Update history:Bloons TD 6/Version 55.0
| Build № | 10898 | ||
|---|---|---|---|
| Release dates | |||
| Steam | Windows | 3 June 2026[1] | |
| macOS | 3 June 2026[2] | ||
| Epic Games Store (Windows) | 3 June 2026 | ||
Version 55.0 is the third major update to Bloons TD 6 of 2026. It introduces the hero Dan D'Monke alongside his paid hero skin Prince Adam, the Sword of Power Power, the beginner map Skull Tweak, and reworks to Social Seasons.
Additions
[edit | edit source]- Skull Tweak (map)
- Dan D'Monke (hero)
- Prince Adam (hero skin)
| Quest | Category |
|---|---|
| Tales | |
| Challenges | |
| Challenges | |
| Challenges |
Cosmetic Items
[edit | edit source]- OG Wind Up Dart Monkey pet
- Classic Ninja Avatar
- Classic Dart Monkey Avatar
- Classic Monkey Ace Avatar
- Wistful Quincy profile banner
- JuiceBar
- Sandcastle
- Icecream monkey
- Beach Umbrella
- Volleyball Net
- Monkey Drinking Coconut
- Lifeboat
- Swimming Monkey
- Shark…
- Paragliding Monkey
- Seagull
- PArty Hands banner
- Cat icon
- Fortified Castle icon
- New Scroll frame
Perks
[edit | edit source]| The subject of this section is upcoming or in development and may change dramatically over time. This article will likely become outdated as more information is released. You can help Blooncyclopedia out by keeping it up-to-date. |
- To be determined
Changes
[edit | edit source]| This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Add all of the description changes |
Towers
[edit | edit source]| “ | With 052 Permacharge much preferred due to the ease of obtaining pierce externally, we have moved the ability’s extra damage bonus from crosspath into the base upgrade so that 250 can be more competitive — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-5-0 Perma Charge 0-5-1 Perma Charge + Long Range Rangs |
|
| “ | Bomb Paragon is in a spot it seems to perform well, but it still doesn’t see a good spotlight in boss events so we’ve scaled up the Boss Bonuses with a bump in price. — Update notes |
” |
| Tiers | Changes |
|---|---|
| Paragon |
|
| “ | With the 240 crosspath now providing MOAB Layer soaking, Glue Strike’s base ability will last through more layers before wearing off, but with a slower cooldown to match the T5 which already sits at a 40s cooldown. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-4-X Glue Strike |
|
| 0-4-X Glue Strike 0-5-X Glue Storm |
|
| “ | Mid-path desperado’s pistol was intended to be a soft ‘minimum range’, but implementation was confusing and frustrating to use, somehow again right after Wolfy’s recent struggles (fun videos those), we decided to work on improving the first timer's desperado experience for this path. The Rifle weapon will now always take priority and shoot first over the pistol if there are targets within Rifle radius, HOWEVER, pistol range is now a true deadzone that the rifle cannot target within. TLDR; The pistol now attacks when there are only Bloons within the pistol radius and nothing in the rifle radius. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-3-X Deadeye and further upgrades |
|
| “ | Buccaneer’s Merchantmen path will now gain a damage bonus based on how much spare cash you have on-hand. This introduces a fun trade-off where you can choose to hold onto cash for a combat boost at the cost of losing advantage from immediately snowballing into more economy. It’s kinda neat — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-3 Merchantman and further upgrades |
|
| X-X-4 Favored Trades X-X-5 Trade Empire |
|
| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Verify the frontal bomb Ceramic bonus inheritances |
| “ | Spectre was making the save-up into into a Flying Fortress too effortless so it’s single target power has been lowered with a raised upgrade cost, enough to make this not quite so easy — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-4 Spectre |
|
| X-X-5 Flying Fortress |
|
| “ | The Wizard Paragon's Metamorph[sic] form bonus Boss damage from the main flamethrower attack has been reduced as it overperforms even without overclocking — Update notes |
” |
| Tiers | Changes |
|---|---|
| Paragon |
|
