Board Thread:General Discussion/@comment-69.14.210.133-20180426223754/@comment-25404524-20180427070806

Depends on the game, really. In BTD5, an x/2 Apprentice is just enough. But in games like Bloons Monkey City or Bloons TD Battles, they are big deal. Particularly when specific strategies are required when tower selections are limited.

But there are many ways to defeat a Camo Lead Bloon anyway, in order of viability in my opinion:


 * Monkey Sense (x/2 Apprentice)
 * Radar Scanner (x/2 Village) with Lead-poppers
 * Signal Flare (x/3 Mortar)
 * Juggernaut (4/x Dart)
 * Bloontonium Reactor with Submerged Mode (4/x Submarine)
 * Full Metal Jacket with Night Vision Goggles (1/2 Sniper)
 * Depleted Bloontonium (x/2 Dartling)
 * Submerge and Support with Submerged Mode (3/x Submarine) with Lead-poppers
 * Ballistic Missile with Advanced Intel (2/3) with other towers that have Camo Detection
 * White Hot Spikes (2/x Spike Factory)
 * Cannon Ship (x/3 Buccaneer)
 * Razor Rotors with Enhanced IFR Instruments (3/2 Heli Pilot)
 * MIB (x/3 Village) with non-Lead-poppers
 * Flash Bomb (x/3 Ninja)
 * Cleansing Foam (3/x Engineer)
 * Glaive Lord with Red Hot Rangs (4/2)
 * Spectre with Spy Plane (4/2 Ace)
 * Glue Striker ability with Corrosive Glue (2/4)

And some exclusive to BTD5:


 * Meerkat Spy near Lead-popper.
 * Ice Fortress Tier-4 (mobile only)
 * Splodey Darts (as Tier-4 Dart Training Hall in Mobile and as premium upgrade in Flash)
 * Dreadnaught (as Tier-4 Pirate Bay in Mobile and as premium upgrade in Flash)

And some for Bloons TD Battles Mobile, since none has changed in the Flash version:


 * Red Hot Spikes, placeable one-use hot Road Spikes available as 3 piles per game.
 * Turbo Charge ability, which automatically detects camo while ability is active. Does not happen in other games.

There are many others, but the others aren't really that practical.