Activated Ability: Difference between revisions
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{{Lede image|BTD6 | {{About|the gameplay mechanic|the Monkey Knowledge book|Monkey Knowledge (BMC)}} | ||
{{Lede image|BTD6 tutorial ActivatedAbilityIcon.png|x100px}} | |||
'''Activated Abilities''' are a game mechanic introduced in [[Bloons TD 5|''Bloons TD 5'']]. These are special attacks or powerful effects that certain towers can perform after obtaining a certain [[upgrade]] and must be activated manually. After being used, the abilities go into a period of time where they cannot be used again known as ability cooldown (to differentiate it from [[Attack speed|attack cooldown]]), and once this time expires, the ability can be used again. | '''Activated Abilities''' are a game mechanic introduced in [[Bloons TD 5|''Bloons TD 5'']]. These are special attacks or powerful effects that certain towers can perform after obtaining a certain [[upgrade]] and must be activated manually. After being used, the abilities go into a period of time where they cannot be used again known as ability cooldown (to differentiate it from [[Attack speed|attack cooldown]]), and once this time expires, the ability can be used again. | ||
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==''Bloons TD 5''== | ==''Bloons TD 5''== | ||
Activated Abilities were formally introduced in BTD5, and are obtained by upgrading towers to their path 2 tier 4 upgrade, with the exception of the [[Banana Farm (BTD5)|Banana Farm]]. Certain [[Special Agent|Special Agents]] can also have an ability. | [[File:BTD5M activated ability bar.png|thumb|Icons of many activated abilities in the {{multiplat version of|Bloons TD 5}}.]] | ||
{{quote|One of your towers now has an Activated Ability. These are extremely powerful abilities that can be used when you get in trouble. Each ability is on a 'cool-down' before it can be used again. You can use the ability by clicking the ability icons above the deployment bar.|tutorial popup}} | |||
Activated Abilities were formally introduced in BTD5, and are obtained by upgrading towers to their path 2 tier 4 upgrade, with the exception of the [[Banana Farm (BTD5)|Banana Farm]]. Certain [[Special Agent|Special Agents]] can also have an ability, and certain [[Specialty Building]]s allow all towers of a specific type to share an ability. | |||
<div style="text-align:center"> | <div style="text-align:center"> | ||
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}} | }} | ||
|}</div> | |}</div> | ||
{{Clear|right}} | |||
==''Bloons TD Battles''== | ==''Bloons TD Battles''== | ||
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Activated Abilities re-appear with the same towers and upgrades as Bloons TD 5. On the {{Flash version of|Bloons Monkey City}}, there also exists 2 additional abilities from [[Special Item]]s, the [[Cuddly Bear]] and [[Anti Camo Dust (BMC)|Anti Camo Dust]], and more abilities from [[Special Mission (BMC)|Special Mission]]s like the [[Sticky Sap Plant]] and [[Shipwreck (BMC)|Shipwreck]]. | Activated Abilities re-appear with the same towers and upgrades as Bloons TD 5. On the {{Flash version of|Bloons Monkey City}}, there also exists 2 additional abilities from [[Special Item]]s, the [[Cuddly Bear]] and [[Anti Camo Dust (BMC)|Anti Camo Dust]], and more abilities from [[Special Mission (BMC)|Special Mission]]s like the [[Sticky Sap Plant]] and [[Shipwreck (BMC)|Shipwreck]]. | ||
