List of attack cooldown multipliers in BTD6

The attack speed of a tower in BTD6 which has some buff or nerf is determined by multiplying its base cooldown by a series of multipliers:
The actual attack speed or damage increase from a buff can be calculated as follows:Or if the bonus percentage indicated in the game is known:Some upgrades bypass the attack cooldown multiplier and instead raise the attack speed itself (ex. Heart of Vengeance and other upgrades from the Druid bottom path), for the sake of consistency a multiplier can also be calculated from this increase. In the list, these will be indicated as Not standard multiplier.
A list of all attack cooldowns available in BTD6 is available below (multipliers in this table are rounded to 4 decimals and percentages to the nearest integer).:
Cooldown multipliers in BTD6
[edit | edit source]| Source | Cooldown multiplier | Attack speed / damage increase | Applies to | Notes |
|---|---|---|---|---|
| 0.2 | 400% | Itself | ||
| 0.9Stacks | 11% at 1 stack 187% at 10 stacks |
Itself | Overcharge buff is 0.9 elevated to the power of the number of stacks, it grants itself 10 stacks upon activation and loses 1 every 4s. For intermediate values, attack speed increase can be calculated with the formulas above. | |
| 0.9 | 11% | All other Primary towers | ||
| 0.6667 | 50% | All Ice Monkeys | ||
| 1.0 to 0.6667 | 0% to 50% | Itself | Not standard multiplier. Increases by 1% per unit of distance to the closest Bloon in range, 50% max. For intermediate value, use the formulas above. | |
| 1.0 to 0.625 1.0 to 0.4545 on 3-X-X+ Desperados |
0% to 60% 0 to 120% on 3-X-X+ Desperados |
Itself | Not standard multiplier. Starts at 60% (120%) and decreases by 15% (30%) for each Bloon in range 0% min. Values in parentheses apply for 3-X-X or higher Desperados For intermediate value, use the formulas above. | |
| 1.0 to 0.7143 | 0% to 45% | Itself | Not standard multiplier. Starts at 45% and decreases by 15% for each Tower in range 0% min. Applies separately for other weapons in middle or bottom path. For intermediate value, use the formulas above. | |
| 1.0 to 0.6667 | 0% to 50% | Itself | Not standard multiplier. Increases by 2% per Bloon in range, 50% max. For intermediate value, use the formulas above. | |
| 0.75 | 33% | All other Sniper Monkeys | ||
| 1.0 to 0.5 | 0% to 100% | Itself | Not standard multiplier. | |
| 0.25 | 300% | Itself | Triggers when lives are lost. | |
| 1.3 | –23% | Heroes in range | Only while submerged. | |
| 0.85 | 18% | All other towers placed in water, except Paragons for the Carrier Flagship version | ||
| 0.25 | 300% | Itself | ||
| 0.9 or 0.81 | 11% or 23% | All other towers in range, except Paragons | Depends on the amount of Support sacrifices given to the tower. | |
| 0.92Stacks 0.92 at 1 stack 0.1887 at 20 stacks |
9% at 1 stack 430% at 20 stacks |
All Ninja Monkeys in range, except Ascended Shadow | Shinobi tactics buff is 0.92 elevated to the power of the number of stacks. For intermediate values, attack speed increase can be calculated with the formulas above. | |
| 0.9 | 11% | Towers targeted by the potion | ||
| 0.85 | 18% | Towers targeted by the potion | ||
| 0.9091 at no lives lost 0.6667 at 40 lives lost |
10% + 1% per life lost 50% maximum (40 lives lost) |
Itself | Not standard multiplier. | |
| 0.9524 at 10 damage 0.5 at 200 damage |
5% per 10 damage inflicted 100% maximum at 200 damage |
Itself | Not standard multiplier. The buff expires at the end of the round, or after not dealing damage for 2s. | |
| 0.8696 at 1 stack 0.5714 at 5 stacks |
15% per stack 75% at 5 stacks |
All other Druids in range | Not standard multiplier. | |
| 0.25 | 300% | Itself | ||
| 0.85 | 18% | All other towers in range, except Paragons | ||
