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

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{{BTDB2 last updated|4.8}}
{{BTDB2 last updated|4.13}}
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{{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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| hero 4 = Star Captain Jericho
| hero 4 = Star Captain Jericho
| hero 5 = Fateweaver Adora
| hero 5 = Fateweaver Adora
| last updated = 4.8
| 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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| hero 4 = Quincy
| 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. Quincy 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.
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| maps = Dino Graveyard;Sun Palace;Oasis
| maps = Dino Graveyard;Sun Palace;Oasis
| hero 6 = Biker Bones
| hero 6 = Biker Bones
| last updated = 4.8
| 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. 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 uses 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]].
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.
The order of farming is most commonly in this order for AFE, as with Engineer, the farming route differs.
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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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| tower 3 = Banana Farm
| tower 3 = Banana Farm
| hero 1 = Ezili
| hero 1 = Ezili
| last updated = 4.8
| hero 2 = Striker Jones
| 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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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.
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.
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===Sub-Ice-Farm===
{{BTDB2 loadout
|name=Sub-Ice-Farm
|tower 1=Monkey Sub
|tower 2=Ice Monkey
|tower 3=Banana Farm
|hero 1=Ocean Obyn
|hero 2=
|last updated=4.13
}}
This takes full advantage of Ocean Obyn's percentage pierce buff, as well as opening up the only way to speed up the cooldowns of money-making abilities such as [[Monkey-Nomics (Battles 2)|Monkey-Nomics]] with the water-based benefit of [[Energizer (Battles 2)|Energizer]]. 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. Ocean Obyn himself also can tank a lot of Bloons on the maps he favors on, such as [[Star]].
The trick with this loadout 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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|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-Spac-Farm===
===Inflection/Glade Dart-Spac-Farm===
{{Strategy needed}}
{{Strategy needed}}