the dartling's damage across the map, though Gwendolin can work on the fringe maps where she can shoot near the start of the track while also buffing Dartlings at the back of the map, such as the bottom of Dino Graveyard.

DJ Benjammin' was formerly used before his rework due to his abilities having more overall uptime than Benjamin, but this has since shifted onto Benjamin himself.

Boomer-Ninja-Sniper

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Towers
Boomerang MonkeyBoomerang Monkey Ninja MonkeyNinja Monkey Sniper MonkeySniper Monkey
Hero options
Smudge Catt Ezili
Smudge Catt Ezili
Beetienne
Beetienne

An unusual eco loadout that hinges on not necessarily always needing the camo detection provided by Smudge's Scratching Post or Beetiene's camo buff. While it cannot reach round 40 unlike other eco-oriented loadouts due to the lack of strong BAD damage and buffs between towers, the Sniper Monkey's Supply Drop can provide a lot of cash for optimal rushing in the late game.

Ice-Dartling-Village

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Towers
Ice MonkeyIce Monkey Dartling GunnerDartling Gunner Monkey VillageMonkey Village
Hero options
Fusty the Snowman
Fusty the Snowman
Gwendolin
Gwendolin

An eco variant of Ice-Dartling-Farm, the power of the Dartling tier 5s along with support from the ice can take games late with Homeland Defense, as well as generating additional money through bottom path village. Like the farm variant, Ice Shards and Icicles alongside some minor dartling fire is essential for early game rushes, stopping a lot of farm loadout rushes, and can take games very late, beating most other eco loadouts.

Map-specific

Star/Island Base Heli-Ice-Super

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Towers
Heli PilotHeli Pilot Ice MonkeyIce Monkey Super MonkeySuper Monkey
Hero options
Bonnie
Bonnie

This loadout is a Bonnie oriented late game setup, using her and Support Chinooks to generate lots of money to spam Sun Avatars alongside the Super Brittle to deal massive damage per second. Star provides a lot of water space, allowing an Arctic Wind to freeze the water and fit lots of Heli Pilots and Super Monkeys. On Island Base, the water is more limiting but still provides plenty of space on land to do the same.

Ports Ace-Sub-Alch

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Towers
Monkey AceMonkey Ace Monkey SubMonkey Sub AlchemistAlchemist
Hero options
Cyber Quincy
Cyber Quincy
Adora
Adora
Bonnie
Bonnie

A common eco loadout for the map as land space is limited and the crates block line of sight for most towers, but the Monkey Ace works around both restrictions. The beginning of the game is the most rough part, as you will either attempt to save up for a Neva Miss Targetting or micro the ace targeting, keeping a Bomber Ace above the crates to drop as many bombs as possible. Later on, Submerge and Support decamos Bloons and Armor Piercing Darts can provide a solid defense against MOAB-Class Bloons, with an Alchemist Berserker Brew to buff damage and speed on everything. A Rubber to Gold can also be used by removing the rightmost crate, generating money from other eco loadouts.

Inflection/Glade Dart-Farm-Spac

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Towers
Dart Monkey
Dart Monkey
Banana FarmBanana Farm Spike FactorySpike Factory
Hero options
Adora
Adora
Quincy
Quincy
Cyber Quincy
Cyber Quincy

A loadout specifically designed to deal with tougher maps, by utilizing the cost-effective early game of the Dart Monkey and defensive measures of the Spike Factory to ensure rushes deal minimal damage. The two Quincys offer potent early game defense and later on MOAB-Class damage support. One can also run Adora which can work as a supporting defense tower in the early and once she reaches level 7, utilize the Blood Sacrifice ability to defend rushes by boosting the speed of a strong tower, then activating Ball of Light on rerushes.

Historic Loadouts

Super-Sniper-Village

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Towers
Super MonkeySuper Monkey Sniper MonkeySniper Monkey Monkey VillageMonkey Village
Hero options
Bonnie
Bonnie

After many Sniper buffs allowing it to defend the early game, this eco loadout terrorized the landscape for being able to reach round 50 and force a draw against any opponent. It has since received multiple sniper nerfs and some Bonnie and Super nerfs that make it almost impossible to survive the early game.

Dart-Glue-Village

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Towers
Dart Monkey
Dart Monkey
Glue GunnerGlue Gunner Monkey VillageMonkey Village
Hero options
Scientist Gwendolin
Scientist Gwendolin
Smudge Catt Ezili
Smudge Catt Ezili
Pat Fusty
Pat Fusty

This was a late game oriented strategy that doesn't involve the Super Monkey, opting for the Dart and Glue's strength at early game, while providing adequate BAD bloon DPS for late game by buffing Plasma Monkey Fan Club with additional bonus damage from the Glue Storm and buffs from the hero.

It has since fallen out of favor due to the 4.6 Dart and Glue nerfs, where it struggles to pick up steam early game, as well as the Heli Pilot being better in most aspects.