BAD (Battles 2): Difference between revisions
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The '''BAD''' is a type of [[MOAB-Class Bloon]] in ''[[Bloons TD Battles 2]]''. | The '''BAD''' is a type of [[MOAB-Class Bloon]] in ''[[Bloons TD Battles 2]]''. BADs have the same speed and size as ZOMGs. They are immune to all forms of [[blowback]], [[knockback]], [[slow]]ing, and [[stun|stunn]]ing. Each BAD releases two [[ZOMG (Battles 2)|ZOMG]]s and three [[DDT (Battles 2)|DDT]]s when popped. If [[Fortified Bloon (Battles 2)|Fortified]], it has twice as much health and spawns Fortified children. | ||
Although BADs normally have 48,260 [[RBE]] (86,160 when [[Fortified Bloon (BTD6)|Fortified]]), the health of all MOAB-Class Bloons increases with each [[round]] after round 25, so the actual RBE of the BAD on round 30 is almost 80631<!--(15000+4000*2+700*2*4+200+2*4*4+400*3)*2.2+104*2*4*4*4+104*3*4--> (almost 149501<!--(15000+4000*2+700*2*4+200+2*4*4+400*3)*2*2.2+124*2*4*4*4+124*3*4--> when Fortified). Like all MOAB-class Bloons, a BAD has four damage phases. | |||
==Round appearances== | ==Round appearances== | ||
Revision as of 14:46, 8 September 2026
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The BAD is a type of MOAB-Class Bloon in Bloons TD Battles 2. BADs have the same speed and size as ZOMGs. They are immune to all forms of blowback, knockback, slowing, and stunning. Each BAD releases two ZOMGs and three DDTs when popped. If Fortified, it has twice as much health and spawns Fortified children.
Although BADs normally have 48,260 RBE (86,160 when Fortified), the health of all MOAB-Class Bloons increases with each round after round 25, so the actual RBE of the BAD on round 30 is almost 80631 (almost 149501 when Fortified). Like all MOAB-class Bloons, a BAD has four damage phases.
Round appearances
| # | Bloon groups | RBE | Duration | XP |
|---|---|---|---|---|
| 50 | BAD ×1 | 488,060 | 0.1s | 12,880 |
| 69 | BAD ×2 BAD ×1 |
2,616,720 | 26s | 19,720 |
| 90 | Fortified BAD ×1 BAD ×1 |
3,897,860 | 46s | 27,280 |
| 100 | Fortified BAD ×1 Fortified BAD ×1 |
6,010,800 | 26s | 30,880 |
Bloon sends
| Name | Amt. | Rounds | Cost | Income | Duration | Income per cost | Cost per sec. | Income per sec. |
|---|---|---|---|---|---|---|---|---|
| Spaced BAD | 1 | 30–31 | $15,000 | -400 | 7s | -0.0266667 | $2142.86 | -57.1429 |
| Grouped BAD | 1 | 32+ | $15,000 | -400 | 1s | -0.0266667 | $15000 | -400 |
Skins
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Tips
This section was last updated for: version 4.13
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
- BADs are significant enough to be a barrier to strategies that aim to be optimized for any round before round 30, such as Boomer-Farm-Sniper. These strategies aim to win before BADs mess with them and send faster rushes to outpace a single BAD send.
- First Strike Capability with some sell-and-rebuy action can chip layers of a single BAD quickly, though it can be costly.
Gallery
Screenshots
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Assets
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Icon
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Fortified icon
Navigation
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