“ | Jericho is an elite covert ops agent who uses high tech subterfuge to sabotage and disrupt his opponents. | ” |
~ In-game Description |
Agent Jericho is a Hero exclusive to Bloons TD Battles 2. He is the successor to the COBRA from Bloons TD Battles Mobile.
He works for an organization called COBRA HQ (Covert Operations Battle Response Agency Headquarters), and he shoots bloons with an attack similar to the Sniper Monkey, but within a local range just like his predecessor. Agent Jericho can level up to add Bloon Adjustment, which rank up bloons or add special properties, and further levels allowing him to reduce costs for sending bloon modifiers (except BADs until Level 20) and even applying Bloon Adjustment onto sent bloons.
He has two activated abilities: Seize Assets (Level 3+) and Decoy Bloon (Level 10+). Seize Assets steals small amounts of money per second over extended intervals. Initially, his Seize Assets ability will steal $25 from your opponent per second for 10 seconds, totalling to $250; leveling up allows him to steal more money per second and make the Seize Assets ability last longer. His second ability, Decoy Bloon, deploys an indestructible decoy bloon that mimics the behavior of a MOAB in order to distract your opponent's monkeys from other bloons. The Decoy Bloon starts off as a MOAB, later upgrading to BFB at Levels 13-16, and ZOMG at Levels 17+.
Agent Jericho attacks bloons with his pistol, shooting one bloon at a time every 0.9s, inflicting 3 damage initially. At Level 6, he wields a second gun, doubling his attack speed. His guns become even stronger at Levels 12, 16, and 19, increasing his own DPS by gaining more damage and firing multiple times per shot. His pistols cannot pop Frozen or Lead Bloons.
Agent Jericho has two Hero Alts, Highwayman Jericho and Star Captain Jericho, unlocked by spending Agent Jericho points.
Quick Answers
What is the organization Agent Jericho works for in Bloons TD Battles 2?
How does Agent Jericho's attack compare to the Sniper Monkey's in Bloons TD Battles 2?
What is the function of Bloon Adjustment in Agent Jericho's skill set?
How does Agent Jericho level up in Bloons TD Battles 2?
What is the connection between Agent Jericho and the COBRA from Bloons TD Battles Mobile?
Hero Alts[]
Highwayman Jericho[]
“ | A debonair scoundrel who'll steal your money and your heart. | ” |
~ In-game description |
Highwayman Jericho is a Hero Alt of Agent Jericho exclusive to Bloons TD Battles 2.
He is a dashing rogue who attacks just like regular Jericho. Just like Agent Jericho, Highwayman Jericho can level up to add Bloon Adjustment, which rank up bloons or add special properties, and further levels allowing him to reduce costs for sending bloon modifiers (except BADs until Level 20) and even applying Bloon Adjustment onto sent bloons. He uses a flintlock that accurately shoots the bloons every 0.9s, dealing 3 damage initially, gains a second flintlock at Level 6 that essentially doubles his attack speed, and further DPS increases at Levels 12, 16, and 19. His flintlocks cannot pop Frozen or Lead Bloons.
His activated abilities are similar to Agent Jericho's abilities but more harsh. His first ability, Stand and Deliver, steals cash from your opponent near-immediately, but if they can't pay up, then the opponent's cheapest tower will be forcibly sold for 100% value to pay it off. Initially, his Stand and Deliver ability steals $200 from your opponent, slightly less than Agent Jericho between Levels 3-5, and steals even more money as he gains higher levels. His second ability, Misdirection, removes a MOAB-class bloon sent by your opponent and sends it back to them; an enhanced version of COBRA's Misdirection. Cooldown of Misdirection ability is dependent on rank of MOAB-Class Bloons (1/4 cooldown vs MOABs, 1/2 cooldown vs BFBs, and full cooldown vs DDTs and ZOMGs), and initially only targets MOABs and BFBs. Levels 12+ and 15+ allow him to target DDTs and ZOMGs, respectively.
Star Captain Jericho[]
“ | Star Captain Jericho is a space-faring smuggler who always has a trick up his sleeve. | ” |
~ In-game description |
Star Captain Jericho is a Hero Alt of Agent Jericho exclusive to Bloons TD Battles 2. Star Captain Jericho was the winner of a Jericho Hero Alt Design Poll, winning 1569 votes over 1538 votes for Monster Hunter Jericho and 817 votes for Wastelander Jericho. Because Jericho was the winner for the Hero Alt Poll, Agent Jericho is the first hero to receive a third Hero Alt, Star Captain Jericho being a close winner. He got added to the game in Version 2.2.0.
He is a futuristic space captain armed with a plasmatic blaster. A scoundrel of interdimensional space-time continua, his unique form of sabotage derives from his abilities and alterations to special bloon properties. Instead of discounting bloon properties, he speeds up the rate of Regrow properties, increases speed of Camo Bloons, and increases the health of Fortified Bloons (except BADs until Level 20). He can also add Bloon Adjustment, which rank up bloons or add special properties, and further levels allowing him to applying Bloon Adjustment onto sent bloons. His blaster shoots the bloons every 0.5s, dealing 1 damage initially and adds a 1-second Laser Shock that damages after 1 second, and can deal +1 damage to Laser Shocked bloons. He gains a second blaster at Level 6 that essentially doubles his attack speed, and further DPS increases at Levels 12, 16, and 19. His blasters cannot pop Purple until he reaches Level 19 but can pop Frozen and Lead.
He has two unique activated abilities. His first ability is In It For the Money, which causes a large quantity of sent bloons on the opponent's side to reward extra money when popped, in turn generating money for the player and forcing the opponent into debt equal to his earnings. His second ability is Smuggle Run, summoning a spaceship to store a large monetary value of user-sent bloons except BADs (until Level 20, unfortified only due to costs) and depositing them a percentage along the opponent's sent track.
He costs $850 to place in-game.
Upgrades[]
Upgrades (Agent Jericho)[]
Normal Striker Jones levels at 1x of the "Type 2" leveling curve (equal to before the Version 1.6.0 leveling nerfs), which levels slower up to Level 10 compared to Levels 11+. This is shared with Striker Jones, Obyn Greenfoot, Benjamin, Agent Jericho, and including all of their Hero Alts, plus Bonnie and Beetienne (but not Etienne).
Level 1 COST: $850 UNLOCK: N/A XP | ||
Description: Jericho is an elite Covert Ops agent who uses high tech subterfuge to sabotage and disrupt his opponents.
Effect: Shoots from a pistol moderately slowly, every 0.9s. Deals 3 damage in a snipe attack and has Sharp type damage. |
Level 2 COST: $1080 UNLOCK: 1,080 XP | ||
Description: Bloon Adjustment: Periodically enhance a single natural bloon on the opponent's side with an extra layer.
Effect: Every fourth neutral bloon affected after this upgrade gains an additional layer, and only affects up to Ceramic Bloons. |
Level 3 COST: $1360 UNLOCK: 1,360 XP | ||
Description: Seize Assets - Steals $25 from your opponent's cash every second for 10 seconds.
Effect: Jericho siphons cash over time in ten one-second intervals, stealing $25 per interval, for a total of $250. If the opponent has less cash leftover, Jericho only steals as much as the opponent has left, and his next tick will display the remaining cash value. In the case of no money leftover, his next tick will display $0. Cooldown of 70 seconds, 28 seconds initial cooldown. |
Level 4 COST: $1900 UNLOCK: 1,900 XP | ||
Description: The cost of sending regrow bloons is reduced.
Effect: The Regrow Bloon modifier multipler is reduced from 1.6x to 1.4x increased cost. |
Level 5 COST: $2560 UNLOCK: 2,560 XP | ||
Description: Adjusted bloons will now also have the camo, regrow, or fortified property.
Effect: Every fourth natural bloon gains +1 rank, as well as gaining a random eligible property (Camo, Regrow, or Fortified). Favors non-Camo modifiers onto bloons. |
Level 6 COST: $3180 UNLOCK: 3,180 XP | ||
Description: Jericho dual wields pistols, doubling his attack speed. Seize assets steals $65 per second.
Effect: Jericho's pistol attack speed is doubled, making him shoot from every 0.9s to every 0.45s. The Seize Assets ability goes from a total of $250 to a total of $650 stolen, in intervals of $65 instead of $25. The total value can be lower if the opponent has less, or even no cash leftover. |
Level 7 COST: $4320 UNLOCK: 4,320 XP | ||
Description: Jericho's damage and range increases and he can detect camo bloons. The cost of sending camo bloons is reduced.
Effect: Jericho's pistols now pop 5 layers instead of 3. The Camo Bloon modifier multipler is reduced from 2x to 1.6x increased cost. Range increases from 40 to 70. |
Level 8 COST: $5920 UNLOCK: 5,920 XP | ||
Description: Bloon adjustment happens more regularly.
Effect: Bloon Adjustment now affects every second neutral bloon instead of every fourth with the aforementioned modifiers. |
Level 9 COST: $6880 UNLOCK: 6,880 XP | ||
Description: Seize Assets steals $100 per second. The cost of sending fortified bloons is reduced (except BADs).
Effect: The Seize Assets ability goes from a total of $650 to a total of $1000 stolen, intervals of $100 instead of $65. The total value can be lower if the opponent has less, or even no cash leftover. The cost of the Fortified Bloon modifier multiplier is reduced from 2x to 1.7x increased cost, but doesn't reduce the income penalty of sending Fortified MOAB-Class bloons, and cannot affect BADs. |
Level 10 COST: $7040 UNLOCK: 7,040 XP | ||
Description: Bloon Decoy: Send an invincible MOAB decoy to distract your opponent's monkeys. The decoy disappears before it reaches the end of the track.
