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Bloon trap captures bloons until full. Tap to empty full trap for cash.
~ BTDB2 Mobile description
Bloon trap captures bloons until full. Click to empty full trap for cash.
~ BTDB2 Steam description
Bloontrap btdb2

Enough XP to unlock Bloon Trap on BTDB2 Steam

BloonTrap describe mobile

Mobile description, with key wording differences

Bloon Trap is the 4th upgrade of Path 3 for the Engineer Monkey in Bloons TD Battles 2. It is a more offense-oriented variation of its BTD6 counterpart, with various differences. Traps hold 500 RBE, and traps earn $1.5 per RBE of natural bloons and $0 per RBE of sent bloons, for a maximum of $750 per trap. Once full, traps can be manually collected or they autocollect after approximately 15 seconds. Despite the description of the upgrade, hovering over the trap collects it towards the pointer. Traps are unaffected by all external speed buffs except Monkey Boost. Traps are produced every 9s (5.4s with 2-0-4), with a cooldown of 2.1s between traps (rather than 2.8s in BTD6).

The default Bloon Trap targets Close, and the middle crosspath modifies Bloon Trap targeting to Manual Targeting, which allows for subsequently deployed traps to be tossed at particular locations or on Close by default. Upon moving to a new target via middle crosspath, the existing trap is set to "collectable" and can be manually or automatically collected for cash, unlike in BTD6 where the trap autocollects itself immediately.

It costs $3,600, and is unlocked with the purchase of Engineer Monkey.

Strategy[]

Summary[]

Bloon Trap instantly destroys bloons that touch it in addition to a solid income generation against ordinary natural bloons. However, even though it is quite strong at trapping many bloons per trap, it cannot profit from sent bloons. As a result, Bloon Trap should be utilized if the opponent doesn't rely on eco bloons for income; otherwise the opponent's eco sends will filter out significant amounts of Bloon Trap income.

Bloon Trap works best placed on either the front of the sent lane or the back of the track, depending on needs. Also account for Pin with its general cleanup, as with Double Gun. Spawncamping the entrance is the best way to generate the maximum income from Bloon Traps. A good time to start using Bloon Trap is after accumulating a solid income elsewhere (such as Banana Farms and pure eco) and starting on Round 17+ to prey on the much larger total RBE of natural bloons.

General Tips[]

  • Uncrosspathed Bloon Trap is generally better to start off as a trapping option, as the sentries have minimal damage. The extra range from 0-1-4 could help maneuver traps at wider range as well as force traps to spawn in specific locations rather than dynamically. 2-0-4 Bloon Trap's faster trapping rate is only worth if the traps spawncamp any entrance, which should be done in almost all cases anyway.
  • Bloon Trap is generally considered the better Tier 4 for Engineer, although Sentry Expert's multiple sentry variants comes at a close second.
  • Be sure to prepare to bring the pointer/cursor close to the trap immediately once the trap is full, and doing so in advance helps ensure maximum uptime of the traps between cycles.
  • Its best to get your first bloon trap at around round 17, place it close to the entrance of the natural path so it makes more money. Crosspath Optimization: 204 if you were to place it near the entrance and make money faster, 024 for a stepping stone to getting XXXL Trap. Make sure you hold your finger near the traps so they make more money, or place a farmer.

Battle Tips[]

  • [1.8.1] Bloon Traps placed since Round 18 can pay off quite quickly on maps with a separated natural Bloons lane independent from the sent Bloons lane. This allows them to profit much from the higher-tier natural Bloons. Good candidates include Mayan's natural bloon entrance, the top side of In the Wall, and the bottom of Thin Ice.
  • [1.10] If the opponent has any variant of Jericho, their Bloon Adjustment increases rank of bloons in addition to Camo and/or Regrow properties. Bloon Trap can be used to syphon more income out of the enhanced bloon types. Just make sure to add a Cleansing Foam or other anti-camo source to allow the trap to detect these bloons.

