To win with the Ninja Ice Super loadout in Bloons TD Battles, maintain continuous income sends from Round 1, defend mid-game rushes with minimal tower upgrades, and cycle stall abilities to let Sun Gods destroy high-round blimps. This loadout foregoes the sudden burst cash of Banana Farms, relying instead on steady eco scaling and crowd control to outlast opponents past Round 35.
Tower Roles
Each tower covers a specific defensive phase:
- Ninja Monkey: Handles early natural bloons, detects Camo waves naturally, strips Lead properties with Flash Bomb, and provides a 50% screen-wide blimp slow with Bloon Sabotage (0/4).
- Ice Monkey: Shreds dense ceramic and rainbow packs with Ice Shards (3/2) and freezes map-wide waves with Absolute Zero (0/4).
- Super Monkey: Converts late-game eco income into raw boss damage via Sun Gods (3/2) and mid-game blimp popping with Robo-Monkey (2/3).
Early-Game Eco Pacing and Tower Placements
Place a Ninja Monkey on an early curve or track intersection where projectile travel time is maximized. Upgrade this Ninja to 2/1 (Ninja Discipline and Seeking Shuriken) to clear natural Red and Blue bloons without leaking lives.
Begin sending grouped Reds immediately on Round 1. Transition into grouped Blues and grouped Greens as income allows:
- Target 500 eco before Round 10: Send grouped Yellows and grouped Pinks as soon as they unlock. Keep eco sending constant unless pooling gold for a critical defensive counter.
- Place a central Ice Monkey: Position the Ice Monkey near a curve where bloons bunch together. Upgrade it to 2/2 (Enhanced Freeze and Deep Freeze) to cluster stragglers for the Ninja.
- Minimize early defense spending: A single 2/1 or 3/1 Ninja supported by a 2/2 Ice Monkey can hold natural bloons through Round 11. Over-upgrading early stalls long-term eco growth. Push toward 1,000 eco if your opponent plays passive Banana Farms.
Mid-Game Rush Counters (Rounds 12–20)
Rounds 12 through 18 represent the most vulnerable window for pure eco builds. Opponents frequently send Camo Leads, fast Ceramics, or Regrow Rainbows to force expensive overreactions.
Upgrade the central Ice Monkey to 3/2 (Ice Shards with Enhanced Freeze) adjacent to your Ninja. When bloons pop within Ice Shards' radius, they eject razor ice that shreds dense packs instantly.
| Round Threat | Primary Counter Upgrade | Tactical Execution |
|---|---|---|
| Round 12 (Camo Leads) | 0/3 Flash Bomb Ninja | Place near the entrance to stun leads and strip lead immunity. |
| Round 13 (Regrow Rainbows) | 3/2 Ice Shards + 3/1 Ninja | Group incoming rushes into Ice Shards range; use Tower Boost only if regrow clumps leak. |
| Rounds 16–18 (Fast Ceramics) | 4/2 Bloonjitsu + 3/2 Ice Shards | Ice Shards breaks outer ceramic layers; Bloonjitsu cleans up children. |
| Rounds 18–20 (First MOAB) | 4/2 Bloonjitsu + 2/3 Robo-Monkey | Focus plasma fire on the MOAB shell; allow Ice Shards to catch inner ceramics upon rupture. |
Do not build a second Bloonjitsu unless the rush size requires it. Every unnecessary mid-game upgrade delays the transition to late-game Super Monkeys.
Managing Late-Game Slow Rotations
After Round 22, scaled ZOMG rushes outpace raw damage. You must rotate slow abilities between Bloon Sabotage (0/4 Ninja) and Absolute Zero (0/4 Ice) so both are never active simultaneously:
- Trigger Bloon Sabotage as incoming ZOMGs enter the track, slowing blimp movement by 50% for 15 seconds.
- Activate Absolute Zero the moment Sabotage ends to freeze ceramic children and apply an additional blimp slow.
- Place a second 0/4 Ninja Monkey so a fresh Sabotage is ready when the Ice ability finishes.
On Round 35 and beyond, continuous ZOMG rushes will outlast ability cooldown timers. Sell and immediately rebuy 0/4 Ninja Monkeys or 0/4 Ice Monkeys to instantly reset ability cooldowns during massive pushes.
Transitioning to Sun Gods
When income reaches 2,500 to 3,500 eco, construct the primary damage core:
- Place your first Super Monkey in a central location covering multiple track sections.
- Upgrade the Super Monkey to 3/2 (Sun God with Plasma Blasts and Range).
- Add a second 3/2 Sun God alongside the continuous Sabotage and Absolute Zero rotation to destroy outer ZOMG shells before they reach the midpoint of the map.
Once your defense stabilizes under double Sun Gods and perpetual slows, counterattack against Farm players by sending tight ZOMG rushes layered with fast BFBs. Opponents lacking dual screen-wide slows will struggle under track pressure, securing the win through attrition.
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Player Comments
149 players commented on this guide.
This guide answered the exact question I had.
Good guide for Bloons TD Battles players. The early game part was useful.
This helped me understand early game much better.
I tried this today and it worked better than my old setup.