| 0.6667 | 50% | All towers, except Paragons | Not standard multiplier. Overrides Homeland Defense if active. | |
| 0.5 | 100% | All towers, except Paragons | Not standard multiplier. Overrides Call to Arms if active. | |
| 0.6 | 67% | Targeted tower (and towers within 30 units from target for the Paragon) | ||
| 1 - 0.04 per stack 0.96 at 1 stack 0.6 at 10 stacks |
4% at 1 stack 67% at 10 stacks |
Targeted tower | Each stack decreases the cooldown by 0.04×. | |
| 0.7692 after 1 round | 30% per round | Itself | Not standard multiplier. Keeps stacking until Master Builder attack speed is capped to 0.15s. | |
| 0.9 at Level 5+ 0.8 at Level 18+ |
11% at Level 5+ 25% at Level 18+ |
All Ring of Fire, Signal Flare or Dragon's Breath and their upgrades | ||
| 0.9 at Level 4+ 0.81 at Level 18+ |
11% at Level 5+ 23% at Level 18+ |
All Bomb Shooters and Mortar Monkeys | ||
| 0.85 | 18% | 3-X-X Druids and higher upgrades on their tornado attack | ||
| 0.85 | 18% | All towers in range, except Paragons | ||
| 0.95 | 5% | All towers in range, except Paragons | Additional buff to Wizard Monkeys. | |
| 0.9 – 0.01 per $100 on the sacrificed tower | 11% minimum
100% maximum |
Herself, Sun Avatars and their upgrades in range | Multiplier capped to 0.75 ($1,500) in Levels 7 – 19 (33% maximum attack speed increase), and 0.5 ($4,000) at Level 20. | |
| 0.5 | 100% | Herself and all towers placed in water in range, at Level 19+ is all towers in water, except Paragons in both cases | ||
| 1.3333 | -25% | Targeted tower | Not standard multiplier. | |
| 0.5 | 100% | Spirit | ||
| 0.99 at 1 stack 0.7143 at 40 stacks |
+1% per 2 Bloons in the hero's range 40% if 80 Bloons in range |
Herself | Not standard multiplier.
Capped at +20% in Level 4-10, +30% at Level 11-16, and +40% at Level 17+. | |
| 1.1 (1st skull) 1.15 (2nd skull) 1.2 (3rd skull) |
-9% (1st skull) -13% (2nd skull) -17% (3rd skull) |
All towers | ||
| 1.1 to 2.2 | -9% to -55% | All towers | Varies depending on the tier and skull, consult Phayze's page for more information. | |
| 1.5 | -33% | Towers targeted by the fireball. | ||
| 0.85 | 18% | All towers placed in the corresponding area, except Paragons | ||
| 0.7 | 43% | Heroes placed in the corresponding area | ||
| 0.9 | 11% | Glue Gunners | ||
| 0.92 | 9% | Tack Shooters | ||
| 0.95 | 5% | Primary towers of Tier 2 or lower | ||
| 0.9 | 11% | Monkey Aces | ||
| 0.9 | 11% | Monkey Snipers, Subs and Buccaneers | ||
| 0.95 | 5% | Alchemists | ||
| 0.97 | 3% | All towers | ||
| 0.8333 | 20% | Paragons | ||
| 0.96 | 4% | Heroes | ||
| 0.5 | 100% | All towers, except Paragons | ||
| 1.6667 | –40% | All towers, except Paragons | Not standard multiplier. | |
| 0.75 | 33% | All towers in range, except Paragons |
Cooldown multipliers in Rogue Legends
[edit | edit source]| Artifact / Boost | Cooldown multiplier | Attack speed / damage increase | Applies to | Notes |
|---|---|---|---|---|
| 1.1 | -9% | All Monkeys | Applies to all rarities. | |
| 0.85 (Common) 0.75 (Rare) 0.6 (Legendary) |
18% (Common) 33% (Rare) 67% (Legendary) |
All Monkeys | ||
| 1 − 0.05 per stack 0.95 at 1 stack 0.65 at 7 stacks |
5% at 1 stack 54% at 7 stacks |
Tier 3 or higher Beast Handlers | Common rarity can have up to 6 stacks, Rare can have 5 and Legendary version 7 stacks. A stack is gained for every 3 Bloons in the range of the Beast Handler. For intermediate values, attack speed increase can be calculated with the formulas above. | |
| 1.5 | -33% | Primary Monkeys | Applies to all rarities. | |
| Does not apply | 0s − +0.1s | Tier 2 or higher Military Towers | Not standard multiplier, it adds a random amount of time to the attack cooldown between 0 and 0.1s. | |
| 0.9 | 11% | Monkey Subs, Ninja Monkeys, Druids, Wizard Monkeys and Beast Handlers | Applies to all rarities. | |
