Highwayman Jericho (Battles 2): Difference between revisions
Planterror (talk | contribs) m →Strategy: removing strategy needed template |
Qwertyxp2000 (talk | contribs) No edit summary |
||
| Line 19: | Line 19: | ||
'''Highwayman Jericho''' is a [[Hero Alt]] of [[Agent Jericho (Battles 2)|Agent Jericho]] in ''[[Bloons TD Battles 2]]'', introduced in {{BTDB2 version|10.0}}. He costs {{BTDB2 mm|5000|name=y}} and {{BTDB2 hp|40000|Agent Jericho|name=y}} to unlock. | '''Highwayman Jericho''' is a [[Hero Alt]] of [[Agent Jericho (Battles 2)|Agent Jericho]] in ''[[Bloons TD Battles 2]]'', introduced in {{BTDB2 version|10.0}}. He costs {{BTDB2 mm|5000|name=y}} and {{BTDB2 hp|40000|Agent Jericho|name=y}} to unlock. | ||
Highwayman Jericho uses a flintlock pistol to [[attack]] [[Bloon]]s within his [[range]], dealing | Highwayman Jericho uses a flintlock pistol to [[attack]] [[Bloon]]s within his [[range]], dealing 3 [[damage]] per shot. He cannot pop [[frozen]] Bloons or [[Lead Bloon (Battles 2)|Lead Bloon]]s and cannot detect [[Camo Bloon (Battles 2)|Camo Bloon]]s. He is very similar to Agent Jericho, with his only gameplay differences being his [[Activated Ability|Activated Abilities]]. As he levels up, his [[range]], [[damage]], and [[attack speed]] increase, he gains [[Camo detection]], and he unlocks multiple passive and active methods of disrupting the opponent. | ||
*Starting at level 2, he periodically adds an extra layer to natural Bloons on the opponent's side. At higher levels, he can add [[Bloon Mod]]s and enhance [[Bloon send|sent Bloons]] as well. | *Starting at level 2, he periodically adds an extra layer to natural Bloons on the opponent's side. At higher levels, he can add [[Bloon Mod]]s and enhance [[Bloon send|sent Bloons]] as well. | ||
*Starting at level 4, he reduces the cost of sending Bloons with [[Bloon Mod]]s. | *Starting at level 4, he reduces the cost of sending Bloons with [[Bloon Mod]]s. | ||
| Line 119: | Line 119: | ||
{{main strategy}} | {{main strategy}} | ||
{{BTDB2 popular loadout list by hero|Highwayman Jericho}} | {{BTDB2 popular loadout list by hero|Highwayman Jericho}} | ||
Highwayman Jericho, while outshadowed by his strong Agent counterpart in versatility and Star Captain counterpart in rushing potential, can still work as a more defensive Jericho. Like the other Jerichos, he requires a strong two tower combo to defend all the rounds as his pistol is rather weak at defending against grouped Bloons, alongside Banana Farm in order to supply money for rushes. | Highwayman Jericho, while outshadowed by his strong Agent counterpart in versatility and Star Captain counterpart in rushing potential, can still work as a more defensive Jericho. Like the other Jerichos, he requires a strong two tower combo to defend all the rounds, as his pistol is rather weak at defending against grouped Bloons, alongside Banana Farm in order to supply money for rushes. | ||
His Stand and Deliver provides some money generation and can sometimes provide rushing opportunities when the weakest tower is sold, but it has a long cooldown. Because of this, Highwayman Jericho on round 1 is almost never worth it, as the second use of Stand and Deliver should be delayed to when he reaches level 6 and gains more money off of it. His Misdirection ability can shore up a weakness against spaced BFBs or DDTs when they first appear, forcing opponents to send more of them to pressure or not send it at all. | His Stand and Deliver provides some money generation and can sometimes provide rushing opportunities when the weakest tower is sold, but it has a long cooldown. Because of this, Highwayman Jericho on round 1 is almost never worth it, as the second use of Stand and Deliver should be delayed to when he reaches level 6 and gains more money off of it. His Misdirection ability can shore up a weakness against spaced BFBs or DDTs when they first appear, forcing opponents to send more of them to pressure or not send it at all. | ||