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Battle through a series of challenging Arenas and prove that you have what it takes to enter the fabled Hall of Masters and seize your glory!

From the creators of Bloons TD 6 comes a brand new installment of the top-rated head-to-head tower defense game. Gather your Hero, choose your team of powerful Monkey Towers, and prepare to battle one on one against other players and relentless waves of Bloons...

~ Steam Store Description

Bloons TD Battles 2, also known as Battles 2 or BTDB2, is a competitive tower defense game developed and published by Ninja Kiwi on November 30, 2021 for Steam and mobile devices. As a direct sequel to Bloons TD Battles 1 and spinoff game of Bloons TD 6, Bloons TD Battles 2 is the latest game in the Bloons Tower Defense series and second main title in the Bloons TD 6 Generation.

The premise of Bloons TD Battles 2 remains unchanged from its predecessor: The player must prevent enemy balloons, known as "Bloons," from traversing their track and taking lives by utilizing a variety of towers. While doing this, the player must build income and purchase Bloons to attack the enemy player. Bloons TD Battles 2 inherits a number of additions from Bloons TD 6, including Heroes, a third upgrade path, fifth tier upgrades, tower XP, and more. Furthermore, Bloons TD Battles 2 debuts its own features, including reworked graphics, an overhauled Bloon send system and a trophy-based progression system, replacing Medallions from Bloons TD Battles 1.

Gameplay

Tutorial

Main article: Battle School (BTDB2)

Upon starting an account for the first time, Quincy will prompt the player to go to the Battle School tutorial. The Battle School consists of four lessons, the first two of which are required to access online play. Each of these lessons focuses on a core game mechanic, including: placing and upgrading towers, sending enemy bloon rushes, earning income, and exploiting enemy weaknesses. Completing all 4 lessons will unlock the Hero Gwendolin, as well as a few avatars and banners.

Main Gameplay

Gameplay of Bloons TD Battles 2, during early rounds

In Bloons TD Battles 2, two players compete against each other to survive an onslaught of enemy balloons (known as "Bloons") using monkey and non-monkey towers while also trying to attack each other with their own Bloon rushes. The primary goal for each player is to outlast each other, and hence be the last player to lose all of their lives.

Each game, both players are presented with a symmetric map split vertically. Player 1 is assigned the left side and Player 2 is assigned the right side. Players can only interact with the map on their side. On each map, there is a path, or paths, which Bloons will traverse. Upon reaching the exit of a player's side, these Bloons will deduct a certain number of lives from that player's 150 life total. The first player to reach zero lives will lose. In this way, the primary objective of BTDB2 is to get the other player to lose all lives first. The two core gameplay mechanics which players utilize to achieve this goal are tower defense and "Bloon Send" offense.

The Bloons themselves are the enemy of BTDB2. The first bloon players encounter is a Red Bloon: a slow moving bloon that takes one hit to destroy. If it manages to escape, it will deduct one life. The next tier of Bloon is the Blue Bloon. It moves faster than a Red Bloon and will deduct two lives if leaked. The Blue Bloon takes two hits total to destroy: One hit to destroy the blue layer, which will leave behind a Red Bloon, and another hit will be needed to destroy that Red Bloon. This incremental layering continues through Green, Yellow, Pink, Black/White Bloons, Zebra, Rainbow, Ceramic Bloons and so on. Some of these bloons will spawn multiple children bloons, and some will take more hits to destroy. Bloons like the Lead, Purple, and Thermal Bloons have special resistance to certain attacks. Popping Bloons does not give any money (except for a few upgrades). See the Bloons section below, or the Bloons article to learn more.

Bloons spawn automatically in groups known as rounds. There are 40 standard rounds, going up to 50 for tiebreaker rounds, which increase in difficulty. These natural bloons will spawn and traverse the track until they are popped or leak. The next round will begin either 4 seconds after one player pops all natural bloons on their side, 2 seconds after both players pop all natural bloons, or 10 seconds after the last natural bloon spawns. The rounds in Bloons TD Battles 2 correspond to even rounds in Bloons TD 6. For example, round 1 in Battles 2 is round 2 from BTD6, and round 20 in Battles 2 is Round 40 in BTD6. However, some rounds are notably different from their BTD6 counterparts due to balance. For example, round 38 changes from a regrow ceramic rush to spaced MOABs and clustered BFBs from round 77 in BTD6. Rounds 13, 19 and 24 are noticeably shorter as well.

Players defend against bloons by selecting a loadout of 3 bloon-popping towers known as Monkeys out of a total of 22 (though 5 of these towers are not monkeys). Players drag towers from the menu bar and place them on their respective side of the map. Then, most towers will automatically aim and attack bloons using a plethora of darts, blades, magical beams, acid, and more projectiles each best suited to their own use case. Each tower can also be upgraded to become even more powerful. Related to Monkeys are Heroes: a special type of tower that exists as a distinct character. Only one hero may be equipped and exist per player each match. Heroes upgrade themselves automatically.

To attack each other, players use their money to purchase Bloon Sends, groups of Bloons that will spawn on the other player's track. There are 33 different types of Bloon Sends which vary in cost and availability throughout the round. In addition, all non-MOAB Bloon sends will increase money generation by a positive amount.


Earning $250 while having 250 eco. Eco is the basis of income gained per 6 seconds.

Money is the primary currency in Bloons TD Battles 2. It is used to buy towers, upgrades, and Bloon sends. As such, it is an extremely vital resource in the game. As opposed to Bloons TD 6, money is not generated by popping bloons (except for a few upgrades like Bloon Trap and Rubber to Gold). Rather, every 6 seconds, an increment of money is added to the players total funds. This money increment is displayed in green at the top middle of the screen and is known as Eco. Eco is increased by sending Bloons. Sending MOAB class bloons during later rounds will deduct from Eco. The second primary method of generating money is through usage of Banana Farms, a tower that generates Bananas which give money once collected towards the cursor (or finger in mobile versions).

In terms of the actual sequence of events, players choose their hero and three allotted towers before the match starts. These towers must be unlocked beforehand. A map is then randomly selected, but either player can skip a map once per pre-loadout selection. In the loadout menu, both players will reveal their heroes but not their tower loadout. The player's own hero can tease their opponent's hero by tapping on a "react" button between the two opposing heroes. There is limited time to choose hero, tower loadout, and taunt each others' heroes.

Both players start with $650 and $250 Eco and can immediately begin placing towers at the start of the game. 6 seconds after the start of the match, Round 1 begins and players will be able to begin sending Bloons. Further sends unlock as the rounds progress.

Players have access to two boosting options, Monkey Boost and Bloon Boost. Monkey Boost temporarily increases attack speed of the player's towers by +66.67% for 12 seconds. Bloon Boost temporarily increases movement speed of the player's sent bloons by +25% for 12 seconds. Each can be used three times per game, with a delay of 30 seconds between each use.

A player wins the game if the other player loses all 150 lives. If this does not occur before the end of Round 40, then the player with the most lives wins. If both players have the exact same amount of lives, or both players have at least 150 lives, Sudden Death is activated. This means that the first player to leak a bloon will lose. If both players survive sudden death until round 50, or both players lose their last life on the same frame, then the match will end in a draw.