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple and further upgrades |
|
| Tiers | Changes |
|---|---|
| X-5-X Grand Saboteur |
|
| Tiers | Changes |
|---|---|
| X-5-X Total Transformation |
|
Druid
[edit | edit source]| “ | The Monarch’s Superstorm re-hitting has felt like a success though it over-buffed single target performance while over-nerfing the blowback due to rapid pierce consumption, so we are scaling back the damage but reducing pierce penalties to balance this out. Additionally, to reduce game lag from attack speed double-dipping, the Druid Paragon's Vinenado cooldown has been increased, while its economy has been buffed with higher base income and a stronger Boss Skull multiplier - though we don’t want to quickly jump into making this easily self-sustaining the Boss Skulls in particular should now grant 5x the cash they did previously. — Update notes |
” |
| Tiers | Changes |
|---|---|
| All tiers |
|
| 5-X-X Monarch of Storms |
|
| Paragon |
|
| Tiers | Changes |
|---|---|
| X-X-5 The Final Harmonic |
|
| “ | Oh yea we have one more tower balance change. As the Engineer paragon moves to a more supportive role, we are toning down the direct boss damage and attack speed but also lowering the upgrade cost. — Update notes |
” |
| Tiers | Changes |
|---|---|
| Paragon |
|
| Levels | Changes |
|---|---|
| 8+ |
|
| Levels | Changes |
|---|---|
| Unknown |
|
| “ | For additional synergy potential, Churchill’s long list for damage bonuses will now include Stunned Bloons! — Update notes |
” |
| Levels | Changes |
|---|---|
| 15+ |
|
| 15-17 |
|
| 18+ |
|
| “ | To smooth out Pat’s levelling progression, we’ve increased range earlier, added an extra mid-game damage step for Rallying Roar, increased his late-game pierce, and at Level 20 the Big Squeeze hug also hits the surrounding area with a powerful stun to provide leeway during Pat’s crush downtime. — Update notes |
” |
| Levels | Changes |
|---|---|
| 1-8 |
|
| 9-15 |
|
| 16+ |
|
| 9-13 |
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| 15-17 |
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| 18+ |
|
| 20 |
|
Adora
[edit | edit source]| “ | Since Adora’s final form was hurt by recent Overclock changes, we’ve buffed her Lv20 Ball of Light damage and just fun further boosted her True Adora form. — Update notes |
” |
| Levels | Changes |
|---|---|
| 20 |
|
| True Adora |
|
| Levels | Changes |
|---|---|
| 1+ |
|
Can now target Tech Bot Primes with activated abilities
Now reduces the ability cooldown of She-Ra and He-Man Hero skins by 25% while active
| Tiers | Changes |
|---|---|
| 0-0-1 Adaptive Workers and further upgrades |
|
| Tiers | Changes |
|---|---|
| 0-0-3 Piercing Wind |
|
| Tiers | Changes |
|---|---|
| All tiers |
|
| 2-0-0 Look Sharp 3-0-0 Monkey Spirit |
|
| Tiers | Changes |
|---|---|
| All tiers |
|
| 0-0-3 Oh Boy, I Can't Wait! |
|
Apopalypse and Freeplay
[edit | edit source]Resolved an issue with round budget generation (bug fix)
- Note: Details unknown
Maps
[edit | edit source]| Map | Changes |
|---|---|
| Dark Castle |
|
Modes and events
[edit | edit source]- Projectiles no longer spawn sub-projectiles when destroyed by the Boss Bloon entrance
- Note: This is an overall nerf for towers such as the Mega Massive Munitions Factory
Corrected Lych's roundset within Boss Challenge mode
- Reduced the overall amount games needed to clear "Win games" goals
- Note: Ninja Kiwi has stated that no single tier is going to require more than 5-10 games
- Increased the variety of goals and adjusted the objectives so players have more opportunities to progress multiple goals simultaneously
- Added an indicator to show when the player has reached their daily contribution to the global goals
- Added 7 new Perks
- The global progress bar now swaps to display the Team progress after being completed
Boss Rush: Bleed Bloons should now spawn correctly (bug fix)
Lych
[edit | edit source]Undead MOAB: Leak damage decreased ― 200 lives → 70 lives
Undead MOAB: Speed reduced ― 25 units/s → 20 units/s
- Fixed an issue with skull damage thresholds (bug fix)
Lych-soul (Normal tier 1): Health reduced ― 1,000 → 750
Lych-soul (Normal tier 1): Speed reduced ― 18 units/s → 17 units/s
