Strategy:Bloons TD Battles 2/Loadouts: Difference between revisions

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Changed hero options, there are other good hero picks and ocean obyn is now useless.
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- the name in the loadout template has to be specified, it isn't displayed on this page but is used in cargo to display it in the strategy sections of other pages
- the name in the loadout template has to be specified, it isn't displayed on this page but is used in cargo to display it in the strategy sections of other pages
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{{BTDB2 last updated|4.8}}
{{BTDB2 last updated|4.13}}
{{TOC|right}}
{{TOC|right}}
This is a list of popular metagame loadouts in ''[[Bloons TD Battles 2]]''.
This is a list of popular metagame loadouts in ''[[Bloons TD Battles 2]]'', as well as advice about how to use each loadout and some of the major weaknesses of them at each stage of the game. Generally speaking, this game primarily rewards understanding synergies, upgrade patterns, and memorizing what works well at appropriate situations, less so as a skill-based game (unless going for a micro-heavy tower such as Mortar, Ace, Heli, or Dartling).
 
While some of these loadouts are popular, these aren't necessary the "best" strategies. However, virtually all of these popular loadouts in common have an income option in some way; money is extremely important to turn the tides of being able to rush Bloons and defend against rushes. Eco loadouts with no alternate income generator (e.g. Boomer-Mortar-Spactory or Boomer-Sub-Ice with no income-generating Hero) are often at a major disadvantage to a competent opponent.
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{{strategy needed|how to use each tower, suitable maps, etc}}
{{strategy needed|how to use each tower, suitable maps, etc}}
{{BTDB2 loadout
{{BTDB2 loadout
|name=Tack-Wiz-Farm
| name = Tack-Wiz-Farm
|tower 1=Tack Shooter
| tower 1 = Tack Shooter
|tower 2=Wizard Monkey
| tower 2 = Wizard Monkey
|tower 3=Banana Farm
| tower 3 = Banana Farm
|hero 1=Quincy
| hero 1 = Quincy
|hero 2=Cyber Quincy
| hero 2 = Cyber Quincy
|hero 3=Agent Jericho
| hero 3 = Agent Jericho
|hero 4=Star Captain Jericho
| hero 4 = Star Captain Jericho
|last updated=4.8
| hero 5 = Fateweaver Adora
| last updated = 4.13
}}
}}
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 (Battles 2)|Blade Shooter]]'s powerful early-game to snowball income from Farms, plus effective defense of [[Necromancer (Battles 2)|Necromancer]] and [[Blade Maelstrom (Battles 2)|Blade Maelstrom]] for round 11-13 rushes. The chosen hero is important for this loadout to take advantage of early-game greed and aggression.
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 (Battles 2)|Blade Shooter]]'s powerful early-game to snowball income from Farms, plus effective defense of [[Necromancer (Battles 2)|Necromancer]] and [[Blade Maelstrom (Battles 2)|Blade Maelstrom]] for round 11-13 rushes. The chosen hero is important for this loadout to take advantage of early-game greed and aggression.
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{{strategy needed}}
{{strategy needed}}
{{BTDB2 loadout
{{BTDB2 loadout
|name=Bomb-Sub-Farm
| name = Bomb-Sub-Farm
|tower 1=Bomb Shooter
| tower 1 = Bomb Shooter
|tower 2=Monkey Sub
| tower 2 = Monkey Sub
|tower 3=Banana Farm
| tower 3 = Banana Farm
|hero 1=Agent Jericho
| hero 1 = Agent Jericho
|hero 2=Highwayman Jericho
| hero 2 = Highwayman Jericho
|hero 3=Sentai Churchill
| hero 3 = Sentai Churchill
|hero 4=Adora
| hero 4 = Quincy
|hero 5=Fateweaver Adora
| hero 5 = Fateweaver Adora
|last updated=4.8
| last updated = 4.13
}}
}}
A popular loadout for aggression as the Bomb Shooter can provide solid early and midgame carries, alongside the Monkey Sub's [[Submerge and Support (Battles 2)|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.