After a game is finished, players will earn Monkey Money to purchase base towers, XP (Experience Points) to unlock upgrades and cosmetic items for their Towers and Heroes, Battle Points for randomized reward chests, and Trophies, the effective skill level indicator for a player. If a player wins a game, they earn an increased amount of XP and Battle Points and one trophy (two if the player is on a three game win-streak or higher). If a player loses a game, they earn a normal level of XP and Battle Points, but will lose one trophy (Except if playing in the Red Bloon Camp, the lowest arena). If a tie occurs, neither player will gain or lose trophies, and the game is treated as a mutual loss. Likewise is the case if both players are disconnected at the same time, but instead "Defeat!" is displayed.

To learn more about any of these concepts and more, read the #Notable Changes section, or click the linked text.

Notable Changes

Notable Changes from Bloons TD Battles 1

When compared to Bloons TD Battles 1, particularly Bloons TD Battles Mobile, there are substantial differences in gameplay. Battle Energy and playtime limits were removed. Defense Mode is no longer available, leaving the standard Assault Mode as the sole game type. Medallions have been replaced with Monkey Money, and Trophies determine placement in Battle Arenas. Overall gameplay is smoothened out to promote an aggressive rushing, including a Sudden Death upon reaching Round 40, and a draw if both players surpass Round 50. Winning enough Trophies allows players to enter a highly competitive arena called the Hall of Masters, whose leader-boards rank players based on an Elo rating system (similar to competitive chess).

Gameplay for Battles is more aggressive overall. All bloon sends are limited to up to 10 available types at a time, and these sends change as the rounds pass. Some sends become denser, while others will be replaced by entirely different bloon types. MOAB sends are also less punishing, deducting significantly less Eco. Players are now able to send multiple MOAB rushes without completely sacrificing income. The strongest MOAB class Bloons, the DDT, ZOMG, and BAD also appear much before the tiebreaker rounds, allowing players many effective options for ending the game early.

In regards to the tower themselves, the addition of a third path means that for returning towers, they can serve an additional role that they previously couldn't, making towers overall more versatile and allowing towers to retain their strengths while also having additional utility, whether that be new money generation methods (Merchantman for the Monkey Buccaneer), new ways to stun, slow, and/or knockback bloons (MOAB press for the Boomerang Monkey), new options to inflict high DPS (The Tack Zone for the Tack Shooter) or an additional way of exercising their damage types (Bottom path for Banana Farm). Towers like Ninja Monkeys, Monkey Buccaneers, and Engineer Monkey now have their upgrades reordered and new upgrades to fit the three path upgrade system. This means that these towers now has a more clear theme or specialization in each path compared to Battles 1 and Bloons TD 5. 5th Tier upgrades are more just amplifications of the Tier 4 upgrades with some exceptions.

Eco still rewards every 6 seconds, but with bloon sends having a much lower deploy cooldown it is easier to rack up a solid rate of eco gain. However, regular income sources such as Banana Farms are also enhanced to fit the competitive system of Battles 2, raising income by a minimum of +50% more to account for the shorter rounds, just like how it was in the earlier Bloons TD Battles installments. Most bloon sends are also cheaper and/or are less punishing for the offender, making eco gain faster and eco loss slower.

In addition, all current maps have water, allowing for Buccaneers and Subs to be placed on any map. Micromanagement is still present, but many income-generation abilities are subject to a small initial cooldown, preventing sell and rebuy spam. In addition, every new attack that is created for the first time, including newly placed towers, will have a brief 0.5s initial cooldown. And lastly, the only powers are the Monkey Boost and Bloon Boost.

Battles 2 operates on seasons, and comes with season passes that grant access to additional skins and cosmetics, under the "Bling" option. There are many more options to customize the game, expanding skins and cosmetics to towers, heroes, bloons, and UI.

Also, another important difference is that Monkey Money is required to initially unlock more towers, and tower XP or universal XP are required to unlock their Tier 3-5 upgrades on all paths. Not all rushes will be available until reaching higher arenas, specifically until Yellow Stadium; this adds balance for newer players, who may not have unlocked the important towers and/or upgrades yet, or are otherwise quite inexperienced at the game.

Notable Changes from Bloons TD 6

Though Bloons TD Battles 2 is a direct spinoff title of Bloons TD 6, utilizing many of the core tower mechanics, visuals, and enemies, the 2 games have marked differences. Bloons TD Battles 2 was remade entirely in Ninja Kiwi's native engine, as opposed to Unity for Bloons TD 6, leading to completely reworked graphics, animations, and more. In addition, the two games have separate balancing for tower upgrades and economy.

Ninja Kiwi stated that they built the game "from the ground up" (We need a source on this quote).

The graphics, visuals, and audio are both new and reused. While many sound effects found in BTD6 also appear in this game, some sound effects have been reused from older games, and some sound effects are entirely new. As an example of reused old sound effects, all ordinary placement sounds are instead reused from the original Bloons TD Battles 1. The soundtrack in the game is composed by Tim Haywood, with some completely new and remixed versions of music from other games. Tilt angle and lighting look fairly similar overall. Textures are fairly similar overall, with minor differences for certain towers. Animations for each tower and upgrade are also different too. Proportions for towers and upgrades are also changed to look more realistic. All monkeys now also have visible mouths in-game.

Balance changes for various towers in BTD6 have also been made to balance out gameplay. Most of these are balance changes in BTDB2 are designed to nerf those towers that are at the time dominant in BTD6 Race Events. Many of the initial balance changes are based off Version 27.0, with some from Version 28.0 as the betas for the game (as shown by early access YouTube videos) coincides with. Refer to Bloons TD Battles 2/Balance changes for more info.

Other Notable Changes

In Bloons TD Battles 2, the overall gameplay has been refined to fit many of the popular features in the 2020's, and shares similarities to Clash Royale by SuperCell. Much of these involve real-time to optimize gameplay experience. Battle Seasons for unique cosmetics and emotes, and players can unlock new towers and heroes including their cosmetics and emotes. One can level up existing towers and unlocking them with XP or unlocking new towers and heroes with Monkey Money, and can also spend their currency on cosmetics that have minimal impact on gameplay. Battle Chests can be earned to provide a boost in Monkey Money, Tower XP, Hero Points, and Universal XP, and Reward Boosters.

Bloons TD Battles 2 is capable of cross-compatibility across multiple platforms. Unlike previously released games, the mobile version has the option for multi-touch (added in Version 1.2.0), allowing multi-tasking to become possible.

Online gameplay

Bloons TD Battles 2 requires a consistent internet connection in order to open the app and access all features. Whenever making a transaction in-game or with in-app purchases, the game requires internet connection. The main premise of the game comes from making player-versus-player (PvP) games against another player, because Battles 2 is a PvP game.

While playing a player-versus-player (PvP) game against another player, the Battles 2 game runs on a server-based networking system. More specifically, it involves connection among the two devices and the server. Most gameplay relies on the server to synchronize gameplay between clients. Because data is consistently shared over time during the course of a PvP battle, Ninja Kiwi's official servers and both players' devices must have secure connections among each other in order to sustain a battle. Certain features Client–server_model it is a connection from the devices to a server, which is maintained via Internet connection.

