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{{quote|Different bloon sends will increase your eco by different amounts. Some more powerful bloon sends will even reduce your eco!|[[Quincy (BTDB2)|Quincy]]'s loading screen tips}}
 
{{quote|Different bloon sends will increase your eco by different amounts. Some more powerful bloon sends will even reduce your eco!|[[Quincy (BTDB2)|Quincy]]'s loading screen tips}}
[[file:Rush leads in battles 2.png|thumb|300px|Grouped Leads being sent to the opponent's side. Several of these are in queue; 5 of 7 (or was it 8?) slots are consumed at the moment.]]
+
[[file:Rush leads in battles 2.png|thumb|300px|Grouped Leads being sent to the opponent's side. Several of these are in queue; 5 of 6 slots are consumed at the moment.]]
'''Bloon Sends''' are groups of [[Bloon|Bloons]] that can be sent to the enemy player in [[Bloons TD Battles 2]]. It has similarities to the old sending system implemented in [[Bloons TD Battles|Battles 1]], with the key difference being that bloon send variants are limited but dynamically change as the rounds go on after 10 bloon sends become unlocked. Not only do sends become denser as rounds go by, certain bloon sends become removed during the game. Weaker bloons are available earliest in the game and stronger sends become available as the game progresses. Bloon Sends change the amount of [[Eco/BTDB2|eco]] the offender sends out; less deadly sends generally increase eco, while stronger sends often result in an eco penalty.
+
'''Bloon Sends''' are groups of [[Bloon]]s that can be sent to the enemy player in [[Bloons TD Battles 2]]. It has similarities to the old sending system implemented in [[Bloons TD Battles|Battles 1]], with the key difference being that bloon send variants are limited but dynamically change as the rounds go on after 10 bloon sends become unlocked. Not only do sends become denser as rounds go by, certain bloon sends become removed during the game. Weaker bloons are available earliest in the game and stronger sends become available as the game progresses. Bloon Sends change the amount of [[Eco (BTDB2)|eco]] the offender sends out; less deadly sends generally increase eco, while stronger sends often result in an eco penalty.
   
 
In Mobile, the player holds their finger on a bloon send to send multiple of the same type. There are more options to do the same thing on Steam; one can either click-and-hold the bloon send, or they can use hotkeys of a selection of available bloon sends, from the "A-S-D-F-G-H-J-K-L-;" range.
 
In Mobile, the player holds their finger on a bloon send to send multiple of the same type. There are more options to do the same thing on Steam; one can either click-and-hold the bloon send, or they can use hotkeys of a selection of available bloon sends, from the "A-S-D-F-G-H-J-K-L-;" range.
   
 
==Bloon Sends==
 
==Bloon Sends==
  +
Each type of Bloon Send has a different amount of eco gain/loss, as well as a certain round availability range and "delay per bloon" (the amount of cooldown per bloon, '''''not''' the cooldown time per slot''). Grouped sends send faster and normally result in a faster rate of eco gain/loss, while spaced sends are slower but allows for sending stronger bloon types. Juggling between types of bloon sends is an important aspect of obtaining both maximum eco and opponent offense.
*'''[[Regen Bloon]] Mode'''
 
  +
**Price: ×?
 
  +
Non-blimp grouped sends increase eco faster but are sometimes less cost-efficient than equivalently available spaced sends at producing eco per dollar, while non-blimp spaced sends tend to have better economy but send slower. Blimps stronger than MOAB result in an eco loss, which results in a reduced income rate.
  +
  +
Bloon modifiers can be added to pre-existing Bloon Sends in order to increase the deadliness of rushes. Each modifier’s cost is multiplicative to the base cost of the affected Bloon Send, and generates no extra eco, but does increase eco penalty for Fortified MOAB-class. Level 4+ [[Agent Jericho]] and Highwayman Jericho decreases cost of Bloon modifiers for the offender, provided that hero is on their screen. (For purposes of convenience, [[Camo Regrow]] is the only modifiable hybrid [[Bloon Properties|Bloon Property]] that will be listed below.)
  +
 
*'''[[Regrow Bloon]] Mode'''
  +
**Price: ×1.6 (x1.3 with Level 5+ Jericho)
 
**Round Unlocked: 8
 
**Round Unlocked: 8
 
**Hotkey: Z
 
**Hotkey: Z
 
*'''[[Camo Bloon]] Mode'''
 
*'''[[Camo Bloon]] Mode'''
**Price: ×2.2
+
**Price: ×2 (x1.5 with Level 7+ Jericho)
 
**Round Unlocked: 12
 
**Round Unlocked: 12
 
**Hotkey: X
 
**Hotkey: X
  +
*'''[[Camo Regrow Bloon]] Mode'''
  +
**Price: ×3.2<!--eg 240 for 75 grouped blacks--> (x1.95 with Level 7+ Jericho)
  +
**Round Unlocked: 12
  +
**Hotkey: Z and X
 
*'''[[Fortified Bloon]] Mode'''
 
*'''[[Fortified Bloon]] Mode'''
**Price: ×2
+
**Price: ×2 (1.7x with Level 9+ Jericho)
**Round Unlocked: 19
+
**Round Unlocked: 18
 
**Hotkey: C
 
**Hotkey: C
  +
** Eco: x2 for MOAB-class bloons
 
{| class="sortable article-table"
 