Effect: Jericho sends a Decoy Bloon that has the same hitbox and moves as fast as the MOAB but with infinite health, and disappears after reaching 66% of the track. Has the same bloon hierarchy as the assigned blimp, for purposes of "Strong" targeting. Throwable, non-lobbed projectiles that hit the Decoy Bloon disappear, as if hitting an immune bloon. Does not affect on-track projectiles. Cooldown of 90 seconds, no initial cooldown. Cooldown of Decoy Bloon ability does not reset when sell-and-rebuying Level 10+. |
Level 11 COST: $6820 UNLOCK: 6,820 XP | ||
Description: Seize Assets steals $130 per second.
Effect: The Seize Assets ability goes from a total of $1000 to a total of $1300 stolen, in intervals of $130 instead of $100. The total value can be lower if the opponent has less, or even no cash leftover. |
Level 12 COST: $6860 UNLOCK: 6,860 XP | ||
Description: Jericho fires twice each time he attacks with one of his pistols.
Effect: Each of Jericho's shots will shoot again after a 0.1 second delay and can hit the same target, doubling his DPS output once more. |
Level 13 COST: $6920 UNLOCK: 6,920 XP | ||
Description: Bloon Adjustment applies more modifiers to each enhanced bloon. Jericho's Decoy ability now sends a decoy BFB.
Effect: Bloon Adjusted bloons gain +1 rank and two of the three possible applicable properties at random. For Bloons ranked below Ceramic excluding Leads, all modified bloons have the Camo and Regrow properties, while Leads and Ceramics would be missing a random property if they were originally normal Bloons, and MOAB-Class Bloons only gain the Fortified property. The Bloon Decoy ability changed into a BFB, which moves slower but has a bigger hitbox. The decoy travel distance remains unchanged. |
Level 14 COST: $6880 UNLOCK: 6,880 XP | ||
Description: Seize Assets steals $250 per second.
Effect: The Seize Assets ability goes from a total of $1300 to a total of $2500 stolen, in intervals of $250 instead of $130. The total value can be lower if the opponent has less, or even no cash leftover. |
Level 15 COST: $7160 UNLOCK: 7,160 XP | ||
Description: Bloon adjustment now affects sent bloons in addition to natural bloons.
Effect: Sending bloons after this upgrade has been achieved will affect every other bloon in queue with +1 rank, and cycling between two of the three possible properties appliable to said bloons, for no added cost. Enabling one of the properties will forcefully buff every other bloon with the remaining two modifiers. |
Level 16 COST: $7040 UNLOCK: 7,040 XP | ||
Description: Jericho fires a 3 round burst each time he attacks with one of his pistols and their damage is increased.
Effect: Each of Jericho's shots will fire another two times after the initial shot with a 0.1 second delay in between and can hit the same target, increasing his DPS output by 50%. Also increase each shot of both pistols damage from 5 to 12. |
Level 17 COST: $6920 UNLOCK: 6,920 XP | ||
Description: Jericho's Decoy ability now sends a decoy ZOMG.
Effect: The Bloon Decoy ability changes from a BFB to a ZOMG, moving even slower but with a much larger hitbox. The decoy travel distance remains unchanged. |
Level 18 COST: $7080 UNLOCK: 7,080 XP | ||
Description: Seize Assets lasts for 15s.
Effect: The Seize Assets ability duration is increased by 50%, going from a total of $2500 to a total of $3750 stolen, for up to 15 intervals instead of 10. The total value can be lower if the opponent has less, or even no cash leftover. |
Level 19 COST: $7120 UNLOCK: 7,120 XP | ||
Description: Jericho's pistol attacks deal significantly more damage.
Effect: Jericho's pistols now deal 20 damage instead of 12. |
Level 20 COST: $7260 UNLOCK: 7,260 XP | ||
Description: Jericho's Bloon Decoy ability cooldown is reduced. Fortified BADs are now cheaper to send.
Effect: Decreased cooldown of Bloon Decoy ability from 90 seconds to 45 seconds. Also allows discount of Fortified BADs. |
Upgrades (Highwayman Jericho)[]
Normal Striker Jones levels at 1x of the "Type 2" leveling curve (equal to before the Version 1.6.0 leveling nerfs), which levels slower up to Level 10 compared to Levels 11+. This is shared with Striker Jones, Obyn Greenfoot, Benjamin, Agent Jericho, and including all of their Hero Alts, plus Bonnie and Beetienne (but not Etienne).
Level 1 COST: $850 UNLOCK: N/A XP | ||
Description: A debonair scoundrel who'll steal your money and your heart.
Effect: Shoots from a pistol moderately slowly, every 0.9s. Deals 3 damage in a snipe attack and has Sharp type damage. |
Level 2 COST: $1080 UNLOCK: 1,080 XP | ||
Description: Bloon Adjustment: Periodically enhance a single natural bloon on the opponent's side with an extra layer.
Effect: Every fourth neutral bloon affected after this upgrade gains an additional layer, and only affects up to Ceramic Bloons. |
Level 3 COST: $1360 UNLOCK: 1,360 XP | ||
Description: Stand and Deliver - Steals $200 from your opponent. If they can't afford it, their cheapest monkey will be sold for its full value to pay for it.
Effect: The ability instantly steals $200 from your opponent's cash tally. If the opponent has less left over, or even no cash left over, he will forcibly sell the cheapest tower on the field costing $200, or more, for 100% their value, and steal the remaining cash value. The ability cannot steal multiple towers and will ignore anything that costs less than the written value. He cannot steal Heroes, even if they are the only tower left. Cooldown of 100 seconds, 35 seconds initial cooldown. |
Level 4 COST: $1900 UNLOCK: 1,900 XP | ||
Description: The cost of sending regrow bloons is reduced.
Effect: The Regrow Bloon modifier multiplier is reduced from 1.6x to 1.4x increased cost. |
Level 5 COST: $2560 UNLOCK: 2,560 XP | ||
Description: Adjusted bloons will now also have the camo, regrow, or fortified property.
Effect: Every fourth natural bloon gains +1 rank, as well as gaining a random eligible property (Camo, Regrow, or Fortified). Favors non-Camo modifiers onto bloons. |
Level 6 COST: $3180 UNLOCK: 3,180 XP | ||
Description: Jericho dual wields pistols, doubling his attack speed. Stand and Deliver steals $650.
Effect: Jericho's revolver attack is doubled, making him shoot from every 0.9s to every 0.45s. The Stand and Deliver ability goes from stealing $200 to stealing $650. If the opponent has less, or even no cash leftover, Highwayman Jericho will forcibly sell the cheapest tower on the field worth $650 or more in order to steal their cash. |
Level 7 COST: $4320 UNLOCK: 4,320 XP | ||
Description: Jericho's damage and range increases and he can detect camo bloons. The cost of sending camo bloons is reduced.
Effect: Jericho's pistols now pop 5 layers instead of 3. The Camo Bloon modifier multiplier is reduced from 2x to 1.6x increased cost. Range increases from 40 to 70. |
Level 8 COST: $5920 UNLOCK: 5,920 XP | ||
Description: Bloon adjustment happens more regularly.
Effect: Bloon Adjustment now affects every second neutral bloon instead of every fourth one, with the aforementioned modifiers. |
Level 9 COST: $6880 UNLOCK: 6,880 XP | ||
Description: Stand and Deliver steals $1000. The cost of sending fortified bloons is reduced (excluding BADs).
Effect: The Stand and Deliver ability goes from stealing $650 to stealing $1000 from your opponent. If they have less, or even no cash leftover, Highwayman Jericho will forcibly sell the cheapest tower on the field worth $1000 or more in order to steal their cash. The Fortified Bloon modifier multiplier is reduced from 2x to 1.7x increased cost, but doesn't reduce the income penalty of sending Fortified MOAB-Class bloons, and cannot affect BADs. |
Level 10 COST: $7040 UNLOCK: 7,040 XP | ||
Description: Misdirection - Deceives the strongest MOAB class bloon on screen (up to a BFB) and sends it to your opponents side.
Effect: This ability is similar to the COBRA's Misdirection, however it is only limited to MOABs and BFBs, and has global range and has 3 seconds delay while the target bloon is slowed down to a crawl. Cooldown of 80 seconds, with the cooldown shortened on MOABs and BFBs; MOABs have 1/4 cooldown and BFBs have 1/2 cooldown. Initial cooldown of 20 seconds. |
Level 11 COST: $6820 UNLOCK: 6,820 XP | ||
Description: Stand and Deliver steals $1300.
Effect: The Stand and Deliver ability goes from stealing $1000 to stealing $1300 from your opponent. If they have less, or even no cash leftover, Highwayman Jericho will forcibly sell the cheapest tower on the field worth $1300 or more in order to steal their cash. |
Level 12 COST: $6860 UNLOCK: 6,860 XP | ||
Description: Adds a second barrel to each of Highwayman Jericho's pistols, allowing him to fire twice each time he attacks with one of them. Misdirection can now affect DDTs.
Effect: Each of Highwayman Jericho's shots will shoot again after a 0.1 second delay and can hit the same target, doubling his DPS output once more. The Misdirection ability will also be able to target DDTs and send them to your opponent. If Misdirection targets a DDT, the Misdirection ability undergoes the full cooldown. |
Level 13 COST: $6920 UNLOCK: 6,920 XP | ||
Description: Bloon Adjustment applies more modifiers to each enhanced bloon.
Effect: Bloon Adjusted bloons gain +1 rank and two of the three possible applicable properties at random. For Bloons ranked below Ceramic excluding Leads, all modified bloons have the Camo and Regrow properties, while Leads and Ceramics would be missing a random property if they were originally normal Bloons, and MOAB-Class Bloons only gain the Fortified property. |
Level 14 COST: $6880 UNLOCK: 6,880 XP | ||
Description: Stand and Deliver steals $2500.
