“ | Attacks faster and generates lots of money per round. Monkeys in radius have increased sell value. | ” |
~ BTDB2 description |
Favored Trades is the 4th upgrade of Path 3 for the Monkey Buccaneer in Bloons TD Battles 2. Like its BTD6 counterpart, it generates money, but it gives +100% more income than normal to account for the shorter rounds, and the upgrade cost is slightly lower to account for the shorter rounds, while offsetting against the potency of extra sellback.
Favored Trades increases its end-of-round cash from $300 to $1200, as well as granting itself and all towers in its radius with a 10% greater sell potency. Additionally, its dart attack becomes twice as fast, and attack cooldown of grapes (with Path 2 crosspaths) reduced from 1.3s to 0.75s. If a Trade Empire is present, it will gain all bonuses granted from that cargo ship, including +5% more income per Merchantman (up to +100%) and +1 damage, +1 ceramic damage and +1 MOAB-class damage for all of its attacks.
Darts each have 5 pierce, and grapes from 0-1-3 and 0-2-3 crosspathing have 2 pierce each, and Hot Shot does not have stronger burning damage.
It costs $5,700, and is unlocked with the purchase of Monkey Buccaneer.
Costs[]
- Updated as of Version 1.5.0
Upgrade or Crosspath | Cost | Sellback (80%) |
---|---|---|
Upgrade Cost (x-x-4) | $5,400 | $TBA |
Total Cost (0-0-4) | $8,080 | $TBA |
Total Cost (1-0-4) | $8,430 | $TBA |
Total Cost (2-0-4) | $8,980 | $TBA |
Total Cost (0-1-4) | $8,730 | $TBA |
Total Cost (0-2-4) | $9,230 | $TBA |
Strategy[]
Summary[]
The main niche Favored Trades has is its increased sellback on towers. Because it increases sellback value from 70% to 80%, it enables you to preform ability micro strategies more cheaply and efficiently. Below is a list of abilities that are notable for being paired with the reduced sellback, and these strategies can be done by using their abilities, selling, then rebuying them to reduce the cooldown or use it again immediately, depending on if the ability has an initial cooldown or not.
Notable tower synergies with Favored Trades:
- Plasma Monkey Fan Club can have its duration doubled in order to provide excellent BAD popping power, especially when paired with Super Brittle or Glue Strike/Glue Storm.
- Blade Maelstrom/Super Maelstrom will shred lower class blimps apart quickly and can be used as a safeguard for rushes, especially due to it's cheap price relative to other microing strategies.
- First Strike Capability can be used to take down Fortified BADS quickly and deal with it's children.
- Monkey Pirates/Pirate Lord can take down multiple fortified MOABs, BFBs, and DDTs in one go.
- Ground Zero/Tsar Bomba has a particularly strong synergy as they can destroy entire rushes of blimps and bloons alike, being able to render most MOAB sends worthless. It can even be used to continuously damage BADS if out of options late game.
- Pop and Awe can be used for for continuous map-wide stun coverage, particularly helpful to buy some time to micro other towers or to take a breather.
- Tech Terror/The Anti-Bloon can decimate entire blimp hordes with ease, albeit there are more cost effective options.
- Spike Storm/Carpet of Spikes can coat the track in a thick layer of spikes that can tear MOAB class bloons apart and can be enough to handle BADS when spammed enough.
- Call To Arms/Homeland Defense will provide a much higher uptime for towers, causing immense power to last continuously.
- Monkey-Nomics can be repeatedly sold after using its ability to gain more bursts of $20,000, due to the initial cooldown being only 1/3 of the full cooldown in this game, and a 0-5-2 farm combined with Favored Trades will provide a 90% sellback.
In addition, Favored Trades can be used as a more efficient Merchantman during the mid-game with excess cash.
Tips[]
- With a base Favored Trades buccaneer, it takes 9 rounds to reprofit.
- It is helpful to know how much each total cost it would take for you to micro each ability to make sure you know how much you are paying per ability use. For example, selling and rebuying the Tsar Bomba will cost around 8.5k per use. Make sure you have enough money hoarded up to support continuous micro.
- On its own, it is incredibly weak, and is essentially a support tower. Make sure to use its sellback to the best you can, as selling is more important and viable in this game compared to BTD6.
- Favored Trades costs roughly the same as its BTD6 counterpart in this game, as its collective costs are equal in cost to the equivalent BTD6 tower.
- However, it produces twice the cash from that game, meaning an overall buff to the tower.
- Just for the upgrade itself, Favored Trades pays itself 5 rounds sooner than in BTD6, specifically BTDB2's Favored Trades pays itself in 6 rounds compared to BTD6 11 rounds.
- For the whole 0-0-4 Favored Trades, it takes 8.08 rounds to pay itself off.
Version History[]
As of Version 1.0.6, the overall cost leading to Favored Trades is the same as in BTD6, but the upgrade cost is still higher than Merchantman.
- Initial release (compared to BTD6 during Version 28.0)
- Favored Trades costs more ($5500 → $7000)
- Favored Trades generates more income per round ($500 → $1000)
- Note: While most of BTDB2 bases the stats on Version 27.0 in BTD6, the stacking of Favored Trades buff does not appear in this game, like Version 28.0 in BTD6.
- 1.0.6
- Favored Trades costs less ($7000 → $6000)
- 1.3.0
- Favored Trades costs less ($6000 → $5400)
- 1.5.0
- No longer requires 10,000 XP to unlock. Players who have unlocked this upgrade before the update will not receive a full refund.
- 1.7.0
- Gains Camo Prioritization.
- 4.2
- Favored Trades: end-of-round income $1000 -> $1200
- Favored Trades: $5400 -> $5700
- Overall price adjustment is +$200 due to Merchantman (-$100)
Gallery[]
Trivia[]
- Favored Trades has a pirate flag with the Grape Shot crosspath, which is probably unintentional.
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