Stronger devices tend to be more secure at sustaining a consistent network connection. However, inconsistent device specs between the devices may cause connection problems, often resulting in syncing/reconnection issues and/or forced surrenders.

Towers

Brief overview of all towers and XP/levelling requirements. Link to larger article for exact details

Monkeys

All towers in the game as of Version 1.3.1 (Towers are actually from BTD6, however, the 2 games share the same towers)

Bloons TD Battles 2 currently features 22 monkeys and 6 heroes to help against the bloons. These monkeys are split into four classes: Primary, Military, Magic, and Support. The monkeys range from simple Dart Monkeys to the all-powerful Super Monkey, each one with its own unique attacks, abilities, and strengths. Unlike Battles 1, Towers are bought with Monkey Money, and can be upgraded to 15 total upgrades which are split into 3 paths of 5 upgrades where a player can get two paths: 1 path to tier 5 and another path to tier 2. If someone upgrades one path then another, the path that wasn't chosen will be closed. Like BTD6, there can only be one fifth-tier upgrade for each path on a player's side. Players can save up Monkey XP to unlock upgrades in any order they wish, but the amount of monkey XP required increases the farther down the upgrade path they travel. Certain towers will also be unlocked by default, but all of them require their own tower XP to unlock specific upgrades in their respective upgrades trees. This XP system is very similar to what is incorporated in Bloons TD 6, except most towers unlocked will start off with all Paths having upgrades unlocked up to Tier 2, with exception of Dart Monkey which does not have path 3 upgraded to tier 2 as it is done in the tutorial. XP can also be saved, allowing players to go down the path the player wishes rather than unlocking them in order. Each monkey has its own set of XP so they cannot use Dart Monkey XP to buy upgrades for the Bomb Shooter, for example. There is also Universal XP, which can be applied to any tower's upgrades. You can convert a specific tower's XP into universal XP for a small Monkey Money fee.

Primary

Primary Monkeys cost Monkey Money25 each to unlock, except for Dart, Tack, and Bomb which are unlocked by default.

Tower Description Cost
000-DartMonkey.pngDart Monkey Throws a single dart at nearby Bloons. Short range and low pierce but cheap. $200
BTDB2 Boomerang Monkey.pngBoomerang Monkey Hurls a boomerang that follows a curved path. Good range and pierce. $325
Bomb Shooter.pngBomb Shooter Launches a powerful bomb at the Bloons. Slow rate of fire but affects a radius around the explosion. $525
BTDB2 Tack Shooter.pngTack Shooter Shoots a short-range volley of sharp tacks in 8 directions. $280
Ice Monkey.pngIce Monkey Pops and freezes nearby Bloons for a short time. Frozen Bloons are immune to sharp damage. Can't freeze White, Zebra or Lead Bloons. $500
BTDB2 Glue Gunner.pngGlue Gunner Shoots a blob of sticky glue that slows Bloons down by 50%. $200

Military

Military Monkeys cost Monkey Money75 each to unlock.

Tower Description Cost
000-SniperMonkey.pngSniper Monkey Can shoot Bloons it can see anywhere on the screen with a long-range rifle, and pops 2 layers off Bloons hit by it. $350
000-MonkeySub.pngMonkey Sub Shoots homing torpe-darts at nearby Bloons. Must be placed in water. $325
000-MonkeyBuccaneer.pngMonkey Buccaneer Shoots a single, heavy dart from both sides of the ship. Must be placed in water. $500
000-MonkeyAce.pngMonkey Ace Flies above the ground shooting volleys of high-pierce darts. $700
000-HeliPilot.pngHeli Pilot Hovers wherever you direct it. Shoots from twin heavy dart guns. $900
000-MortarMonkey.pngMortar Monkey Launches an exploding mortar shell to a fixed location anywhere on the screen. $750
000-DartlingGunner.pngDartling Gunner Uses a dart-shooting machine-gun. Aims wherever you last tapped on the screen. $825

Magic

Magic Monkeys cost Monkey Money150 each to unlock.

Tower Description Cost
000-WizardMonkey.pngWizard Monkey Hurls magical bolts of energy at the Bloons. Can upgrade to a variety of powerful spells. $400
000-SuperMonkey.pngSuper Monkey Throws hundreds of darts at hypersonic speed with a huge attack range. $2300
000-NinjaMonkey.pngNinja Monkey Stealthy and fast Monkey that throws bladed shurikens to pop the Bloons. Can target Camo Bloons. $500
000-Alchemist.pngAlchemist Harnessing powers of science and magic, splashes Bloons with acid, also brews various potions with different effects. $550
000-Druid.pngDruid Creates a blast of thorns for each attack. Upgrades can call forth powers of the Jungle, Storm, or Wrath. $425

Support

Support Monkeys cost Monkey Money250 each to unlock.

Tower Description Cost
000-BananaFarm.pngBanana Farm Generates Bananas each round that convert into game money to spend on more stuff. $1100
000-SpikeFactory.pngSpike Factory Automatically generates piles of Road Spikes on the nearby track. Excellent last line of defense. $800
000-MonkeyVillage.pngMonkey Village Hub of Monkey industry, has a number of different benefits to aid all of your Monkeys. Increases range of all monkeys in its radius by 10%. $1200
000-EngineerMonkey.pngEngineer Monkey Holds a trusty nail-gun to pop Bloons. Can upgrade to create its own nail-shooting sentry turrets. $450

Heroes

Main article: Heroes (BTDB2)

As of version 1.2, BTDB2 has 6 heroes which gain a fixed amount of experience each round and automatically level up to become stronger over time. Quincy is unlocked by default, Gwendolin is unlocked after completing the tutorial, and all other heroes cost Monkey Money to unlock. Obyn and Striker Jones cost Monkey Money3000 to unlock, Captain Churchill costs Monkey Money4000, and Benjamin costs Monkey Money5000, and future heroes from BTD6 are expected to arrive and follow a similar one-off payment system.

Each Hero can also unlock Hero Alts. The option to purchase a Hero Alt for a particular Hero becomes unlocked after purchasing all Hero Rewards of that Hero's type.

Image Name Description Cost Released
QuincyPortrait.png Quincy "Proud, strong and intelligent, Quincy uses his bow to perform feats of amazing skill." Unlocked by default 1.0
GwendolinPortrait.png Gwendolin "Gwendolin believes there hasn't yet been a Bloon problem that can't be solved with fire. Lots of fire." Complete Battle School
StrikerJonesPortrait.png Striker Jones "Striker Jones is a strong Commander who uses his knowledge of long range combat to greatly boost the power of explosives." Monkey Money3000
ObynGreenFootPortrait.png Obyn Greenfoot "Commanding powers of nature, Obyn can shoot through solid obstacles with his spirit wolf attack." Monkey Money3000
CaptainChurchillPortrait.png Captain Churchill "In his armored battle tank, the Captain is a no-nonsense powerhouse on the battlefield." Monkey Money4000 1.1
BenjaminPortrait.png Benjamin "Using his elite hacking skills, Benjamin can generate extra money for the cause." Monkey Money5000 1.2

Hero Alts

All Heroes have at least one Hero Alt each. Hero Alts greatly change the hero to perform different gameplay changes, modifying them to cater a different playstyle. Hero Alts will have different advantages and disadvantages that may make them more advantageous or disadvantageous depending on situation. Hero Alts can be switched at any time.

