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This page is a general guide for Bloon Sends. For more advanced guides, see Bloon Sends/Strategies/Optimization
BTD6Red

Red Bloon

Bloon Sends are the lifeblood of the competitive nature of Bloons TD Battles 2. Bloon Sends both influence the rate of earning income and provide offensive pushes against the opponent. Most bloon sends provide an increase Eco, which gives a certain amount of income every 6 seconds. Some sends are inherently weaker than others, while some sends provide more eco per dollar. The optimal balance of utilizing Bloon Sends determines the player with the game advantage.

The aim of this article is a general guide for Bloon Sends. It summarizes how to effectively use Bloon Sends and defend against them without going into too much intricate detail about meta strategy.

Red Bloons[]

Grouped Reds[]

Red Bloon
  • Quantity: 8
  • Delay: 0.1s per bloon, 0.8s
  • Cost: $20
  • Eco: 1
  • Amount of eco to constantly send: 150
  • Payoff: 120 seconds
  • Round Unlock: Round 1
  • Round Final: Round 11

Grouped Reds are the baseline of both offense and income. To start off a maximal boost in income while also forcing the opponent to react to defense, send Grouped Reds as soon as possible. At the same time, place a tower that excels at popping groups of bloons for a relatively low cost.

Blue Bloons[]

Spaced Blues[]

Blue Bloon
  • Quantity: 5
  • Delay: 0.3s per bloon, 1.5s
  • Cost: $15
  • Eco: 1
  • Amount of eco to constantly send: 80
  • Payoff: 90 seconds
  • Round Unlock: Round 1
  • Round Final: Round 2

For less cost than Grouped Reds, Spaced Blues are more eco-efficient but are sent slower and have much less spacing. Blue Bloons are also faster and have more total RBE, making them stronger than Grouped Reds against towers that attack slowly.

Grouped Blues[]

Blue Bloon
  • Quantity: 6
  • Delay: 0.1s per bloon, 0.6s
  • Cost: $24
  • Eco: 1.1
  • Amount of eco to constantly send: 240
  • Payoff: 131 seconds
  • Round Unlock: Round 3
  • Round Final: Round 12

Grouped Blues have the same density as Grouped Reds but are sent much faster and send Blues instead of Reds. The main strength of Grouped Blues is how strong its eco gain extrapolates when this particular send is spammed out, making it much more worth than Grouped Reds in the long-run. To beat Grouped Blues, towers that excel against grouped bloons will be even more important.

Green Bloons[]

Spaced Greens[]

  • Quantity: 5
  • Delay: 0.23s per bloon, 1.15s
  • Cost: $14
  • Eco: 1.2
  • Amount of eco to constantly send: 73.0435 (4dp)
  • Payoff: 69 seconds
  • Round Unlock: Round 2
  • Round Final: Round 4

For the lower cost than Spaced Blues, Spaced Greens are also sent faster and have a greater offensive value against towers that do not excel against spaced bloons. To counter Spaced Greens yourself, a tower that does more than one damage per shot will often suffice.

Grouped Greens[]

  • Quantity: 5
  • Delay: 0.08s per bloon, 0.4s
  • Cost: $35
  • Eco: 1.4
  • Amount of eco to constantly send: 525
  • Payoff: 150 seconds
  • Round Unlock: Round 5
  • Round Final: Round 13

Grouped Greens are slightly denser than Grouped Blues and are sent much faster, and send Greens instead of Blues. Like Grouped Blues, Grouped Greens extrapolate eco hugely if spammed, but because they aren't as efficient as Grouped Blues they shouldn't always be used unless there is already a solid flow of income while also yourself defending against other rushes.

Yellow Bloons[]

Spaced Yellows[]

  • Quantity: 5
  • Delay: 0.23s per bloon, 1.15s
  • Cost: $24
  • Eco: 1.7
  • Amount of eco to constantly send: 125.2174 (4dp)
  • Payoff: 85 seconds
  • Round Unlock: Round 3
  • Round Final: Round 6

Spaced Yellows are more cost-efficient than Grouped Blues but are sent much slower, in fact the same rate as Spaced Greens. Spaced Yellows are a deadly send against towers that find it difficult to catch fast-moving bloons.