Effect: The Stand and Deliver ability goes from stealing $1300 to stealing $2500 from your opponent. If they have less, or even no cash leftover, Highwayman Jericho will forcibly sell the cheapest tower on the field worth $2500 or more in order to steal their cash. |
Level 15 COST: $7160 UNLOCK: 7,160 XP | ||
Description: Bloon adjustment now affects sent bloons in addition to natural bloons. Misdirection can affect ZOMGs.
Effect: Sending bloons after this upgrade has been achieved will affect every other bloon in queue with +1 rank, and cycling between two of the three possible properties appliable to said bloons, for no added cost. Enabling one of the properties will forcefully buff every other bloon with the remaining two modifiers. The Misdirection ability will also be able to target ZOMGs and send them to your opponent. If Misdirection targets a ZOMG, the Misdirection ability undergoes the full cooldown. |
Level 16 COST: $7040 UNLOCK: 7,040 XP | ||
Description: Highwayman Jericho's pistol's become fast firing revolvers, allowing him to fire each one 3 times per attack.
Effect: Each of Highwayman Jericho's shots will fire another two times after the initial shot with a 0.1 second delay in between and can hit the same target, increasing his DPS output by 50%. Also increase each shot of both pistols damage from 5 to 12. |
Level 17 COST: $6920 UNLOCK: 6,920 XP | ||
Description: Misdirected bloons attack with renewed vigour, healing all damage they received before being misdirected.
Effect: The Misdirection Ability now fully heals the targeted bloon before being sent to your opponent. |
Level 18 COST: $7080 UNLOCK: 7,080 XP | ||
Description: Stand and Deliver cooldown reduced.
Effect: Decreased cooldown of Stand and Deliver ability from 100 seconds to 60 seconds. |
Level 19 COST: $7120 UNLOCK: 7,120 XP | ||
Description: Highwayman Jericho's pistol attacks deal significantly more damage.
Effect: Highwayman Jericho's pistols now deal 20 damage instead of 12. |
Level 20 COST: $7260 UNLOCK: 7,260 XP | ||
Description: Misdirection cooldown reduced. Fortified BADs are now cheaper to send.
Effect: Decreased cooldown of Misdirection ability from 80 seconds to 16 seconds. Also allows discount of Fortified BADs. |
Upgrades (Star Captain Jericho)[]
Normal Striker Jones levels at 1x of the "Type 2" leveling curve (equal to before the Version 1.6.0 leveling nerfs), which levels slower up to Level 10 compared to Levels 11+. This is shared with Striker Jones, Obyn Greenfoot, Benjamin, Agent Jericho, and including all of their Hero Alts, plus Bonnie and Beetienne (but not Etienne).
Level 1 COST: $850 UNLOCK: N/A XP | ||
Description: Star Captain Jericho never misses with his high energy blaster.
Effect: Shoots a blaster moderately quickly, every 0.54s. Deals 1 damage in a snipe attack and has Plasma type damage, and applies a Laser Shock that lasts for 1 second and damages once after 1 second. 40 range. |
Level 2 COST: $1080 UNLOCK: 1,080 XP | ||
Description: Bloon Adjustment: Periodically enhance a single natural bloon on the opponent's side with an extra layer.
Effect: Every fourth neutral bloon affected after this upgrade gains an additional layer, and only affects up to Ceramic Bloons. |
Level 3 COST: $1360 UNLOCK: 1,360 XP | ||
Description: In It For The Money - Up to 25 bloons sent to your opponent in the next 6 seconds are rigged with a high tech booby trap. Popping them earns you $7 and puts your opponent into debt.
Effect: Sets up to the next 25 sent bloons in a "debt trap" status for the ability duration of 6 seconds. Affected bloons are marked with a decal consisting of small red dollar signs, and last forever until popped (even after ability ends). If the opponent pops them, Jericho gains $7, and the bounties pay him every 1 second, and forces the opponent into debt equal to his earnings. If all bloons are popped, the money changes are $175. Cooldown of 70 seconds, initial cooldown of 35 seconds. |
Level 4 COST: $1900 UNLOCK: 1,900 XP | ||
Description: Regrow bloons sent to your opponent generate faster than normal.
Effect: Regrow Bloons regenerate every 2.28s instead of 2.6s (Regrow cooldown reduction of 12%). |
Level 5 COST: $2560 UNLOCK: 2,560 XP | ||
Description: Adjusted bloons will now also have the camo, regrow, or fortified property.
Effect: Every fourth natural bloon gains +1 rank, as well as gaining a random eligible property (Camo, Regrow, or Fortified). Favors non-Camo modifiers onto bloons. |
Level 6 COST: $3180 UNLOCK: 3,180 XP | ||
Description: Jericho dual wields his blasters, doubling his attack speed. Stronger bloons sent with In It For The Money are worth more cash when popped.
Effect: Jericho's blaster attack is nearly doubled, decreasing attack cooldown from 0.54s to 0.35s. Gives even more money when stronger bloons are popped, plus an equal increase in debt for the opponent should they trigger the booby trap. Bounty per pop is increased to the following for higher-tier non-blimp bloons:
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Level 7 COST: $4320 UNLOCK: 4,320 XP | ||
Description: Jericho's damage and range increases and he can detect camo bloons. Camo bloons sent to your opponent move faster than normal.
Effect: Jericho's pistols now deal 2 damage instead of 1. Speeds up Camo Bloons, including camouflaged DDTs, by +15%. Range increases from 40 to 70. |
Level 8 COST: $5920 UNLOCK: 5,920 XP | ||
Description: In It For The Money lasts longer and can now affect 1 MOAB class bloon send which is worth $300 when popped. Bloon adjustment happens more regularly.
Effect: Duration of In It For The Money increased from 6s to 12s and now can also affect up to one MOAB-class bloon instead of a normal bloon, which will bounty $300 when popped. Bloon Adjustment now affects every second neutral bloon instead of every fourth one, with the aforementioned modifiers. |
Level 9 COST: $6880 UNLOCK: 6,880 XP | ||
Description: MOAB class bloons sent with In It For The Money are worth $600 when popped. Fortified bloons sent to your opponent are more durable than normal (except BADs).
Effect: In It For The Money now bounties $600 from MOAB-class bloons. All sent Fortified Bloons, including Fortified MOAB-class bloons except BADs, now gain +12.5% HP (list of values, ignoring blimp health ramping):
|
Level 10 COST: $7040 UNLOCK: 7,040 XP | ||
Description: Smuggler's Run - Up to $5,500 worth of bloons sent in the next 8s are loaded into Jericho's spaceship to be dropped off part way down the opponent's track.
Effect: When activated, Smuggler's Run stores up to $5,500 of non-BAD bloons that the player sends into a spaceship, and waits for 8s before departing and dropping off at 25% of the shortest sent lane. Cooldown of 80 seconds, no initial cooldown. |
Level 11 COST: $6820 UNLOCK: 6,820 XP | ||
Description: MOAB class bloons sent with In It For The Money are worth $1,300 when popped.
Effect: In It For The Money now causes popped MOAB-class bloons to bounty $1,300 instead of $600. |
Level 12 COST: $6860 UNLOCK: 6,860 XP | ||
Description: Adds a second particle emitter to each of Jericho's blasters, allowing him to fire twice each time he attacks with one of them.
Effect: Each of Star Captain Jericho's shots will shoot again after a 0.1 second delay and can hit the same target, doubling his DPS output once more. Smuggler's Run monetary capacity increases from $5,500 to $8,000. |
Level 13 COST: $6920 UNLOCK: 6,920 XP | ||
Description: Bloon Adjustment applies more modifiers to each enhanced bloon.
Effect: Bloon Adjusted bloons gain +1 rank and two of the three possible applicable properties at random. For Bloons ranked below Ceramic excluding Leads, all modified bloons have the Camo and Regrow properties, while Leads and Ceramics would be missing a random property if they were originally normal Bloons, and MOAB-Class Bloons only gain the Fortified property. |
Level 14 COST: $6880 UNLOCK: 6,880 XP | ||
Description: MOAB class bloons sent with In It For The Money are worth $3,000 when popped.
Effect: In It For The Money now causes popped MOAB-class bloons to bounty $3,000 instead of $1,300. |
Level 15 COST: $7160 UNLOCK: 7,160 XP | ||
Description: Bloon adjustment now affects sent bloons in addition to natural bloons. Smuggler's Run can load $13,000 worth of bloons into Jericho's spaceship.
Effect: Sending bloons after this upgrade has been achieved will affect every other bloon in queue with +1 rank, and cycling between two of the three possible properties appliable to said bloons, for no added cost. Enabling one of the properties will forcefully buff every other bloon with the remaining two modifiers. Monetary capacity of Smuggler's Run increases from $8,000 to $13,000. |
Level 16 COST: $7040 UNLOCK: 7,040 XP | ||
Description: Jericho's blasters are upgraded with high-energy capacitors, allowing him to fire each one 3 times per attack.
Effect: Each of Star Captain Jericho's shots will fire another two times after the initial shot with a 0.1 second delay in between and can hit the same target, increasing his DPS output by 50%. Also increase each shot of both blasters damage from 3 to 5 and damage over time from 1 damage/s to 2 damage/s. |
Level 17 COST: $6920 UNLOCK: 6,920 XP | ||
Description: Smuggler's Run can load $20,000 worth of bloons into Jericho's spaceship (excluding BADs).
Effect: Monetary capacity of Smuggler's Run increases from $13,000 to $20,000 but will still not hold BADs. |
Level 18 COST: $7080 UNLOCK: 7,080 XP | ||
Description: In It For The Money cooldown reduced.