Image Name Description Cost Released
File:CyberQuincyPortrait.png Cyber Quincy "Bow fully powered. Arrows primed!" Normal Quincy, X Quincy XP + Monkey Money2000 1.0
GwendolinScientistPortrait.png Scientist Gwen "I like blue hair... and blue fire!" Normal Gwen, X Gwen XP + Monkey Money2000
BikerBonesPortrait.png Biker Bones "Biker Bones rides again!" Normal Striker, X Striker XP + Monkey Money2000
OceanObynPortrait.png Ocean Guardian "Tomato" Normal Obyn, X Obyn XP + Monkey Money2000
SentaiChurchillPortrait.png Sentai Churchill "May the power of super mega turbo lightspeed magna quantum galactic laserbombs protect you!" Normal Churchill, 40,000 Churchill XP + Monkey Money2000 1.1
BenJamminPortrait.png DJ Benjammin' "DJ Benjammin' is in da house!" Normal Benjamin, X Ben XP + Monkey Money2000 1.2

Bloons

Normal Bloons

Red Bloon
BTD6Red.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1
General Information
Debut Round 1 (naturals and sends)
Poppable projectile All
Child of Blue Bloon
Parent of N/A
Speed 1
Read more...
Blue Bloon
BTD6Blue.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 2
General Information
Debut Round 2 (naturals)
Round 1 (sends)
Poppable projectile All
Child of Green Bloon
Parent of 1x Red Bloon
Speed 1.4
Read more...
Green Bloon
BTD6Green.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 3
General Information
Debut Round 3 (naturals)
Round 2 (sends)
Poppable projectile All
Child of Yellow Bloon
Parent of 1x Blue Bloon
Speed 1.8
Read more...
Yellow Bloon
BTD6Yellow.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 4
General Information
Debut Round 6 (naturals)
Round 3 (sends)
Poppable projectile All
Child of Pink Bloon
Parent of 1x Green Bloon
Speed 3.2
Read more...
Pink Bloon
BTD6Pink.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 5
General Information
Debut Round 7 (naturals)
Round 4 (sends)
Poppable projectile All
Child of Black Bloon
White Bloon
Purple Bloon
Parent of 1x Yellow Bloon
Speed 3.5
Read more...
Black Bloon
BTD6Black.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 11
General Information
Debut Round 10 (naturals)
Round 6 (sends)
Poppable projectile All except of explosions
Child of Zebra Bloon
Lead Bloon
Parent of 2x Pink Bloon
Speed 1.8
Read more...
White Bloon
BTD6White.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 11
General Information
Debut Round 11 (naturals)
Round 5 (sends)
Poppable projectile All except of freezing
Child of Zebra Bloon
Parent of 2x Pink Bloon
Speed 2.0
Read more...
Purple Bloon
Purplebloon.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 11
General Information
Debut Round 16 (naturals)
Round 8 (sends)
Poppable projectile All except of energy, fire and plasma
Child of N/A
Parent of 2x Pink Bloon
Speed 3.4
Read more...
Lead Bloon
BTD6Lead.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 23
General Information
Debut Round 14 (naturals)
Round 10 (sends)
Poppable projectile All except of sharp
Child of N/A
Parent of 2x Black Bloon
Speed 1.8
Read more...
Zebra Bloon
BTD6Zebra.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 23
General Information
Debut Round 13 (naturals)
Round 9 (sends)
Poppable projectile All except of explosions and freezing
Child of Rainbow Bloon
Parent of 1x Black Bloon
1x White Bloon
Speed 3
Read more...
Rainbow Bloon
BTD6Rainbow.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 47
General Information
Debut Round 17 (naturals)
Round 12 (sends)
Poppable projectile All
Child of Ceramic Bloon
Parent of 2x Zebra Bloon
Speed 1.8
Read more...
Ceramic Bloon
BTD6Ceramic.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 104HP 10
General Information
Debut Round 19 (naturals)
Round 14 (sends)
Poppable projectile All
Child of M.O.A.B.
D.D.T.
Parent of 2x Rainbow Bloon
Speed 2.5
Read more...


MOAB Class Bloons

M.O.A.B.
Massive Ornary Air Blimp
BTD6 MOAB Artwork.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 616HP 200
General Information
Debut Round 20 (naturals)
Round 18 (sends)
Poppable projectile All
Child of B.F.B.
Parent of 4x Ceramic Bloon
Speed 1.0
Read more...
B.F.B.
Brutal Flying Behemoth
BTD6 BFB Artwork.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 3,164HP 700
General Information
Debut Round 30 (naturals)
Round 20 (sends)
Poppable projectile All
Child of Z.O.M.G
Parent of 4x M.O.A.B.
Speed 0.34
Read more...
Z.O.M.G.
Zeppelin Of Mighty Gargantuaness
BTD6 ZOMG Artwork.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 16,656HP 4,000
General Information
Debut Round 40 (naturals)
Round 22 (sends)
Poppable projectile All
Child of B.A.D.
Parent of 4x B.F.B.
Speed 0.28
Read more...
D.D.T.
Dark Dirigible Titan
BTD6 DDT Artwork.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 816HP 400
General Information
Debut Round 45 (naturals)
Round 26 (sends)
Poppable projectile All except explosions and sharp
Child of B.A.D.
Parent of 4x Camo Regrowth Ceramic Bloon
Speed 2.75
Read more...
B.A.D.
Big Airship of Doom
BTD6 BAD Artwork.png
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 48,260HP 12,500
General Information
Debut Round 50 (naturals)
Round 30 (sends)
Poppable projectile All
Child of N/A
Parent of 2x Z.O.M.G.
3x D.D.T.
Speed 0.18
Read more...


Bloon properties

Bloons having properties inherit the same properties with their parents and share the same properties with their children. Their speed also remain unchanged.