Note that on the {{flash version|Bloons Monkey City}}, the [[Supply Drop (BMC)|Supply Drop]] ability is put on | Note that on the {{flash version|Bloons Monkey City}}, the [[Supply Drop (BMC)|Supply Drop]] ability is put on its full cooldown after purchasing it, and on the desktop releases of the {{multiplat version|Bloons Monkey City}}, there are no longer any hotkeys to activate abilities. | ||
<div style="text-align:center"> | <div style="text-align:center"> | ||
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|where=name_M != "Banana Investments Advisory" AND path = 2 AND tier = 4 | |where=name_M != "Banana Investments Advisory" AND path = 2 AND tier = 4 | ||
|order by=tower | |order by=tower | ||
|delimiter= | |delimiter= | ||
}} | }} | ||
|}</div> | |}</div> | ||
==''Bloons TD 6''== | ==''Bloons TD 6''== | ||
[[File:BTD6 Activated Abilities icons.png|thumb|Icons of many Activated Abilities on ''Bloons TD 6'', abilities that are not currently available are shown in a darker color and with an orange circle that indicates remaining cooldown.]] | |||
[[File:BTD6 Dart Monkey upgrade screen.png|thumb|Upgrade screen of the Dart Monkey in ''BTD6'', upgrades that confer Activated Abilities are highlighted by a orange thunder symbol in the top right of the upgrade icon. In this case it only applies to the middle path on tiers 4 and 5.]] | [[File:BTD6 Dart Monkey upgrade screen.png|thumb|Upgrade screen of the Dart Monkey in ''BTD6'', upgrades that confer Activated Abilities are highlighted by a orange thunder symbol in the top right of the upgrade icon. In this case it only applies to the middle path on tiers 4 and 5.]] | ||
{{quote|You have an Activated Ability! These create powerful temporary effects to help you win. Choose carefully when to use them however as each one has a cooldown before it can be used again.|Tutorial popup}} | |||
In [[Bloons TD 6|''Bloons TD 6'']], activated abilities are usually obtained by upgrading towers into their middle path, usually on tiers 4 and 5, but a couple of tier 3 upgrades can also have abilities, also it is more common for towers to have more than one ability. [[Hero|Heroes]] on the other hand gain their abilities when they reach Level 3 and Level 10, but some of them also have a third ability at Level 7. Most abilities start with a third of its cooldown still remaining upon purchasing the upgrade. | In [[Bloons TD 6|''Bloons TD 6'']], activated abilities are usually obtained by upgrading towers into their middle path, usually on tiers 4 and 5, but a couple of tier 3 upgrades can also have abilities, also it is more common for towers to have more than one ability. [[Hero|Heroes]] on the other hand gain their abilities when they reach Level 3 and Level 10, but some of them also have a third ability at Level 7. Most abilities start with a third of its cooldown still remaining upon purchasing the upgrade. | ||
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|[[Super Monkey Fan Club (BTD6)|Super Monkey Fan Club]] | |[[Super Monkey Fan Club (BTD6)|Super Monkey Fan Club]] | ||
|[[File:BTD6_DartMonkey_SuperMonkeyFanClubUpgradeIcon.png|left|frameless|25x25px]]Super Monkey Fan Club | |[[File:BTD6_DartMonkey_SuperMonkeyFanClubUpgradeIcon.png|left|frameless|25x25px]]Super Monkey Fan Club | ||
|Transforms itself and 9 other Dart Monkeys (with up to 2-4-2 upgrades) to Super Monkeys for 15s. | | rowspan="2" |Transforms itself and the closest 9 other Dart Monkeys (with up to 2-4-2 upgrades) to Super Monkeys for 15s. On Tier 5, the ability can now affect up to 19 other Dart Monkeys with up to 2-5-2 upgrades and theiy now shoot [[Plasma Blasts (BTD6)|Plasma Blasts]]. | ||