Effect: Decreased cooldown of In It For The Money ability from 70 seconds to 45 seconds. |
Level 19 COST: $7120 UNLOCK: 7,120 XP | ||
Description: Jericho's blaster attacks deal significantly more damage and pop purple bloons.
Effect: Shots deal 8 damage and can now pop all bloon types and damage over time from 2 damage/s to 4 damage/s. |
Level 20 COST: $7260 UNLOCK: 7,260 XP | ||
Description: Smuggler's Run can load $25,000 worth of bloons into Jericho's spaceship, including BADs. Its cooldown is also reduced. Sent fortified BADs are now more durable than normal.
Effect: Smuggler's Run monetary capacity increased from $20,000 to $25,000, can hold BADs, and cooldown reduced from 80 to 40 seconds. Also allows health boosting of all sent Fortified BADs; its basic unscaled health increases from 25000 to 28125. |
Activated Abilities (Agent Jericho)[]
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Agent Jericho has two activated abilities: Seize Assets (Level 3+) and Decoy Bloon (Level 10+).
Seize Assets[]

Seize Assets Ability
While active, Jericho will siphon opponent's cash over time in ten one second intervals. If the opponent has less cash leftover, Jericho only steals as much as the opponent has left, and his next tick will display the remaining cash value. In the case of no money leftover, his next tick will display $0.
- Level 3: Steals $25 every second for 10 seconds, for a total of $250.
- Level 6: Steals $65 instead of 25$ every second, for a total of $650.
- Level 9: Steals $100 every second, for a total of $1000.
- Level 11: Steals $130 every second, for a total of $1300.
- Level 14: Steals $250 every second, for a total of $2500.
- Level 18: Now lasts for 15 seconds, for a total of $3750.
Decoy Bloon[]

Decoy Bloon Ability
Jericho sends a Decoy Bloon that has the same hitbox and moves as fast as the MOAB but with infinite health, and disappears after reaching 66% of the track. Has the same bloon heirachy as the assigned blimp, for purposes of "Strong" targeting. Throwable, non-lobbed projectiles that hit the Decoy Bloon disappear, as if hitting an immune bloon. Does not affect on-track projectiles. Initially, the ability sends a decoy MOAB. At Level 13+, sends a decoy BFB, which has bigger hitbox but slower speed. At Level 17+, sends a decoy ZOMG, which moves even slower but has much bigger hitbox. Cooldown of Decoy Bloon ability does not reset when sell-and-rebuying Level 10+. At Level 20+, cooldown is reduced from 90s to 60s (?).
Activated Abilities (Highwayman Jericho)[]
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Highwayman Jericho has two activated abilities: Stand and Deliver (Level 3+) and Misdirection (Level 10+).
Stand and Deliver[]

Stand and Deliver Ability
The ability instantly steals cash from the opponent. If the opponent has insufficient money, Jericho will forcibly sell the cheapest tower on the field costing the stolen cash amount, or more, for 100% their value, and steal the remaining cash value. The ability cannot steal multiple towers and will ignore anything that costs less than the written value. Heroes cannot be sold, even if they are the only tower left.
- Level 3: Steals $200.
- Level 6: Steals $650.
- Level 9: Steals $1000.
- Level 11: Steals $1300.
- Level 14: Now steals $2500.
- Level 18: Cooldown reduced (how much?)
Misdirection[]

Misdirection Ability
Briefly slows down the strongest MOAB on the user's screen then sends it to the opponent's side. Has global range. Cooldown shortens on MOABs and BFBs; MOABs require 1/4 cooldown and BFBs require 1/2 cooldown. Initially, the ability deceives only MOABs and BFBs. At Level 12+, can also deceive DDTs, and at Level 15+, can deceive ZOMGs. At Level 17+, the targeted bloon will be fully healed before being sent to the opponent. At Level 20+, cooldown is decreased to 16 seconds.
Activated Abilities (Star Captain Jericho)[]
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Star Captain Jericho has two activated abilities: In It For The Money (Level 3+) and Smuggler's Run (Level 10+).
In It For The Money[]

In It For The Money Ability
Sets up to the next 25 sent bloons in a "debt trap" status for the ability duration. Affected bloons are marked with a decal consisting of small red dollar signs, and last forever until popped (even after ability ends). If the opponent pops them, Jericho gains cash, and the bounties pay him every 1 second, and forces the opponent into debt equal to his earnings.
- Level 3: Jericho gains 7$ for every bloon, money changes are $175. Ability lasts for 6 seconds.
- Level 6: Increased reward and debt for opponent when stronger bloons are popped.
- $14 for Purples, Leads, Zebras
- $31 for Rainbows
- $60 for Ceramics
- Level 8: Duration increased from 6s to 10s (?), now can also affect one MOAB-class bloon instead of a normal bloon. Affected MOAB-class bloon will bounty $300 when popped.
- Level 9: MOAB-class bloons now bounty $600 instead of $300.
- Level 11: MOAB-class bloons now bounty $1300.
- Level 14: MOAB-class bloons now bounty $3000.
- Level 18: Cooldown reduced from 70s to 45s.
Smuggler's Run[]

Smuggler's Run Ability
When activated, Smuggler's Run stores up bloons that the player sends into a spaceship, and waits for 8s before departing and dropping off at 25% of the shortest sent lane on their opponent's side.
- Level 10: Stores up to $5,500 worth of non-BAD bloons sent.
- Level 12: Stores up to $8,000 worth of non-BAD bloons sent.
- Level 15: Stores up to $13,000 worth of non-BAD bloons sent.
- Level 17: Stores up to $20,000 worth of non-BAD bloons sent.
- Level 20: Stores up to $25,000 worth of bloons sent, including BADs. Cooldown reduced from 80 to 40 seconds.
Comparisons[]
Agent Jericho currently has two Hero Alts. He can be switched to any of his Hero Alts at any time.
Hero Alts are designed to be sidegrades of the original hero, which caters for a different playstyle. However, Hero Alts will have different advantages and disadvantages that may make them more advantageous or disadvantageous depending on situation.
- Highwayman Jericho
Simplified changes:
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- Stand and Deliver (Seize Funds) can steal tower(s) converted to cash, if there are insufficient funds to.
- Misdirection (Bloon Decoy) upgraded in Level 12 instead of in Level 13 upgraded.
- Stand and Deliver (Seize Funds) immediately does the full effect instead of splitting into timed intervals of equal total value.
- Changes the Decoy MOAB ability into the Misdirection ability, which misdirects the strongest targetable blimp on the player's side into the opponent's side instead of creating a decoy on the opponent's side but only limited up to MOAB and BFB and limited health.
- Misdirection (Bloon Decoy) has a longer cooldown but depending rank of MOAB-Class Bloons can be shorter ability cooldown.
- Stand and Deliver (Seize Funds) in Level 18 reduced ability cooldown instead of increased ability duration.
- Stand and Deliver (Seize Funds) has a longer cooldown.
Detailed changes:
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Stand and Deliver income generation is guaranteed
Misdirection (Bloon Decoy) now targets the strongest targetable MOAB-class bloon and sends them to the opponent.
Stand and Deliver (Seize Funds) has a longer cooldown (70s → 100s).
Levels 3-5 Stand and Deliver (Seize Funds) steals less total cash ($250 → $200)
- Star Captain Jericho
Simplified changes:
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- Can pop Lead and Frozen Bloons.
- Applies laser shock effect on damage.
- Higher level In It For Money can grant more money than Seize the Funds.
- In It For Money (Seize the Funds) sets up sent bloons with "booby trap". When popped, Jericho gains money and applies debt on the opponent.
- Changes the Decoy MOAB ability into the Smuggler's Run ability, which loads bloons of certain amount of worth and sends them at once a bit further into the opponent's track.
- In It For Money (Seize Funds) in Level 18 reduced ability cooldown instead of increased ability duration.
- Instead of price reduction, Level 4+ increases Regrow Bloon's regeneration rate.
- Level 7+ increases Camo Bloons' speed instead of lowering their price.
- Level 9+ increases Fortified Bloons' health instead of lowering their price.
- Cannot pop Purple bloons before Level 19.
- Lower level In It For Money grants less money than Seize the Funds.
- Blasters deal less damage (3 → 1 at Level 1-6, 5 → 3 at Level 7-, 7 → 5 at Level -15, 10 → 7 at Level 16-18, 20 → 18 (?) at Level 19+)
Detailed changes:
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Hero Rewards[]
Hero Rewards (Agent Jericho)[]
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Jetsetter TYPE: Placement Animation | |
Requirements: None
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Description: The only way to fly.
Effect: Unlocks "Jetsetter" placement animation. When placed on map, Jericho flies in from a jetpack. |
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Bow Tie Bloons TYPE: Bloon Decal | |
Requirements: Retro Reconnaisance
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Description: A higher class of offence.
Effect: Unlocks "Bow Tie Bloons" Bloon Decal. Bloons wearing this decal have black bow ties. |
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License to Pop TYPE: Avatar Icon | |
Requirements: Jericho Who?
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Description: Jericho, Agent Jericho
Effect: Unlocks "License to Pop" avatar icon. It's Jericho in a distinctive James Bond flash. |
Hero Rewards (Highwayman Jericho)[]
Time Is Money TYPE: Match Up Animation | ||
Requirements: Highwayman Jericho
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Description: A criminal on the clock.
Effect: Unlocks "Time is Money" Match Up Animation. Highwayman Jericho gleefully holds up his golden handheld watch and politely asks the opponent to surrender. |
Criminal Greed TYPE: Emote | ||
Requirements: Time Is Money
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Description: Eyes on the prize.
Effect: Unlocks "Criminal Greed" Emote. Highwayman Jericho has money eyes as coins start fall from top. |
Warning Shot TYPE: Taunt | ||
Requirements: Criminal Greed
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Description: Next time he won't miss.