Countermeasures[]

  • Against Bloon Trap, a pure eco strategy may be able to counter Bloon Trap farming. However, some maps may allow Engineer to not need to hit sent bloons. Maps that have one shared entrance for both natural and sent bloons, such as Dino Graveyard or Star, are good candidates for countering Bloon Traps.

Archived Strategies[]

[1.0.0 - 1.7.1]

Bloon Trap can be used to both syphon the opponent's eco sends and to instantly destroy bloons that touch it. It works best placed on either the front of the sent lane or the back of the track, depending on needs. Also account for Pin with its general cleanup, as with Double Gun. Spawncamping the entrance is the best way to generate the maximum income from Bloon Traps. Try focusing on getting it by Round 5 to ensure Spaced Whites aren't going to punish you excessively.

  • [1.0.5] With sufficient bloon eco management, one can get a 0-0-4 Bloon Trap by between Round 5-6. One can rake up both 400+ Eco and a Bloon Trap if successful.

Countermeasures: [1.0.0 - 1.7.1]

  • The best bloon sends against Bloon Trap are spaced pinks when it comes to eco/RBE. However, many times it is impossible to reliably circumvent Bloon Trap, especially if the player's only source of income is through bloon sends.
  • Do not ever send grouped whites and grouped blacks against Bloon Traps during the midgame and solely rely on Grouped Yellows and Grouped Pinks if you need to send bloons out past Round 13.
  • Banana Farms are by far the best counter to early Bloon Traps, due to being rather efficient in the early and mid rounds of the game and thus minimizing the amount of bloons sent out without losing out on cash.
  • Jungle's Bounty is also a rather reliable counter if mixed with grouped Reds, grouped Blues and spaced Pinks.
  • Supply Drop and Support Chinook are much harder to set up early but can still prove to be useful past Round 13.
  • Rushes may force the opponent to sell their Bloon Trap. If this creates an opening, use the opportunity to send out Bloons for eco, as Yellows, Whites, Blacks and Pinks are still more cost-efficient than the aforementioned alternate eco options.

Bugs[]

Current

None (so far)

Patched
  • [1.0.5, Season 2] If a UFO BAD passes over a Bloon Trap, the game will crash. It is known to crash on the Mobile and Steam versions. The same applies to Mortar Mastery ZOMG and Mauler MOAB (Bomb Mastery MOAB). Other blimp skins aren't confirmed yet. Patched in an unknown update, possibly Version 1.1.0.
  • [1.0.5] Frozen Bloons mess up with the Bloon Trap money generation calculations, resulting in less than $700 cash per collection. Patched in an unknown update, possibly Version 1.1.0.

Version History[]

Bloon Trap was popular for its option to syphon out sent bloons and profit out of them, punishing eco users. While it was still oppressive to eco users, it did receive some nerfs to its income generation. It has also received some quality-of-live buffs to improve experience for Trap users, which was later made exclusive to middle crosspath. However, Version 1.7.2 removed the Bloon Trap's income gain from sent bloons, with only a negligible buff to compensate, actually becoming vulnerable to sent bloons instead of profiting from them. As a result, this nerf has caused Engineer to become no longer popular for its one and only important purpose for keeping it in a tower slot. It has received some buffs afterwards to account for its new role as an offense-oriented tower.

Since the Version 1.7.2 reworks, Bloon Trap now serves as a means for trapping ordinary bloons, with the natural bloon bonus evolving Bloon Trap to prey on Round 17+ natural bloons for maximum income instead of Round 5+ sent bloons. Version 1.8.2 had buffed Bloon Trap's income enough to become much more viable on maps with separate sent and natural lanes, and has since seeked resurgence as a money-syphoning counter to Jericho's upgraded bloons, with Version 2.0 slightly nerfing the income gain from natural bloons. Version 3.3 nerfed it again after the resurgance as a Jericho soft counter and being popular for R17-19 in various Engi-centric loadouts such as Ace-Farm-Engi.