Lych-soul (Normal tier 1): Amount of spawned souls reduced ― 3 → 2
Lych-soul (Elite tier 1): Health reduced ― 1,600 → 1,400
Lych-soul (Elite tier 1): Speed reduced ― 23 units/s → 21units/s
Boss Rush: Starting cash increased ― $2,000 → $2,500
Boss Rush: Tombstone base health reduced ― 100 → 50
Boss Rush: Undead MOAB base health reduced ― 100 → 50
Boss Rush: Undead BFB base health reduced ― 100 → 90
Boss Rush: Undead ZOMG base health reduced ― 150 → 130
Boss Rush: Lych-soul base health reduced ― 150 → 140
Boss Rush: Starting cash increased ― $2,000 → $2,500
Rattle Tail: Health reduced ― 12.5% → 10% of the tier's health
Head: Projectile pierce penalty reduced ― -1,000,000,000 → -10,000
- Note: Attacks with "infinite" pierce usually have 9,999,999 pierce internally. If these projectiles hit the head, their pierce will no longer be reduced to 0
Boss Rush: Rattle Tail base health reduced ― 125 → 150
- 2 new Artifacts added
- Sword of Protection, Hype Boost Monkey, and Tech Bot Prime can now appear as Boosts
- Increased the chances of encountering Beginner maps on certain stages
- Stage 2 ― 45% → 50%
- Stage 3 ― 25% → 30%
- Reduced the chances of encountering Expert maps on certain stages
- Stage 2 ― 5% → 0%
- Stage 3 ― 15% → 10%
- Resolved an issue with some Artifact produced projectiles not scaling in size (bug fix)
- Bloons on Zebra Bloon tiles now benefit from Freeplay speed scaling (bug fix)
- Tit for Tat Artifact will now speed up Bloons on Zebra Bloon Tiles (bug fix)
Starting parties
[edit | edit source]| Hero | Changes |
|---|---|
| Gentlemonkey Gadgeteer |
|
| This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Sort out the nerf buff thing for artifact vs encounter (i.e. "nerf" on the artifact, "buff" on the encounter). Page inheritance seems odd. |
| Artifact | Changes |
|---|---|
| Power Nexus + Master of all Trades or Essence Of Dreadbloon |
|
| Slipped on the Peel |
|
| Tit For Tat |
|
| Bargaining Chip |
|
- Temporary Traits: Round countdown should now live update
Temporary Traits: Covetous and Lustrous should now correctly work on Bananite crystals and chests (bug fix)
- Fishing: The "Stamina Recovering" pop-up no longer appears when the Posse is at full Stamina
Minor changes and fixes
[edit | edit source]- UI: Localization and UI fixes
- UI: The ‘session token is invalid’ error popup now offers a "Logout" option to work around
- Gameplay: Resolved an issue where Towers were being affected twice by certain Monkey Knowledge
- Gameplay: Resolved a crash that happened when placing a 0-0-3 Tech Bot Prime, and then placing the other tier 3 Tech Bot Primes
- Gameplay: Resolved a game crash that would occur in any game against Diamondback upon losing the first life of the game while using an ambidextrous 052 Boomerang Monkey.
- Gameplay: Resolved an issue with Desperados changing weapons
- Gameplay: Resolved a visual placement issue with the Sun Temple's creation animation
- Gameplay; Root of All Nature should no longer consume cash while in Review Mode
- Gameplay: Druids should no longer be able to count themselves for Poplust buff during placement
- Gameplay: Geraldo's Glue is no longer invisible if placed at the top of a map
- Audio: Alchemist Popssum pet can now be muted
- Social Seasons: Resolved a number of minor analytic mis-counts
- Social Seasons: Review Map should no longer hide the Social Seasons button from the end-game screen
- Social Seasons: Resolved a conflict between multiple Social Season Medals
- Odysseys: Completion screen should now show the icon for the difficulty beaten
- Co-op: Moved the Home button on the Rejoining screen to prevent accidents
- Tech Bot and Tech Bot Prime: Link and unlink abilities no longer count as uses of activated abilities for stats
- Adora's Temple: Resolved a visual issue where track items were placed inside the temple in some areas
- Infernal: Resolved a visual issue with the background assets
- Sandbox: Frontier Bloons now list below all others in Sandbox & only after being seen
- Banana Farmer Pro: Can no longer receive a Merge button from Beast Handlers
- Rogue Legends: All bosses should use their Elite Appearance in late stages.