{| class="sortable article-table"
  +
! Send type || Cost || Eco Change || Eco Per Second<!--x / (y * z), where x is Eco Change, y is Delay Per Bloon, z is the number of bloons in the group.--> || Time to breakeven (secs)<!--(x*6)/y, where x is cost and y is eco--> || First Round Available || Last Round Available || Delay Per Bloon (secs)
 
|-
 
|-
  +
| Grouped Red Bloons x8 || $20 || $1.00 || $1.25<!-- 1 / (8 * 0.1) -->|| 120 || 1 || 11 || 0.1
! Send type !! Cost !! Income Increase !! Eco Per Second !! Time for breakeven !! Round Availability !! Loading time/bloon
 
 
|-
 
|-
| Grouped [[Red Bloon]]s x8 || $15 || $1 || $1.25 || 90 secs || 1-11 || 0.1 secs
+
| Spaced Blue Bloons x5 || $15 || $0.80 || $0.53 || 113 || 1 || 2 || 0.3
 
|-
 
|-
| Spaced [[Blue Bloon]]s x5 || $15 || $1.3 || $0.87 ||69 secs || 1-2 || 0.3 secs
+
| Grouped Blue Bloons x6 || $24 || $1.00 || $1.67 || 144 || 3 || 12 || 0.1
 
|-
 
|-
| Grouped [[Blue Bloon]]s x6 || $25 || $1.5 || $2.5 || 100 secs || 3-13 || 0.1 secs
+
| Spaced Green Bloons x5 || $18 || $0.90 || $0.78 || 120 || 2 || 4 || 0.23
 
|-
 
|-
| Spaced [[Green Bloon]]s x5 || $15 || $1.3 || $1.04 || 69 secs || 2-4 || 0.25 secs
+
| Grouped Green Bloons x5 || $35 || $1.40 || $3.50 || 150 || 5 || 16 || 0.08
 
|-
 
|-
| Grouped [[Green Bloon]]s x5 || $35 || $1.5 || $3.61 || 140 secs || 5-18 || 0.083 secs
+
| Spaced Yellow Bloons x5 || $24 || $1.20 || $1.04 || 120 || 3 || 6 || 0.23
 
|-
 
|-
| Spaced [[Yellow Bloon]]s x5 || $25 || $2 || $1.6 || 75 secs || 3-6 || 0.25 secs
+
| Grouped Yellow Bloons x4 || $40 || $1.60 || $6.67 || 150 || 7 || 19 || 0.06
 
|-
 
|-
| Grouped [[Yellow Bloon]]s x4 || $40 || $1.7 || $7.08 || 141 secs || 7-20 || 0.06 secs
+
| Spaced Pink Bloons x3 || $28 || $1.40 || $1.56 || 120 || 4 || 8 || 0.3
 
|-
 
|-
| Spaced [[Pink Bloon]]s x3 || $28 || $1.8 || $1.71 || 93 secs || 4-8 || 0.35 secs
+
| Grouped Pink Bloons x4 || $60 || $2.30 || $11.50 || 157 || 9 || 50 || 0.05
 
|-
 
|-
| Grouped [[Pink Bloon]]s x4 || $65 || $2.4 || $12 || 163 secs || 9-50 || 0.05 secs
+
| Spaced White Bloons x3 || $30 || $1.50 || $1.79 || 120 || 5 || 9 || 0.28
 
|-
 
|-
| Spaced [[White Bloon]]s x3 || $30 || $2 || $1.9 || 90 secs || 5-9 || 0.35 secs
+
| Grouped White Bloons x5 || $65 || $2.70 || $7.71<!--2.7/(0.07*5)--> || 144<!--(65*6)/2.7--> || 10 || 21 || 0.07
 
|-
 
|-
| Grouped [[White Bloon]]s x3 || $65 || $2.5 || $9.33 || 156 secs || 10-22 || 0.1 secs
+
| Spaced Black Bloons x3 || $33 || $1.60 || $2.13 || 124 || 6 || 9 || 0.25
 
|-
 
|-
| Spaced [[Black Bloon]]s x3 || $35 || $2 || $2.67 || 93 secs || 6-9 || 0.25 secs
+
| Grouped Black Bloons x4 || $75 || $3 || $9.38<!--3/(.08*4)--> || 150<!--(75*6)/3--> || 10 || 25 || 0.08
 
|-
 
|-
| Grouped [[Black Bloon]]s x4 || $80 || $3 || $10 || 160 secs || 10-26 || 0.1 secs
+
| Spaced Purple Bloons x4 || $70 || $3.30 || $2.75 || 127 || 8 || 10 || 0.3
 
|-
 
|-
| Spaced [[Purple Bloon]]s x4 || $70 || $4 || $2.5 || 105 secs || 8-10 || 0.4 secs
+
| Grouped Purple Bloons x5 || $115 || $2.90 || $16.57<!--2.9/(.035*5)--> || 238<!--(115*6)/2.9--> || 11 || 50 || 0.035
 
|-
 
|-
| Grouped [[Purple Bloon]]s x5 || $115 || $2.5 || $15.15 || 276 secs || 11-X || 0.033 secs
+
| Spaced Zebra Bloons x2 || $60 || $2.70 || $4.50 || 133 || 9 || 10 || 0.3
 
|-
 
|-
| Spaced [[Zebra Bloon]]s x2 || $60 || $3 || $5 || 120 secs || 9-10 || 0.3 secs
+
| Grouped Zebra Bloons x3 || $120 || $3.50 || $14.58 || 206 || 11 || 29 || 0.08
 
|-
 
|-
| Grouped [[Zebra Bloon]]s x3 || $120 || $2.5 || $5 || 288 secs || 11-30 || 0.083 secs
+
| Spaced Lead Bloons x2 || $60 || $2.80 || $1.40 || 129 || 10 || 11 || 1
 
|-
 
|-
| Spaced [[Lead Bloon]]s x2 || $60 || $4 || $10.04 || 90 secs || 10-11 || 1 sec
+
| Grouped Lead Bloons x4 || $150 || $4.50 || $7.50 || 200 || 12 || 50 || 0.15
 
|-
 
|-
| Grouped [[Lead Bloon]]s x4 || $160 || $4 || $2 || 240 secs || 12-X || ~? secs
+
| Spaced Rainbow Bloons x1 || $70 || $3.00 || $8.57 || 140 || 12 || 12 || 0.35
 
|-
 
|-
| Spaced [[Rainbow Bloon]]s x1 || $80 || $3 || $ || 160 secs || 12-13 || ~? secs
+
| Grouped Rainbow Bloons x4 || $250 || $6.00 || $15.00 || 250 || 13 || 50 || 0.1
 
|-
 
|-
| Grouped [[Rainbow Bloon]]s x4 || $250 || $3 || $ || 500 secs || 14-X || ~? secs
+
| Spaced Ceramic Bloons x1 || $150 || $5.00 || $6.67 || 180 || 13 || 15 || 0.75
 
|-
 
|-
| Spaced [[Ceramic Bloon]]s x1 || $150 || $4 || $ || 225 secs || 14-15 || ~? secs
+
| Grouped Ceramic Bloons x2 || $400 || $1.80 || $7.50 || 1333 || 16 || 27 || 0.12
 