| 0.92 (Common) 0.9 (Rare) 0.85 (Legendary) |
9% (Common) 11% (Rare) 18% (Legendary) |
Military Monkeys | ||
| 1.2 | -17% | Tier 4 or higher Towers | ||
| 0.92 (Common) 0.9 (Rare) 0.85 (Legendary) |
9% (Common) 11% (Rare) 18% (Legendary) |
Support Monkeys | ||
| 1.2 (Common) 1.1 (Rare) 1.05 (Legendary) |
-17% (Common) -9% (Rare) -5% (Legendary) |
Dart Monkeys, Boomerang Monkeys, Bomb Shooters, Tack Shooters, Super Monkeys, Druids, and Mermonkeys | ||
| 0.92 (Common) 0.9 (Rare) 0.85 (Legendary) |
9% (Common) 11% (Rare) 18% (Legendary) |
Magic Monkeys | ||
| 0.92 (Common) 0.9 (Rare) 0.85 (Legendary) |
9% (Common) 11% (Rare) 18% (Legendary) |
Primary Monkeys | ||
| 1.2 | -17% | Druids | Applies to all rarities. | |
| 0.85 (Common) 0.8 (Rare) 0.65 (Legendary) |
18% (Common) 25% (Rare) 54% (Legendary) |
Alchemists | ||
| 1.5 (Common) 1.4 (Rare) 1.25 (Legendary) |
-33% (Common) -29% (Rare) -20% (Legendary) |
Monkeys in the range of a Hero | ||
| 1.25 | -20% | X-4-X Magic Monkeys and higher upgrades | Applies to all rarities. | |
| 2 | -50% | Tier 5 Magic Monkeys | Applies to all rarities. | |
| 2 | -50% | Bomb Shooters | Applies to all rarities. | |
| 2 | -50% | Sniper Monkeys | Applies to all rarities. | |
| 0.85 (Common) 0.79 (Rare) 0.64 (Legendary) |
18% (Common) 27% (Rare) 56% (Legendary) |
Magic Monkeys | ||
| 0.9 (Common) 0.85 (Rare) 0.75 (Legendary) |
11% (Common) 17% (Rare) 33% (Legendary) |
Powers | ||
| 0.8 (Common) 0.75 (Rare) 0.65 (Legendary) |
25% (Common) 33% (Rare) 54% (Legendary) |
Primary Monkeys on Close targeting | ||
| 0.8 (Rare) 0.65 (Legendary) |
25% (Rare) 54% (Legendary) |
Primary Monkeys | ||
| 2 | -50% | Magic Monkeys | Applies to all rarities. | |
| 1.5 (Common) 1.35 (Rare) 1.25 (Legendary) |
-33% (Common) -26% (Rare) -20% (Legendary) |
All Monkeys | Only applies during the first 20s of each round. | |
| 0.85 (Common) 0.79 (Rare) 0.64 (Legendary) |
18% (Common) 27% (Rare) 56% (Legendary) |
Military Monkeys | ||
| 0.89 (Common) 0.85 (Rare) 0.7 (Legendary) |
12% (Common) 18% (Rare) 43% (Legendary) |
All Monkeys | ||
| 0.8 (Rare) 0.65 (Legendary) |
25% (Rare) 54% (Legendary) |
Primary Monkeys | ||
| 2 | -50% | Spike Factories | Applies to all rarities. | |
| 0.8 (Common) 0.7 (Rare) 0.6 (Legendary) |
25% (Common) 43% (Rare) 67% (Legendary) |
Tier 3 or higher Ninja Monkeys | ||
| 0.85 (Common) 0.80 (Rare) 0.6 (Legendary) |
18% (Common) 25% (Rare) 67% (Legendary) |
All Monkeys | ||
| 0.75 × 1.05Stacks (Common) 0.7 × 1.05Stacks (Rare) 0.55 × 1.05Stacks (Legendary) |
+33% to -36% (Common) +43% to -31% (Rare) +82% to -13% (Legendary) |
Military Monkeys | A stack is gained for each Military Monkey in the map, except itself. This multiplier is 1.05 to the power of the number of stacks. Stacks are capped at 15. Making the total maximum multipliers 1.5592 for Common, 1.4552 for Rare and 1.1434 for Legendary. For intermediate values, attack speed increase can be calculated with the formulas below. | |
| 0.86 (Common) 0.85 (Rare) 0.7 (Legendary) |
16% (Common) 18% (Rare) 43% (Legendary) |
Heli Pilots | ||
| 0.89 (Common) 0.85 (Rare) 0.7 (Legendary) |
12% (Common) 18% (Rare) 43% (Legendary) |
Military Monkeys | ||
| 0.96 (Common) 0.95 (Rare) 0.93 (Legendary) |
4% (Common) 5% (Rare) 8% (Legendary) |
All Monkeys | Boosts are independent from each other. | |
| 0.93 (Common) 0.9 (Rare) 0.85 (Legendary) |
8% (Common) 11% (Rare) 18% (Legendary) |
Magic Monkeys | Boosts are independent from each other. | |
| 0.93 (Common) 0.9 (Rare) 0.85 (Legendary) |
8% (Common) 11% (Rare) 18% (Legendary) |
Military Monkeys | Boosts are independent from each other. | |
| 0.93 (Common) 0.9 (Rare) 0.85 (Legendary) |
8% (Common) 11% (Rare) 18% (Legendary) |