Camo Bloon
BTD6CamoRed.png
Restricts Monkeys' Target
General Information
Debut Round X (naturals)
Round 12 (sends)
Poppable projectile All (only targetable if Monkeys have Camo Detection)
Owner(s) All normal bloons and D.D.T.
Read more...
Regrowth Bloon
BTD6RegrowRed.png
Grows an extra layer in specific time
General Information
Debut Round X (naturals)
Round 8 (sends)
Poppable projectile All
Owner(s) All normal bloons.
Read more...
Camo Regrowth Bloon
BTD6CamoRegrowRed.png
Restricts Monkeys' Target and grows an extra layer in specific time
General Information
Debut Round X (naturals)
Round 12 (sends)
Poppable projectile All (only targetable if Monkeys have Camo Detection)
Owner(s) All normal bloons.
Fortified Bloon
BTD6FortifiedRed.png
Gains additional health points
General Information
Debut Round X (naturals)
Round 19 (sends)
Poppable projectile All
Owner(s) Lead, Ceramic and all MOAB Class Bloons.
Read more...
Fortified Camo Bloon
BTD6FortifiedCamoRed.png
Gains additional health points and restricts Monkeys' Target
General Information
Debut Round X (naturals)
Round 19 (sends)
Poppable projectile All (only targetable if Monkeys have Camo Detection)
Owner(s) Lead, Ceramic and D.D.T.
Fortified Regrowth Bloon
BTD6FortifiedRegrowRed.png
Gains additional health points and grows an extra layer in specific time
General Information
Debut Round X (naturals)
Round 19 (sends)
Poppable projectile All
Owner(s) Lead and Ceramic.
Fortified Camo Regrowth Bloon
BTD6FortifiedCamoRegrowRed.png
Gains additional health points, restricts Monkeys' Target and grows an extra layer in specific time
General Information
Debut Round X (naturals)
Round 19 (sends)
Poppable projectile All (only targetable if Monkeys have Camo Detection)
Owner(s) Lead and Ceramic.


Bloon Sends

Use card system to list all Bloon Sends

Rushing some Grouped Leads at opponent

Players send bloons by interacting with bloon buttons, which can be found on the side of the screen containing the opponent's territory. It costs some cash to send, but returns bonus eco (at least with non-MOAB class sends) to maximize income production based on time, and it forces the other player to react to the bloon offense accordingly.

When sending bloons, players have the option to add the regrow, camo, and fortified properties to the bloons for an added cost. These properties do not affect the eco gained or lost when sending bloons (except for fortified MOAB-Class sends, which double the eco lost). Starting at round 8, players can add the regrow property to non-MOAB class sends for an extra 60% cost (1.6x). Starting at round 12, players can add the camo property to non-MOAB class sends for an extra 120% cost (2.2x). Starting at round 18, players can add the fortified property to lead, ceramic, and MOAB class sends for twice the cost. If a combination of bloon properties is used, these multipliers stack multiplicatively. Sends not affected by a certain property do not get more expensive when that property is enabled (i.e. MOAB class sends don't get more expensive when regrow or camo are enabled, and most regular bloon sends don't get more expensive when fortified is enabled).

Grouped Red Bloons
BTD6Red.png
+1 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 8HP $15
General Information
Debut Round 1 - 11
Effect(s) +1.25 Eco/s
Speed 0.8s [48 frames]
[more...]
Spaced Blue Bloons
BTD6Blue.png
+1.3 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 5HP $15
General Information
Debut Round 1 - 2
Effect(s) +0.87 Eco/s
Speed 1.5s [90 frames]
[more...]
Grouped Blue Bloons
BTD6Blue.png
+1.3 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 6HP $24
General Information
Debut Round 3 - 13
Effect(s) +2.16 Eco/s
Speed 0.6s [36 frames]
[more...]
Spaced Green Bloons
BTD6Green.png
+1.2 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 5HP $14
General Information
Debut Round 2 - 4
Effect(s) +1.04 Eco/s
Speed 1.15s [69 frames]
[more...]
Grouped Green Bloons
BTD6Green.png
+1.4 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 5HP $35
General Information
Debut Round 5 - 17
Effect(s) +3.33 Eco/s
Speed 0.42s [25 frames]
[more...]
Spaced Yellow Bloons
BTD6Yellow.png
+1.7 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 5HP $24
General Information
Debut Round 3 - 6
Effect(s) +1.48 Eco/s
Speed 1.15s [69 frames]
[more...]
Grouped Yellow Bloons
BTD6Yellow.png
+1.6 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 4HP $40
General Information
Debut Round 7 - 19
Effect(s) +8 Eco/s
Speed 0.2s [12 frames]
[more...]
Spaced Pink Bloons
BTD6Pink.png
+1.7 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 3HP $28
General Information
Debut Round 4 - 8
Effect(s) +1.89 Eco/s
Speed 0.9s [54 frames]
[more...]
Grouped Pink Bloons
BTD6Pink.png
+2.4 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 4HP $65
General Information
Debut Round 9 - 50
Effect(s) +12 Eco/s
Speed 0.2s [12 frames]
[more...]
Spaced White Bloons
BTD6White.png
+1.9 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 3HP $30
General Information
Debut Round 5 - 9
Effect(s) +2.26 Eco/s
Speed 0.84s [50.4 frames]
[more...]
Grouped White Bloons
BTD6White.png
+2.5 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 3HP $65
General Information
Debut Round 10 - 21
Effect(s) +8.33 Eco/s
Speed 0.3s [18 frames]
[more...]
Spaced Black Bloons
BTD6Black.png
+2 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 3HP $33
General Information
Debut Round 6 - 9
Effect(s) +2.67 Eco/s
Speed 0.75s [45 frames]
[more...]
Grouped Black Bloons
BTD6Black.png
+3 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 4HP $80
General Information
Debut Round 10 - 25
Effect(s) +9 Eco/s
Speed 0.33s [20 frames]
[more...]
Spaced Purple Bloons
Purplebloon.png
+4 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 4HP $70
General Information
Debut Round 8 - 10
Effect(s) +2.45 Eco/s
Speed 1.63s [98 frames]
[more...]
Grouped Purple Bloons
Purplebloon.png
+2.5 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 5HP $115
General Information
Debut Round 11 - 50
Effect(s) +15 Eco/s
Speed 0.17s [10 frames]
[more...]
Spaced Zebra Bloons
BTD6Zebra.png
+3 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 2HP $60
General Information
Debut Round 9 - 10
Effect(s) +5 Eco/s
Speed 0.6s [36 frames]
[more...]
Grouped Zebra Bloons
BTD6Zebra.png
+2.5 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 3HP $120
General Information
Debut Round 11 - 29
Effect(s) +10 Eco/s
Speed 0.25s [15 frames]
[more...]
Spaced Lead Bloons
BTD6Lead.png
+4 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 2HP $60
General Information
Debut Round 10 - 11
Effect(s) +2 Eco/s
Speed 2s [120 frames]
[more...]
Grouped Lead Bloons
BTD6Lead.png
+4 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 3HP $160
General Information
Debut Round 12 - 50
Effect(s) +6.67 Eco/s
Speed 0.6s [36 frames]
[more...]
Spaced Rainbow Bloons
BTD6Rainbow.png
+3 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $80
General Information
Debut Round 12 - 13
Effect(s) +8.57 Eco/s
Speed 0.35s [21 frames]
[more...]
Grouped Rainbow Bloons
BTD6Rainbow.png
+5 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 4HP $250
General Information
Debut Round 13 - 50
Effect(s) +12.5 Eco/s
Speed 0.4s [24 frames]
[more...]
Spaced Ceramic Bloons
BTD6Ceramic.png
+4 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $150
General Information
Debut Round 13 - 14
Effect(s) +4.7 Eco/s
Speed 0.85s [51 frames]
[more...]
Grouped Ceramic Bloons
BTD6Ceramic.png
+1.8 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 2HP $400
General Information
Debut Round 15 - 50
Effect(s) +15 Eco/s
Speed 0.12s [10 frames]
[more...]
Spaced MOABs
BTD6MOAB.png
+0 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $1k
General Information
Debut Round 17
Effect(s) +0 Eco/s
Speed 3s [180 frames]
[more...]
Grouped MOABs
BTD6MOAB.png
+0 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $1k
General Information
Debut Round 18 - 50
Effect(s) +0 Eco/s
Speed 0.5s [30 frames]
[more...]
Spaced BFBs
BTD6BFB.png
-50 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $2.2k
General Information
Debut Round 20 - 21
Effect(s) +?.?? Eco/s
Speed 3.75s [225 frames]
[more...]
Grouped BFBs
BTD6BFB.png
-50 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $2.2k
General Information
Debut Round 22 - 50
Effect(s) +?.?? Eco/s
Speed 0.6s [36 frames]
[more...]
Spaced ZOMGs
BTD6ZOMG.png
-200 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $5.5k
General Information
Debut Round 22 - 23
Effect(s) +?.?? Eco/s
Speed 6s [360 frames]
[more...]
Grouped ZOMGs
BTD6ZOMG.png
-200 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $5.5k
General Information
Debut Round 24 - 50
Effect(s) +?.?? Eco/s
Speed 1s [60 frames]
[more...]
Spaced DDTs
BTD6DDT.png
-300 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $5k
General Information
Debut Round 26 - 27
Effect(s) +?.?? Eco/s
Speed 1.42s [88 frames]
[more...]
Grouped DDTs
BTD6DDT.png
-600 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 3HP $6k
General Information
Debut Round 28 - 50
Effect(s) +?.?? Eco/s
Speed 0.6s [36 frames]
[more...]
Spaced BADs
Big Airship of Doom.png
-800 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $15k
General Information
Debut Round 30 - 31
Effect(s) +?.?? Eco/s
Speed 7s [420 frames]
[more...]
Grouped BADs
Big Airship of Doom.png
-800 Eco
Red Bloon Equivalent - indicates the amount of Red Bloons would needed to be popped, or rather, to completely destroy the bloon. 1HP $15k
General Information
Debut Round 32 - 50
Effect(s) +?.?? Eco/s
Speed 1s [60 frames]
[more...]


