Strategy:Bloons TD Battles 2/Loadouts: Difference between revisions
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|tower 2=Mortar Monkey | |tower 2=Mortar Monkey | ||
|tower 3=Banana Farm | |tower 3=Banana Farm | ||
|hero 1=Fateweaver Adora | |hero 1=Adora | ||
|hero 2=Fateweaver Adora | |||
|hero 3=Agent Jericho | |||
|last updated=4.5 | |last updated=4.5 | ||
}} | }} | ||
{{clear|right}} | {{clear|right}} | ||
==Ace-Engie-Farm== | ==Ace-Engie-Farm== | ||
{{strategy needed}} | {{strategy needed}} | ||
Revision as of 17:15, 24 January 2025
This is a list of popular metagame loadouts in Bloons TD Battles 2.
Tack-Wiz-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
| Towers | ||
|---|---|---|
| Hero options | ||
Quincy |
Agent Jericho |
Highwayman Jericho |
Bomb-Sub-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
A popular loadout for aggression as the Bomb Shooter can provide solid early and midgame carries, alongside the Monkey Sub's Submerge and Support to decamo any Camo Bloons, allowing one to greed on their farms enough to take down their opponent before round 30. The Jerichos and Benjamin offer rushing utility, while Sentai Churchill is needed on maps with poor Bomb Shooter placements like Salmon Ladder or Sands of Time.
| Towers | ||
|---|---|---|
| Hero options | ||
Agent Jericho |
Highwayman Jericho |
Sentai Churchill |
Benjamin |
||
Dart-Mortar-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
Another popular loadout for aggression, the Dart Monkey is often the cheapest way to defend many rushes, with the Mortar Monkey providing utility in lead removal and Burny Stuff assisting against big rushes. Fateweaver is used to assist the defense and for speeding up an opponent's bloons with Eye of Misfortune.
| Towers | ||
|---|---|---|
Dart Monkey |
||
| Hero options | ||
Adora |
Fateweaver Adora |
Agent Jericho |
Ace-Engie-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
A tricky loadout to use but very rewarding, as it excels at both offense and defense. A starting Bomber Ace must be micro'd on most maps to survive the early game, but once a solid defense is built the Engineer can use his 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.
| Towers | ||
|---|---|---|
| Hero options | ||
Agent Jericho |
Highwayman Jericho |
Star Captain Jericho |
Ice-Dartling-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
A loadout that utilizes Snow Pat and Gwendolin's passive effects to deal damage to Frozen Bloons from any tower, resulting in a much cheaper defense against big midgame rushes with Ice Shards and providing support with Embrittlement and Icicle Impale while the Dartling's incredible popping power from the tier 5 upgrades work their magic.
| Towers | ||
|---|---|---|
| Hero options | ||
Fusty the Snowman |
Gwendolin |
|
Bomb-Spac-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
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 many upgrades, 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 to pop stronger blimps while providing a big DDT buffer with Perma-Spike.
| Towers | ||
|---|---|---|
| Hero options | ||
Etienne |
Beetienne |
|
Sub-Druid-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
A strategy that utilizes the full potential of the Druid, the Monkey Sub is a natural pairing due to both towers dealing with each other's weaknesses. Obyn can provide big support for the early game with his pierce buff to Druids and Brambles to assist with catching leaks or dealing damage to early MOAB-class bloons, while Beetiene provides a more late game focused approach by getting cheaper Auxillery Hives "purchased" through upgrading them near an Energizer while providing a max life buff Heart of Vengeance whenever placing down a hive.
| Towers | ||
|---|---|---|
| Hero options | ||
Obyn Greenfoot |
Beetienne |
|
Ninja-Alch-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
Another farm loadout that can manage it's 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 can transform Ninjas which get buffed by Shinobi Tactics Ninjas and the 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.
| Towers | ||
|---|---|---|
| Hero options | ||
Ocean Obyn |
||
Bucc-Alch-Spac
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. The editor who added this notice elaborates: 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 |
| Towers | ||
|---|---|---|
| Hero options | ||
Quincy |
Cyber Quincy |
Captain Churchill |
Sentai Churchill |
Benjamin |
Bonnie |
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. For hero choice, most heroes will work fine, but best with a hero that is purely defensive or has reliable income generation.
