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

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Qwertyxp2000 (talk | contribs)
Added a "support from the buccaneer", a section that may become important later when doing stuff like boomerang for press, ice for embrit and supbritt, and any other tower that may fulfill a support role. dart? hmm maybe just like ujugg for tight leads or something because ujugg is not really a dps tower, more of a tight eater
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== Upgrades ==
== Upgrades ==
=== Path 1 ===
=== Path 1 ===
* 3-2-0 [[Destroyer (Battles 2)|Destroyer]] is good for dealing with early MOAB rushes.
* [[Destroyer (Battles 2)|Destroyer]] is good for dealing with early MOAB rushes, especially with middle crosspaths.
** 3-1-0 and 3-2-0 provide a lot of single-target damage, thanks to the rapid-fire sprays of grapes.
* 4-2-0 [[Aircraft Carrier (Battles 2)|Aircraft Carrier]] becomes a great tower when spammed and when inflicting a damage debuff onto bloons.
* 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.
* 5-x-x [[Carrier Flagship (Battles 2)|Carrier Flagship]] is underwhelming for its cost, but potentially useful against all-out early 20's rushes if other cost-efficient options do not exist in the current loadout (e.g. Boat-Alch-Spactory loadouts without normal [[Captain Churchill (Battles 2)|Captain Churchill]]).


=== Path 2 ===
=== Path 2 ===
* 0-1-1 [[Grape Shot (Battles 2)|Grape Shot]] starts strong with high pierce grapes.
* [[Grape Shot (Battles 2)|Grape Shot]] is one of the strongest crosspaths of Buccaneer, and has strong early-game strength especially with 0-1-1.
* 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.
** 0-1-1 starts strong with high pierce grapes.
* 0-4-2 [[Monkey Pirates (Battles 2)|Monkey Pirates]] is a last resort for round 13 rushes, as well as efficient BFB pulling.
* [[Cannon Ship (Battles 2)|Cannon Ship]] defends early bloon sends well, even grouped yellows, but falls off in the midgame without support.
* 1-5-0 [[Pirate Lord (Battles 2)|Pirate Lord]] hooks in entire ZOMGs, though this can be an expensive option.
** 0-3-0 can be sufficient for early-game if positioned well, but harder to save up.
** 0-3-1 is a strong crosspath because its grapes and cannonballs gain extra pierce. 0-3-2 is only necessary against early Jericho Camos if no other early camo detector is available.
* [[Monkey Pirates (Battles 2)|Monkey Pirates]] is a last resort for round 13 rushes, as well as efficient BFB pulling.
** 0-4-2 is the preferred option, as it has much more pierce and has innate camo detection.
** 2-4-0 should only be used in the presence of external camo detection. The faster ability cooldowns help long-term hook usage, and its increased attack speed are only stronger than 0-4-2 if given external buffs.
* x-5-x [[Pirate Lord (Battles 2)|Pirate Lord]] hooks in entire ZOMGs, though this can be an expensive option. 1-5-0 and 2-5-0 are recommended as a crosspath for long-term usage, as its ability cooldown will speed up with top crosspaths.


=== Path 3 ===
=== Path 3 ===
* 0-0-2 [[Crow's Nest (Battles 2)|Crow's Nest]] has massive camo damage which can deter camo and DDT rushes.
* x-x-2 [[Crow's Nest (Battles 2)|Crow's Nest]] has massive camo damage which can deter camo and DDT rushes.
* 0-0-3 [[Merchantman (Battles 2)|Merchantmen]] makes good money for cheap in the early game.
* x-x-3 [[Merchantman (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.
* x-x-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.
* x-x-5 [[Trade Empire (Battles 2)|Trade Empire]] buffs all Merchantmen damage output and money generation.


== Starting with the Buccaneer ==
== Starting with the Buccaneer ==
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# 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 players 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.
== Support from the Buccaneer ==
The Buccaneer has two major support roles that warrant addition to a three-tower loadout:
# Income generation
# Hook abilities
In general, the Buccaneer is a mix between a defensive tower and a minor support via its income generation and instakilling of early spaced blimps. Its income generation is not as strong as the Banana Farm during the early-game, but starts to catch up during the mid-game on maps that do have enough water to fit up to 10 Buccaneers. The fairly inexpensive BFB instakill and capability to increase sellback are among other major reasons to bring Buccaneer.
=== Income generation with the Buccaneer ===
{{empty}}
=== Hook abilities with the Buccaneer ===
{{empty}}


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[[Category:Battles 2 strategies]]
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