|50s | |50s | ||
16.67s initial | 16.67s initial | ||
| Line 95: | Line 100: | ||
|[[Plasma Monkey Fan Club (BTD6)|Plasma Monkey Fan Club]] | |[[Plasma Monkey Fan Club (BTD6)|Plasma Monkey Fan Club]] | ||
|[[File:BTD6_DartMonkey_PlasmaMonkeyFanClubUpgradeIcon.png|left|frameless|27x27px]]Plasma Monkey Fan Club | |[[File:BTD6_DartMonkey_PlasmaMonkeyFanClubUpgradeIcon.png|left|frameless|27x27px]]Plasma Monkey Fan Club | ||
|50s | |50s | ||
|- | |- | ||
| rowspan=" | | rowspan="3" |[[Boomerang Monkey (BTD6)|Boomerang Monkey]] | ||
|[[Turbo Charge (BTD6)|Turbo Charge]] | |[[Turbo Charge (BTD6)|Turbo Charge]] | ||
|[[File:BTD6_BoomerangMonkey_TurbochargeUpgradeIcon.png|left|frameless|25x25px]]Turbo Charge | |[[File:BTD6_BoomerangMonkey_TurbochargeUpgradeIcon.png|left|frameless|25x25px]]Turbo Charge | ||
|Attacks | |Attacks 5× as fast for 10s. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
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|Increases damage of each boomerang by +8 for 15s. Replaces the previous ability as the attack speed increase is now permanent. | |Increases damage of each boomerang by +8 for 15s. Replaces the previous ability as the attack speed increase is now permanent. | ||
|45s | |45s | ||
|- | |||
|[[Glaive Dominus]] | |||
|[[File:BTD6 BoomerangMonkey OverchargeAAIcon.png|left|frameless|25x25px]]Overcharge | |||
|Grants itself 10 stacks of an "Overcharge" buff, each one reduces the attack cooldown by 10% (stacked multiplicatively) and loses one every 4s. | |||
|45s | |||
45s initial | |||
|- | |- | ||
| rowspan="3" |[[Bomb Shooter (BTD6)|Bomb Shooter]] | | rowspan="3" |[[Bomb Shooter (BTD6)|Bomb Shooter]] | ||
|[[MOAB Assassin (BTD6)|MOAB Assassin]] | |[[MOAB Assassin (BTD6)|MOAB Assassin]] | ||
|[[File:BTD6_BombShooter_MoabAssassinUpgradeIcon.png|left|frameless|25x25px]]Assassinate MOAB | |[[File:BTD6_BombShooter_MoabAssassinUpgradeIcon.png|left|frameless|25x25px]]Assassinate MOAB | ||
|Launches a missile towards a MOAB-Class Bloons that deals 750 damage and 3 additional damage to other Bloons in the blast radius. | | rowspan="2" |Launches a missile towards a MOAB-Class Bloons that deals 750 damage and 3 additional damage to other Bloons in the blast radius. On Tier 5, the damage increased to 4,500 and the cooldown is reduced. | ||
|30s | |30s | ||
10s initial | 10s initial | ||
| Line 119: | Line 129: | ||
|[[MOAB Eliminator (BTD6)|MOAB Eliminator]] | |[[MOAB Eliminator (BTD6)|MOAB Eliminator]] | ||
|[[File:BTD6_BombShooter_MoabEliminatorUpgradeIcon.png|left|frameless|25x25px]]Assassinate MOAB | |[[File:BTD6_BombShooter_MoabEliminatorUpgradeIcon.png|left|frameless|25x25px]]Assassinate MOAB | ||
|10s | |10s | ||
0s initial | 0s initial | ||
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|[[Ballistic Obliteration Missile Bunker]] | |[[Ballistic Obliteration Missile Bunker]] | ||
|[[File:BTD6 BombShooter BombParagonOblivionMissileSiloAA.png|left|frameless|26x26px]]ISABM | |[[File:BTD6 BombShooter BombParagonOblivionMissileSiloAA.png|left|frameless|26x26px]]ISABM | ||
|Shoots a large missile that seeks a target Bloon creating small explosions | |Shoots a large missile that seeks a target Bloon creating small explosions while it travels through the air. It deals 150,000 damage to its target. | ||
|30s | |30s | ||
30s initial | 30s initial | ||
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|[[Blade Maelstrom (BTD6)|Blade Maelstrom]] | |[[Blade Maelstrom (BTD6)|Blade Maelstrom]] | ||
