To win with Highwayman Jericho in Bloons TD Battles, deploy him between Rounds 2 and 4 to begin accumulating hero experience, continuously trigger his Level 3 Heist ability to siphon your opponent's income, and save his Level 10 Stand and Deliver ability to forcibly sell your opponent's most expensive defense immediately before or during a committed rush.

Highwayman Jericho Ability Kit

Highwayman Jericho focuses on economic drain and board manipulation rather than raw projectile damage. His key capabilities include:

  • Level 3 (Heist): Steals currency directly from your rival's bank and adds it to your balance. This delays their upgrade thresholds and funds your own economy or defense.
  • Level 10 (Stand and Deliver): Forcibly sells the opponent's highest-value tower currently on the map. A portion of that tower's liquidated gold is transferred directly to your balance.
  • Passive Bloon Adjustments: Accelerates the speed of bloons sent to your opponent's track and demands earlier anti-camo preparations.

Because Stand and Deliver targets the enemy's most expensive asset, it can instantly delete lone anchor towers such as a 3-0-2 Sun Avatar, a Hydra Rocket Pods upgrade, or an opponent's sole decamo tower.

Early-Game Curve and Placement

Jericho's base pistol attack has limited stopping power against grouped bloons. Place him early strictly to build experience toward Level 10, relying on cost-effective towers to handle early waves.

  1. Rounds 1–2: Place a cheap, reliable starter defense near an early track curve to clean up spaced red and blue bloons. A 0-2-0 Dartling Gunner, a 2-0-3 Tack Shooter, or a 0-0-0 Boomerang Monkey provides sufficient coverage without delaying hero deployment.
  2. Rounds 2–4: Place Highwayman Jericho in a lane with straight-line visibility so his basic attacks catch stray bloons.
  3. Rounds 5–9: Activate Heist the moment it cools down. Stealing cash during these rounds widens your gold advantage, giving you room to build Banana Farms or scale eco while keeping your opponent cash-starved.

Do not rely on Jericho to defend grouped pink or white bloons. Upgrade your support towers for early-game wave clear so Jericho can passively level toward his Level 10 threshold.

Timing Stand and Deliver with Mid-Game Rushes

Activating Stand and Deliver on cooldown without an offensive follow-up wastes its game-ending potential. Always coordinate the ability with an aggressive bloon or blimp send tailored to what the ability removes.

Rush WindowPrimary Target TowerDefensive Vulnerability Created
Rounds 11–13Hydra Rocket Pods / Tack SprayerRemoves primary grouped-bloon popping power
Rounds 14–16Decamo Sub / Signal Flare MortarStrips all Camo detection from the track
Rounds 17–19MOAB Mauler / NecromancerRemoves heavy blimp damage

When facing an opponent using a Monkey Sub with Submerge and Support as their only decamo option, send Camo Purples or Camo Regrow Zebras, then immediately trigger Stand and Deliver. The ability liquidates the Sub, preventing them from revealing or popping the camo rush before it reaches the exit.

When launching a Round 17 or 18 MOAB rush, wait until the blimp reaches the midpoint of the opponent's track before activating Stand and Deliver. This sells their primary anti-MOAB defense—such as a 3-0-2 Sniper Monkey or a Bomb Shooter cluster—leaving them unable to burst down the blimp hull in time.

Jericho performs best alongside tower loadouts that stabilize early rounds with minimal investment, allowing you to save cash for rushes and hero leveling.

  • Dartling Farm Ninja: The Dartling Gunner stabilizes the early rounds cheaply to ensure an early Jericho placement. Banana Farms maximize the economic lead created by Heist, while Ninja Monkeys provide late-game utility via Sticky Bombs and Bloon Saboteur slows.
  • Tack Mortar Farm: Tack Shooters supply cheap grouped-bloon defense through the first ten rounds. Mortar Monkeys provide decamo coverage and stun via Shell Shock. The low setup cost leaves surplus funds to launch lethal regrow rainbow rushes immediately after Stand and Deliver removes the enemy's anchor tower.

Countering Bait Towers and Counter-Rushes

Experienced players will anticipate Stand and Deliver and attempt to play around it:

  • Bait Tower Manipulation: Opponents may place an expensive secondary tower to draw Stand and Deliver away from their primary defense. Check their side of the board before sending a rush. If a bait tower is present, send grouped bloons to force your rival to upgrade their primary anchor tower past the bait tower's cost, ensuring the ability targets the correct defense.
  • Counter-Rush Preparation: If you spend cash to manually purchase Jericho's Level 10 upgrade early, your defenses may be left temporarily vulnerable. Retain enough reserve cash to afford an emergency upgrade or defense boost in case your opponent responds with an immediate all-out counter-rush.
Bloons TD Battles icon

Free Bloons TD Battles Codes

Current active codes and how to redeem them.

View Codes
Michael Smith

Michael Smith

Michael covers live-service games, events, reward systems, and efficient daily routines, turning frequent updates into clear actions for players.