Grouped Yellows[]

  • Quantity: 4
  • Delay: 0.06s per bloon, 0.24s
  • Cost: $40
  • Eco: 1.6
  • Amount of eco to constantly send: 1000
  • Payoff: 150 seconds
  • Round Unlock: Round 7
  • Round Final: Round 19

Grouped Yellows are slightly denser than Grouped Greens and are sent much faster, and send Yellows instead of Greens. Grouped Yellows have exactly the same eco cost-efficiency as Grouped Greens per dollar and have a much stronger offensive value. Against Grouped Yellows yourself, find a fast-attacking tower that also excels against grouped bloons.

Pink Bloons[]

Spaced Pinks[]

  • Quantity: 3
  • Delay: 0.3s per bloon, 0.9s
  • Cost: $28
  • Eco: 1.5
  • Amount of eco to constantly send: 186.6667 (4dp)
  • Payoff: 93 seconds
  • Round Unlock: Round 4
  • Round Final: Round 8

Spaced Pinks are more costly than Spaced Yellows, give a little less eco than spaced yellows, are sent a little faster per slot, but are stronger in offense. Pinks are the fastest bloon in the game, and are especially effective against defenses reliant on slow towers.

Grouped Pinks[]

  • Quantity: 4
  • Delay: 0.05s per bloon, 0.2s
  • Cost: $65
  • Eco: 2.4
  • Amount of eco to constantly send: 1950
  • Payoff: 163 seconds
  • Round Unlock: Round 9
  • Round Final: Round 50

Grouped Pinks are the basis of eco for the much later rounds. They are the second-fastest to send (second to Grouped Purples), give a hefty amount of eco, and are forever available in the current battle once unlocked. For simply spamming eco, this is the optimal choice, but is less efficient in cost compared to other sends such as Grouped Whites. In some rare cases, Grouped Pinks can be spammed out to rush the opponent for high offense, but by this point most defenses capable of beating large amounts of Grouped Yellows can easily beat Grouped Pinks.

White Bloons[]

Spaced Whites[]

  • Quantity: 3
  • Delay: 0.25s per bloon, 0.75s
  • Cost: $30
  • Eco: 1.5
  • Amount of eco to constantly send: 214.2857 (4dp)
  • Payoff: 100 seconds
  • Round Unlock: Round 5
  • Round Final: Round 9

Spaced Whites cost more than Spaced Pinks, give the same amount of eco as Spaced Pinks, but its offensive is much heavier because it sends Whites. What makes Spaced Whites so deadly is that it can split into fast-moving Pinks upon hitting. Towers capable of dealing multiple damage or shoot multiple projectiles will have a much easier time against Spaced Whites. Since Whites are immune to freezing, Spaced Whites are deadly against Ice Monkeys.

Grouped Whites[]

  • Quantity: 3
  • Delay: 0.1s per bloon, 0.3s
  • Cost: $65
  • Eco: 2.5
  • Amount of eco to constantly send: 1300
  • Payoff: 156 seconds
  • Round Unlock: Round 10
  • Round Final: Round 21

Grouped Whites cost the same as Grouped Pinks, give slightly more eco, but are sent slower and obviously send Whites instead of Pinks. In terms of generating eco, Grouped Whites are the best choice for simultaneously making lots of eco while not overly depleting available cash. In terms of offense, it isn't very strong against anything except defenses dependent on Ice Monkeys, due to how late this send is unlocked compared to other rushing options.

Black Bloons[]

Spaced Blacks[]

  • Quantity: 3
  • Delay: 0.25s per bloon, 0.75s
  • Cost: $33
  • Eco: 1.6
  • Amount of eco to constantly send: 264
  • Payoff: 99 seconds
  • Round Unlock: Round 6
  • Round Final: Round 9

At the same deployment rate as Spaced Whites, Spaced Blacks cost slightly more but give a little more eco gain, although Spaced Yellows are still more efficient. Black Bloons are immune to most explosive attacks. Since Blacks move slower than Whites, they aren't as dangerous in terms of offense, except against explosives, in which there is a greater variety of those towers who have such a weakness. Two notable exceptions for explosive immunity exist in this game, that being Bomb Shooter's Cluster Bombs and Mortar Monkey's Heavy Shells upgrades, allowing their explosives to reliably pop Black Bloons.