|-
 
|-
| Grouped [[Ceramic Bloon]]s x2 || $400 || $1.8 || $ || 1333 secs || 16-X || ~? secs
+
| Tight Ceramic Bloons x40 || $4,000 || $0 || $0 || N/A || 28 || 50 || 0.02
 
|-
 
|-
| Spaced [[MOAB]]s x1 || $1200 || $0 || $ || N/A || 18-19 || ~? secs
+
| Spaced MOABs x1 || $1,000 || $0 || $0 || N/A || 17 || 18 || 3
 
|-
 
|-
| Grouped [[MOAB]]s x1 || $1200 || $0 || $ || N/A || 20-50 || ~? secs
+
| Grouped MOABs x1 || $1,000 || $0 || $0 || N/A || 19 || 50 || 0.5
 
|-
 
|-
| Spaced [[BFB]]s x1 || $2500 || -$50 || $ || N/A || 20-21 || ~? secs
+
| Spaced BFBs x1 || $1,600 || -$25 || -$7 || N/A || 20 || 21 || 3.5
 
|-
 
|-
| Grouped [[BFB]]s x1 || $2500 || -$50 || $ || N/A || 22-50 || ~? secs
+
| Grouped BFBs x1 || $1,600 || -$25 || -$42 || N/A || 22 || 50 || 0.6
 
|-
 
|-
| Spaced [[ZOMG]]s x1 || $7000 || -$200 || $ || N/A || 22-23 || ~? secs
+
| Spaced ZOMGs x1 || $5,500 || -$100 || -$17 || N/A || 22 || 23 || 6
 
|-
 
|-
| Grouped [[ZOMG]]s x1 || $7000 || -$200 || $ || N/A || 24-50 || ~? secs
+
| Grouped ZOMGs x1 || $5,500 || -$100 || -$100 || N/A || 24 || 29 || 1
 
|-
 
|-
| Spaced [[DDT]]s x1 || $2500 || -$300 || $ || N/A || 26-27 || ~? secs
+
| Tight ZOMGs x4 || $12,000 || -$400 || -$500 || N/A || 30 || 50 || 0.3
 
|-
 
|-
| Grouped [[DDT]]s x3 || $6000 || -$600 || $ || N/A || 28-50 || ~? secs
+
| Spaced DDTs x1 || $2,500 || -$150 || -$107 || N/A || 26 || 27 || 1.4
 
|-
 
|-
| Spaced [[BAD]]s x1 || $15000 || -$800 || $ || N/A || 30-31 || ~? secs
+
| Grouped DDTs x3 || $6,000 || -$300 || -$500 || N/A || 28 || 50 || 0.2
 
|-
 
|-
| Grouped [[BAD]]s x1 || $15000 || -$800 || $ || N/A || 32-50 || ~? secs
+
| Spaced BADs x1 || $15,000 || -$400 || -$57 || N/A || 30 || 31 || 7
  +
|-
  +
| Grouped BADs x1 || $15,000 || -$400 || -$400 || N/A || 32 || 50 || 1
 
