Strategy:Bomb Shooter (Battles 2)

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This article was last updated for: version 4.8.1
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The Bomb Shooter serves as a strong early and midgame tower to defend many rounds, only requiring a decamo option and some support on maps where it cannot get good cluster spots, like Castle Ruins or tricky maps like Glade. It can survive into the early 30s with MOAB Eliminator, but struggles to go to round 40 with many loadouts, often requiring a more aggressive playstyle to win.

Strengths and Weaknesses

Strengths

  • Strong starting tower and lasts into the midgame
  • Can pop almost any tight rush effectively
  • Powerful tier 5 upgrades

Weaknesses

  • Opponent pressure can leak many lives in the early game
  • Requires decamo options
  • Some maps are unfavorable to bomb due to lack of cluster spots
  • Greed potential starts late, which allows cheaper towers to snowball their greed faster, but not for longer

Synergies

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Upgrades

Path 1

  • 3-x-x Really Big Bombs lacks a niche. It's too expensive for consistently breaking bloons when other towers (e.g. Sub's Reactor and 0-3-2 Ballistic) cover that weakness, and the 3-0-2 fragments are very weak.
  • 4-2-0 Bloon Impact stuns fortified Ceramics so that other towers can cleanup effectively.
  • 5-2-0 Bloon Crush keeps DDTs and tight rushes in place as they are picked off.

Path 2

  • MOAB Mauler lives up to its name by providing early MOAB and Fortified MOAB defense.
    • 0-3-1 allows it to reach further
    • 0-3-2 is necessary for full reliability against DDTs, even with Striker (until Level 19+).
    • 1-3-0 and 2-3-0 are only beneficial if combatting Tight blimps
  • x-4-x MOAB Assassin oneshots MOABs and breaks down BFBs with its ability.
  • 2-5-0 MOAB Eliminator delivers a lot of BAD damage in the early 30s.

Path 3

  • Cluster Bombs is a fairly reliable group-popping tower that covers most of Bomb's weaknesses, including Black Bloons and the early-game.
    • 0-0-3 is often the go-to route to start Bomb early-games, to defend against early Spaced Yellows and Pinks.
    • 1-0-3 and 2-0-3 should be upgraded slowly based on what is being sent. 2-0-3 can defend up to round 11.
  • 2-0-4 Recursive Cluster can clean up ceramics, but can struggle to fortified ceramics without stalling. More of them also defends early tight rushes for cheap.
  • x-x-5 Bomb Blitz's passive works to stop early DDT and tight MOAB rushes from leaking.

Starting with the Bomb Shooter

An example placement of a Cluster Bomb start on Oasis. This bomb should be set to Last targeting to take advantage of the obstacle.

Many maps have either an intersection or a corner to place a Cluster Bomb into, mitigating it's slow fire rate. Many leaks may happen while saving up for cluster bomb, as opponents can easily pressure with spaced bloons until the player gets it. Try to change the targeting in order to aim the bomb shooter into the intersection as much as possible. Usually this is best done on Close targeting, though depending on the position of the bomb, it may be better set to Last or First.

  1. Start with a base Bomb Shooter and the Hero.
  2. Upgrade to Frag Bombs and send spaced bloons to afford Cluster Bomb on round 3.
  3. Upgrade to Bigger Bombs for round 4, then start greeding out farms or sending lots of eco.
  4. Depending on the map, Heavy Bombs should be bought to defend against Black Bloons. If the map is set up in a way to defend spaced Black Bloons without Heavy Bombs, it can be forced on Round 9 instead, with Spaced Zebras.
  5. From there, the player is safe until round 11, at which point another cluster may be required to defend a big rush, and needs camo support.

Support from the Bomb Shooter

Stuns

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Bloon Impact and Bloon Crush provide direct stopping power to rushes to allow other towers to clean up or to buy more time for a rush against an opponent to reach the exit first.

For Bloon Impact, as 2-3 Recursive Clusters already deal with Ceramics quite well, it is relegated to assisting with Fortified Ceramics or Ceramic children from MOABs.

For Bloon Crush, provided it is given proper camo detection and can be afforded in time, it can stop infinite DDTs from a counter-rush.