A popular loadout for aggression as the Bomb Shooter can provide solid early and midgame carries, alongside the Monkey Sub's [[Submerge and Support (Battles 2)|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. Quincy and Fateweaver Adora also provide additional defensive utility on tougher maps.
{{clear|right}}
{{clear|right}}


===Ace-Engie-Farm===
===Ace-Farm-Engi (AFE)===
{{strategy needed}}
{{strategy needed}}
{{BTDB2 loadout
{{BTDB2 loadout
|name=Ace-Engie-Farm
| name = Ace-Engie-Farm
|tower 1=Monkey Ace
| tower 1 = Monkey Ace
|tower 2=Engineer Monkey
| tower 2 = Engineer Monkey
|tower 3=Banana Farm
| tower 3 = Banana Farm
|hero 1=Agent Jericho
| hero 1 = Agent Jericho
|hero 2=Highwayman Jericho
| hero 2 = Highwayman Jericho
|hero 3=Beetienne
| hero 3 = Beetienne
|hero 4=Biker Bones
| hero 4 = Sentai Churchill
|maps=Dino Graveyard;Sun Palace;Oasis
| hero 5 = Fateweaver Adora
|last updated=4.8
| maps = Dino Graveyard;Sun Palace;Oasis
| hero 6 = Biker Bones
| last updated = 4.13
}}
}}
A tricky farm loadout to use but very rewarding, as it excels at both offense and defense. A starting [[Bomber Ace (Battles 2)|Bomber Ace]] must be micro'd on most maps to survive rounds before round 8, after which a [[Sentry Expert (Battles 2)|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 (Battles 2)|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.
A tricky farm loadout to use but very rewarding, as it excels at both offense and defense. A starting [[Bomber Ace (Battles 2)|Bomber Ace]] must be micro'd on most maps to survive rounds before round 8, after which a [[Sentry Expert (Battles 2)|Sentry Expert]] is worked towards to defend against the notorious round 11-13 rushes. A few [[Fighter Plane (Battles 2)|Fighter Planes]] can defend MOAB rushes in the late teens and early twenties. After having a decent defense, build up a [[Bloon Trap (Battles 2)|Bloon Trap]], ideally before round 18, or earlier if playing against any of the Jerichos. Once a solid defense is built the Engineer can use his [[Overclock (Battles 2)|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. Sentai Churchill is used on maps with maps that get good use, such as [[Sun Palace]], and on maps where an ace start isn't viable, such as [[Salmon Ladder]].
 
The order of farming is most commonly in this order for AFE, as with Engineer, the farming route differs.
 
* 2 2xx Banana Farms.
* Upgrade both farms to 3xx.
* Crosspath both farms with 32x.
* Get an xx3 farm and then crosspath it as a 2x3
* Upgrade the 2x3 farm to 2x4.
* Buy a 2 Bloon Traps, or just one on a split path map.
* Sell all other farms and Bloon Traps and upgrade the 2x4 farm to a 2x5.
* Purchase an Overclock and use the ability on the 2x5 farm before the end of a round.
* Buy a 4x1 farm into a 5x1 and give it its own Overclock.
* Continue to spam 4x1 farms, or 42x if farm space is limited.
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|last updated=4.8
|last updated=4.8
}}
}}
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 (Battles 2)|Spike Storm]] to pop stronger blimps while providing a big DDT buffer with [[Perma-Spike (Battles 2)|Perma-Spike]]. Often seen on specific maps such as [[COBRA Command]] or [[Banana Depot]] that favor Cluster Bomb placements.
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 its 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 (Battles 2)|Spike Storm]] to pop stronger blimps while providing a big DDT buffer with [[Perma-Spike (Battles 2)|Perma-Spike]]. Often seen on specific maps such as [[COBRA Command]] or [[Banana Depot]] that favor Cluster Bomb placements.