|}
 
|}
   
  +
===Bloon Changes from BTD6===
  +
*{{buff}} Lead Bloon speed increased to match a Green Bloon
  +
*{{buff}} Zebra Bloon speed increased to match a Yellow Bloon
  +
*{{nerf}} BADs have less health (20,000 → 12,500)
  +
*{{buff}} Fortified Leads have more health (4 → 6)
  +
*{{buff}} Fortified Ceramics have more health (20 → 30)
  +
*{{Change}} Super Ceramics start at round 30
  +
*{{buff}} BFBs are faster (6.25 → 8)
  +
*{{buff}} ZOMGs are faster (5 → 7)
  +
*{{buff}} Regrow Bloons regrow faster (3s → 2.6s)
  +
  +
==Strategy==
  +
{{Main|Bloon Sends (BTDB2)/Strategies}}
  +
===Summary===
  +
Bloon Sends are the fundamental aspect of winning the tides of a battle. In the early-game, take advantage of Bloon Sends to generate [[Eco (BTDB2)|eco]] and rush the opponent at the same time. Use the grouped sends to produce fast income, and spaced sends to produce slower but more efficient income. Later on in the game, send strong sends to rush the opponent, forcing them to build extra defense or risk losing lives. For players outside of [[Red Bloon Camp]] (including [[Casual Mode]]), note that special bloon modifiers can be added (Regrows: R8+, Camo: R12+, Fortified: R18+) at a percentage extra cost, making sent bloons deadlier.
  +
  +
There is a rushing technique called "layering", which involves combining more than one bloon send at different timings such that the bloons stack on top of each other very densely. Doing so can create deadly combinations of rushes that single types of rushes cannot do alone. Note the cooldowns of each bloon send in addition to speed of the sent bloons.
  +
  +
===Tips===
  +
*It helps to mix eco with Farm and other income-generators, to maximize the amount of cash gained per eco cycle, every 6 seconds to be precise.
  +
*Always try to start off a game with some bloon sends, in order to force the opponent's defense while also headstarting income generation.
  +
*Spaced Whites and Spaced Blacks are an effective early-game rush that also generates decent income at a respectable rate while also pressuring the opponent to opt for multi-damage attacks.
  +
*Layering with Spaced Regrow Blacks or Spaced Regrow Zebras with Grouped Yellows or Grouped Pinks can cause damage to opponents who lack consistent popping power.
  +
*Round 11 is a notorious round for newer players, as Grouped Purples and Grouped Zebras are very powerful at overwhelming defenses that lack sufficient pierce, as well as countering strategies relying on magic and/or ice attacks to defend.
  +
**2-0-3 [[Cluster Bombs (BTDB2)|Cluster Bombs]], [[Hydra Rocket Pods (BTDB2)|Hydra Rocket Pods]], and 4-0-2 [[M.O.A.R. Glaives (BTDB2)|M.O.A.R. Glaives]] are among the easist choices for defending against Round 11 rushes.
  +
*Round 13 is another dangerous round for newer players, as this introduces various types of rushes, including a variety of densely packed rushes. An opponent can send Grouped Regrow Rainbows, Grouped Leads, Grouped Zebras, and Grouped Purples to quickly overwhelm a player with low general pierce. Also, Spaced Ceramics can be a problem versus a variety of group-popping towers.
  +
*MOAB-class bloons get introduced in a variety of rounds. R17 is the introduction of MOABs, R20 for BFBs, R22 for ZOMGs, R26 for DDTs, and R30 for BADs. The Grouped counterparts of the blimps always begin two rounds after their round debut. Only ZOMGs have Tight counterparts, unlocked at R30.
  +
*If choosing between two non-Fortified blimps and one Fortified blimp, base the choice whether the opponent has blimp instakills or not. One Fortified blimp has more overall HP than the two non-Fortified blimps, but two non-Fortified blimps are usually better against opponents with true blimp instakills, such as [[Monkey Pirates (BTDB2)|Monkey Pirates]]' hooks or [[Highwayman Jericho]]'s Misdirection, pressuring the opponent's window of opportunity to instantly destroy blimps without shredding them into masses of clumps.
  +
  +
==Version History==
  +
{{Version History|1=
  +
;Initial release
  +
*{{nerf}} BADs have less health (20,000<!--base health is 20k, 28k is BTD6 R100--> → 14,000)
  +
  +
;1.0.4
  +
*Eco, cost to send bloons, and send time changed
  +
**{{buff}} Grouped Blues cost less ($25 → $24)
  +
**{{nerf}} Grouped Blues give less eco (1.5 → 1.3)
  +
***'''Bug: ''' This was not actually included in the game
  +
**{{buff}} Spaced Greens cost less ($15 → $14)
  +
**{{buff}} Spaced Greens send faster (0.25s → 0.23s)
  +
**{{buff}} Spaced Yellows cost less ($25 → $24)
  +
**{{nerf}} Spaced Yellows give less eco (1.8 → 1.7)
  +
**{{buff}} Spaced Yellows send faster (0.25s → 0.23s)
  +
**{{nerf}} Grouped Yellows give less eco (1.7 → 1.6)
  +
**{{nerf}} Spaced Pinks give less eco (1.8 → 1.7)
  +
**{{buff}} Spaced Pinks send faster (0.35s → 0.3s)
  +
**{{nerf}} Spaced Whites give less eco (2 → 1.9)
  +
**{{buff}} Spaced Whites send faster (0.3 → 0.28)
  +
**{{buff}} Spaced Blacks cost less ($35 → $33)
  +
**{{buff}} Grouped Rainbows give more eco (4 → 5)
  +
*{{buff}} Regrow Bloons regrow faster (3s → 2.6s)
  +
*{{buff}} Fortified modifier unlocked earlier (19 → 18)
  +
*{{buff}} Fortified Leads have more health (4 → 6)
  +
*{{buff}} Fortified Ceramics have more health (20 → 30)
  +
*{{buff}} Fortified Leads have more health (4 → 6)
  +
*{{buff}} Grouped Rainbows can be sent earlier (14 → 13)
  +
*{{buff}} Spaced Ceramics can be sent earlier (14 → 13)
  +
*{{buff}} MOABs cost less ($1200 → $1000)
  +
*{{buff}} MOABs can be sent earlier (18 → 17)
  +
*{{buff}} BFBs cost less ($2500 → $2200)
  +
*{{buff}} BFBs move faster (6.25 → 8)
  +
*{{buff}} ZOMGs cost less ($7000 → $5500)
  +
*{{buff}} ZOMGs move faster (5 → 7)
  +
  +
;1.0.5
  +
*{{nerf}} Grouped Blues give less eco as intended (1.5 → 1.3)
  +
*{{buff}} Fixed Round 13 Spaced Ceramics replacing Grouped Leads instead of Grouped Blues
  +
*{{buff}} Fixed MOAB costs increasing with camo/regrow modifiers despite those not affecting those bloon types
  +
  +
;1.0.6
  +
*{{nerf}} BAD base health decreased (14,000 → 12,500)
  +
*{{buff}} Spaced pinks give more eco (1.7 → 1.8)
  +
*{{nerf}} Spaced whites give less eco (1.9 → 1.8)
  +
*{{buff}} Grouped Purples give more eco (2.5 → 2.7)
  +
*{{buff}} MOAB-class bloon health and speed ramping increased after round 30
  +
  +
;1.3.0
  +
*{{buff}} Eco lost from all MOAB-class bloons decreased by 50%
  +
*{{change}} Fortified MOAB-class bloons now lose twice the eco (cancels out with the above balance change)
  +
  +
;1.4.0
  +
*{{buff}} Grouped Zebras eco changed from 2.5 → 3.5
  +
*{{nerf}} Spaced Leads eco changed from 4 → 3
  +
*{{buff}} Spaced Rainbows eco changed from 3 → 4