|[[File:BTD6_TackShooter_BladeMaelstromUpgradeIconAA.png|left|frameless|25x25px]]Blade Maelstrom | |[[File:BTD6_TackShooter_BladeMaelstromUpgradeIconAA.png|left|frameless|25x25px]]Blade Maelstrom | ||
|Shoots a series of very high pierce blades in a spiral pattern that covers the entire map for 3s. | | rowspan="2" |Shoots a series of very high pierce blades in a spiral pattern that covers the entire map for 3s. On Tier 5, the ability now lasts for 9s, shooting twice as many blades with increased pierce. | ||
|20s | |20s | ||
6.67s initial | 6.67s initial | ||
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|[[Super Maelstrom (BTD6)|Super Maelstrom]] | |[[Super Maelstrom (BTD6)|Super Maelstrom]] | ||
|[[File:BTD6_TackShooter_SuperMaelstromUpgradeIconAA.png|left|frameless|25x25px]]Super Maelstrom | |[[File:BTD6_TackShooter_SuperMaelstromUpgradeIconAA.png|left|frameless|25x25px]]Super Maelstrom | ||
|20s | |20s | ||
|- | |- | ||
| rowspan="2" |[[Crucible of Steel and Flame]] | | rowspan="2" |[[Crucible of Steel and Flame]] | ||
|[[File:BTD6_TackShooter_TackShooterParagonEruptionAA.png|left|frameless|25x25px]]Maelstrom | |[[File:BTD6_TackShooter_TackShooterParagonEruptionAA.png|left|frameless|25x25px]]Maelstrom | ||
| | |Increases the lifespan of its projectiles 2.5×, increasing their range and gains an additional attack that shoots fire around it dealing damage to nearby Bloons, both effects last 9s. | ||
|20s | |20s | ||
20s initial | 20s initial | ||
|- | |- | ||
|[[File:BTD6_TackShooter_TackShooterParagonMeteorAA.png|left|frameless|25x25px]]Meteor Impact | |[[File:BTD6_TackShooter_TackShooterParagonMeteorAA.png|left|frameless|25x25px]]Meteor Impact | ||
|Launches a meteor that upon impact deals | |Launches a meteor that upon impact deals 60,000 damage to its target and to every other Bloon in a large radius, then the meteor splits into 32 smaller fireballs that automatically seek other targets. | ||
|60s | |60s | ||
60s initial | 60s initial | ||
|- | |- | ||
| rowspan=" | | rowspan="3" |[[Ice Monkey (BTD6)|Ice Monkey]] | ||
|[[Snowstorm (BTD6)|Snowstorm]] | |[[Snowstorm (BTD6)|Snowstorm]] | ||
|[[File:BTD6_IceMonkey_SnowstormUpgradeIcon.png|left|frameless|25x25px]]Snowstorm | |[[File:BTD6_IceMonkey_SnowstormUpgradeIcon.png|left|frameless|25x25px]]Snowstorm | ||
|Deals 1 damage to all Bloons on the screen and freezes the | | rowspan="2" |Deals 1 damage to all Bloons on the screen and freezes the non-blimps for 6 seconds (3 seconds for White, Zebra and Camo Bloons), while also slows down MOAB-Class Bloons. On Tier 5, it now applies the full duration to White, Zebra and Camo Bloons, slows down MOAB-Class Bloons even further and increases the attack speed of all Ice Monkeys in the map by 50% for 10s. | ||
|30s | |30s | ||
10s initial | 10s initial | ||
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|[[Absolute Zero (BTD6)|Absolute Zero]] | |[[Absolute Zero (BTD6)|Absolute Zero]] | ||
|[[File:BTD6_IceMonkey_AbsoluteZeroUpgradeIcon.png|left|frameless|25x25px]]Snowstorm | |[[File:BTD6_IceMonkey_AbsoluteZeroUpgradeIcon.png|left|frameless|25x25px]]Snowstorm | ||
|20s | |20s | ||
0s initial | 0s initial | ||
|- | |||
|[[Herald of Everfrost]] | |||
|[[File:BTD6 IceMonkey EclipseAA.png|left|frameless|25x25px]]Eclipse of Fimbulwinter | |||