Maps

Currently, there are 13 maps in Bloons TD Battles 2. Maps are not separated by difficulty in-game. Notably, all maps in the game so far guarantee have water.

Since none of the maps in the game are categorized officially by Ninja Kiwi or in-game, all maps are instead categorized into distinct groups based on their availability in Battle Arenas.

Beginner*

These maps are available in all maps except BFB Colosseum, ZOMG Superdome and Hall of Masters. Can be played on Private Matches and Casual Mode.

  • Docks - A map taking place on some docks, with containers and nautical equipment, seemingly having a connection with BTD6's Cargo.
Intermediate*

These maps are available in all maps except ZOMG Superdome and Hall of Masters. Can be played on Private Matches and Casual Mode.

Standard*

Available in all Battle Arenas.

  • Garden - A grassy map that appears to take place in some sort of park, with statues, pools, and barns.
  • Castle Ruins - A map that seems to take place in the ruins of castle turrets.
  • Koru - A map with a spiral-shaped track that looks almost identical to the BTDB1 map Swamp.
  • Sands of Time - A map with an hourglass-shaped track taking place in a desert oasis, with bodies of water and cherry blossoms. Shares a same style as the BTDB1 map Zen Garden
  • Glade - A map that takes place in the clearing of a forest, with a few pools of water.
  • Basalt Columns - A map with a hexagon-shaped track, on top of large basalt columns.
  • Dino Graveyard - A map resembling an archeological dig, with dinosaur fossils strewn about the track. It bears resemblance to Streambed in BTD6.
  • Star - A map that is shaped like the star of the Moroccan flag. There's some water on the lateral ends. Added in Version 1.3.0.
Expert*

Exclusive Maps to Limited Time Events, ZOMG Superdome, and Hall Of Masters players. Can be played on Private Matches and Casual Mode.

  • Ports - A map set in a dock even more resembling Cargo in BTD6 than Docks in BTDB2. It has a single entryway that leads to two exits. Added in Version 1.1.0.
  • Inflection - A map set in a stony terrain. There are two black paths that intersect each other. Added in Version 1.1.0.

Game Modes

There are currently 3 game modes as of update 1.1, which are Ranked, Private, and Casual Battle.

In Ranked Battle, players earn more XP as they progress to higher arenas, and every third win rewards a random Battle Chest. In addition, lower arenas restrict upgrade tiers in which you are allowed to use. At the end is the Hall of Masters, upon reaching 100 trophies, where you are placed on a leaderboard with everyone else in the Hall of Masters after playing three games in it.

Casual Battles were added in the 1.1 update, giving players a risk-free way to play the game. In this mode, a player only gains XP, and wins do not count towards progress on your next battle chest.

Private Battles appear in the 4th tab, allowing for you to create a game or join a game using a code to play with specific players. A player normally cannot earn XP in private matches, but was unintentionally added in the 1.1 update, just like how it is in Casual Battles.

Ranked Mode

The base mode is Ranked Mode, which advances the player up and down a set of Battle Arenas depending on the amount of Trophies they have. Players gain or lose trophies (or no change of trophies if the result is a Draw or are playing on Hall of Masters) and are rewarded various additional currency after the end of each game.

There are 9 Arenas, each with a different set of rules bound:

  • Red Bloon Camp: The lowest arena, and the first arena the player encounters. In this arena, all towers are restricted to Tier 3 max and cannot send bloon modifiers. Players also cannot lose trophies in this arena. Requires 0-19 Trophies.
  • Yellow Stadium: The second-lowest arena and the lowest a player can go after leaving Red Bloon Camp. In this arena, all towers are restricted to Tier 3 max. Players can send bloon modifiers. Requires 20-29 Trophies.
  • White Wasteland: The third-lowest arena, and the 3rd overall. In this arena, all towers are restricted to Tier 4 max. Tower XP rewarded earns +5% more than normal. Rules otherwise play out like Yellow Stadium. Requires 30-39 Trophies.
  • Lead Dungeon: The 4th overall arena. In this arena, all towers have no tier restrictions, and higher-tier arenas also lack tier restrictions. Tower XP rewarded earns +8% more than normal. Rules otherwise play out like the arena below it. Requires 40-49 Trophies.
  • Ceramic Crucible: The 5th overall arena. Tower XP rewarded earns +10% more than normal. Trophies gained from consecutive wins appear to slow down from this arena onwards, requiring three consecutive wins instead of two, and continues up to BFB Colosseum. Rules otherwise play out like the arena below it. Requires 50-59 Trophies.
  • MOAB Pit: The 6th overall arena. Tower XP rewarded earns +15% more than normal. Rules otherwise play out like the arena below it. Requires 60-69 Trophies.
  • BFB Colosseum: The 7th overall arena. Rules otherwise play out like the arena below it. Requires 70-84 Trophies.
  • ZOMG Superdome: The 8th overall arena. In this arena, "Expert" maps are added to Ranked Mode but "Beginner" maps become no longer playable on Ranked Mode, unless playing in a lower arena. Rules otherwise play out like the arena below it. Additionally, players will no longer receive a bonus trophy when they are on a win streak. Requires 85-99 Trophies.
  • Hall of Masters: The 9th overall arena, and the highest a player can go. It plays similarly to ZOMG Superdome, with some major exceptions. Players in Hall of Masters can be matched with each other to gain elo and go up a public leaderboard. The player must play three placement matches before reaching a starting spot on the leaderboard. Hall of Masters players can also match ZOMG Superdome players.