  +
*{{buff}} Grouped Rainbows eco changed from 5 → 6
  +
*{{buff}} Tight Ceramics unlock round changed from 30 → 28
  +
  +
;1.4.1
  +
*{{buff}} Grouped Leads eco changed from 4 → 4.5
  +
  +
;1.6.0
  +
*{{nerf}} Spaced Pinks eco changed from 1.8 → 1.5
  +
*{{nerf}} Spaced Whites eco changed from 1.8 → 1.5
  +
*{{nerf}} Spaced Blacks eco changed from 2 → 1.6
  +
*{{nerf}} Spaced Purples eco changed from 4 → 3.5
  +
{{quote|These bloon sends were giving farm income too much of an advantage over bloon income. Farm users can use spare cash on farms and so could afford to use these slow, but incredibly efficient, sends. Eco users do not have the cash to put into farms so they have to resort to the faster, but less efficient, grouped bloon sends.|Ninja Kiwi, referring to the above Spaced Eco nerfs}}
  +
*{{buff}} Spaced and Grouped BFB costs less ($2,200 → $2,100)
  +
*{{nerf}} Tight ZOMGs delay between bloons increased 0.2s → 0.3s
  +
*{{nerf}} Tight ZOMGs costs more ($10,000 → $12,000)
  +
  +
;1.7.0
  +
*{{nerf}} Grouped reds $15 → $20
  +
*{{nerf}} Spaced blues income 1.3 → 1
  +
*{{nerf}} Grouped blues income 1.3 → 1.1
  +
*{{nerf}} Spaced greens $14 → $18
  +
*{{nerf}} Spaced yellows income 1.7 → 1.5
  +
*{{buff}} Grouped Pinks: $65 → $60
  +
*{{buff}} Grouped Whites: income 2.5 → 2.6
  +
*{{buff}} Grouped Blacks: $80 → $75
  +
{{quote|We have nerfed some of the early bloon sends that stood out as being extremely efficient, to encourage more usage of the others and to lower how much income you can build up in the early game, especially with farm strategies. We have also slightly buffed the later bloon income sends to compensate and to provide a minor buff to bloon income strategies.|Ninja Kiwi}}
  +
  +
;1.7.1
  +
* {{nerf}} Spaced Rainbows cost increased ($80 → $85)
  +
  +
;1.7.2
  +
* {{buff}} Camo modifier cost reduced x2.2 → x2
  +
* {{nerf}} Grouped pinks: income reduced 2.4 → 2.3
  +
* {{buff}} Grouped purples: income increased 2.7 → 2.9
  +
* {{nerf}} Spaced zebras: income reduced 3 → 2.8
  +
* {{nerf}} Spaced rainbows: income reduced 4 → 3.8
  +
* {{buff}} Spaced and grouped BFB cost reduced $2100 → $1800
  +
  +
;1.8.0
  +
* {{buff}} Grouped leads cost reduced $160 → $150
  +
  +
;1.9.1
  +
* {{nerf}} Grouped reds income 1 → 0.9
  +
* {{nerf}} Spaced blues income 1 → 0.8
  +
* {{nerf}} Grouped blues income 1.1 → 1
  +
* {{nerf}} Spaced greens income 1.2 → 0.9
  +
* {{nerf}} Spaced yellows income 1.5 → 1.2
  +
* {{nerf}} Spaced pinks income 1.5 → 1.4
  +
* {{nerf}} Spaced purples income 3.5 → 3.3
  +
* {{nerf}} Spaced zebras income 2.8 → 2.7
  +
* {{nerf}} Spaced leads income 3 → 2.8
  +
* {{buff}} Spaced rainbows $85 → $70
  +
* {{nerf}} Spaced rainbows income 3.8 → 3
  +
{{quote|We have found that income strategies are allowing players to earn too much money in the early game, making them necessary even when playing farms. We’d like income vs farms to be more of a choice and so have reduced the income value of the most efficient early bloon sends.|Ninja Kiwi}}
  +
  +
;1.10
  +
*{{buff}} Spaced ceramics income 4 → 5 and spacing 0.9s → 0.75s
  +
{{quote|Spaced ceramics rarely get sent as an effective rush, so we have improved the efficiency and made them slightly more dangerous. This will hopefully make them more of a viable option for pressuring your opponent whilst building income.|Ninja Kiwi}}
  +
  +
;2.0
  +
*{{buff}} Grouped Reds income 0.9 → 1.0
  +
{{quote|We think the current aggressive meta is healthy for the game, but most aggressive strategies require Agent or Highwayman Jericho to work since other strategies are often short of cash. We are undoing an earlier nerf to early game income to give all strategies a little bit more money to work with.|Ninja Kiwi}}
  +
  +
;3.1
  +
*{{buff}} Spaced/Grouped BFBs: $1800 → $1600
  +
{{quote|BFBs are the least effective of the early MOAB class bloon sends, so we would like to improve them to make them more appealing as a rush option.|Ninja Kiwi}}
  +
  +
;3.3
  +
*{{buff}} Spaced Purples: bloon spacing 0.4 → 0.3
  +
*{{buff}} Grouped Whites: bloons per set 3 → 5 and bloon spacing 0.1 → 0.07
  +
**Total spacing per send: 0.3s → 0.35s
  +
{{Quote|Since grouped blacks are better for eco and white’s bloon properties don’t impact many towers at all, the grouped whites bloon send didn’t really have any practical use. We have kept its eco efficiency the same but increased the density and amount of bloons per set, so that this bloon send can now offer a stronger rushing option as an alternative to blacks. Spaced purples have similarly been made stronger since they were rarely an effective bloon send.}}
  +
}}
  +
  +
==Gallery==
  +
<gallery>
  +
r1 sends.png|Round 1 sends (1.0.0, pre-1.7.0)
  +
F7E23F18-9861-4EAD-955C-AF86A8E9B1FB.png|Round 2 sends (1.9.1)
  +
r6 sends.png|Round 6 sends (pre-1.0.2)
  +
97AA1821-7296-4FF2-97A4-A97D538B311F.png|Round 9 sends (1.9.1)
  +
bloon unlocks r10 pre-1.0.2.png|Round 10 sends (pre-1.0.2)
  +
09B5D12D-E84F-4F95-9F0C-BF50F9CE5C12.png|Round 12 sends (1.9.1)
  +
6925B001-1C79-45E9-BE75-3B40ED22D242.png|Round 16 sends (1.5)
  +
camo r15 or r16.png|Camo Rushes on Round 15-16 (1.3.x series)
  +
r22 1.3.0.png|Round 22 rush unlocks (1.3.0)
  +
Qwertyxp2000 1.7.0 footages (38).PNG|Round 22 rush unlocks (1.7.0)
  +
bloon sends fort 1.3.0 series.png|Round 30 Fortified unlocks (1.3.0)
  +
Eco 1.5.0 R26 and 27.png|Round 26-27 sends (1.5.0)
  +
The tack zone battles 2.png|Round 30, the final round with significant bloon changes (1.0.2)
  +
Favored loadout nice.png|Round 30-31 sends (1.5.0)
  +
new 3.3 grouped whites.png|New 3.3 Grouped Whites density
  +
3.3 spaced purps.png|New 3.3 Spaced Purples density
  +
</gallery>
  +
  +
===Calculations===
  +
<gallery>
  +
File:Btd2 sends.png|Graph of CostPerEco vs SecondsPerEco for eco-viable bloon sends (v1.0.4)
  +
File:Btd2 sends zoom.png|Zoomed in view of one region of the bloon sends graph (v1.0.4)
  +
btdb2 sends.png|Graph of EcoPerDollarSpent vs EcoPerSecond for all eco-positive bloon sends (v1.4.1)<ref>[https://www.reddit.com/r/battles2/comments/w0ql4w/graph_of_eco_efficiency_of_bloon_sends_for_update/ "Graph of Eco Efficiency of Bloon Sends for Update 1.4.1. The y-axis is cost efficiency per unit eco, the x-axis is how quickly you gain eco."] on r/battles2</ref>
  +
</gallery>
  +
  +
==Trivia==
  +
*The image of grouped bloon sends is different when viewed on the tablet versions rather than on a smartphone or desktop. This is due to the differences on where the Bloon Sends are positioned; on tablet, they are on the bottom of the screen, while elsewhere they are on the sides.
   
