Highwayman Jericho (Battles 2): Difference between revisions

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{{for|Highwayman Jericho in general|Agent Jericho#Highwayman Jericho}}
{{agent jericho hat}}
{{BTDB2 hero alt info
{{BTDB2 hero info
|id=HighwaymanJericho
|id=HighwaymanJericho
|order=9
|order=9
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'''Highwayman Jericho''' is a [[Hero Alt]] of [[Agent Jericho (Battles 2)|Agent Jericho]] in ''[[Bloons TD Battles 2]]'', introduced in {{BTDB2 version|10.0}}. He costs {{BTDB2 mm|5000|name=y}} and {{BTDB2 hp|40000|Agent Jericho|name=y}} to unlock.
'''Highwayman Jericho''' is a [[Hero Alt]] of [[Agent Jericho (Battles 2)|Agent Jericho]] in ''[[Bloons TD Battles 2]]'', introduced in {{BTDB2 version|10.0}}. He costs {{BTDB2 mm|5000|name=y}} and {{BTDB2 hp|40000|Agent Jericho|name=y}} to unlock.


Highwayman Jericho uses a flintlock pistol to [[attack]] [[Bloon]]s within his [[range]], dealing 2 [[damage]] per shot. He cannot pop [[frozen]] Bloons or [[Lead Bloon (Battles 2)|Lead Bloon]]s and cannot detect [[Camo Bloon (Battles 2)|Camo Bloon]]s. He is very similar to Agent Jericho, with his only gameplay differences being his [[Activated Ability|Activated Abilities]]. As he levels up, his [[range]], [[damage]], and [[attack speed]] increase, he gains [[Camo detection]], and he unlocks multiple passive and active methods of disrupting the opponent.
Highwayman Jericho uses a flintlock pistol to [[attack]] [[Bloon]]s within his [[range]], dealing 3 [[damage]] per shot. He cannot pop [[frozen]] Bloons or [[Lead Bloon (Battles 2)|Lead Bloon]]s and cannot detect [[Camo Bloon (Battles 2)|Camo Bloon]]s. He is very similar to Agent Jericho, with his only gameplay differences being his [[Activated Ability|Activated Abilities]]. As he levels up, his [[range]], [[damage]], and [[attack speed]] increase, he gains [[Camo detection]], and he unlocks multiple passive and active methods of disrupting the opponent.
*Starting at level 2, he periodically adds an extra layer to natural Bloons on the opponent's side. At higher levels, he can add [[Bloon Mod]]s and enhance [[Bloon send|sent Bloons]] as well.
*Starting at level 2, he periodically adds an extra layer to natural Bloons on the opponent's side. At higher levels, he can add [[Bloon Mod]]s and enhance [[Bloon send|sent Bloons]] as well.
*Starting at level 4, he reduces the cost of sending Bloons with [[Bloon Mod]]s.
*Starting at level 4, he reduces the cost of sending Bloons with [[Bloon Mod]]s.
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==Abilities==
==Abilities==
===Stand and Deliver===
===Stand and Deliver===
{{research|
{{research|How much money does Jericho steal if he cannot sell a tower to make the difference? Is the tiebreaker system actually random?}}
*What happens if the opponent has no towers?
*What happens if the opponent has multiple towers and none of them can make up the difference?
*If multiple towers have the same sell value, how does it break the tie?}}
[[File:BTDB2 highwayman jericho stand and deliver.png|50px|right]]
[[File:BTDB2 highwayman jericho stand and deliver.png|50px|right]]
'''Stand and Deliver''' is unlocked at level 3. It steals $200 from the opponent and gives it to the player. If the opponent has less than the required amount when the ability is activated, it forcibly [[sell]]s a non-[[Hero]] tower on the opponent's side, returning 100% of its cash value to the opponent instead of the usual 70%, before stealing their [[cash]]. It prioritizes the tower with the lowest sell value that can sell for enough to make up the difference. It has a 100-second cooldown and a 35-second initial cooldown. Jericho stops using his pistol attack for 0.8 seconds after activating the ability.
'''Stand and Deliver''' is unlocked at level 3. It steals $200 from the opponent and gives it to the player. If the opponent has less than the required amount when the ability is activated, it attempts to forcibly [[sell]] one non-[[Hero]] tower on the opponent's side, returning 100% of its cash value to the opponent instead of the usual 70%, before stealing their [[cash]]. It normally picks the lowest cost tower that makes up the difference, but if there are no towers that make up the difference, the highest cost tower is chosen instead. If multiple towers have the same cost, the game seemingly picks one target at random. If no eligible towers are on-screen, no tower is sold.
 
It has a 100-second cooldown and a 35-second initial cooldown. Jericho stops using his pistol attack for 0.8 seconds after activating the ability.
 
Towers being sacrificed by [[Adora (Battles 2)|Adora]] can still be force-sold, causing the sacrifice to get interrupted.
{|class="wikitable"
{|class="wikitable"
|+Levels
|+Levels
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{{main strategy}}
{{main strategy}}
{{BTDB2 popular loadout list by hero|Highwayman Jericho}}
{{BTDB2 popular loadout list by hero|Highwayman Jericho}}
{{strategy needed}}
Highwayman Jericho, while outshadowed by his strong Agent counterpart in versatility and Star Captain counterpart in rushing potential, can still work as a more defensive Jericho. Like the other Jerichos, he requires a strong two tower combo to defend all the rounds, as his pistol is rather weak at defending against grouped Bloons, alongside Banana Farm in order to supply money for rushes.
Highwayman Jericho, while outshadowed by his strong Agent counterpart in versatility and Star Captain counterpart in rushing potential, can still work as a more defensive Jericho. Like the other Jerichos, he requires a strong two tower combo to defend all the rounds as his pistol is rather weak at defending against grouped Bloons, alongside Banana Farm in order to supply money for rushes.


His Stand and Deliver provides some money generation and can sometimes provide rushing opportunities when the weakest tower is sold, but it has a long cooldown. Because of this, Highwayman Jericho on round 1 is almost never worth it, as the second use of Stand and Deliver should be delayed to when he reaches level 6 and gains more money off of it. His Misdirection ability can shore up a weakness against spaced BFBs or DDTs when they first appear, forcing opponents to send more of them to pressure or not send it at all.
His Stand and Deliver provides some money generation and can sometimes provide rushing opportunities when the weakest tower is sold, but it has a long cooldown. Because of this, Highwayman Jericho on round 1 is almost never worth it, as the second use of Stand and Deliver should be delayed to when he reaches level 6 and gains more money off of it. His Misdirection ability can shore up a weakness against spaced BFBs or DDTs when they first appear, forcing opponents to send more of them to pressure or not send it at all.
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==Navigation==
==Navigation==
{{BTDB2 tower nav}}
{{BTDB2 tower nav}}
{{agent jericho nav}}