Effect: Unlocks "Warning Shot" Taunt. Highwayman Jericho shoots at the sky and bullets fall on the opponent's side. |
Ill Gotten Gains TYPE: Victory Animation | ||
Requirements: Warning Shot
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Description: Crime does pay after all.
Effect: Unlocks "Ill Gotten Gains" Victory Animation. Highwayman Jericho is standing on a treasure trove as he shoots the golden crown that lands on his head. |
Black Powder Trails TYPE: Trail Effect | ||
Requirements: Ill Gotten Gains
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Description: A bigger bang.
Effect: Unlocks "Black Powder Trails" Trail Effect. Highwayman Jericho's flintlock will release large smoke on fire. |
Clapped in Irons TYPE: Defeat Animation | ||
Requirements: Black Powder Trails
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Description: He fought the law and the law won.
Effect: Unlocks "Clapped in Irons" Defeat Animation. Highwayman Jericho gets his mugshot taken, then he is shown locked in a pillory. |
Wanted TYPE: Avatar Icon | ||
Requirements: Clapped in Irons
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Description: 1,000,000 Monkey Money Reward
Effect: Unlocks "Wanted" Avatar Icon. It depicts Highwayman Jericho's wanted poster. |
Gun Play TYPE: Level Up Animation | ||
Requirements: Wanted
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Description: Let's hope they're not loaded.
Effect: Unlocks "Gun Play" Level Up Animation. Highwayman Jericho juggles his gun. |
Filigree Firearms TYPE: Weapon Skin | ||
Requirements: Gun Play
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Description: A very guilty pleasure.
Effect: Unlocks "Filigree Firearms" Weapon Skin. Highwayman Jericho carries an ivory gun with golden hammer. |
Hero Rewards (Star Captain Jericho)[]
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Hot Footed TYPE: Match Up Animation | |
Requirements: Star Captain Bloons
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Description: Space age skates.
Effect: Unlocks "Sonic Scrambler" Match Up Animation. |
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Make the Jump! TYPE: Emote | |
Requirements: Power Outage
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Description: Hyperdrive engaged!
Effect: Unlocks "Make the Jump!" emote. Jericho's spaceship is shown speeding through the space. |
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Booster Burn TYPE: Taunt | |
Requirements: Make the Jump!
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Description: Hot on the heels.
Effect: Unlocks "Booster Burn" Taunt. |
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Supply Run TYPE: Level Up Animation | |
Requirements: Booster Burn
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Description: With free delivery!
Effect: Unlocks "Supply Run" Level Up Animation. |
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Hyperspace Hijinks TYPE: Victory Animation | |
Requirements: Across the Stars
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Description: Truly an ace pilot.
Effect: Unlocks "Hyperspace Hijinks" Victory Animation. |
As of March 2024, there is an In-app purchase for Star Captain Jericho taunts, victory animation, losing animation, and match up animation.
Strategy[]
Summary[]
Both variants of Agent Jericho focus on sabotage and offensive utility. Many of these upgraded attacks involve income-stealing, bloon enhancements, and reduced cost of bloon modifiers. However, he has a very weak direct offense, offering only a semi-slow pistol attack that does chip damage. Instead, he is focused on an aggressive playstyle, rather than defensive, in combination with a stable three-tower loadout. Use each of his unique sabotaging and offensive upgrades in order to dispatch the opponent appropriately, depending on their loadout and circumstances in battle. If the opportunity arises, he can also be manually upgraded for a major strategic advantage against the opponent.
His Bloon Adjustment passive attack upgrades the opponent's natural bloons, and later adding dangerous modifiers to them. The first variation is increasing bloon ranks, which can be a menace in the early-game if the targeted bloons are Blue or higher. Level 5+ allows him to add bloon modifiers, specifically Camo, Regrow, or Fortified, to natural bloons; the early Camo properties are problematic for an opponent that lacks any effective early-game camo detection, particularly those that rely on an expensive camo countermeasure. These Camo bloons are also effective at stalling rounds as the opponent will not always have ways to pop natural Camo bloons, thus prolonging them.
Upon reaching Levels 4, 7, and 9, he starts reducing costs of Regrow, Camo and Fortified Bloons, respectively. Each of these make rushing with bloon modifiers more cost-efficient. Upon getting the Fortified reduction, Fortified rushes especially Fortified MOAB-class bloon rushes are actually far more cost-efficient (but much more eco-inefficient) to send compared to non-Fortified counterparts.
The true value of the Jerichos depend on their different activated abilities; Agent Jericho specializes in indirect harm to the opponent, Highwayman Jericho deals in direct threats, and Star Captain Jericho focuses on empowering his sabotages. Bear in mind that both Jerichos have initial cooldowns on both of their abilities, so prepare abilities in advance if manually buying upgrades for them.
Summary (Agent Jericho)[]
Agent Jericho specializes in indirectly hurting the opponent in cunning ways. As he lacks much offense himself, much of his power aside from Bloon Adjustment and reduced bloon modifier costs come from his abilities. In general, he is better at making money and is more resourceful at creating problems for the opponent.
His cash-stealing Seize Assets ability gradually reduces cash from the opponent, draining their income and making it harder for them to maintain a stable income, and a relatively lower cooldown than his Hero Alt counterpart. The best time to use this ability is when the opponent holds onto a lot of cash; conversely, having almost no cash makes you less susceptible to an opponent's Seize Assets ability.
His Decoy Bloon ability allows him to distract the opponent's defenses with indestructible decoys, making it harder for the opponent to destroy rushes. These fake Decoy Bloons boast the Strong targeting priority, distracting defenses from the actual strongest targets and especially hurts attacks that are hardcoded to Strong (e.g. First Strike Capability, MOAB Assassin) or contain heavy stockpiles (e.g. Perma-Spike) close to the middle of the track. The very large hitbox and infinite health of the decoy also prevents many attacks from actually taking advantage of hitting nearby targets.
Summary (Highwayman Jericho)[]
Highwayman Jericho specializes in directly hurting the opponent by quickly threatening harm to them. As he lacks much offense himself, much of his power aside from Bloon Adjustment and reduced bloon modifier costs come from his abilities. In general, he is better at causing direct harm to the player and taking advantage of vulnerable resources into his favor.
His cash-stealing Stand and Deliver ability immediately steals money from the opponent or forces selling of an opponent's tower. This ability is slower than normal Agent Jericho's Seize Funds ability, but more powerful overall.
His Misdirection ability allows him to distract the strongest targetable bloon from the player's own side to the opponent's side, causing some mayhem for the opponent, particularly if the opponent was sending expensive rushes at the player. At higher levels, he can misdirect DDTs and ZOMGs; arguably the ability to automatically send a DDT is more troublesome for the opponent to deal with in general, though sending a Fortified ZOMG can still be quite deadly if used correctly.
Summary (Star Captain Jericho)[]
Star Captain Jericho is much different from the other Jerichos, focusing largely on empowering the strength and mobility of bloons. His direct and indirect offense is better than the other Jerichos, but worse at dealing damage to stronger bloons and is lacking in income generation and Bloon discounts. In general, his rushes are more dangerous than the other Jerichos but without the discounted bloon costs.
His cash-stealing In It For The Money ability puts opponents into debt as the player gains a profit out of them. Proper combination with Bloon Sends is required to maximize its potential. To obtain maximum profits, send grouped bloons, such as Grouped Reds, to quickly push the debt bloons outwards. Later on, stronger bloon types also profit more than weaker bloon sends at the cost of needing to lose out eco gains by just sending the expensive types of rushes. If used wisely, this is super effective at suppressing income gains of the opponent.
His Smuggler's Run ability sends bloons forwards along the track, with the amount filled in the spaceship dependent on costs of bloon rushes. It takes time before the bloons are queued from the spaceship, which afterwards will drop off exactly at the destination, all at once. Send bloons into the spaceship after starting the ability, and the spaceship will wait up to a moderately long time before taking off. Time that ability in combination with pre-existing rushes for deadly combination.
Tips[]
- When using Agent Jericho's main attack, setting on Strong should help him chip away the stronger bloons, such as Spaced Bloon rushes. The same applies for Highwayman Jericho.
- Try to place Jericho at Round 1 to start building up levels as soon as possible, especially against a Jericho mirror matchup where even the slightest of XP advantages matter. Start off with a cost-efficient early game while taking care not to send too many eco Bloons so he can still be afforded. Alternatively, place him first and then add defenses and eco.
- For R1 Jericho in games outside of Bananza and Speed Battles, do send a few Grouped Reds and then some Spaced Blues, and calculate up to a maximum of two eco intervals ahead in the saveup to R1 Jericho.
- Placement of Jericho should generally focus near the start of the sent lane. This allows him to chip away at stronger bloons, especially Spaced Whites and Spaced Blacks, and Spaced Ceramics later on.
- Both Jerichos have an advantage of redistributing money in favour of the player. Hence, stalling is beneficial when maximising the respective Level 3 ability.
- If the opportunity to weaken a camo-weak defense arises, manually level him to Level 5 to start spawning Camo Bloons. However, if leveling him manually, try to do it near the start of a round to avoid wasting money.
- Make use of the cheaper Regrows and Fortified to send a beefier rush with bloon modifiers. In addition, make use of these cheaper bloon properties in combination with layering rushes; an example is sending Grouped Purples on top of Grouped Regrow Rainbows.
- Good examples for Regrows include Spaced Zebras, Grouped Zebras, Grouped Rainbows.
- The cheaper Fortified allows for much cheaper Fortified MOAB-class bloons, which is especially prominent with R18-19 Fortified MOABs, R22-29 Fortified ZOMGs, and R30+ Fortified BADs.