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.
Tips for Bucc-Alch-Spactory:
- For early-game, Cannon Ship is usually the go-to. However, starting with Churchill or Sentai is a viable alternative.
- If running Churchill early-game, buying an early Merchantman is a worthwhile investment. Buccaneer decently handles Black Bloon layers, while Churchill cleans up the rest.
- In advance, place a Spike Factory near the end of the track on about Round 8. Once affordable, upgrade to 1-0-3 Long Life Spikes, or 3-0-2 Spiked Balls on shorter maps (spikes may consume more often).
- Have an Alchemist near the Cannon Ship to buff it with Berserker Brew. For the Churchills, this is usually not needed.
- 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 can be bought towards Round 14's Leads, to transition into Rubber to Gold to feed on an opponent's sent bloons.
- 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 is a reliable way to build enough damage.
- Against all-out rushes in the early 20's, Carrier Flagship is a reliable cost-efficient solution.
- Towards the late-game, Super Mines should be placed in advance for Round 30.
Bomb-Wiz-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
Unlike many other farm loadouts, this loadout has enough late game potential to survive well into the 40s using the wizard's high MOAB-Class damage and Ezili's hex 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.
| Towers | ||
|---|---|---|
| Hero options | ||
Ezili |
||
Tack-Glue-Village
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
This is a late game oriented strategy that doesn't involve the Super Monkey, opting for the Dart and Glue's strength at early game, while providing adequate BAD bloon DPS for late game by buffing Overdrives with additional bonus damage from the Glue Storm and buffs from the hero.
| Towers | ||
|---|---|---|
| Hero options | ||
Scientist Gwendolin |
Smudge Catt Ezili |
Pat Fusty |
Ice-Ninja-Farm
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
An alternate loadout to Alchemist, combining the late game potential of Ninja-Alch with the easier defense and increased damage of Ice Shards and Super Brittle respectively. This strategy is often used on maps where water space is valuable as a chokepoint such as Bloonstone Quarry.
| Towers | ||
|---|---|---|
| Hero options | ||
Fusty the Snowman |
Gwendolin |
|
Map-specific
Star Heli-Ice-Super
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
Star provides a lot of water space, allowing Arctic Wind to freeze the water and fit lots of Heli Pilots, whether for Support Chinook farming or for spamming Apache Dartships around, meanwhile Bonnie provides necessary money potential to spam Sun Avatar alongside the Super Brittle to deal massive damage per second.
| Towers | ||
|---|---|---|
| Hero options | ||
Bonnie |
||
Ports Ace-Sub-Alch
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
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 targetting, keeping a Bomber Ace above the crates to drop as many bombs as possible. Later on, Submerge and Support and Armor Piercing Darts can provide a solid midgame, with an Alchemist Berserker Brew to buff everything.
| Towers | ||
|---|---|---|
| Hero options | ||
Cyber Quincy |
Adora |
Bonnie |
Inflection/Glade Dart-Farm-Spac
| This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. |
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. Adora, despite her association with Super Monkeys, can also work as a standalone defense tower in the early and midgame.
| Towers | ||
|---|---|---|
Dart Monkey |
||
| Hero options | ||
Adora |
||
Historic Loadouts
Super-Sniper-Village
| This article is a stub. You can help out by expanding it. The editor who added this notice elaborates: talk about what the loadout used to defend common rushes to reach round 50 |
After many Sniper buffs allowing it to defend the early game, this eco loadout terrorized the landscape for being able to reach round 50 and force a draw against any opponent. It has since received multiple sniper nerfs and some Bonnie and Super nerfs that make it almost impossible to survive the early game.
| Towers | ||
|---|---|---|
| Hero options | ||
Bonnie |
||
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