Casual Mode

Casual Mode is a free-for-all version of Ranked Mode that offers all maps and has no tier restrictions. The match-making system in Casual Mode is not based on a competitive system.

Event Mode

Event Modes was added in the 1.3 update, and it offers special events with added quirks, similarly to the special game modes in Bloons TD Battles 1 Mobile. Players can earn stars and work towards an assortment of prizes up to the grand prize at the end, at which point no more stars can be obtained and will give no benefit. The match-making system in Event Mode is not based on a competitive system.

There are currently three special Event Mode game variations, and more may arrive in the future:

  • Random Quad: Randomized hero-and-three-tower loadout. Gives you full access to upgrades for towers.
  • Speed Battles: Bloons move 40% (?) faster and eco is gained every 4.2s instead of 6.0s, and Bloon Sends unlock 1 round earlier than normal. Added in 1.4 update.
  • Play With Fire: Earn 2x eco but bloons are sent on both sides. Added in 1.4 update.

Arenas

Main article: Battle Arena (BTDB2)

Arenas are how the game tracks progression in Battle Arena mode. Players rank up by winning games to earn trophies, which determine the arena the player is in. Players can lose trophies by losing games and rank down. There are 8 normal Arenas and 1 special Arena known as the Hall of Masters. This arena ranks players on a leaderboard for each season of Bloons TD Battles 2 instead of being based on trophies.

Customization

The game logo with the background removed

There are several customization options in Bloons TD Battles 2.

Bling

Main article: Bling

Bling is the name given to most cosmetic options in Bloons TD Battles 2. These include emotes, bloon decals, MOAB skins, pop FX, and boost FX. Avatar icons and banners are also considered Bling, although they are not listed in the Bling collection. Bling is based on a season system, where each season will have specific Bling available to purchase. If a season ends before all its Bling is purchased, the rest can only be obtained by paying $7.99 USD to unlock all of it. This also occurs with seasons that the player has never participated in, so newer players can also buy previous seasons' Bling.

Monkey Mastery

Main article: Monkey Mastery

When all upgrades of a monkey are unlocked, Monkey Mastery for that specific monkey is unlocked. Here, the player can pay Monkey XP and Monkey Money to unlock special monkey-specific customization options, including placement animations, idle animations, sell animations, and the ability to name monkeys of that type. Some Bling can also be unlocked. Hero cosmetics need to be unlocked in order, but monkey masteries can be unlocked in any order.

Hero Rewards

Main article: Hero Rewards

Hero Rewards are Monkey Mastery for Heroes. However, unlike Monkey Mastery, they are available to purchase as soon as the hero is unlocked and cost Hero XP instead of Monkey XP. The last cosmetic of a hero's Hero Rewards is a hero skin. Hero skins, unlike BTD6 have different, unique skills and upgrades that can do different things when compared to their normal counterpart, and are treated as a completely different hero in the Hero Selection. They also have their own Hero Rewards due to this, and can be used as a different hero in games to complete them. For instance, Quincy's Rapid Shot ability gains attack speed, but Cyber Quincy's Rapid Shot ability gains pierce.

Profile

Main article: Profile

Profile example

Profile records stats for the player. It contains a number of parameters for stuff they have and whatnot. Can customize certain parts of profile, such as profile avatars, banners, borders and medals.

Seasons

Main article: Battle Seasons

The game runs on seasons, lasting anywhere from 30-60 days. Each season contains season-exclusive content, which can be unlocked with either Monkey Money for each individual item or by paying $7.99 USD to unlock everything. Game versions are often associated into seasons, though both seasons and game versions are independent of each other.

In-Game Purchases

As a free-to-play game, there are a wide variety of in-app purchases in Bloons TD Battles 2. The two major categories of purchase are the VIP subscription service, and cosmetic Bling items. Buying any in-app purchase will remove forced ads.

Ninja Kiwi has aimed for BTD Battles 2 to be purely skill-based rather than "Pay-to-play." This means that, ideally, not of these In-Game Purchases will give a player any gameplay advantage.

List of in-app purchases:


Microtransaction Reward Effect Cost
VIP Pass (30 day) Triple Battle Points, Monkey Money, and XP, Extra Chest Slot, Extra Daily Reward Awards VIP status for 30 days, which allows you to get towers and upgrades faster. $4.99 USD
VIP Pass (90 day) Triple Battle Points, Monkey Money, and XP, Extra Chest Slot, Extra Daily Reward Awards VIP status for 90 days, which allows you to get towers and upgrades faster. $11.99 USD
Monkey Money2,600 Monkey Money2,600 Gives Monkey Money to allow you to buy more towers, heros, and cosmetics. $4.99 USD
Free Monkey Money 10-50 Monkey Money Gives Monkey Money to allow you to buy more towers, heros, and cosmetics. Can only be claimed once per day. Possibly uses a reward boost? Free
Monkey Money1,000 Monkey Money1,000 Gives Monkey Money to allow you to buy more towers, heros, and cosmetics. $1.99 USD
Monkey Money11,000 Monkey Money11,000 Gives Monkey Money to allow you to buy more towers, heros, and cosmetics. $19.99 USD
Monkey Money30,000 Monkey Money30,000 Gives Monkey Money to allow you to buy more towers, heros, and cosmetics. $49.99 USD
Battle points.png260 Battle points.png260 Gives Battle Points to allow you to unlock more chests. $4.99 USD
Free Battle Points 1-4 Battle Points Gives Battle Points to allow you to unlock more chests. Can only be claimed once per day. Possibly uses a reward boost? Free
Battle points.png100 Battle points.png100 Gives Battle Points to allow you to unlock more chests. $1.99 USD
Battle points.png1,200 Battle points.png1,200 Gives Battle Points to allow you to unlock more chests. $19.99 USD
25 Reward Boosts 25 Reward Boosts Gives Reward Boosts that add a +1 multiplier to Monkey Money, Battle Points, and XP gained after a battle. Only available to use in the Steam version. $0.99 USD
55 Reward Boosts 55 Reward Boosts Gives Reward Boosts that add a +1 multiplier to Monkey Money, Battle Points, and XP gained after a battle. Only available to use in the Steam version. $1.99 USD
Hero Showcase Hero Showcase Unlocks all items themed for a specified hero (e.g. Quincy). Rotates between heroes on a 7-day (?) basis in linear order. $4.99 (?) USD
Hero Showcase + 30 Day VIP Hero Showcase Combo pack of Hero Showcase and the 30 Day VIP Pass. $7.49 (?) USD

For more specific info about Hero Showcase packs, see Hero Rewards.