- Jericho’s Level 15 allows his Bloon Adjustment to affect sent Bloons too; manually leveling him to Level 15 adds the choice to increase the deadliness of rushes. In combination with non-modified Tight Ceramics on Rounds 28-30, this is very effective against poor Camo counters, as it potentially causes masses of Fortified Camo Regrow Ceramics.
- Depending on the round that Jericho is placed, the level at which he unlocks his money-stealing and camo-adjusting upgrades will vary.
- If he is placed on Round 1, Level 3 and 5 will be unlocked at Round 4 and 8, respectively.
- If he is placed on Round 2, Level 3 and 5 will be unlocked at Round 5 and 9, respectively.
- If he is placed on Round 3, Level 3 and 5 will be unlocked at Round 6 and 10, respectively.
- In a Jericho vs Jericho matchup, the cases for same-type and different-type Jerichos vary when it comes to steal abilities.
- For same-type Jericho matchups, avoid synchronising stealing abilities with normal Jericho, if not the first to steal then focus on avoiding the normal Jericho steal first before counter-stealing. Other Jerichos should be fine with synchronising.
- For different-type Jericho matchups, note that the initial cooldown matchups of the Jerichos placed on the same round will always begin in the order of: normal Jericho (28s), Star Captain (35s), Highwayman (45s). Use steal abilities whenever ready, while also judging good timing of the abilities.
Tips (Agent Jericho)[]
- Always try to spot when the opponent is holding a lot of cash; this gives opportunities to maximize the potential of Seize Funds. Best used when timed right when an income boost just started or is about to start (less than a second left).
- It is also a great counter for Marketplace users, since they cannot control the money flow so it is guaranteed to be stolen by Jericho.
- The higher-level Decoy Bloon is advantageous in general; the slower speed means it will linger around for longer and the larger hitbox blocks more projectiles.
- Agent Jericho is better at stealing income, assuming the opponent has difficulty dodging the steals. This can be utilized on maps where players sit with a lot of money, like Bloon Bot Factory, or against inexperienced players.
Tips (Highwayman Jericho)[]
- Always try to spot when the opponent is running out of cash; this gives opportunities to maximize the potential of Stand and Deliver. Best used when timed before an income boost and the opponent has a clear sign of low cash.
- Try to observe an opening from the opponent after they buy an expensive upgrade or stop sending bloons. These could potentially be opportunities to utilize the forced selling.
- Stand and Deliver's forced selling does sell affected tower(s) for 100% value; the real power, however, comes from making the opponent vulnerable to a time-sensitive situation, especially while rushed with bloon rushes.
- Try to use the Misdirection ability against the strongest possible type with the highest health. Unlike its BTDB1M counterpart, Misdirection does not depend on localized range.
- If the opponent has an extremely weak ZOMG defense, an opponent who sends a single Fortified ZOMG can be countered by manually leveling Highwayman Jericho to Level 15 to use the improved Misdirection ability, near-immediately sending back that Fortified ZOMG.
- There is some merit to sending back weaker blimps if possible, given the lesser cooldown for MOABs and BFBs, but generally the strongest blimp (which it always tries to target) nets the most benefit.
- If you are afraid of getting your tower stolen by Highwayman Jericho, you can place one of your cheapest towers on the map anywhere you want, so they cannot steal your important defensive tower.
- Unlike the other Jerichos, a R2 Highwayman Jericho may be more optimal than a R1 Highwayman Jericho. This is because it's only possible to get two steals up till Round 11, with the second steal gaining the improved cash steal. In that case, just acquire enough eco on R1 and then focus on R2 saveup.
Tips (Star Captain Jericho)[]
- Time the In It For The Money ability to conjure a major cash gain from fast-sending Bloon Sends. This will help push these bloons out to net more money when popped.
- At Level 6, for maximum income gains, try to take advantage of the offense-oriented grouped bloon rushes from Purple and above; this is best used between R11-R17. You can also selectively save the improved Level 6 In It For The Money for R12 Spaced Rainbows, where this will make a solid profit.
- Against In It For The Money, try to leave defenses closer to the exit so that there is more time to hit other bloons before then, and try to use towers that aim or are mobile, such as Dartling or Heli, to specifically not target the debt bloons until forced. Delaying when the opponent gets extra cash will slow down their income generation, especially if they use a farming strategy.
- It is not feasibly possible to evade In It For The Money, as the defenses may inevitably pop the debt bloons, and selling entire defenses makes oneself vulnerable to self-inflicted defeat. So at worst, expect $175 worth of debt for all rushes until the Level 6+ Staricho opponent sends bloons stronger than Blacks and Whites.
- It is up to the opponent to properly time the ability to maximize potential debt. In It For The Money should be optimized for income before Level 6, Maximizing debt may not always be wise after Level 6+, unless specifically when comboing with a heavy rush of bloons.
- When placing Star Captain Jericho for his main attacks, Strong is still generally the best for him to chip away stronger bloons. However, his chipping of early Spaced Whites and Spaced Blacks will be worse, so he is more of a supporting DPS with slightly less of a grouped bloon weakness.
- Although a minor detail, Star Captain Jericho's popping of Frozen opens more opportunity to activate Ice Shards, and the lead-popping helps chip away early Leads in the transition to expensive lead-popping upgrades such as Hydra Rocket Pods. However, the lead-popping also means that it may "steal" potential Lead to Gold income by popping the Leads too soon.
- Use the faster Regrows to help overrun an opponent's defenses. This is best used as multi-children rushes like R9-10 Spaced Regrow Zebras, R11-29 Grouped Regrow Zebras, R13-29 Grouped Regrow Rainbows, R16-27 Grouped Regrow Ceramics, and R24-29 Tight Regrow Ceramics.
- Extra Fortified health is especially effective on MOAB-class bloons, especially single-target blimps.
- Take advantage of the Smuggler's Run ability to drop bloons further ahead of the sent bloon lane. It can be combined with masses of Regrows or up to a few blimps.
- Storing many Grouped Ceramics and/or bloon-immune bloons (like Leads and Purples) can make a deadly combination. Special bloon properties can also be mixed in, especially Regrow.
- Round 24-29 has the opportunity to pack Tight Regrow Ceramics inside, even at least one full set of them once he is Level 12+, where he can naturally unlock this level by.
- Remember, all bloons in the spaceship are released all at once; you can layer enormous amounts of non-blimp bloons inside it.
- Smuggler's Run is sort of map-dependent in that its effectiveness is greater on maps that have awkward beginnings of lanes. In particular, Glade always places the spaceship on the shorter MOAB-class lane instead of the bloon lane.
- Unlike the other Jerichos, it might be helpful to focus on placing him on Round 2 rather than Round 1, as Star Captain Jericho’s income-stealing is less than the other Jerichos and has a riskier profit margin, and his third usage of the In For the Money ability could be saved for Round 12’s Spaced Rainbows to offset some of the income difference to other Jerichos.
In-Game Quotes[]
In-Game Quotes (Agent Jericho)[]
When unlocked:
- "The name's Jericho, Agent Jericho."
When selected on the heroes menu:
- "Got it."
When placed:
- "The name's Jericho. Agent Jericho."
When selected:
- "Control?"
- "Got it."
- "Yes?"
- "Orders?"
- "Alright."
- "Rodger."
When upgraded:
- "That'll do."
- "Not bad."
- "I can work with this."
- "Good."
- "Much better."
- "Excellent."
- "We could work with that."
- "I have top level clearance." - Reaching Level 20
When abilities are activated:
- "How generous of you..." - Seize Assets
- "You won’t be needing this." - Seize Assets
- "The COBRA is in the grass." - Decoy Bloon
When MOAB-Class Bloon appears:
- "Hostile Contact!" - MOAB
- "What's that saying? The bigger they are." - BFB, ZOMG
- "Time for precision field work." - DDT
- "Sending in the big guns, they must be worried." - BAD
When Bloons leak:
- "Don't let them through!"
- "Requesting assistance!"
Taunts:
- "Plenty spares. Not that I'd need them." - Fresh Clip (default)
- "You might feel a slight tingling sensation." - Sonic Scrambler
- "For me, you shouldn't have..." - Pickpocket (Season 12 "Diamond Heist" showcase)
- "Initiate pre-emptive strike." - Drone Strike (Season 17 "Spy Bot" showcase)
Matchup animations:
- "I have a license to pop." - Pre-Mission Prep (default)
- "COBRA in position!" - Retro Reconnaissance
- [softly] "I'm in!" - Breaking and Entering (Season 12 "Diamond Heist" showcase)
- "Spy Bot! To me." - Concealed Weapon (Season 17 "Spy Bot" showcase)
Victory animations:
- [pops bloons] "I don't miss." - Crack Shot (default)
- [blending] "Here's to a job well done." - Blended, not Split
- "I'll admit I have... expensive tastes." - Thief in the Night (Season 12 "Diamond Heist" showcase)
- [Spy Bot descends and crawls around] "Will make an agent of you yet, Spy Bot." (?) - Support Tech (Season 17 "Spy Bot" showcase)
In-Game Quotes (Highwayman Jericho)[]
When unlocked:
- "They call me Jericho, no doubt you've heard of me."
When selected on the heroes menu:
- "Hello there."
When placed:
- "They call me Jericho, no doubt you've heard of me."
When selected:
- "Yes?"
- "Hello there."
- "I'm ready."
- "Oh my."
- "Why not?"
- "Indeed."
When upgraded:
- "Aha!"
- "Magnificent"
- "Excellent"
- "Very nice indeed"
- "Come on"
- "That'll do nicely"
- "This is the stuff of a legend." -Reaching Level 20
When abilities are activated:
- "Your money or your life!" [shoots revolver upwards] - Stand and Deliver
- "Stand and deliver!" [shoots revolver upwards] - Stand and Deliver
- "What do we have here?" - Misdirection
When MOAB-Class Bloon appears:
- "Here comes our next mark" - MOAB
- "Don't let this one get away!" - BFB, DDT
- "Now thats for the real prize." - ZOMG, BAD
When Bloons leak:
- "No No No. This won't do at all."