Grouped Blacks[]

  • Quantity: 4
  • Delay: 0.08s per bloon, 0.32s
  • Cost: $80
  • Eco: 3
  • Amount of eco to constantly send: 1500
  • Payoff: 160 seconds
  • Round Unlock: Round 10
  • Round Final: Round 25

Grouped Blacks are more expensive than Grouped Whites, send more bloons per slot, have a slightly longer delay per slot, and give more eco, and obviously send Blacks instead of Whites. Grouped Blacks are sort of the intermediate in terms of eco versus money drain, having a decent cost-efficiency and rate of eco gain. In terms of offense, just as with Grouped Whites, Grouped Blacks aren't very dangerous compared to other sends unlocked at this point, except in the case of defenses dependent on explosives.

Purple Bloons[]

Spaced Purples[]

  • Quantity: 4
  • Delay: 0.4s per bloon, 1.2s
  • Cost: $70
  • Eco: 3.5
  • Amount of eco to constantly send: 262.5
  • Payoff: 105 seconds
  • Round Unlock: Round 8
  • Round Final: Round 10

Spaced Purples are a very slow send that gains a moderate amount of eco per slot but have a huge delay per slot, and are actually less cost-efficient than Spaced Zebras. Spaced Purples, however, are quite spaced compared to most spaced rushes. While Purples cannot be hit by most magic attacks, the Spaced Purples send lacks a strong offensive point except for catching slow-attacking towers or harming Wizard-dominant strategies.

Grouped Purples[]

  • Quantity: 5
  • Delay: 0.035s per bloon, 0.175s
  • Cost: $115
  • Eco: 2.7
  • Amount of eco to constantly send: 3942.8571 (4dp)
  • Payoff: 256 seconds
  • Round Unlock: Round 11
  • Round Final: Round 50

Grouped Purples are a notoriously dangerous rush due to their extreme density and very quick sending per slot, in fact faster than Grouped Pinks. However, Grouped Purples are quite expensive to send out and drain money very quickly if spammed. It does have a higher eco gain per second when spammed, which actually makes it viable in situations involving maximum eco gain on a giant glut of money.

Notably, players in lower-tier arenas such as Yellow Stadium find great difficulty in defending against a large-scale Purple rush on Round 11 (or all-out Camo Purples on Round 12). Without sufficient group-popping power at a reasonable attack rate, most defenses may fail to counter Purple rushes. With exception of Dartling (Hydra Rocket Pods), Bomb (Cluster Bombs) and Sniper Monkey (Bouncing Bullet + Large Calibre) every other tower below Tier 4 must be spammed prohibitively in order to actually defend, even with a boost. As a result, selling defenses in order to All-Out your opponent with R11 Purples is a safe win unless your opponent has shown they have the above listed towers. Note that Bomb needs external Camo detection - if they don't have it, rush them with R12 Camo Purples.

Zebra Bloons[]

Spaced Zebras[]

  • Quantity: 2
  • Delay: 0.3s per bloon, 0.6s
  • Cost: $60
  • Eco: 3
  • Amount of eco to constantly send: 600
  • Payoff: 120 seconds
  • Round Unlock: Round 9
  • Round Final: Round 10

Spaced Zebras are produced quite quickly, give a reasonable eco gain per second and eco gain per dollar spent, and can serve as an offensive option. Defenses that may have trouble against Whites and Zebras can have a problem against those sends. Zebras are also quite fast, as fast as Yellows in this game making them not so easy to catch. Spaced Zebras can be combined with the Regrow property to make them even harder to destroy, which works well if the opponent's defense is too divided.

Grouped Zebras[]

  • Quantity: 3
  • Delay: 0.08s per bloon, 0.24s
  • Cost: $120
  • Eco: 3.5
  • Amount of eco to constantly send: 3000
  • Payoff: 206 seconds
  • Round Unlock: Round 11
  • Round Final: Round 29

Grouped Zebras are an alternative to Grouped Purples against defenses that have a strong weakness to Black and White properties. Zebras in this send are reasonably dense. Grouped Zebras aren't efficient at generating eco, costing much more than Grouped Whites while costing almost double the amount, though they are somewhat more efficient than Grouped Purples in terms of income gain per dollar.

Lead Bloons[]

Spaced Leads[]

  • Quantity: 2
  • Delay: 1.0s per bloon, 2.0s
  • Cost: $60
  • Eco: 3
  • Amount of eco to constantly send: 180
  • Payoff: 90 seconds
  • Round Unlock: Round 10
  • Round Final: Round 11

Spaced Leads are just as cost-efficient than Spaced Zebras, but they take a very long time to send. Spaced Leads can be used to pile up some slow offense against lead-weak defenses.