- Rogue Legends: Optimizations made to the save files
- Netflix version: Resolved a crash that could occur when loading Cloud Save mid-game
Pre-release
[edit | edit source]Early access videos
[edit | edit source]Gallery
[edit | edit source]Video
[edit | edit source]Update description
[edit | edit source]| This section is empty. You can help out by adding to it. |
Notes
[edit | edit source]- The update notes contain the following errors:
- The Bloon Layer increase for Glue Strike is stated to affect the top crosspath (written as x4x in the notes), but this crosspath is not actually affected.
- The damage of the Side Darts of the Flying Fortress is also reduced, not only the Frontal Darts.
- The cash increase of Root of All Nature is not doubled for tier 2 and 3 farms, these are only increased $20.
- There are a few changes where it is unclear if they are jokes or references to an actual bug fix:
- "Resolved a Dev build issue where if Quincy was level 7 at the start of round 25 - BOOM"
- "Monkey Village - Resolved a minor verbal dispute with Striker Jones"
- "Quincy - just lost the game"
- The official update notes include a joke change for Perma-Spike:
It was a day like any other. Waiting behind the front lines, ready for an attack, sat a lone "Long Life Spikes" factory. Sitting there, alone, the tower thought to itself "Is this all I have? Is this all I am? A machine meant to destroy these floating fools if they break through our defenses? Is my purpose only to sit here as backup? I want glory. I want power!"
Alas, this was something it had thought about many times, though not once had it ever even seen a Bloon. This was the life given to those who defended the Monkey Meadows.
As time went on, the lone factory grew older. One day, while minding its own business, it noticed something coming along the road… There it was, a single floating red Bloon.
The Long Life Spikes instinctively prepared its spikes and finally claimed its first pop. While overjoyed by the accomplishment, that joy soon turned to dread at the sight of countless more Bloons following in the rounds ahead.
"What is happening on the front lines?" it muttered to itself. "Was Ryan AFK? No matter, I must stand my ground!"
And so countless rounds went by as the factory popped more and more Bloons… No longer just red, but innumerable variations of blue, green, yellow, and even pink.
After some time, the small factory realised it could not keep up spike production at this pace, it needed more power, but felt totally helpless.
Just as its last spikes were being destroyed and the end seemed near, it happened. Something shifted inside. "Long Life Spikes" blinked for the last time, and when its eyes reopened, "Deadly Spikes" was born. With ruthless efficiency, it tore through the incoming wave with ease.
After a few more rounds of chaos, it seemed the situation on the front lines had stabilized. For the first time since its awakening, it was able to cover the area with a pile of iron, 30 feet high!
"I will stand my ground till the very end.” it vowed. “I will not let a single Bloon pass."
Many, many more rounds passed. Every now and then the Bloons would return, and every time Deadly Spikes stood proud and victorious. No longer fighting mere Bloons, it now faced off against massive MOABs with pride.
Despite its newfound strength, feelings of dread began to grow as the rounds progressed. Its defences became increasingly easy for the Bloons to break through.
Deadly Spikes knew something was coming… something big, something B.A.D.
It began preparing for the worst, modifying itself into the ultimate machine. Amidst the constant onslaught, a transformation occurred. With beautiful gleaming yellow paint and spikes sparkling with raw power, "Perma-Spike" was born.
Empowered and fearless, all its past worries faded into a distant memory; this was its duty, and the Bloons were nothing but fodder against it now.
It waited, bolstering its defences, and waited more.
After an uncomfortably small number of rounds, it arrived: A monstrous abomination of purple rubber, something akin to an eldritch horror.
Yet, despite the abomination slowly floating forward, Perma-Spike knew. Thinking back to the question it had asked itself as a lowly "Long Life Spikes," it finally understood:
"This... this is the reason I was created. This is my purpose, and I will not back down."
And that is exactly what it did. Despite the ruthless assault from the Big Airship of Doom, Perma-Spike stood strong, eliminating every layer.
After popping the very last red Bloon from the now-deflated B.A.D., the entire world fell silent.
Standing there, looking down at the fields of rubber, "Perma-Spike" looked towards the sky.
- xx5 Permaspike Unyielding.
- xx5 Permaspike Undefeated.
- xx5 Permaspike unchanged