  +
==References==
  +
<references />
   
 
{{Game mechanics}}
 
{{Game mechanics}}

Latest revision as of 09:41, 7 April 2024

Different bloon sends will increase your eco by different amounts. Some more powerful bloon sends will even reduce your eco!
~ Quincy's loading screen tips
Rush leads in battles 2

Grouped Leads being sent to the opponent's side. Several of these are in queue; 5 of 6 slots are consumed at the moment.

Bloon Sends are groups of Bloons that can be sent to the enemy player in Bloons TD Battles 2. It has similarities to the old sending system implemented in Battles 1, with the key difference being that bloon send variants are limited but dynamically change as the rounds go on after 10 bloon sends become unlocked. Not only do sends become denser as rounds go by, certain bloon sends become removed during the game. Weaker bloons are available earliest in the game and stronger sends become available as the game progresses. Bloon Sends change the amount of eco the offender sends out; less deadly sends generally increase eco, while stronger sends often result in an eco penalty.

In Mobile, the player holds their finger on a bloon send to send multiple of the same type. There are more options to do the same thing on Steam; one can either click-and-hold the bloon send, or they can use hotkeys of a selection of available bloon sends, from the "A-S-D-F-G-H-J-K-L-;" range.

Bloon Sends[]

Each type of Bloon Send has a different amount of eco gain/loss, as well as a certain round availability range and "delay per bloon" (the amount of cooldown per bloon, not the cooldown time per slot). Grouped sends send faster and normally result in a faster rate of eco gain/loss, while spaced sends are slower but allows for sending stronger bloon types. Juggling between types of bloon sends is an important aspect of obtaining both maximum eco and opponent offense.

Non-blimp grouped sends increase eco faster but are sometimes less cost-efficient than equivalently available spaced sends at producing eco per dollar, while non-blimp spaced sends tend to have better economy but send slower. Blimps stronger than MOAB result in an eco loss, which results in a reduced income rate.

Bloon modifiers can be added to pre-existing Bloon Sends in order to increase the deadliness of rushes. Each modifier’s cost is multiplicative to the base cost of the affected Bloon Send, and generates no extra eco, but does increase eco penalty for Fortified MOAB-class. Level 4+ Agent Jericho and Highwayman Jericho decreases cost of Bloon modifiers for the offender, provided that hero is on their screen. (For purposes of convenience, Camo Regrow is the only modifiable hybrid Bloon Property that will be listed below.)

  • Regrow Bloon Mode
    • Price: ×1.6 (x1.3 with Level 5+ Jericho)
    • Round Unlocked: 8
    • Hotkey: Z
  • Camo Bloon Mode
    • Price: ×2 (x1.5 with Level 7+ Jericho)
    • Round Unlocked: 12
    • Hotkey: X
  • Camo Regrow Bloon Mode
    • Price: ×3.2 (x1.95 with Level 7+ Jericho)
    • Round Unlocked: 12
    • Hotkey: Z and X
  • Fortified Bloon Mode
    • Price: ×2 (1.7x with Level 9+ Jericho)
    • Round Unlocked: 18
    • Hotkey: C
    • Eco: x2 for MOAB-class bloons
Send type Cost Eco Change Eco Per Second Time to breakeven (secs) First Round Available Last Round Available Delay Per Bloon (secs)
Grouped Red Bloons x8 $20 $1.00 $1.25 120 1 11 0.1
Spaced Blue Bloons x5 $15 $0.80 $0.53 113 1 2 0.3
Grouped Blue Bloons x6 $24 $1.00 $1.67 144 3 12 0.1
Spaced Green Bloons x5 $18 $0.90 $0.78 120 2 4 0.23
Grouped Green Bloons x5 $35 $1.40 $3.50 150 5 16 0.08
Spaced Yellow Bloons x5 $24 $1.20 $1.04 120 3 6 0.23
Grouped Yellow Bloons x4 $40 $1.60 $6.67 150 7 19 0.06
Spaced Pink Bloons x3 $28 $1.40 $1.56 120 4 8 0.3
Grouped Pink Bloons x4 $60 $2.30 $11.50 157 9 50 0.05
Spaced White Bloons x3 $30 $1.50 $1.79 120 5 9 0.28
Grouped White Bloons x5 $65 $2.70 $7.71 144 10 21 0.07
Spaced Black Bloons x3 $33 $1.60 $2.13 124 6 9 0.25
Grouped Black Bloons x4 $75 $3 $9.38 150 10 25 0.08
Spaced Purple Bloons x4 $70 $3.30 $2.75 127 8 10 0.3
Grouped Purple Bloons x5 $115 $2.90 $16.57 238 11 50 0.035
Spaced Zebra Bloons x2 $60 $2.70 $4.50 133 9 10 0.3
Grouped Zebra Bloons x3 $120 $3.50 $14.58 206 11 29 0.08
Spaced Lead Bloons x2 $60 $2.80 $1.40 129 10 11 1
Grouped Lead Bloons x4 $150 $4.50 $7.50 200 12 50 0.15
Spaced Rainbow Bloons x1 $70 $3.00 $8.57 140 12 12 0.35
Grouped Rainbow Bloons x4 $250 $6.00 $15.00 250 13 50 0.1
Spaced Ceramic Bloons x1 $150 $5.00 $6.67 180 13 15 0.75
Grouped Ceramic Bloons x2 $400 $1.80 $7.50 1333 16 27 0.12
Tight Ceramic Bloons x40 $4,000 $0 $0 N/A 28 50 0.02
Spaced MOABs x1 $1,000 $0 $0 N/A 17 18 3
Grouped MOABs x1 $1,000 $0 $0 N/A 19 50 0.5
Spaced BFBs x1 $1,600 -$25 -$7 N/A 20 21 3.5
Grouped BFBs x1 $1,600 -$25 -$42 N/A 22 50 0.6
Spaced ZOMGs x1 $5,500 -$100 -$17 N/A 22 23 6
Grouped ZOMGs x1 $5,500 -$100 -$100 N/A 24 29 1
Tight ZOMGs x4 $12,000 -$400 -$500 N/A 30 50 0.3
Spaced DDTs x1 $2,500 -$150 -$107 N/A 26 27 1.4
Grouped DDTs x3 $6,000 -$300 -$500 N/A 28 50 0.2
Spaced BADs x1 $15,000 -$400 -$57 N/A 30 31 7
Grouped BADs x1 $15,000 -$400 -$400 N/A 32 50 1