Grouped Leads[]

  • Quantity: 4
  • Delay: 0.15s per bloon, 0.6s
  • Cost: $160 ($320 Fortified)
  • Eco: 4.5
  • Amount of eco to constantly send: 1600
  • Payoff: 240 seconds (480 seconds, Fortified)
  • Round Unlock: Round 12
  • Round Final: Round 50

Grouped Leads add some hard and heavy offense, blocking off sharp projectiles. While slow, they can be chained together with other deadly rushes such as Regrow Rainbows, which can make it harder for the defender to dispatch easily.

Rainbow Bloons[]

Spaced Rainbows[]

  • Quantity: 1
  • Delay: 0.35s per bloon, 0.35s
  • Cost: $80
  • Eco: 4
  • Amount of eco to constantly send: 1371.4286 (4dp)
  • Payoff: 160 seconds
  • Round Unlock: Round 12
  • Round Final: Round 12

Spaced Rainbows are like Spaced Zebras except have a slightly more efficient eco gain compared to Grouped Blacks. For such a narrow timeframe they are unlocked and how late they are unlocked, this particular send at best only inflicts minor offense for the defender while accumulating a solid income gain otherwise. The only real use case is its economic cost-efficiency for its high price, rewarding a solid eco boost upon spamming this send on a large amount of spare money. Spaced Rainbows can be a minor issue for players dependent on non-special explosives or freezing attacks.

Grouped Rainbows[]

  • Quantity: 4
  • Delay: 0.1s per bloon, 0.4s
  • Cost: $250
  • Eco: 6
  • Amount of eco to constantly send: 3750
  • Payoff: 250 seconds
  • Round Unlock: Round 13
  • Round Final: Round 50

Grouped Rainbows can be used to pile up immense density of bloons, making them particularly deadly on their debut round, Round 13. It is especially deadly in combination with Regrow property, as this maximizes the regeneration aspect of Regrows while being able to be spammed for a moderate price. Regular Rainbows can also be just as deadly for the same price as a similar number of Regrow Rainbows if the defense lacks enough grouped popping power.

Ceramic Bloons[]

Spaced Ceramics[]

  • Quantity: 1
  • Delay: 0.9s per bloon, 0.9s
  • Cost: $150
  • Eco: 4
  • Amount of eco to constantly send: 1000
  • Payoff: 225 seconds
  • Round Unlock: Round 13
  • Round Final: Round 15

Spaced Ceramics require more single-target popping to counter them easily, attributed to Ceramics having multiple HP. To beat Spaced Ceramics, find an option that can chip damage to the Ceramics quickly.

Grouped Ceramics[]

  • Quantity: 2
  • Delay: 0.12s per bloon, 0.24s
  • Cost: $400
  • Eco: 1.8
  • Amount of eco to constantly send: 10,000
  • Payoff: 1333 seconds
  • Round Unlock: Round 15
  • Round Final: Round 27

Grouped Ceramics are less efficient than their non-spaced counterpart for all except pure rushing. Grouped Ceramics can be used to overwhelm pierce if spammed enough. Grouped Fortified Ceramics, which unlock at Round 19, can be used to outpace a defense that focuses mostly on MOAB-class defense.

Tight Ceramics[]

  • Quantity: 40
  • Delay: 0.02s per bloon, 0.8s
  • Cost: $4000
  • Eco: 0
  • Amount of eco to constantly send: 30,000
  • Payoff: N/A
  • Round Unlock: Round 28
  • Round Final: Round 50

Tight Ceramics can be used to overwhelm a defense that relies too much on MOAB-class popping power or otherwise has poor Ceramic counters. This is especially a deadly rush until Round 30, overwhelming pierce of otherwise strong defenses. At Round 30+, where Ceramics become Super Ceramics and thus don't spawn multiple children, this rush is less effective but still viable. Unlike MOAB-Class rushes, Ceramic rush does not cause eco loss. You can send many Camo Fortified Ceramics like Round 163 in Bloons TD 6 when you have sufficient amount of cash.

MOABs[]

Spaced MOABs[]

  • Quantity: 1
  • Delay: 3.0s per bloon, 3.0s
  • Cost: $1000 ($2000 Fortified)
  • Eco: 0
  • Amount of eco to constantly send: 2000
  • Payoff: N/A
  • Round Unlock: Round 17
  • Round Final: Round 18

Spaced MOABs can be a deadly rush against the opponent if they have insufficient MOAB-class popping power. A single MOAB can be sent, or multiple spaced MOABs can be sent to pile up pressure. If Fortified is available, a Fortified MOAB can be bought for 2x cost, packing much more health overall. Since MOABs give no eco in return, MOABs are a waste of investment if the opponent can beat MOABs and their children with ease.

