Strategy:Monkey Buccaneer (Battles 2): Difference between revisions

From Blooncyclopedia, the independent Bloons knowledge base
Jump to navigation Jump to search
Kate Aces (talk | contribs)
minor #iwj
major reformatting
Line 1: Line 1:
{{BTDB2 last updated|4.4|1}}
{{BTDB2 last updated|4.5}} {{Lede image|BTDB2 000 monkey buccaneer.png|200px}} {{BTDB2 popular loadout list by tower|Monkey Buccaneer}}
The Monkey Buccaneer is a great starting tower with good damage and decent income generation, with it's main weakness being lack of proper space to place it on most maps.
The Monkey Buccaneer is a great starting tower with good damage and decent income generation, with it's main weakness being lack of proper space to place it on most maps.
== Upgrade Overview ==
The 0-3-1 [[Cannon Ship (Battles 2)|Cannon Ship]] is the ideal starting tower, and can easily be upgraded to [[Crow's Nest (Battles 2)|Crow's Nest]] for camo detection and bonus camo damage. [[Monkey Pirates (Battles 2)|Monkey Pirates]] upgrades the damage of the cannons and allows it to hook in BFBs. [[Pirate Lord (Battles 2)|Pirate Lord]] can be used as a way to instantly take down spaced ZOMGs, though it isn't a tower you should keep for the damage as it's expensive.  


Luckily, the 0-0-3 [[Merchantman (Battles 2)|Merchantman]] offer good money generation for its cost, as well as proves to be useful in supporting camo damage with the newly added bonus damage to camo bloons. Upgrading to a 0-0-4 [[Favored Trades (Battles 2)|Favored Trades]] will allow you to sell unneeded defenses after they are used, like upgrades that rely on the ability to get value. 0-0-5 [[Trade Empire (Battles 2)|Trade Empire]] is quite nice with late game money generation once you can set it up. It only requires 10 merchantmen to be at max effectiveness, and most maps can usually fit a decent amount of boats.
== Strengths and Weaknesses ==
=== Strengths ===
* Money making potential is excellent
* Good starting tower
* Massive camo damage


As for the top path, a 3-2-0 [[Destroyer (Battles 2)|Destroyer]] can assist in taking down early MOABs, including fortified MOABs. The 4-2-0 [[Aircraft Carrier (Battles 2)|Aircraft Carrier]] is great to spam in large numbers in the late game in order to use the water space for additional dps, after placing down the other towers' tier 5s. An Aircraft carrier also works for having great pierce to damage the tight rushes, even more so with some damage buffs from other towers. Of course, upgrading one to the 5-2-0 [[Carrier Flagship (Battles 2)|Carrier Flagship]] will allow all buccaneers to attack faster and deal even more damage to tight rushes, rivaling tight BFBs with relative ease.
=== Weaknesses ===
* Limited to water space
* Requires support for round 11
* Cannot survive into the very late game


The Buccaneer pairs well with supporting towers like the [[Berserker Brew (Battles 2)|Berserker Brew]] Alchemist or an [[Ice Shards (Battles 2)|Ice Shards]] Ice Monkey, which can help it defend round 11 and 13 without Monkey Pirates (which would normally be expensive for the midgame).
== Upgrades ==
=== Path 1 ===
* 3-2-0 [[Destroyer (Battles 2)|Destroyer]] is good for dealing with early MOAB rushes.
* 4-2-0 [[Aircraft Carrier (Battles 2)|Aircraft Carrier]] becomes a great tower when spammed and when inflicting a damage debuff onto bloons.
* 5-x-x [[Carrier Flagship (Battles 2)|Carrier Flagship]] is underwhelming for it's price and rarely used.


As mentioned above, many heroes pair well with the Buccaneer, including both [[Quincy (Battles 2)|Quincy]] and [[Cyber Quincy (Battles 2)|Cyber Quincy]] for the early game support, [[Benjamin (Battles 2)|Benjamin]] and [[Bonnie (Battles 2)|Bonnie]] to increase the income generation on maps with limited water, and both [[Captain Churchill (Battles 2)|Captain]] and [[Sentai Churchill (Battles 2)|Sentai]] Churchill to provide more power in the midgame.
=== Path 2 ===
* 0-1-1 [[Grape Shot (Battles 2)|Grape Shot]] starts strong with high pierce grapes.
* 0-3-1 [[Cannon Ship (Battles 2)|Cannon Ship]] defends early bloon sends well, even grouped yellows, but falls off in the midgame without support.
* 0-4-2 [[Monkey Pirates (Battles 2)|Monkey Pirates]] is a last resort for round 13 rushes, as well as efficient BFB pulling.
* 1-5-0 [[Pirate Lord (Battles 2)|Pirate Lord]] hooks in entire ZOMGs, though this can be an expensive option.
 
