MOABs can pressure the opponent at most stages of the game, while additionally supplying Bloontonium. It has fairly high Health, but in slower-paced tempo decks tends to be overshadowed by Zombie MOAB.
Ignoring additional income, Player 1 can play a MOAB as early as Round 3, while Player 2 requires Round 3. However, on High Finance, Player 2 can play it as early as Round 2.
During early rounds, a single MOAB pressures the opponent to use single-target damage to chip it down. For early rounds, sending one MOAB first and following up with another MOAB helps pile up pressure gradually, while sending two at once should be done if suspecting an early Mortar (especially Burny Stuff Mortar).
MOABs are often paired with BFB to maximize pressure. However, the MOAB is cheaper, allowing it to be played earlier, and generate Bloontonium in factors of 3, but less efficient HP than the BFB.
Its 6 Bloontonium generation is notable for supplying Quincy's Perceptive Shot, two Arrow Shots, or filling his max capacity with two MOABs. 6 Bloontonium is also notable for exact production for Mountain Obyn's abilities, with 3 needed for Dire Wolf.
With max eco, having anything that guarantees at least 2 extra Gold per round (e.g. Banana Farm) will provide enough Gold to play two MOABs on the same round.
If lacking enough defense, a MOAB can be countered by Hero Protection, Extreme Heat, or Return to Sender. However, unless as a last resort, save these cards for other threats, as many other Large Bloons commonly used in tempo decks (such as Soulstealer Bloon and high-cost Golden Blimp) are a higher priority threat.