Grouped MOABs[]

  • Quantity: 1
  • Delay: 0.5s per bloon, 0.5s
  • Cost: $1000 ($2000 Fortified)
  • Eco: 0
  • Amount of eco to constantly send: 12,000
  • Payoff: N/A
  • Round Unlock: Round 19
  • Round Final: Round 50

Grouped MOABs are just like Spaced MOABs, the only difference being a much lower cooldown per MOAB. They can be used to pile up MOAB-class bloon pressure very densely.

BFBs[]

Spaced BFBs[]

  • Quantity: 1
  • Delay: 3.5s per bloon, 3.5s
  • Cost: $2200 ($4400 Fortified)
  • Eco: -25 (-50 Fortified)
  • Amount of eco to constantly send: 3600
  • Penalty Equivalence: 528s
  • Round Unlock: Round 20
  • Round Final: Round 21

Spaced BFBs are the first sends unlocked to give an eco penalty. Only use this to pile up pressure against the opponent; this will otherwise eat away precious money and eco. An opponent facing a BFB may need further MOAB-class defense. Fortified BFBs cost twice as much and double the eco loss, but the extra health for most of its children can prove to be effective.

Grouped BFBs[]

  • Quantity: 1
  • Delay: 0.6s per bloon, 0.6s
  • Cost: $2200 ($4400 Fortified)
  • Eco: -25 (-50 Fortified)
  • Amount of eco to constantly send: 21,000
  • Penalty Equivalence: 528s
  • Round Unlock: Round 22
  • Round Final: Round 50

Grouped BFBs are just like Spaced BFBs except with a much lower cooldown. They can be used to pile up heavy pressure.

ZOMGs[]

Spaced ZOMGs[]

  • Quantity: 1
  • Delay: 6s per bloon, 6s
  • Cost: $5,500 ($11,000 Fortified)
  • Eco: -100 (-200 Fortified)
  • Amount of eco to constantly send: 5,500
  • Penalty Equivalence: 330s
  • Round Unlock: Round 22
  • Round Final: Round 23

ZOMGs have a lot of HP and produce many total MOAB-class bloons by its four BFBs underneath alongside their offspring. To offset this, ZOMGs move slower than BFBs. Be prepared to focus more MOAB-class damage, both grouped and spaced. The strongest counters to ZOMGs are those that specialize in single-target damage.

Fortified ZOMGs are twice as expensive, give twice the eco loss, but provide much greater extremes in the needed single-target and grouped-popping requirements.

Grouped ZOMGs[]

  • Quantity: 1
  • Delay: 1.0s per bloon, 1.0s
  • Cost: $5,500 ($11,000 Fortified)
  • Eco: -100 (-200 Fortified)
  • Amount of eco to constantly send: 33,000
  • Penalty Equivalence: 330s
  • Round Unlock: Round 24
  • Round Final: Round 29

Grouped ZOMGs simply are just Spaced ZOMGs with lower cooldown per send. Use these to pack beefy offense.

Tight ZOMGs[]

  • Quantity: 4
  • Delay: 0.3s per bloon, 1.2s
  • Cost: $12,000 ($24,000 Fortified)
  • Eco: -400 (-800 Fortified)
  • Amount of eco to constantly send: 90,000
  • Penalty Equivalence: 150s
  • Round Unlock: Round 24
  • Round Final: Round 29

Tight ZOMGs are incredibly dense, and can be a real menance to defenses that primarily center on single-target damage. In combination with freeplay ramping, these tightly packed ZOMGs can outspeed BAD rushes and pierce-cap defenses, especially if the opponent lacks effective stalling. It can be used in conjunction or a substitute for BADs and/or DDTs.

DDTs[]

Spaced DDTs[]

  • Quantity: 1
  • Delay: 1.4s per bloon, 1.4s
  • Cost: $2,500 ($5,000 Fortified)
  • Eco: -150 (-300 Fortified)
  • Amount of eco to constantly send: 10714.2857 (4dp)
  • Penalty Equivalence: 100s
  • Round Unlock: Round 26
  • Round Final: Round 27

Spaced DDTs can be a strong send against an opponent that has weak defense against combinations of Lead, Camo, and Black. DDTs are also quite fast for a MOAB-class bloon, and can be used to quickly end an unprepared opponent.