- "Ugh, do not let them escape!"
Taunts:
- [shoots fake revolver] "See? Nothing to fear!" - Just A Prank (default)
- "Consider this your warning." [rains down bullets] - Warning Shot
- "Alas, it is a tragedy that we must do battle." - A Charming Attempt (Season 13 "Stealing Hearts" showcase)
- "Show them we mean business." - Intimidation Tactics (Season 18 "Highway Gang" showcase)
Matchup animations:
- "At your service." - Good Manners (default)
- "Why don't you surrender and save us both some time?" - Time is Money
- "You all know the drill, let's do this!" - Huddle Up (Season 18 "Highway Gang" Showcase)
Victory animations:
- "Heads I win; Tails you lose." - Lucky Coin (default)
- "And they say crime doesn't pay!" - Ill Gotten Gains
- "I dance like I battle: with poise, and passion." - A Dance of Passion (Season 13 "Stealing Hearts" showcase)
- "I think this calls for a celebration!" [shoots firework, which explodes in the air] - Flintlock Fireworks (Independence Day 2023 cosmetic)
- "To the victors - the spoils!" - Team Effort (Season 18 "Highway Gang" Showcase)
In-Game Quotes (Star Captain Jericho)[]
When unlocked:
- "I've never met a Bloon I couldn't pop."
When selected on the heroes menu:
- "Hey!"
When placed:
- "You may have heard of me, legendary pilot?"
- "It's... Captain Jericho actually."
When selected:
- "I'm ready."
- "What's up?"
- "Hey!"
- "That's me."
- "I'm on it."
- "Yeah?"
When upgraded:
- "I make this look good."
- "Alright!"
- "Nice!"
- "Aided."
- "TBA."
- "TBA."
- "Sometimes, I even amaze myself." -Reaching Level 20
When abilities are activated:
- "I'm just in it for the money... your money." (?) - In It For The Money
- "They won't expect this." - In It For The Money
- "Get ready, to jump!" (?) - Smuggler's Run
- "That's it, just fly casually." (?) - Smuggler's Run
When MOAB-Class Bloon appears:
- "Never tell me the odds." - MOAB
- "I'm always the underdog." (?) - BFB
- "Overwhelming odds! What else is new?" - ZOMG
- "???" - DDT
- "Overwhelming odds! What else is new?" - BAD
When Bloons leak:
- "This wasn't the plan!"
- "We're losing here!"
Taunts:
- "Shoot first, that's my motto." - Shoot First (default)
- "Feeling a little... scorched?" - Booster Burn
- "AAAAH!" [quickly shoots at fake ghost] - Feeling Jumpy (Halloween 2023 cosmetic)
- "How's this for a trick shot?" [Shoots a laser around opponent's hero] - AI Targeting (Season 16 "Space Armory" showcase)
Matchup animations:
- "I've never met a Bloon I couldn't pop." - Base Jump (default)
- "Think you can handle this heat?" - Hot Footed
- "[upgrades blaster with bigger modifications] "I find bigger is... quite often... better." - This is a Blaster! (Season 16 "Space Armory" showcase)
Victory animations:
- "Job done. Let's talk payment." - Job Done (default)
- [spaceship whooshing through hyperspace] "That's how we do it in deep space." - Hyperspace Hijinks
- [Spins a double-bladed laser sword like a boomerang] "Yeah, these are cute... but I prefer my blaster." - Laser Sword (Season 16 "Space Armory" showcase)
Version History[]
Agent Jericho (Version History)[]
Agent Jericho has helped shape Season 12 as a dominant, aggressive-oriented hero at the expense of trading off defense for offense. He offers a variety of different of unique powerful capabilities such as money-stealing, Bloon Adjustment, bloon modifier discounts, and his Decoy Bloon, all of which prove significant at countering players who don't use Agent Jericho. This has caused many players to end up in Jericho mirror matches with either his normal or alt form, given his superiority at indirect offense. As a result, he is one of the most commonly used heroes in higher arenas since Season 12. However, his Decoy Bloon was often considered inferior to Highwayman Jericho's Misdirection, so Decoy Bloon got buffed.
Jericho doesn't really have many specific strategies of his own, but tend to pair much with meta defensive options, often the usual two-defenders-plus-Farm combo (especially permutations of Wizard such as Wizard-Tack-Farm, Wizard-Bomb-Farm), trading off Farm for an alternate eco source.
- 1.10
- Released
- 1.10.3
Level 4: Jericho's Bloon Adjustment changed to no longer favor Camo modifiers over any other modifier.
Level 6: Seize Assets steals $80/s → $65/s
Level 9: Seize Assets steals $120/s → $100/s
Level 9: Fortified modifier discount (compared to 2.0x) decreased from -0.4x to -0.3x
Level 10: Bloon Decoy ability initial cooldown 30s → 0s
Level 10: Bloon Decoy ability cooldown 120s → 90s
Level 10: Bloon Decoy moves down 1/2 → 2/3 of the track before vanishing
Level 11: Seize Assets steals $150/s → $130/s
“ | While we appreciate the changes that Jericho brings to the game by promoting more engaging playstyles, we believe that he is currently excessively powerful. This domination is particularly apparent in the highest arenas, where all the other heroes struggle to compete. To address this imbalance, we have decided to weaken a couple of Agent Jericho’s strong points, specifically his Seize Assets ability and his reduction to fortified bloon costs. However, we recognise that his level 10 decoy ability is relatively underwhelming, especially in comparison to Highwayman Jericho, so we have increased the effectiveness of this ability by reducing the cooldown and increasing the distance the decoy travels. We would also like to mention that we have fixed a bug with bloon adjustment, which will mean that there now be noticeably fewer bloon-adjusted camo bloons in the early game. | ” |
~ Ninja Kiwi |
- 2.0
Jericho's Seize Assets base cooldown increased (60s → 70s)
“ | We made this change to Highwayman Jericho last update and it resulted in Agent Jericho becoming the clear favorite of the two. We are making the change to Agent Jericho as well to keep their power levels similar. | ” |
~ Ninja Kiwi |
- 2.0.4
Jericho cost increased ($650 → $750)
“ | Usage rates for Agent Jericho in HoM have dropped a lot recently, however we assume that this is simply due to Highwayman being favoured, rather than Jericho not being a strong hero anymore. Therefore we have nerfed both Jerichos by increasing their base price so that it is a little harder to afford him on round 1. | ” |
~ Ninja Kiwi |
- 2.1
Level 4 (buff to adjustment) has been swapped with level 5 (buff to regrow cost)
Level 4: regen cost multiplier x1.3 → x1.4
Level 7: camo cost multiplier x1.5 → x1.6
“ | Once again, some more nerfs to Agent Jericho and Highwayman Jericho as they still have the edge over all other heroes. We decided to switch level 4 and 5 in order to delay how quickly camo bloons start spawning, as this was one aspect of Jericho that was very effective against lots of strategies. Furthermore, we very reduced the buff that they give to the cost of camos and regens, so that mid-game rushes or not quite so efficient with them. | ” |
~ Ninja Kiwi |
- 2.1.2
Base cost: $750 → $850
Level 10: Selling and rebuying Jericho will no longer reset the Bloon Decoy cooldown.
“ | We still felt like Agent Jericho and Highwayman Jericho were in need of another early game nerf, and hopefully this will be the last. By increasing the base price, this reduces how much cash Jericho users have in the early game and additionally makes it a lot harder to place Jericho on round 1. A later Jericho placement is impactful as it results in his early cash steals and bloon adjustment being unlocked later. Additionally, we have slightly altered how Agent Jericho’s decoy works, so that it can’t be spammed by selling and rebuying the hero. | ” |
~ Ninja Kiwi |
- 3.3
Level 9-19's reduction in cost to Fortified Bloons no longer applies to BADs until level 20
“ | The Jerichos have consistently stayed dominant in the meta. While we do like the playstyle they introduce, we believe some small nerfs are warranted. Their ability to reduce the cost or increase the health of fortified bloons scaled very well as it applied to all bloons and scaled up with ramping. We have changed it so that it no longer applies to BADs unless you put in some extra cash to reach level 20. [...] | ” |
~ Ninja Kiwi |
- 4.0
Level 3: Seize the Assets initial cooldown: 17.5s → 28s
“ | Highwayman Jericho’s usage rate has dropped off significantly ever since his last nerf, however we believe that this is simply due to the other Jerichos being the clear favorites now, rather than Highwayman being too weak relative to all the other heroes. Therefore, we have left Highwayman as is and targeted the other two Jerichos instead. | ” |
~ Ninja Kiwi |
Highwayman Jericho (Version History)[]
Like Agent Jericho, Highwayman Jericho has helped shape Season 12 as a dominant, aggressive-oriented hero at the expense of trading off defense for offense. Compared to Agent Jericho, Highwayman Jericho became the favored choice in high-level arenas, having guaranteed income generation and potential to forcefully sell towers, in addition to his Misdirection getting rid of single blimp rushes. Like Agent Jericho, Highwayman Jericho players tend to face many mirror matches with both Jericho variants due to his superior indirect offense.
Highwayman Jericho doesn't really have many specific strategies of his own, but tend to pair much with meta defensive options, often the usual two-defenders-plus-Farm combo (especially permutations of Wizard such as Wizard-Tack-Farm, Wizard-Bomb-Farm), trading off Farm for an alternate eco source.