|Creates a visual effect that darkens the entire map for 25 seconds, and while is active, reduces the speed of BADs by 10%, Bosses by 5% and all other Bloons by 30%. Then, 5s after the ability activation, it freezes all Bloons on the screen 10s (5s for BADs and Bosses). It also further reduces the speed of most Bloons by applying Permafrost for 10s (MOAB-Class speed reduced 50% and non blimps by 75%, BADs and Bosses unaffected). Finally, if a Boss Skull is triggered between the freeze and the end of the ability, it will nullify its effect once per tier. | |||
|90s | |||
90s initial | |||
1 use per round max | |||
|- | |- | ||
| rowspan="2" |[[Glue Gunner (BTD6)|Glue Gunner]] | | rowspan="2" |[[Glue Gunner (BTD6)|Glue Gunner]] | ||
|[[Glue Strike (BTD6)|Glue Strike]] | |[[Glue Strike (BTD6)|Glue Strike]] | ||
|[[File:BTD6_GlueGunner_GlueStrikeUpgradeIcon.png|left|frameless|25x25px]]Glue Strike | |[[File:BTD6_GlueGunner_GlueStrikeUpgradeIcon.png|left|frameless|25x25px]]Glue Strike | ||
|Applies glue to all Bloons on the screen, slowing them down and making them take +2 damage from all attacks and effects for 11s. Lead and Frozen Bloons lose their immunities. | | rowspan="2" |Applies glue to all Bloons on the screen, slowing them down and making them take +2 damage from all attacks and effects for 11s. Lead and Frozen Bloons lose their immunities. On Tier 5, the glue is now applied constantly every second for 10s instead of only once. | ||
|30s | |30s | ||
10s initial | 10s initial | ||
| Line 174: | Line 189: | ||
|[[Glue Storm (BTD6)|Glue Storm]] | |[[Glue Storm (BTD6)|Glue Storm]] | ||
|[[File:BTD6_GlueGunner_GlueStormUpgradeIcon.png|left|frameless|25x25px]]Glue Storm | |[[File:BTD6_GlueGunner_GlueStormUpgradeIcon.png|left|frameless|25x25px]]Glue Storm | ||
|40s | |40s | ||
|- | |- | ||
| Line 180: | Line 194: | ||
|[[Deadeye]] | |[[Deadeye]] | ||
|[[File:BTD6_Desperado_TakeAimAAIcon.png|left|frameless|25x25px]]Take Aim | |[[File:BTD6_Desperado_TakeAimAAIcon.png|left|frameless|25x25px]]Take Aim | ||
|Targets one Monkey and increases its range by 25%, reduces the projectile spread by 50% grants Camo detection for 15s. | | rowspan="2" |Targets one Monkey and increases its range by 25%, reduces the projectile spread by 50% grants Camo detection for 15s. On Tiers 4 and 5, the range bonus increased to 50%, projectile spread reduced by 80% and now the affected tower can pop Black, White and Purple Bloons. | ||
|30s | |30s | ||
10s initial | 10s initial | ||
| Line 187: | Line 201: | ||
[[Golden Justice]] | [[Golden Justice]] | ||
|[[File:BTD6_Desperado_TakeAimAATier4Icon.png|left|frameless|25x25px]]Take Aim | |[[File:BTD6_Desperado_TakeAimAATier4Icon.png|left|frameless|25x25px]]Take Aim | ||
|30s | |30s | ||
|- | |- | ||
|[[Bounty Hunter]] | |[[Bounty Hunter]] | ||
|[[File:BTD6_Desperado_MarkedToPopAAIcon.png|left|frameless|25x25px]]Marked to Pop | |[[File:BTD6_Desperado_MarkedToPopAAIcon.png|left|frameless|25x25px]]Marked to Pop | ||
|Quickly marks Bloons for 2s and then switches to | | rowspan="2" |Quickly marks Bloons for 2s and then switches to a quick execution attack that deals 30 damage to marked (before marked debuff) during 1s. Marked Bloons produce double cash when popped and take twice damage from Desperados. On Tier 5, the damage from the execution attack is increased to 300. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
| Line 198: | Line 211: | ||
|[[Golden Justice]] | |[[Golden Justice]] | ||
|[[File:BTD6_Desperado_MarkedToPopAATier5Icon.png|left|frameless|25x25px]]Marked to Pop | |[[File:BTD6_Desperado_MarkedToPopAATier5Icon.png|left|frameless|25x25px]]Marked to Pop | ||