Bloon Changes from BTD6[]

  • BUFF Lead Bloon speed increased to match a Green Bloon
  • BUFF Zebra Bloon speed increased to match a Yellow Bloon
  • NERF BADs have less health (20,000 → 12,500)
  • BUFF Fortified Leads have more health (4 → 6)
  • BUFF Fortified Ceramics have more health (20 → 30)
  • Change Super Ceramics start at round 30
  • BUFF BFBs are faster (6.25 → 8)
  • BUFF ZOMGs are faster (5 → 7)
  • BUFF Regrow Bloons regrow faster (3s → 2.6s)

Strategy[]

Main article: Bloon Sends (BTDB2)/Strategies

Summary[]

Bloon Sends are the fundamental aspect of winning the tides of a battle. In the early-game, take advantage of Bloon Sends to generate eco and rush the opponent at the same time. Use the grouped sends to produce fast income, and spaced sends to produce slower but more efficient income. Later on in the game, send strong sends to rush the opponent, forcing them to build extra defense or risk losing lives. For players outside of Red Bloon Camp (including Casual Mode), note that special bloon modifiers can be added (Regrows: R8+, Camo: R12+, Fortified: R18+) at a percentage extra cost, making sent bloons deadlier.

There is a rushing technique called "layering", which involves combining more than one bloon send at different timings such that the bloons stack on top of each other very densely. Doing so can create deadly combinations of rushes that single types of rushes cannot do alone. Note the cooldowns of each bloon send in addition to speed of the sent bloons.

Tips[]

  • It helps to mix eco with Farm and other income-generators, to maximize the amount of cash gained per eco cycle, every 6 seconds to be precise.
  • Always try to start off a game with some bloon sends, in order to force the opponent's defense while also headstarting income generation.
  • Spaced Whites and Spaced Blacks are an effective early-game rush that also generates decent income at a respectable rate while also pressuring the opponent to opt for multi-damage attacks.
  • Layering with Spaced Regrow Blacks or Spaced Regrow Zebras with Grouped Yellows or Grouped Pinks can cause damage to opponents who lack consistent popping power.
  • Round 11 is a notorious round for newer players, as Grouped Purples and Grouped Zebras are very powerful at overwhelming defenses that lack sufficient pierce, as well as countering strategies relying on magic and/or ice attacks to defend.
  • Round 13 is another dangerous round for newer players, as this introduces various types of rushes, including a variety of densely packed rushes. An opponent can send Grouped Regrow Rainbows, Grouped Leads, Grouped Zebras, and Grouped Purples to quickly overwhelm a player with low general pierce. Also, Spaced Ceramics can be a problem versus a variety of group-popping towers.
  • MOAB-class bloons get introduced in a variety of rounds. R17 is the introduction of MOABs, R20 for BFBs, R22 for ZOMGs, R26 for DDTs, and R30 for BADs. The Grouped counterparts of the blimps always begin two rounds after their round debut. Only ZOMGs have Tight counterparts, unlocked at R30.
  • If choosing between two non-Fortified blimps and one Fortified blimp, base the choice whether the opponent has blimp instakills or not. One Fortified blimp has more overall HP than the two non-Fortified blimps, but two non-Fortified blimps are usually better against opponents with true blimp instakills, such as Monkey Pirates' hooks or Highwayman Jericho's Misdirection, pressuring the opponent's window of opportunity to instantly destroy blimps without shredding them into masses of clumps.

Version History[]