- 1.10
- Released
- 1.10.3
Level 3: Stand and Deliver ability cooldown 90s → 100s
Level 4: Highwayman Jericho's Bloon Adjustment changed to no longer favor Camo modifiers over any other modifier.
Level 6: Stand and Deliver steals $800 → $650
Level 9: Stand and Deliver steals $1.2k → $1k
Level 9: Fortified modifier discount (compared to 2.0x) decreased from -0.4x to -0.3x
Level 11: Stand and Deliver steals $1.5k → $1.3k
“ | In addition to changes to cash-stealing and fortified costs that match those of Agent Jericho, we have very slightly increased Highwayman Jericho’s level 3 Stand and Deliver ability cooldown. Highwayman Jericho appears to be favored over Agent Jericho, with a stronger level 10 ability, the ability to sell towers, and the fact that his cash stealing cannot be prevented (unlike Agent Jericho’s). These aspects give Highwayman Jericho the edge, so we hope that this change along with improvements to Agent Jericho’s decoy will put the two heroes more on par with each other. | ” |
~ Ninja Kiwi |
- 2.0.4
Highwayman Jericho cost increased ($650 -> $750)
Level 3-5 Stand and Deliver steals less cash ($250 -> $200)
“ | Highwayman Jericho has been by far the most popular hero in the top arenas recently. In addition to the price nerf, we reduced how much cash Highwayman steals in the early game, hopefully making the two Jerichos a little more balanced relative to each other as well as the other heroes. | ” |
~ Ninja Kiwi |
- 2.1
Level 4 (buff to adjustment) has been swapped with level 5 (buff to regrow cost)
Level 4: regen cost multiplier x1.3 → x1.4
Level 7: camo cost multiplier x1.5 → x1.6
“ | Once again, some more nerfs to Agent Jericho and Highwayman Jericho as they still have the edge over all other heroes. We decided to switch level 4 and 5 in order to delay how quickly camo bloons start spawning, as this was one aspect of Jericho that was very effective against lots of strategies. Furthermore, we very reduced the buff that they give to the cost of camos and regens, so that mid-game rushes or not quite so efficient with them. | ” |
~ Ninja Kiwi |
- 2.1.2
Base cost: $750 → $850
“ | We still felt like Agent Jericho and Highwayman Jericho were in need of another early game nerf, and hopefully this will be the last. By increasing the base price, this reduces how much cash Jericho users have in the early game and additionally makes it a lot harder to place Jericho on round 1. A later Jericho placement is impactful as it results in his early cash steals and bloon adjustment being unlocked later. [...] | ” |
~ Ninja Kiwi |
- 3.1
Level 3: initial ability cooldown 25s → 33.3s
“ | Highwayman Jericho still has the edge over Agent Jericho in the highest arenas largely due to being capable of stealing more cash in the early game, so this very minor adjustment is being made to slightly delay Highwayman’s income generation. | ” |
~ Ninja Kiwi |
- 3.3
Level 9-19's reduction in cost to Fortified Bloons no longer applies to BADs until level 20
Stand and Deliver initial ability cooldown increased from 33.3s to 60s
“ | The Jerichos have consistently stayed dominant in the meta. While we do like the playstyle they introduce, we believe some small nerfs are warranted. Their ability to reduce the cost or increase the health of fortified bloons scaled very well as it applied to all bloons and scaled up with ramping. We have changed it so that it no longer applies to BADs unless you put in some extra cash to reach level 20. Additionally, Highwayman’s level 3 initial cooldown has been increased since he stood out as the dominant Jericho, primarily for this ability. | ” |
~ Ninja Kiwi |
- 4.0.2
Stand And Deliver initial ability cooldown reduced from 60s to 45s
“ | For the past couple of updates, Highwayman Jericho has fallen out of popularity. Star Captain and Agent Jericho are both still seen as great heroes that are pretty relative to each other, however Highwayman no longer matches up to these two. To address this, we would like to partially revert one of the big nerfs we made to him a few updates ago. | ” |
~ Ninja Kiwi |
- 4.4
Stand and Deliver ability initial cooldown reduced from 45s to 35s
“ | A small buff to the initial cooldown of Highwayman Jericho’s ability allows him to start stealing from the opponent quicker and brings him more in line with the power level of the other Jericho variants. | ” |
~ Ninja Kiwi |
Star Captain Jericho (Version History)[]
When first released, Star Captain Jericho gained some popularity for his much stronger bloon properties and the unique capability to transport large quantities of bloons forwards along the track, in addition to his faster base attacks to catch stray bloons on R1 better.
Like the other Jerichos, Star Captain Jericho is popular with a variety of combinations such as Tack-Wizard-Farm.
- 2.2.0
- Released
- 3.0
Star Captain Jericho's Laser Shock no longer expires upon popping a layer, allowing him to deal extra damage to multi-layered bloons affected by Laser Shock.
- 3.1
Level 6: Rainbows steal $35 -> $31
“ | For the most part, we like how Star Captain Jericho looks right now, with him working exceptionally well with aggressive strategies that rush frequently. However, we would like to tone it down slightly, so for now we have marginally reduced the cash that he steals when sending rainbows. | ” |
~ Ninja Kiwi |
- 3.3
Level 9-19's health increase to fortified bloons no longer applies to BADs until level 20
“ | The Jerichos have consistently stayed dominant in the meta. While we do like the playstyle they introduce, we believe some small nerfs are warranted. Their ability to reduce the cost or increase the health of fortified bloons scaled very well as it applied to all bloons and scaled up with ramping. We have changed it so that it no longer applies to BADs unless you put in some extra cash to reach level 20. [...] | ” |
~ Ninja Kiwi |
- 4.0
Level 3: In It For The Money initial cooldown: 17.5s → 35s
“ | Highwayman Jericho’s usage rate has dropped off significantly ever since his last nerf, however we believe that this is simply due to the other Jerichos being the clear favorites now, rather than Highwayman being too weak relative to all the other heroes. Therefore, we have left Highwayman as is and targeted the other two Jerichos instead. | ” |
~ Ninja Kiwi |
Quotes[]
“ |
|
” |
~ Ninja Kiwi 1.10 update video on YouTube, 0:11-1:00 |
[]
Images[]
Video[]
Gallery[]
Screenshots (Agent Jericho)[]
Screenshots (Highwayman Jericho)[]
Screenshots (Agent Jericho + Highwayman Jericho)[]
Screenshots (Star Captain Jericho)[]
Official Artwork[]
Agent Jericho (Official Artwork)[]
Highwayman Jericho (Official Artwork)[]
Star Captain Jericho (Official Artwork)[]
Videos[]
Early Access Videos[]
Trivia[]
- Agent Jericho's name may be a reference to the 1966 American espionage television series Jericho.
- He is heavily based of James Bond, some references include:
- The teaser trailer revealing him has a reference to the Gun barrel sequence used in nearly every James Bond film.
- His quote "The name's Jericho... Agent Jericho." Is a reference to James Bond's iconic quote "The name's Bond... James Bond."
- Another quote "I have a license to pop" is a reference to the James Bond 1989 spy film Licence to Kill.
- Among all upgrades of the COBRA, the following upgrades were incorporated into Agent Jericho and/or Highwayman Jericho:
- Bloon Adjustment, with minor differences. Instead of every 5th bloon and always either +1 rank or modify bloons to Camo or Regrow, Agent Jericho modifies every 4th bloon to +1 rank, and only with more upgrades he can modify Camo, Regrow, and Fortified. Also, as there is only one hero allowed per game, Bloon Adjustment doesn't have a spammable nature like Bloon Adjustment spam does in BTDB1M.
- Double Tap, albiet not directly mentioned, his Level 6 upgrade does hint him gaining double attack speed with the addition of a second gun.
- Wired Funds, redesigned as an activated ability that wires funds from your opponents as opposed to just giving money per round.
- Misdirection, but only as an ability for Highwayman Jericho.
- Version 1.10's splash screen replaced Quincy with Agent Jericho. This also occurred on the wallpaper for the official BTDB2 subreddit hosted by Ninja Kiwi, r/battles2.
- Highwayman Jericho's stand and deliver ability is similar to the Kidnap card in BTD Battles 1 in which when it sells a tower it gives 100% of what it costs back to the player who placed it.
- Among the Jerichos, only Highwayman Jericho has yet to have a map themed after him. Agent Jericho has COBRA Command, and Star Captain Jericho has the map Precious Space (winner of the "Star Captain Map Design Competition!" hosted by Ninja Kiwi).
- Star Captain Jericho's "Laser Sword" victory animation may be a nod to the Lightsabre Thrower upgrade for the Boomerang Thrower in Bloons TD 4.
- Highwayman Jericho's youthful proteges, who appear at his Season 18 cosmetics, are called Scrapper, Sweep and Babyface.
- Jericho is the first Hero in Bloons TD Battles 2 who does not appear in Bloons TD 6 (second is Bonnie).
- In Bloons Card Storm, Jericho is depicted on the Expert Negotiator card.
Ninja Kiwi Blogs[]
- According to Ninja Kiwi's 28th April 2023 blog, many facts related to Jericho were discovered, including his general background and relations with COBRA, and that includes mentioning COBRA itself.
- Agent Jericho wields a "standard issue Popper-226", likely a reference to the SIG Sauer P226, which is a type of pistol.
- Jericho has learned lots of secret techniques while he worked as a COBRA.
- Information about Jericho's Bloon Decoy, including material of the Bloon Decoy, cannot be shown outside of the COBRA Command for security reasons.
- According to Ninja Kiwi's 12th May 2023 blog, Jericho does watch Goldenbloon featuring Pierce Popsnan, a homage to [GoldenEye] and [Pierce Brosnan] respectively.
- According to Ninja Kiwi's 10th November 2023 blog, Star Captain Jericho stores snacks in his spaceship, as well as Bloons as is normal.
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