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===Sub-Druid-Farm===
===Druid-Sub-Farm===
{{strategy needed}}
{{strategy needed}}
{{BTDB2 loadout
{{BTDB2 loadout
|name=Sub-Druid-Farm
|name=Druid-Sub-Farm
|tower 1=Monkey Sub
|tower 1=Monkey Sub
|tower 2=Druid
|tower 2=Druid
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===6Ninja-Alch-Farm===
===Ninja-Alch-Farm===
{{strategy needed}}
{{strategy needed}}
{{BTDB2 loadout
{{BTDB2 loadout
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| hero 4 = Fateweaver Adora
| hero 4 = Fateweaver Adora
| hero 5 = Smudge Catt Ezili
| hero 5 = Smudge Catt Ezili
| last updated = 4.8
| last updated = 4.12
}}
}}
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 (Battles 2)|Total Transformation]] can transform Ninjas which get buffed by [[Shinobi Tactics (Battles 2)|Shinobi Tactics]] Ninjas and the [[Permanent Brew (Battles 2)|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.
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 (Battles 2)|Total Transformation]] can transform Ninjas which get buffed by [[Shinobi Tactics (Battles 2)|Shinobi Tactics]] Ninjas and the [[Permanent Brew (Battles 2)|Permanent Brew]] to melt BADs. Scientist Gwendolin provides a damage bonus to acidified Bloons to the Ninja and helps with clearing tight rushes with her abilities.
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{{strategy needed}}
{{strategy needed}}
{{BTDB2 loadout
{{BTDB2 loadout
|name=Bomb-Wiz-Farm
| name = Bomb-Wiz-Farm
|tower 1=Bomb Shooter
| tower 1 = Bomb Shooter
|tower 2=Wizard Monkey
| tower 2 = Wizard Monkey
|tower 3=Banana Farm
| tower 3 = Banana Farm
|hero 1=Ezili
| hero 1 = Ezili
|hero 2=Striker Jones
| hero 2 = Striker Jones
|last updated=4.8
| last updated = 4.13
}}
}}
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.
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.
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|tower 2=Ice Monkey
|tower 2=Ice Monkey
|tower 3=Banana Farm
|tower 3=Banana Farm
|hero 1=Sentai Churchill
|hero 1=Ocean Obyn
|hero 2=Agent Jericho
|hero 2=Sentai Churchill
|hero 3=Cyber Quincy
|hero 3=Agent Jericho
|hero 4=Beetienne
|hero 4=Cyber Quincy
|last updated=4.8
|hero 5=Beetienne
|last updated=4.13
}}
}}
A loadout intended to greed the most amount of money possible, by abusing an oversight with the [[Arctic Wind (Battles 2)|Arctic Wind]] and placing towers with [[Activated Abilities]] on the water, including the [[Monkey-Nomics (Battles 2)|Monkey-Nomics]] or Agent Jericho to reduce the cooldown of their cash generating abilities with the [[Energizer (Battles 2)|Energizer]]. Since the Armor Piercing Dart nerfs, this loadout requires a lot more defense with [[Ballistic Missile (Battles 2)|Ballistic Missile]] and [[Bloontonium Reactor (Battles 2)|Bloontonium Reactor]] on round 13, but [[Armor Piercing Darts (Battles 2)|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.
A loadout intended to greed the most amount of money possible, by abusing an oversight with the [[Arctic Wind (Battles 2)|Arctic Wind]] and placing towers with [[Activated Abilities]] on the water, including the [[Monkey-Nomics (Battles 2)|Monkey-Nomics]] or Agent Jericho to reduce the cooldown of their cash generating abilities with the [[Energizer (Battles 2)|Energizer]]. Since the Armor Piercing Dart nerfs, this loadout requires a lot more defense with [[Ballistic Missile (Battles 2)|Ballistic Missile]] and [[Bloontonium Reactor (Battles 2)|Bloontonium Reactor]] on round 13, but [[Armor Piercing Darts (Battles 2)|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. With Ocean Obyn, this takes advantage of his percentage pierce buff, and himself also can tank a lot of Bloons on the maps he favors on, such as [[Star]].