Spaced Fortified DDTs are stronger than normal Spaced DDTs due to having a harder shell while retaining the quick speed.

Grouped DDTs[]

  • Quantity: 3
  • Delay: 0.2s per bloon, 0.6s
  • Cost: $6,000 ($12,000 Fortified)
  • Eco: -300 (-600 Fortified)
  • Amount of eco to constantly send: 60,000
  • Penalty Equivalence: 120s
  • Round Unlock: Round 28
  • Round Final: Round 50

Grouped DDTs are dense and quick, although they cost more to send a large number of these DDTs. It can be used to accelerate through a defense that is weak to large amounts of DDTs. Such send is often stacked with its own type as an all-out rush, or it can be used in combination with other rushes to chain different types of deadly rushes together.

BADs[]

Spaced BADs[]

  • Quantity: 1
  • Delay: 7.0s per bloon, 7.0s
  • Cost: $15,000 ($30,000 Fortified)
  • Eco: -400 (-800 Fortified)
  • Amount of eco to constantly send: 12,857.1429 (4dp)
  • Penalty Equivalence: 225s
  • Round Unlock: Round 30
  • Round Final: Round 31

Spaced BADs have immense HP and cannot be slowed or conventionally instakilled by most means. BADs are often rushed as soon as they are ready in order to gain a major advantage in gameplay, often killing the opponent unless they counterrush with the same rush or use Grouped DDT/FDDT rushes.

Spaced Fortified BADs are similarly effective but cost twice as much. They are more than twice as deadly except against defenses that are specifically designed to counter BADs, particularly effective First Strike Capability micro.

Grouped BADs[]

  • Quantity: 1
  • Delay: 1.0s per bloon, 1.0s
  • Cost: $15,000 ($30,000 Fortified)
  • Eco: -400 (-800 Fortified)
  • Amount of eco to constantly send: 90,000
  • Penalty Equivalence: 225s
  • Round Unlock: Round 32
  • Round Final: Round 50

Grouped BADs work just like Spaced BADs but can congregate quite close to each other. These are mostly reserved much later in the game when freeplay ramping in speed and health causes them to be much beefier than usual. Such send is often stacked with its own type as an all-out rush.

Bloon Modifiers[]

Regrow Bloons[]

  • Unlock: Round 8
  • Properties: Regenerates popped layers every 2.6s. Also applies to children bloons.
  • Cost Multiplier: 1.6x

Regrow Bloons regenerate layers if not popped quickly. This can greatly impact defenses that only slowly chip bloons one at a time. Generally speaking, it is best used in the mid-game and on bloons that multiply into multiple children (e.g. Zebras, Rainbows), to take advantage of the recursive regeneration of bloons. Compared to non-Regrow counterparts, Regrows are superior if they are given time to regenerate.

Camo Bloons[]

  • Unlock: Round 12
  • Properties: All bloons become invisible to most towers without special camo-detecting upgrades. Also applies to children bloons.
  • Cost Multiplier: 2.2x

Camo Bloons can be deadly for a defender that lacks any effective countermeasures for the Camo property. These bloon types can sneakily move past an otherwise strong defense. Special towers and upgrades are required to specifically counter them, and a very few can even do more damage to Camos. Use of a Radar Scanner or a decamo option is often necessary to assist against Camos.

Camo Regrow Bloons[]

  • Unlock: Round 12
  • Properties: Combines Regrow with Camo. Also applies to children bloons.
  • Cost Multiplier: 3.2x

Camo Regrow Bloons hybridize Camo and Regrow properties, but are much more expensive. Generally, they are too expensive to pursue unless a glut of money is available.

Fortified Bloons[]

  • Unlock: Round 18
  • Properties: All "heavy" bloons gain much more health: 6x for Leads, 3x for Ceramics, and 2x for MOAB-class. Also applies to children bloons, if applicable.
  • Cost Multiplier: 2.0x
  • Eco Penalty: 2.0x (MOAB-class bloons only)

Fortified Bloons gain much more health than normal, making their properties more deadly to encounter. MOAB-class bloons in particular are a powerful bloon type to pair with Fortified property. While they are a bigger investment, and possess significantly larger RBE for the money spent, there are certain occasions where sending double the non-Fortified variants are superior to adding the Fortified property.

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