|45s | |45s | ||
|- | |- | ||
| Line 204: | Line 216: | ||
|[[Supply Drop (BTD6)|Supply Drop]] | |[[Supply Drop (BTD6)|Supply Drop]] | ||
|[[File:BTD6_SniperMonkey_CashDropUpgradeIcon.png|left|frameless|25x25px]]Supply Drop | |[[File:BTD6_SniperMonkey_CashDropUpgradeIcon.png|left|frameless|25x25px]]Supply Drop | ||
|Creates a crate with $1,100 cash. If other Supply Drop abilities are available, they all will be used at the same time. | | rowspan="2" |Creates a crate with $1,100 cash. If other Supply Drop abilities are available, they all will be used at the same time. On Tier 5, the cash is increased to $3,000. | ||
| rowspan="2" |90s | | rowspan="2" |90s | ||
90s initial | 90s initial | ||
| Line 214: | Line 226: | ||
|[[Elite Sniper (BTD6)|Elite Sniper]] | |[[Elite Sniper (BTD6)|Elite Sniper]] | ||
|[[File:BTD6_SniperMonkey_EliteSniperUpgradeIcon.png|left|frameless|25x25px]]Supply Drop | |[[File:BTD6_SniperMonkey_EliteSniperUpgradeIcon.png|left|frameless|25x25px]]Supply Drop | ||
|- | |- | ||
| rowspan="3" |[[Monkey Sub (BTD6)|Monkey Sub]] | | rowspan="3" |[[Monkey Sub (BTD6)|Monkey Sub]] | ||
|[[First Strike Capability (BTD6)|First Strike Capability]] | |[[First Strike Capability (BTD6)|First Strike Capability]] | ||
|[[File:BTD6_MonkeySub_FirstStrikeCapabilityUpgradeIcon.png|left|frameless|25x25px]]First Strike | |[[File:BTD6_MonkeySub_FirstStrikeCapabilityUpgradeIcon.png|left|frameless|25x25px]]First Strike | ||
|Launches a missile to the strongest Bloon on the screen, dealing 10,000 damage to it and 350 to other nearby Bloons. | | rowspan="2" |Launches a missile to the strongest Bloon on the screen, dealing 10,000 damage to it and 350 to other nearby Bloons. On Tier 5, the ability cooldown is reduced, damage is increased to 20,000, and AoE damage to 1,000. | ||
|60s | |60s | ||
20s initial | 20s initial | ||
| Line 225: | Line 236: | ||
|[[Pre-emptive Strike (BTD6)|Pre-emptive Strike]] | |[[Pre-emptive Strike (BTD6)|Pre-emptive Strike]] | ||
|[[File:BTD6_MonkeySub_PreEmptiveStrikeUpgradeIcon.png|left|frameless|25x25px]]First Strike | |[[File:BTD6_MonkeySub_PreEmptiveStrikeUpgradeIcon.png|left|frameless|25x25px]]First Strike | ||
|45s | |45s | ||
|- | |- | ||
| Line 237: | Line 247: | ||
|[[Monkey Pirates (BTD6)|Monkey Pirates]] | |[[Monkey Pirates (BTD6)|Monkey Pirates]] | ||
|[[File:BTD6_MonkeyBuccaneer_MonkeyPiratesUpgradeIconAA.png|left|frameless|25x25px]]Takedown | |[[File:BTD6_MonkeyBuccaneer_MonkeyPiratesUpgradeIconAA.png|left|frameless|25x25px]]Takedown | ||
|Hooks a MOAB, BFB or DDT (if it has Camo detection) and takes it down, destroying it. | | rowspan="2" |Hooks a MOAB, BFB or DDT (if it has Camo detection) and takes it down, destroying it. On Tier 5, the ability cooldown is reduced and now has 6 hooks instead of 1, it can now take down ZOMGs (using 3 hooks), also, hooked Bloons produce doubled cash compared to popping them normally. | ||
|45s | |45s | ||
15s iniital | 15s iniital | ||
| Line 243: | Line 253: | ||
|[[Pirate Lord (BTD6)|Pirate Lord]] | |[[Pirate Lord (BTD6)|Pirate Lord]] | ||
|[[File:BTD6_MonkeyBuccaneer_PirateLordUpgradeIconAA.png|left|frameless|25x25px]]Takedown | |[[File:BTD6_MonkeyBuccaneer_PirateLordUpgradeIconAA.png|left|frameless|25x25px]]Takedown | ||
|30s | |30s | ||
|- | |- | ||
|[[Navarch of the Seas]] | |[[Navarch of the Seas]] | ||
|[[File:BTD6_MonkeyBuccaneer_NavarchOfTheSeasAAIcon.png|left|frameless|25x25px]]Takedown | |[[File:BTD6_MonkeyBuccaneer_NavarchOfTheSeasAAIcon.png|left|frameless|25x25px]]Takedown | ||