 
Use Sub for spaced Bloons and Ice for early group-popping. Primarily use the Sub for early-game carry with Airburst, only using Ice early on for cheap popping of grouped eco Bloons. Ice Shards and Reactor carry well for the mid-game. Armor Piercing Darts is also a strong option against both MOABs and groups.
 
The trick with this loadout after getting a T4 Farm is to go the Monkey-Nomics route, but place it on an [[Arctic Wind (Battles 2)|Arctic Wind]] and near the Reactor, then finally go for Energizer.
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===Dartling-Ninja-Farm===
===Dartling-Ninja-Farm===
{{strategy needed|What about the new bads and baz knockback}}
{{strategy needed|What about the new bads and bez knockback}}
{{BTDB2 loadout
{{BTDB2 loadout
|name=Dartling-Ninja-Farm
|name=Dartling-Ninja-Farm
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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.
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.
<!--past r30 idk, but bez 025 is cool antiddt now-->
<!--past r30 idk, but bez 025 is cool antiddt now-->
{{Clear|right}}
===Boat-Farm-Super===
{{outdated|Possibly not super great in 4.13 due to Ocyn rework; if not so, move to Historic section and explain why this fell off in 4.13}}
{{BTDB2 loadout
|name=Boat-Farm-Super
|tower 1=Monkey Buccaneer
|tower 2=Banana Farm
|tower 3=Super Monkey
|hero 1=Ocean Obyn
|hero 2=
|last updated=4.12
}}
Ocean Obyn is a great pick for Buccaneer due to him giving [[Grape Shot (Battles 2)|Grape Shot]] a significant buff, no longer needing [[Cannon Ship (Battles 2)|Cannon Ship]] for early-game Buccaneer carry, and letting 3-1-0 [[Destroyer (Battles 2)|Destroyer]] carry the mid-game round 13-18 rushes. Additionally, his Coral excels on maps with a shared exit, so the coral can maximize growth.
Farm is still a significant portion of carrying the income, with [[Merchantman (Battles 2)|Merchantman]] and [[Favored Trades (Battles 2)|Favored Trades]] only entering after establishing enough income. Farming is needed for affording the expensive [[Super Monkey (Battles 2)|Super Monkey]] upgrades.
{{Clear|right}}
===Sub-Farm-Super===
{{BTDB2 loadout
|name=Sub-Farm-Super
|tower 1=Monkey Sub
|tower 2=Banana Farm
|tower 3=Super Monkey
|hero 1=Ocean Obyn
|hero 2=
|last updated=4.13
}}
A substitute for Buccaneer ever since Ocean Obyn got reworked to give a percentage pierce buff instead of flat pierce.
{{Clear|right}}
===Dartling-Farm-Engi===
{{BTDB2 loadout
|name=Dartling-Farm-Engi
|tower 1=Dartling Gunner
|tower 2=Banana Farm
|tower 3=Engineer Monkey
|hero 1=Benjamin
|hero 2=
|last updated=4.13
}}
A very high maintenance strategy but rewarding much in the late-game with higher greed potential from Engineer-Farm combo. Benjamin is necessary because of his great synergy with Dartling, allowing him to directly make cash and greed for more Farms. Like all Ben strategies, go for the Marketplace route into Central Market, and like all Ben-Dartling loadouts use Hydra Rocket Pods to fight off mid-game rushes. Engineer starts entering at rounds 18 onwards, with Bloon Trap for round 19 and Overclock once a T4 Farm is bought to boost its income generation. Late-game, with enough cash generated from a buffed Monkey Wall Street, go for Banana Central and continue making more money. Watch out for the early ZOMG. Its weakest point after round 20 is versus DDTs on round 26. [[Sentry Champion (Battles 2)|Sentry Champion]] with a foam for decamo is needed against DDTs, and it must be pre-placed before that round. Use the Overclock synergy with T5 Dartlings (especially MAD) to deal with late-game rushes.