Popular loadouts involving Engineer depend on Bloon Trap to gain money from bloons, namely loadouts such as Engi-Dartling-Farm, Engi-Spactory-Farm, and Ace-Farm-Engi.

Initial release (compared to BTD6 during Version 28.0)
  • Change Bloon Traps now give exactly $700 when manually collected instead of a variable amount of cash.
  • BUFF Sentry Guns from this Engineer will now pin bloons
1.1.1
  • NERF Bloon Trap income decreased ($700 → $500)
1.3.0
1.4.0
  • BUFF Bloon Trap now redeploys when trap targeting is changed
1.5.0
  • BUFF No longer requires 11,000 XP XP to unlock. Players who have unlocked this upgrade before the update will not receive a full refund.
1.6.1
  • NERF Bloon Trap can no longer be buffed by attack speed buffs such as Overclock.
1.7.1
  • Change Bloon Trap without Larger Service Area now defaults to "Dynamic Targeting" instead of Manual Targeting
  • NERF Bloon Trap now requires Larger Service Area to utilize Manual Targeting.
  • Note: Ninja Kiwi stated "xx4 Bloon Trap: Manual targeting of the trap is now unlocked with the x1x Larger Service Area upgrade." but never mentioned some undocumented interactions related to Bloon Trap
1.7.2
  • NERF Sent bloons captured by the trap are now worth $0 per RBE (formerly $1)
  • BUFF Natural bloons captured by the trap are now worth $1.5 per RBE (formerly $1)
1.8.0
  • BUFF Bloon Trap trap cooldown decreased (12s → 9s) and respawn time decreased (2.8s → 2.1s)
  • BUFF Bloon Trap trapped cash per natural bloon RBE increased ($1.5 → $1.7) Maximum cash gain from natural bloons increased from $750 to $850.
1.8.2
  • BUFF Bloon Trap trapped cash per natural bloon RBE increased ($1.7 → $2.4) Maximum cash gain from natural bloons increased from $850 to $1200.
1.9.0
  • Change Bloon Trap now targets close unless manually changed with x-1-4.
2.0.0
  • NERF Bloon Trap trapped cash per natural bloon RBE decreased ($2.4 -> $2)
The bloon trap gave too cash much in comparison to other income sources so we are reducing it to be more in line with other towers. […]
~ Ninja Kiwi
3.1
  • NERF Bloon Trap cost increased ($3,500 -> $3,600)
    • Overall price increase is $0 due to Double Gun buff.
This upgrade is not efficient enough to be used as an alternative to Engineer's other options, so we are making a price cut to encourage its usage. Bloon Trap’s price has been increased so that the total cost for it remains unchanged, since it did not need a buff.
~ Ninja Kiwi, referring to Duoble Gun
3.3
  • NERF Bloon Trap cash per RBE reduced from $2 to $1.5, max cash per trap decreased from $1,000 to $750
Engineer’s early game upgrades aren’t great, nor is 5xx. However, Engineer has some incredibly strong upgrades, being xx4 for a huge boost in cash and 4xx for easy mid-game defense. We have altered all of these upgrades, weakening its strong points while improving its weaker ones to compensate and balance it out.
~ Ninja Kiwi

Gallery[]

Trivia[]

  • Alongside XXXL Trap in Battles 2, Bloon Trap in Battles 2 is the only variant of Bloon Trap that always produces a fixed amount of cash.
  • Similarly to Super Wide Funnel from Bloons TD Battles Mobile (which lost ZOMG-sucking in exchange for price decreases), the Bloon Trap was given various buffs to compensate its loss of its popular use as an syphon of opponent's eco sends. BTDB2 Bloon Trap has a similar vibe in that it has completely lost a functionality that was single-handedly the main reason for choosing the respective tower in a tower loadout.
    • However, Bloon Trap was further buffed to exchange eco syphoning for much stronger natural bloon income.


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