Primary Monkeys | Boosts are independent from each other. | |
| 0.93 (Common) 0.9 (Rare) 0.85 (Legendary) |
8% (Common) 11% (Rare) 18% (Legendary) |
Support Monkeys | Boosts are independent from each other. |
Cooldown multipliers in Frontier Legends
[edit | edit source]| Source / Trait | Cooldown multiplier | Attack speed / damage increase | Notes |
|---|---|---|---|
| Laggard | 1.2 | -17% | |
| Encumbered | 1.1 | -9% | |
| Quickshot | 0.85 | 18% | |
| Rapid-fire | 0.7 | 43% | |
| Patient | 1.0 to 0.7692 | 0% to 30% | Depends on the Bloon progress in the track, in the same way as Elite Defender. Not Standard multiplier. |
| Seein'-red | 1.0 to 0.625 | 0% to 60% | |
| Exile | 1.15 | -13% | |
| Outlaw | 1.075 | -7% | |
| Renowned | 0.925 | 8% | |
| Legend | 0.85 | 18% | |
| 0.5 | 100% | Applies to Sheriff and all towers in range. | |
| 0.65 | 54% | Applies to Sheriff if equipped |
Trivia
[edit | edit source]- If the attack cooldown in BTD6 wasn't capped at 0.001s the fastest attack in BTD6 would belong to Elite Defender, which has a base cooldown of 64.925ms (~15 shots per second), to occur the Bloons must be leaking (0.25× and 0.5× from both passive abilities), have an Elite Sniper in the map (0.75×), be in the range of a True Sun God with max Support sacrifices (0.8× twice), Permanent Brew (0.85×), Jungle Drums (0.85×), Homeland Defense (0.5×), Ultraboost active with 10 stacks (0.6× twice), Ezili Sacrifical Totem (0.85×) in the map One Two Three under a Military or small footprint tile with attack speed bonus (0.85×). In this case it would have an attack cooldown of ~366μs or 2,732 shots per second.
- Adding Monkey Knowledge, with the targeting set to Last for Flanking Maneuvers MK (0.9×) and Veteran Monkey Training MK (0.97×), it would result in an attack cooldown of ~319μs or approximately ~3,129 shots per second.
- Also adding powers like the Monkey Boost (0.5×) and Energizing Totem (0.75×), the attack cooldown goes to ~120μs or ~8,345 shots per second.
- On Rogue Legends, this can be improved, although the Monkey Knowledge buffs are lost, now it can also be affected by Artifacts including ones for other categories thanks to Essence of Dreadbloon, these are Glaive Dominus (0.9×), BB Gatling Gun (0.6×), Elite Military Quickening (0.85×), First Class Support Quickening (0.85×), Grand Magic Quickening (0.85×), Greater Primary Quickening (0.85×), Overwhelming Synergy (0.64×), Primal Instinct (0.7407× on Close targeting), Primary Specialist (0.65×), Squadron Together Strong (0.64×), Starting Strong (0.7×), Support Specialist (0.65×), Tit for Tat (0.6×), Zig, then Zag (0.7×) and Too Many Cooks (0.55 × 1.056 as there are six other towers in the map in this example if Ezili is below Level 15 so she doesn't count as a Military Tower from Essence of Dreadbloon), resulting in a cooldown of approximately ~2.9μs or ~348,916 shots per second. And it can further reduced by using Boosts like Quickening or Monkey Boost.
- On the opposite side, the slowest possible attack possible in BTD6 is the marking attack of Bounty Hunter which has a base attack cooldown of 9s. To occur it should be affected by Jar of Pickles (1.3333×) while fighting Tier 5 Elite Phayze during the last skull (2.2×) to have a cooldown of 26.4s.
- Powers add Time Stop (1.6667×) which increases the cooldown to 44s.
- In Rogue Legends it can be further increased with Absolute Ability (1.1×), Critical Success (1.5×), Discord (+0.1s), Essence of Bloonarius (1.2×), Intelligence Agent (1.5×), Improved Spelling (1.25×) , Pure Damage (2×), Slow and Steady (1.5×) and Too Many Cooks (1.5592× with 15 other Military Towers in the map) to have an attack cooldown of 7 minutes with 38.55 seconds. This can be decreased more by using Time Stop as a Boost.