{{Clear|right}}
===Boomer-Farm-Sniper===
{{BTDB2 loadout
|name=Boomer-Farm-Sniper
|tower 1=Boomerang Monkey
|tower 2=Banana Farm
|tower 3=Sniper Monkey
|hero 1=Etienne
|hero 2=
|last updated=4.13
}}
This strategy is designed around winning before round 30, being highly resistant against choke rushes that Arena Leagues tend to encourage by nature, but it falls off a lot after round 30. Etienne is needed for this loadout for his capability to stop Camo Bloons and resist immunities. Etienne himself is also effective in the early-game to make it easier to handle spaced rushes. Unlike similar Etienne-Farm-Sniper loadouts, Boomerang in this loadout is the easiest of the bunch to learn.
Greed with Boomerang Monkey with either Ricochet or Kylie, then get farming. Place Etienne on round 1 to ensure that an emergency level 7 purchase is not needed. Use Sniper's bonus Camo damage from Shrapnel Shot to break apart Camo rushes, with 0-2-4 recommended. Use the 4-0-2 MOAR Glaives to take down general mid-game rushes, and the 2-4-0 Turbo Charge to deal with all-out mid-game rushes. Sniper can also be used for money generation and defense with Elite Sniper. Versus early tight rushes and dealing with insides of MOAB-class Bloons, use Etienne's UCAV.
{{Clear|right}}
===Dart-Farm-Sniper===
{{BTDB2 loadout
|name=Dart-Farm-Sniper
|tower 1=Dart Monkey
|tower 2=Banana Farm
|tower 3=Sniper Monkey
|hero 1=Etienne
|hero 2=
|last updated=4.13
}}
Similar to Boomer-Farm-Sniper but harder to learn and is more aggressive generally, due to Dart's versatility and generally cheaper costs. Juggernaut is the main group-popper in this loadout, Sharp Shooter for early blimps, and SMFC for groups (prepare the 2-2-0 Darts beforehand at about round 22).
{{Clear|right}}
{{Clear|right}}


==Eco Loadouts==
==Eco Loadouts==
===Bucc-Alch-Spac===
===Boat-Alch-Spac===
{{strategy needed|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}}
{{strategy needed|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}}
{{BTDB2 loadout
{{BTDB2 loadout
|name=Bucc-Alch-Spac
| name = Bucc-Alch-Spac
|tower 1=Monkey Buccaneer
| tower 1 = Monkey Buccaneer
|tower 2=Alchemist
| tower 2 = Alchemist
|tower 3=Spike Factory
| tower 3 = Spike Factory
|hero 1=Quincy
| hero 1 = Quincy
|hero 2=Cyber Quincy
| hero 2 = Cyber Quincy
|hero 3=Captain Churchill
| hero 3 = Captain Churchill
|hero 4=Sentai Churchill
| hero 4 = Sentai Churchill
|hero 5=Bonnie
| hero 5 = Bonnie
|last updated=4.8
| hero 6 = Ocean Obyn
| last updated = 4.8
}}
}}
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.<!--obyn is not reliable income generation lol-->
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.<!--obyn is not reliable income generation lol-->


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.
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 decently early Merchantman greed because of the relatively inexpensive earlygame defense. However Ocean Obyn is much better for greed as the buffs allow merchantman spam off the start without any extra help, getting far more greed.


Tips for Bucc-Alch-Spactory:
Tips for Bucc-Alch-Spactory:


* For early-game, [[Cannon Ship (Battles 2)|Cannon Ship]] is usually the go-to. However, starting with Churchill or Sentai is a viable alternative.
