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.
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.)
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.
For more specific information about cost-efficiency of sending eco bloons and the sending of rushes with respect to eco, refer to Eco (BTDB2)#Strategy.
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. MOABs, BFBs, and ZOMGs have Tight counterparts, unlocked at R25, R27, and R30, respectively.
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.
Tight Leads are a powerful rush, pierce-capping a majority of defenses that lack pierce and lead-popping, while still granting extra eco. That being said, all towers have at least one way to efficiently deal with Tight Leads.
Tight MOABs are a powerful send against defenses that have poor or inconsistent grouped blimp-popping and poor bloon cleanup. They are weirdly more efficient at generating more Ceramics per dollar than the actual Tight Ceramics, although more susceptible to "nuke" abilities such as Ground Zero and Tech Terror due to the somewhat slower speed of MOABs compared to Ceramics.
Version History[]
Initial release
BADs have less health (20,000 → 14,000)
1.0.4
Eco, cost to send bloons, and send time changed
Grouped Blues cost less ($25 → $24)
Grouped Blues give less eco (1.5 → 1.3)
Bug: This was not actually included in the game
Spaced Greens cost less ($15 → $14)
Spaced Greens send faster (0.25s → 0.23s)
Spaced Yellows cost less ($25 → $24)
Spaced Yellows give less eco (1.8 → 1.7)
Spaced Yellows send faster (0.25s → 0.23s)
Grouped Yellows give less eco (1.7 → 1.6)
Spaced Pinks give less eco (1.8 → 1.7)
Spaced Pinks send faster (0.35s → 0.3s)
Spaced Whites give less eco (2 → 1.9)
Spaced Whites send faster (0.3 → 0.28)
Spaced Blacks cost less ($35 → $33)
Grouped Rainbows give more eco (4 → 5)
Regrow Bloons regrow faster (3s → 2.6s)
Fortified modifier unlocked earlier (19 → 18)
Fortified Leads have more health (4 → 6)
Fortified Ceramics have more health (20 → 30)
Fortified Leads have more health (4 → 6)
Grouped Rainbows can be sent earlier (14 → 13)
Spaced Ceramics can be sent earlier (14 → 13)
MOABs cost less ($1200 → $1000)
MOABs can be sent earlier (18 → 17)
BFBs cost less ($2500 → $2200)
BFBs move faster (6.25 → 8)
ZOMGs cost less ($7000 → $5500)
ZOMGs move faster (5 → 7)
1.0.5
Grouped Blues give less eco as intended (1.5 → 1.3)
Fixed Round 13 Spaced Ceramics replacing Grouped Leads instead of Grouped Blues
Fixed MOAB costs increasing with camo/regrow modifiers despite those not affecting those bloon types
1.0.6
BAD base health decreased (14,000 → 12,500)
Spaced pinks give more eco (1.7 → 1.8)
Spaced whites give less eco (1.9 → 1.8)
Grouped Purples give more eco (2.5 → 2.7)
MOAB-class bloon health and speed ramping increased after round 30
1.3.0
Eco lost from all MOAB-class bloons decreased by 50%
Fortified MOAB-class bloons now lose twice the eco (cancels out with the above balance change)
1.4.0
Grouped Zebras eco changed from 2.5 → 3.5
Spaced Leads eco changed from 4 → 3
Spaced Rainbows eco changed from 3 → 4
Grouped Rainbows eco changed from 5 → 6
Tight Ceramics unlock round changed from 30 → 28
1.4.1
Grouped Leads eco changed from 4 → 4.5
1.6.0
Spaced Pinks eco changed from 1.8 → 1.5
Spaced Whites eco changed from 1.8 → 1.5
Spaced Blacks eco changed from 2 → 1.6
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
Spaced and Grouped BFB costs less ($2,200 → $2,100)
Tight ZOMGs delay between bloons increased 0.2s → 0.3s
Tight ZOMGs costs more ($10,000 → $12,000)
1.7.0
Grouped reds $15 → $20
Spaced blues income 1.3 → 1
Grouped blues income 1.3 → 1.1
Spaced greens $14 → $18
Spaced yellows income 1.7 → 1.5
Grouped Pinks: $65 → $60
Grouped Whites: income 2.5 → 2.6
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
Spaced Rainbows cost increased ($80 → $85)
1.7.2
Camo modifier cost reduced x2.2 → x2
Grouped pinks: income reduced 2.4 → 2.3
Grouped purples: income increased 2.7 → 2.9
Spaced zebras: income reduced 3 → 2.8
Spaced rainbows: income reduced 4 → 3.8
Spaced and grouped BFB cost reduced $2100 → $1800
1.8.0
Grouped leads cost reduced $160 → $150
1.9.1
Grouped reds income 1 → 0.9
Spaced blues income 1 → 0.8
Grouped blues income 1.1 → 1
Spaced greens income 1.2 → 0.9
Spaced yellows income 1.5 → 1.2
Spaced pinks income 1.5 → 1.4
Spaced purples income 3.5 → 3.3
Spaced zebras income 2.8 → 2.7
Spaced leads income 3 → 2.8
Spaced rainbows $85 → $70
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
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
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
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
Spaced Purples: bloon spacing 0.4 → 0.3
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.
