Strategy:Bloons TD Battles 2/Loadouts: Difference between revisions
Planterror (talk | contribs) m →Engie-Super-Farm: minor source edit mistake |
Planterror (talk | contribs) →Farm Loadouts: replacing engie super farm with sub ice farm, get bacon to review this later when they wake up |
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=== | ===Sub-Ice-Farm=== | ||
{{ | {{Strategy needed}} | ||
{{BTDB2 loadout | {{BTDB2 loadout | ||
|name= | |name=Sub-Ice-Farm | ||
|tower 1= | |tower 1=Monkey Sub | ||
|tower 2= | |tower 2=Ice Monkey | ||
|tower 3=Banana Farm | |tower 3=Banana Farm | ||
|hero 1= | |hero 1=Sentai Churchill | ||
|hero 2= | |hero 2=Agent Jericho | ||
|last updated=4.6 | |hero 3=Cyber Quincy | ||
|hero 4=Beetienne | |||
|last updated=4.6.1 | |||
}} | }} | ||
A loadout | 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]]. In this loadout, [[Armor Piercing Darts (Battles 2)|Armor Piercing Darts]] becomes a carry for almost the entire defense until getting the Monkey-Nomics, but the loadout cannot survive very long into the late 30s. 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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==Eco Loadouts== | ==Eco Loadouts== | ||