* For early-game, [[Cannon Ship (Battles 2)|Cannon Ship]] is usually the go-to. However, starting with Churchill or Sentai is a viable alternative. If running Ocean Obyn, start with a [[Grape Shot (Battles 2)|Grape Shot]] and build into [[Merchantman (Battles 2)|Merchantman]], then repeat another time, and proceed to spam more uncrosspathed boat farms.
* If running Churchill early-game, buying an early [[Merchantman (Battles 2)|Merchantman]] is a worthwhile investment. Buccaneer decently handles Black Bloon layers, while Churchill cleans up the rest.
* If running Churchill early-game, buying an early [[Merchantman (Battles 2)|Merchantman]] is a worthwhile investment. Buccaneer decently handles Black Bloon layers, while Churchill cleans up the rest.
* In advance, place a [[Spike Factory (Battles 2)|Spike Factory]] near the end of the track on about Round 8. Once affordable, upgrade to 1-0-3 [[Long Life Spikes (Battles 2)|Long Life Spikes]], or 3-0-2 [[Spiked Balls (Battles 2)|Spiked Balls]] on shorter maps (spikes may consume more often).
* Unless you are running Ocean Obyn, in advance, place a [[Spike Factory (Battles 2)|Spike Factory]] near the end of the track on about Round 8. Once affordable, upgrade to 1-0-3 [[Long Life Spikes (Battles 2)|Long Life Spikes]], or 3-0-2 [[Spiked Balls (Battles 2)|Spiked Balls]] on shorter maps (spikes may consume more often). With Ocean Obyn, wait until later because boats can sustain defense. However, it may be advised if you are low on lives just in case.
* Have an Alchemist near the Cannon Ship to buff it with [[Berserker Brew (Battles 2)|Berserker Brew]]. For the Churchills, this is usually not needed.
* Have an Alchemist near the Cannon Ship to buff it with [[Berserker Brew (Battles 2)|Berserker Brew]]. For the Churchills, this is usually not needed. For Ocean Obyn, you won't have a Cannon Ship, so build up a [[Destroyer (Battles 2)|Destroyer]]. (Alch buff can be skipped if not needed!) However, if you are not rushed, build up more merchantmen near the end of the rounds, as long as you'll have enough to afford the Destroyer in case you get rushed later on.
* 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 (Battles 2)|Lead to Gold]] can be bought towards Round 14's Leads, to transition into [[Rubber to Gold (Battles 2)|Rubber to Gold]] to feed on an opponent's sent bloons.
* 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 (Battles 2)|Lead to Gold]] can be bought towards Round 14's Leads, to transition into [[Rubber to Gold (Battles 2)|Rubber to Gold]] to feed on an opponent's sent bloons. With Ocean Obyn, it's better max boat farms and skip the rubber to gold, unless your opponent is max ecoing, where it can be very efficient.
** Recommended to crosspath the to-be Rubber to Gold as a 0-1-1 Alch, in case the opponent does rush.
** 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 (Battles 2)|Deadly Spikes]] is a reliable way to build enough damage.
* 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 (Battles 2)|Deadly Spikes]] is a reliable way to build enough damage.
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|last updated=4.8
|last updated=4.8
}}
}}
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 (Battles 2)|Bomber Ace]] above the crates to drop as many bombs as possible. Later on, [[Submerge and Support (Battles 2)|Submerge and Support]] decamos Bloons and [[Armor Piercing Darts (Battles 2)|Armor Piercing Darts]] can provide a solid defense against [[MOAB-Class Bloon]]s, with an Alchemist [[Berserker Brew (Battles 2)|Berserker Brew]] to buff damage and speed on everything. A [[Rubber to Gold (Battles 2)|Rubber to Gold]] can also be used by removing the rightmost crate, generating money from other eco loadouts.