”
3.3.2
Round 19-24: Grouped MOABs send cost $1k → $900. Does not affect Round 17-18 Spaced MOABs.
Round 22-26: Grouped BFBs send cost $1.6k → $1.3k. Does not affect Round 20-22 Spaced BFBs.
Round 24-25: Grouped ZOMGs send cost $5.5k → $5k. Does not affect Round 22-23 Spaced ZOMGs.
Round 26-29: Grouped ZOMG send cost now drops to $4.5k
Round 28+: Grouped DDT income changed -$300 →-$200
Round 23+: Grouped Leads are now replaced with Tight Leads (80 tightly packed Leads for $1.2k and +$20 income)
Round 25+: Grouped MOABs are now replaced with Tight MOABs (20 tightly packed MOABs for $3.5kand -$50 income)
Round 27+: Grouped BFB is now replaced with Tight BFBs (10 tightly packed BFBs for $7k and -$150 income)
[Undocumented bug] Grouped BADs are available only for 2 round, getting replaced with Spaced BADs on Round 34
“
We’ve made quite a few additions and adjustments to the bloon send options to address a couple of things. Firstly, there were limited rushes between round 23 and 29, with players often just waiting until they can send a BAD in this stage, or DDTs if their opponent can’t handle them. Secondly, old bloon sends became very irrelevant as new ones unlock, because the new ones were so much more efficient. Now with new sends available such as tight MOABs, this offers new rushing options for the mid 20s while getting rid of the old and inefficient single MOAB send.
”
3.3.3
[Bugfix] Grouped BADs will not be replaced with Spaced BADs on round 34.
4.0
Spaced Rainbows give $3 → $2.8 income
Tight MOABs cost: $3500 → $4000
Tight MOABs quantity: 20 → 15
Tight MOABs spacing: 0.05s → 0.067s
Total duration remains unchanged
“
For the most part, we are pleased with the impact of the new tight rushes - noticeably shaking up the meta and leading to more exciting games. However, admittedly they are on the strong side, which has greatly diminished the viability of some towers that can’t deal with them. Tight MOABs is the main rush that stands out, so we have made quite a big nerf to this one. Additionally, Spaced Rainbows have been nerfed because they have always stood out as a top tier early game bloon send, providing high eco efficiency as well as decent pressure on your opponent
A few buffs for the ceramic sends since other rushes are typically more effective than these ones relative to their unlock round. We’ve also increased the price of tight leads so that they are not quite as efficient.
We’ve made a few adjustment to eco bloon sends, buffing the less-used grouped blues while nerfing grouped blacks and whites since they were very efficient as well as effective at applying pressure. Tight leads have also received a noticeable nerf since a lot of tower loadouts struggle to deal with them effectively. The main difference is that they will now be a lot less densely packed.
”
~ Ninja Kiwi
Gallery[]
Round 1 sends (1.0.0, pre-1.7.0)
Round 2 sends (1.9.1)
Round 6 sends (pre-1.0.2)
Round 9 sends (1.9.1)
Round 10 sends (pre-1.0.2)
Round 12 sends (1.9.1)
Round 16 sends (1.5)
Camo Rushes on Round 15-16 (1.3.x series)
Round 22 rush unlocks (1.3.0)
Round 22 rush unlocks (1.7.0)
Round 30 Fortified unlocks (1.3.0)
Round 26-27 sends (1.5.0)
Round 30, the final round with significant bloon changes (1.0.2)
Round 30-31 sends (1.5.0)
New 3.3 Grouped Whites density
New 3.3 Spaced Purples density
Sending Tight Leads (3.3.2)
Tight Leads with a ZOMG on R23 (3.3.2)
New R24 Sends (3.3.2)
A single rush of Tight MOABs on R25, plus Burny Stuff on it (3.3.2)
Nerfed Tight MOAB density (4.1)
Tight Leads
Tight MOABs
Calculations[]
Graph of CostPerEco vs SecondsPerEco for eco-viable bloon sends (v1.0.4)
Zoomed in view of one region of the bloon sends graph (v1.0.4)
Graph of EcoPerDollarSpent vs EcoPerSecond for all eco-positive bloon sends (v1.4.1)[1]
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.