And special showcases include:

Microtransaction Reward Effect Cost
Valentines Showcase Various bling Unlocks 9 Valentines-related bling. Unlockable in Valentines 2022 (8th Feb 2022 - 22nd Feb 2022). $4.99 USD (?)
American Independence (?) Showcase Various bling Unlocks 9 American-Independence-related bling. Unlockable in American Independence Day Period 2022 (Xth July 2022 - Xth July 2022). (?) $4.99 USD (?)

In-app Advertisements

Advertisements (or "ads" for short) only appear in Bloons TD Battles 2 Mobile. All advertisements shown in the game are video ads. Ads can be watched by choice in exchange for a small reward. However, if not enough ads are played, then forced ads may occasionally appear before matchmaking. Forced ads can be removed with any in-app purchase.


List of watchable advertisement options:

History

Timeline of Published Information

Main article: Timeline of Bloons TD Battles 2

The first instance of the game, as seen in the Version 24.0 update video for BTD 6 by Ninja Kiwi

Bloons TD Battles 2 was revealed for the first time on March 10, 2021 and went through several changes since. There were many teasers revealed for the game.

Reception

Bloons TD Battles 2 was met with mixed reviews at launch. A major point of criticism was the extremely slow XP progression system, with only 2-0-0 towers being initially unlocked and a small amount XP awarded per match. Most players struggled to unlock the towers needed to survive in higher tier arenas without the XP boost from the VIP pass. This lead many to doubt the Non "Pay-to-Win" claims of the game.

Another issue highlighted was stability issues, including graphic errors on Android versions and crashes/soft-locks across all platforms.

Reviews on the Steam version become gradually more overall positive, but still overwhelmed with negative comments about the lack of updates to the game amidst game-breaking bugs that ruin balance.

Version History

Main article: Version History (BTDB2)

Bloons TD Battles 2 regularly receives updates on an average of every few weeks, often adding balance changes on the way to increase game variety and shift meta strategies. The first major content update was in Version 1.1.0, introducing Captain Churchill and Casual Mode.

Balance Changes

Main article: Bloons TD Battles 2/Balance changes

In BTDB2, balance changes are often quite quick to implement, and are designed mainly to alter the metas for certain strategies, changing the towers, bloons, eco, and more. In earlier updates, they had buffed Tower XP a lot overall. Most towers and bloons when first released in BTDB2 are statistically equivalent compared to BTD6 in Version 28.0, the update that coincided with the initial release of BTDB2, with some notable differences (e.g. Leads at the speed of Greens, Zebras at the speed of Yellows, BADs with 12.5k health instead of 20k). Since then, much of the functionalities of towers and bloons have been split off from BTD6, occasionally intertwining imported and exported balance changes between.

Strategies

Main article: Bloons TD Battles 2/Strategies

As a competitive tower defense game, effective tactics in Bloons TD Battles 2 constantly evolves based on Balance Changes, player trends, and individual opponent strategy. Because of this, there is various community development on meta strategies and general advice on how to optimize gameplay in Battles 2. Bloons TD Battles 2/Strategies will help introduce a series of concepts analyzing strategical gameplay of this game.

Gallery

CircusGwendolinPortraitLvl20.png
See the Gallery Section!

Because of the size of the gallery, the gallery section here has been moved elsewhere so that this current page will be less cluttered.

See Bloons TD Battles 2/Gallery to find the new fresh gallery section!


Trivia

  • According to Ninja Kiwi's December 10th 2021 blog, Bloons TD Battles 2 map soundtracks are randomized like the BTD6 Jukebox in order to add variety to music play, as part of NK's design. That being said, they acknowledge the fanbase suggesting map-specific music.
    • On the same blog, they said that the teams for BTDB2 and BTD6 are separate.
  • Bloons TD Battles 2 is the only Bloons TD 6 Generation game to be compatible with iOS 10 for 64-bit devices. The reason behind it is due to the different game engines for each game.
    • Bloons TD Battles 1 and 2 run on a modified BTD5 game engine, while Bloons Adventure Time TD and Bloons TD 6 both use Unity, which require more updated software to run. As for Bloons Pop!, it does not use a BTD5 game engine but it instead uses Unity.
  • If a user states age below 16, all usernames will be censored into generic usernames as part of GDPR policy (European Union policy regarding privacy). Because the event of receiving a generic username censorship is frequently asked, and was frequently featured in r/battles2, Ninja Kiwi added an FAQ question about such an event.
  • Crashing a game during a battle is treated as a loss but also grants no consolation rewards (i.e. minor amounts of Tower XP, Hero Points, Monkey Money, and Battle Points).
  • Bloons TD Battles 2 has its own profanity list under the file nk-profanity-list.json, which is separate from that from Bloons TD Battles Mobile.
    • The blacklist of words in the profanity list are usually come from: excretory functions, sexually explicit topics, certain controversial figures, misogynous words and phrases, extreme mental disorders, controversial words pertaining to the Third Reich, names of certain Class-A drugs in the Western World (e.g. cocaine), explicit violent words and phrases, and other potentially offensive words. Some of these filtered words include attempts for circumvention (e.g. addition/omission of spaces, substitution of characters).
  • Before Version 1.3.0, all land towers played the Battles 1 "tower placement" sound instead of the "land placement" sound in BTD6. This was corrected in Version 1.3.0.

Post-Release Trivia

  • Version 1.0.6's update had been delayed for at least a month since the day that the proposed Version 1.0.6 patch notes were released by Ninja Kiwi, and the proposed BTD6 Version 30.0 patch notes had released before Version 1.0.6 actually came. Many memes spawned on r/battles2 by fans regarding the lack of Version 1.0.6.

Pre-Release Trivia

  • According to Ninja Kiwi's 19th March 2021 blog, balance changes made in Battles 2 will be separate from those in Bloons TD 6.

A fake email from Boltrix's video on BTD Battles 2 from April 1, 2020.

  • A few fake emails circled around regarding the game. They were seen on Boltrix's April Fool's 2020 video. The following year, Junior Monkey's video also gained traction on various Discord servers and the BTD6 subreddit.

A fake email from Junior Monkey's April Fools video on BTD Battles 2

  • According to Ninja Kiwi's 30th July 2021 blog, Battles was undergoing internal testing at the time.
  • Superjombombo added a video at between Tewtiy's and Boltrix's upload, but removed it due to leaking the release date of the game. New upload was added a few minutes later, at around 9:30am NZDT.
    • Superjombombo's videos were leaked several hours before actual release, and was uploaded by some YouTubers. The wiki does not want to show a link to examples of such, for now.

Ninja Kiwi Blogs

  • According to Ninja Kiwi's 8th April 2022, multitouch compatibility was planned for Bloons TD Battles 2 and was considered a top priority for them. They said it took a "a chunk of time to get right". On the following day, the Version 1.2.0 preview notes were released, which reveals potential patch notes for the official Version 1.2.0.
  • According to Ninja Kiwi's 3rd June 2022 blog, Ninja Kiwi states that most Heroes from BTD6 will eventually make a return to Bloons TD Battles 2.

References


External links

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