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 Targeting (Battles 2)|Neva-Miss Targeting]] or micro the ace targeting, keeping a [[Bomber Ace (Battles 2)|Bomber Ace]] above the crates to drop as many bombs as possible. Later on, [[Submerge and Support (Battles 2)|Submerge and Support]] decamos Bloons and [[Armor Piercing Darts (Battles 2)|Armor Piercing Darts]] can provide a solid defense against [[MOAB-Class Bloon]]s, with an Alchemist [[Berserker Brew (Battles 2)|Berserker Brew]] to buff damage and speed on everything. A [[Rubber to Gold (Battles 2)|Rubber to Gold]] can also be used by removing the rightmost crate, generating money from other eco loadouts.
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===Inflection/Glade Dart-Farm-Spac===
 
===Inflection/Glade Dart-Spac-Farm===
{{Strategy needed}}
{{Strategy needed}}
{{BTDB2 loadout
{{BTDB2 loadout
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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.
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.
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===Boat-Village-Super===
{{BTDB2 loadout
|name=Boat-Village-Super
|tower 1=Monkey Buccaneer
|tower 2=Monkey Village
|tower 3=Super Monkey
|hero 1=Ocean Obyn
|hero 2=
|last updated=4.12
}}
Ocean Obyn is a great pick for Buccaneer due to him giving [[Grape Shot (Battles 2)|Grape Shot]] a significant buff, no longer needing [[Cannon Ship (Battles 2)|Cannon Ship]] for early-game Buccaneer carry, and letting 3-1-0 [[Destroyer (Battles 2)|Destroyer]] carry the mid-game round 13-18 rushes. Additionally, his Coral excels on maps with a shared exit, so the coral can maximize growth.
Ocean Obyn lets a round 5 [[Merchantman (Battles 2)|Merchantman]] be very doable on all favorable Buccaneer maps while still retaining decent eco. Later on, the Village supplies income and discounts that are needed to help afford the expensive [[Super Monkey (Battles 2)|Super Monkey]] upgrades.
{{Clear|right}}
===Sub-Ice-Sniper===
{{BTDB2 loadout
|name=Sub-Ice-Sniper
|tower 1=Monkey Sub
|tower 2=Ice Monkey
|tower 3=Sniper Monkey
|hero 1=DJ Benjammin'
|hero 2=
|last updated=4.13
}}
An eco variant of taking advantage of the Ice-Sub combo to speed up money makers. Instead of Farm, the Sniper's [[Supply Drop (Battles 2)|Supply Drop]] is the way. DJ Ben is preferred because of his Side Hustle being good with alt ecos like the Sniper and himself being buffed by placing more towers in range. Play on maps like [[Bloonstone Quarry]] to get a lot of water space.
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==Historic Loadouts==
==Historic Loadouts==
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===Dart-Glue-Village===
===Dart-Glue-Village===
{{stub}}
{{incomplete|section=y}}
{{BTDB2 loadout
{{BTDB2 loadout
|name=Dart-Glue-Village
|name=Dart-Glue-Village
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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.
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.
{{clear}}
===Ocyn-Ninja-Alch-Farm===
{{incomplete|section=y}}
{{BTDB2 loadout
|name=Ocyn Ninja-Alch-Farm
|tower 1=Ninja Monkey
|tower 2=Alchemist
|tower 3=Banana Farm
|hero 1=Ocean Obyn
|last updated=4.12
|dead=y
}}
Before removing Ocean Obyn's Magic buffs (which were removed due to Ocyn-Boat-Village-Super and Ocean-Boat-Farm-Super being dominant), Ninja-Alch-Farm was a decent strategy revolving around the Ninja and Alchemist synergy, with the early pierce buff being essential for Ninja to survive early-game better. Since then, he got substituted by [[Gwendolin (Battles 2)|Gwendolin]] and [[Pat Fusty (Battles 2)|Pat Fusty]] for that three-tower loadout.
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