=== Path 3 ===
* 0-0-2 [[Crow's Nest (Battles 2)|Crow's Nest]] has massive camo damage which can deter camo and DDT rushes.
* 0-0-3 [[Merchantmen (Battles 2)|Merchantmen]] makes good money for cheap in the early game.
* 0-0-4 [[Favored Trades (Battles 2)|Favored Trades]] provides a sellback boost for reusing abilities constantly, as well as making even more money.
* 0-0-5 [[Trade Empire (Battles 2)|Trade Empire]] buffs all Merchantmen damage output and money generation.


== Starting with the Buccaneer ==
== Starting with the Buccaneer ==
Positioning is vital to keep your life count healthy in the early game, and to avoid regrow farming in the midgame. Try to place the starting Buccaneer where it can fire at both sides of a curve or bend, and if you aren't using farms position away from the start of the track.
Positioning is vital to keep your life count healthy in the early game, and to avoid regrow farming in the midgame. Try to place the starting Buccaneer where it can fire at both sides of a curve or bend, and if you aren't using farms position away from the start of the track.
* Start with your base Buccaneer and your Hero on round 1
# Start with your base Buccaneer and your Hero on round 1
* Upgrade to Grape Shot, then to Long Range if you aren't pairing with one of the early game support heroes
# Upgrade to Grape Shot, then to Long Range if you aren't pairing with one of the early game support heroes
* Upgrade to Hot Shots on round 3, then Cannon Ship on round 4. Send spaced eco to afford this.
# Upgrade to Hot Shots on round 3, then Cannon Ship on round 4. Send spaced eco to afford this.
* Recoup the loss of eco by getting a 0-0-3 Merchantmen on round 5-7.
# Recoup the loss of eco by getting a 0-0-3 Merchantmen on round 5-7.
* Place additional supporting towers for round 11.
# Place additional supporting towers for round 11.
* Upgrade the Cannon Ship to Crows Nest if they send a camo bloon rush.
# Upgrade the Cannon Ship to Crows Nest if they send a Camo Bloon rush.
* From here, get more merchantmen and other defenses like a 3-2-0 Destroyer for MOABs, and you can now safely afford Monkey Pirates for spaced BFB rushes.
# From here, get more merchantmen and other defenses like a 3-2-0 Destroyer for MOABs, and players can now safely afford Monkey Pirates for spaced BFB rushes.


==Navigation==
==Navigation==
{{BTDB2 strategy nav}}
{{BTDB2 strategy nav}}
[[Category:Battles 2 strategies]]
[[Category:Battles 2 strategies]]

Revision as of 05:55, 14 February 2025

This article was last updated for: version 4.5
Popular loadouts

The Monkey Buccaneer is a great starting tower with good damage and decent income generation, with it's main weakness being lack of proper space to place it on most maps.

Strengths and Weaknesses

Strengths

  • Money making potential is excellent
  • Good starting tower
  • Massive camo damage

Weaknesses

  • Limited to water space
  • Requires support for round 11
  • Cannot survive into the very late game

Upgrades

Path 1

  • 3-2-0 Destroyer is good for dealing with early MOAB rushes.
  • 4-2-0 Aircraft Carrier becomes a great tower when spammed and when inflicting a damage debuff onto bloons.
  • 5-x-x Carrier Flagship is underwhelming for it's price and rarely used.

Path 2

  • 0-1-1 Grape Shot starts strong with high pierce grapes.
  • 0-3-1 Cannon Ship defends early bloon sends well, even grouped yellows, but falls off in the midgame without support.
  • 0-4-2 Monkey Pirates is a last resort for round 13 rushes, as well as efficient BFB pulling.
  • 1-5-0 Pirate Lord hooks in entire ZOMGs, though this can be an expensive option.

Path 3

  • 0-0-2 Crow's Nest has massive camo damage which can deter camo and DDT rushes.
  • 0-0-3 Merchantmen makes good money for cheap in the early game.
  • 0-0-4 Favored Trades provides a sellback boost for reusing abilities constantly, as well as making even more money.
  • 0-0-5 Trade Empire buffs all Merchantmen damage output and money generation.

Starting with the Buccaneer

Positioning is vital to keep your life count healthy in the early game, and to avoid regrow farming in the midgame. Try to place the starting Buccaneer where it can fire at both sides of a curve or bend, and if you aren't using farms position away from the start of the track.

  1. Start with your base Buccaneer and your Hero on round 1
  2. Upgrade to Grape Shot, then to Long Range if you aren't pairing with one of the early game support heroes
  3. Upgrade to Hot Shots on round 3, then Cannon Ship on round 4. Send spaced eco to afford this.
  4. Recoup the loss of eco by getting a 0-0-3 Merchantmen on round 5-7.
  5. Place additional supporting towers for round 11.
  6. Upgrade the Cannon Ship to Crows Nest if they send a Camo Bloon rush.
  7. From here, get more merchantmen and other defenses like a 3-2-0 Destroyer for MOABs, and players can now safely afford Monkey Pirates for spaced BFB rushes.