Initial release
  • NERF BADs have less health (20,000 → 14,000)
1.0.4
  • Eco, cost to send bloons, and send time changed
    • BUFF Grouped Blues cost less ($25 → $24)
    • NERF Grouped Blues give less eco (1.5 → 1.3)
      • Bug: This was not actually included in the game
    • BUFF Spaced Greens cost less ($15 → $14)
    • BUFF Spaced Greens send faster (0.25s → 0.23s)
    • BUFF Spaced Yellows cost less ($25 → $24)
    • NERF Spaced Yellows give less eco (1.8 → 1.7)
    • BUFF Spaced Yellows send faster (0.25s → 0.23s)
    • NERF Grouped Yellows give less eco (1.7 → 1.6)
    • NERF Spaced Pinks give less eco (1.8 → 1.7)
    • BUFF Spaced Pinks send faster (0.35s → 0.3s)
    • NERF Spaced Whites give less eco (2 → 1.9)
    • BUFF Spaced Whites send faster (0.3 → 0.28)
    • BUFF Spaced Blacks cost less ($35 → $33)
    • BUFF Grouped Rainbows give more eco (4 → 5)
  • BUFF Regrow Bloons regrow faster (3s → 2.6s)
  • BUFF Fortified modifier unlocked earlier (19 → 18)
  • BUFF Fortified Leads have more health (4 → 6)
  • BUFF Fortified Ceramics have more health (20 → 30)
  • BUFF Fortified Leads have more health (4 → 6)
  • BUFF Grouped Rainbows can be sent earlier (14 → 13)
  • BUFF Spaced Ceramics can be sent earlier (14 → 13)
  • BUFF MOABs cost less ($1200 → $1000)
  • BUFF MOABs can be sent earlier (18 → 17)
  • BUFF BFBs cost less ($2500 → $2200)
  • BUFF BFBs move faster (6.25 → 8)
  • BUFF ZOMGs cost less ($7000 → $5500)
  • BUFF ZOMGs move faster (5 → 7)
1.0.5
  • NERF Grouped Blues give less eco as intended (1.5 → 1.3)
  • BUFF Fixed Round 13 Spaced Ceramics replacing Grouped Leads instead of Grouped Blues
  • BUFF Fixed MOAB costs increasing with camo/regrow modifiers despite those not affecting those bloon types
1.0.6
  • NERF BAD base health decreased (14,000 → 12,500)
  • BUFF Spaced pinks give more eco (1.7 → 1.8)
  • NERF Spaced whites give less eco (1.9 → 1.8)
  • BUFF Grouped Purples give more eco (2.5 → 2.7)
  • BUFF MOAB-class bloon health and speed ramping increased after round 30
1.3.0
  • BUFF Eco lost from all MOAB-class bloons decreased by 50%
  • Change Fortified MOAB-class bloons now lose twice the eco (cancels out with the above balance change)
1.4.0
  • BUFF Grouped Zebras eco changed from 2.5 → 3.5
  • NERF Spaced Leads eco changed from 4 → 3
  • BUFF Spaced Rainbows eco changed from 3 → 4
  • BUFF Grouped Rainbows eco changed from 5 → 6
  • BUFF Tight Ceramics unlock round changed from 30 → 28
1.4.1
  • BUFF Grouped Leads eco changed from 4 → 4.5
1.6.0
  • NERF Spaced Pinks eco changed from 1.8 → 1.5
  • NERF Spaced Whites eco changed from 1.8 → 1.5
  • NERF Spaced Blacks eco changed from 2 → 1.6
  • NERF Spaced Purples eco changed from 4 → 3.5
These bloon sends were giving farm income too much of an advantage over bloon income. Farm users can use spare cash on farms and so could afford to use these slow, but incredibly efficient, sends. Eco users do not have the cash to put into farms so they have to resort to the faster, but less efficient, grouped bloon sends.
~ Ninja Kiwi, referring to the above Spaced Eco nerfs
  • BUFF Spaced and Grouped BFB costs less ($2,200 → $2,100)
  • NERF Tight ZOMGs delay between bloons increased 0.2s → 0.3s
  • NERF Tight ZOMGs costs more ($10,000 → $12,000)
1.7.0
  • NERF Grouped reds $15 → $20
  • NERF Spaced blues income 1.3 → 1
  • NERF Grouped blues income 1.3 → 1.1
  • NERF Spaced greens $14 → $18
  • NERF Spaced yellows income 1.7 → 1.5
  • BUFF Grouped Pinks: $65 → $60
  • BUFF Grouped Whites: income 2.5 → 2.6
  • BUFF Grouped Blacks: $80 → $75
We have nerfed some of the early bloon sends that stood out as being extremely efficient, to encourage more usage of the others and to lower how much income you can build up in the early game, especially with farm strategies. We have also slightly buffed the later bloon income sends to compensate and to provide a minor buff to bloon income strategies.
~ Ninja Kiwi
1.7.1
  • NERF Spaced Rainbows cost increased ($80 → $85)
1.7.2
  • BUFF Camo modifier cost reduced x2.2 → x2
  • NERF Grouped pinks: income reduced 2.4 → 2.3
  • BUFF Grouped purples: income increased 2.7 → 2.9
  • NERF Spaced zebras: income reduced 3 → 2.8
  • NERF Spaced rainbows: income reduced 4 → 3.8
  • BUFF Spaced and grouped BFB cost reduced $2100 → $1800
1.8.0
  • BUFF Grouped leads cost reduced $160 → $150
1.9.1
  • NERF Grouped reds income 1 → 0.9
  • NERF Spaced blues income 1 → 0.8
  • NERF Grouped blues income 1.1 → 1
  • NERF Spaced greens income 1.2 → 0.9
  • NERF Spaced yellows income 1.5 → 1.2
  • NERF Spaced pinks income 1.5 → 1.4
  • NERF Spaced purples income 3.5 → 3.3
  • NERF Spaced zebras income 2.8 → 2.7
  • NERF Spaced leads income 3 → 2.8
  • BUFF Spaced rainbows $85 → $70
  • NERF Spaced rainbows income 3.8 → 3
We have found that income strategies are allowing players to earn too much money in the early game, making them necessary even when playing farms. We’d like income vs farms to be more of a choice and so have reduced the income value of the most efficient early bloon sends.
~ Ninja Kiwi
1.10
  • BUFF Spaced ceramics income 4 → 5 and spacing 0.9s → 0.75s
Spaced ceramics rarely get sent as an effective rush, so we have improved the efficiency and made them slightly more dangerous. This will hopefully make them more of a viable option for pressuring your opponent whilst building income.
~ Ninja Kiwi
2.0
  • BUFF Grouped Reds income 0.9 → 1.0
We think the current aggressive meta is healthy for the game, but most aggressive strategies require Agent or Highwayman Jericho to work since other strategies are often short of cash. We are undoing an earlier nerf to early game income to give all strategies a little bit more money to work with.
~ Ninja Kiwi
3.1
  • BUFF Spaced/Grouped BFBs: $1800 → $1600
BFBs are the least effective of the early MOAB class bloon sends, so we would like to improve them to make them more appealing as a rush option.
~ Ninja Kiwi
3.3
  • BUFF Spaced Purples: bloon spacing 0.4 → 0.3
  • BUFF Grouped Whites: bloons per set 3 → 5 and bloon spacing 0.1 → 0.07
    • Total spacing per send: 0.3s → 0.35s
Since grouped blacks are better for eco and white’s bloon properties don’t impact many towers at all, the grouped whites bloon send didn’t really have any practical use. We have kept its eco efficiency the same but increased the density and amount of bloons per set, so that this bloon send can now offer a stronger rushing option as an alternative to blacks. Spaced purples have similarly been made stronger since they were rarely an effective bloon send.

Gallery[]

Calculations[]

Trivia[]

  • The image of grouped bloon sends is different when viewed on the tablet versions rather than on a smartphone or desktop. This is due to the differences on where the Bloon Sends are positioned; on tablet, they are on the bottom of the screen, while elsewhere they are on the sides.

References[]