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

Star Heli-Ice-Super: island base also works for this strat, as demonstrated by destructiv in the popology discord
Qwertyxp2000 (talk | contribs)
Dartling-Ninja-Farm: "when the loadout can go to r40", so may as well add that... btw do you have notes on how to r30+ with dnf ben
 
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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.
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===Dartling-Ninja-Farm===
{{strategy needed|What about the new bads and baz knockback}}
{{BTDB2 loadout
|name=Dartling-Ninja-Farm
|tower 1=Dartling Gunner
|tower 2=Ninja Monkey
|tower 3=Banana Farm
|hero 1=Benjamin
|hero 2=
|last updated=4.9
}}
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.
<!--past r30 idk, but bez 025 is cool antiddt now-->
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==Eco Loadouts==
==Eco Loadouts==