|Single hook that can take down | |Single hook that can take down a BAD (the Paragon will drag other MOAB-Class Bloons automatically with other hooks independent from the ability). | ||
|30s | |30s | ||
30s initial | 30s initial | ||
2 uses per round max | 2 uses per round max | ||
|- | |- | ||
| Line 256: | Line 266: | ||
|[[Ground Zero (BTD6)|Ground Zero]] | |[[Ground Zero (BTD6)|Ground Zero]] | ||
|[[File:BTD6_MonkeyAce_GroundZeroUpgradeIconAA.png|left|frameless|26x26px]]Ground Zero | |[[File:BTD6_MonkeyAce_GroundZeroUpgradeIconAA.png|left|frameless|26x26px]]Ground Zero | ||
|Launches a bomb with that | | rowspan="2" |Launches a bomb with that deals 700 damage to up to 2,000 Bloons on the entire map. On Tier 5, the explosion damage is increased to 3,000 and can now affect up to 5,000 Bloons, survivors are stunned for 8s. | ||
|35s | |35s | ||
11.67s initial | 11.67s initial | ||
| Line 262: | Line 272: | ||
|[[Tsar Bomba (BTD6)|Tsar Bomba]] | |[[Tsar Bomba (BTD6)|Tsar Bomba]] | ||
|[[File:BTD6_MonkeyAce_TsarBombaUpgradeIconAA.png|left|frameless|25x25px]]Ground Zero | |[[File:BTD6_MonkeyAce_TsarBombaUpgradeIconAA.png|left|frameless|25x25px]]Ground Zero | ||
|35s | |35s | ||
|- | |- | ||
| Line 272: | Line 281: | ||
|- | |- | ||
| rowspan="6" |[[Heli Pilot (BTD6)|Heli Pilot]] | | rowspan="6" |[[Heli Pilot (BTD6)|Heli Pilot]] | ||
|[[Support Chinook (BTD6)|Support Chinook]] | |||
|[[File:BTD6_HeliPilot_SupportChinookUpgradeIcon.png|left|frameless|25x25px]]Reposition | | rowspan="2" |[[File:BTD6_HeliPilot_SupportChinookUpgradeIcon.png|left|frameless|25x25px]]Reposition | ||
|Can | | rowspan="2" |Can pick up most towers to deploy them to a different position. Reduced cooldown for Tier 5. | ||
|45s | |45s | ||
15s iniital | 15s iniital | ||
|- | |- | ||
|[[File:BTD6_HeliPilot_SupportChinookUpgradeIconAA.png|left|frameless|25x25px]]Supply Crate | |[[Special Poperations (BTD6)|Special Poperations]] | ||
|Drops a crate with $1,550 and 10 lives. | |15s | ||
|- | |||
|[[Special Poperations (BTD6)|Support Chinook]] | |||
| rowspan="2" |[[File:BTD6_HeliPilot_SupportChinookUpgradeIconAA.png|left|frameless|25x25px]]Supply Crate | |||
| rowspan="2" |Drops a crate with $1,550 cash and 10 lives. On Tier 5, the cash is increased to to $4,500 and the lives to 25. | |||
| rowspan="2" |90s | | rowspan="2" |90s | ||
90s initial | 90s initial | ||
| Line 287: | Line 300: | ||
Cannot be used after 180s since round start | Cannot be used after 180s since round start | ||
|- | |- | ||
| rowspan=" | | rowspan="3" |[[Special Poperations (BTD6)|Special Poperations]] | ||
|- | |- | ||
|[[File:BTD6_HeliPilot_SpecialPoperationsUpgradeIcon.png|left|frameless|25x25px]]Monkey Marine | |[[File:BTD6_HeliPilot_SpecialPoperationsUpgradeIcon.png|left|frameless|25x25px]]Monkey Marine | ||
|Deploys a Monkey Marine sub-tower to a nearby place | |Deploys a Monkey Marine sub-tower to a nearby place below the current location of the Heli Pilot. It quickly fires darts at the Bloons with a machine gun and it has a 30s lifespan. | ||
|25s | |25s | ||
8.33s iniital | 8.33s iniital | ||
|- | |- | ||
|[[File:BTD6_HeliPilot_DoorGunnerUpgradeIconAA.png|left|frameless|25x25px]]Door Gunner | |[[File:BTD6_HeliPilot_DoorGunnerUpgradeIconAA.png|left|frameless|25x25px]]Door Gunner | ||
|It can target a tier 4 or lower tower to pick up with the helicopter, while aboard, the tower can keep attacking from the air. The tower can be drop off later, but while on | |It can target a tier 4 or lower tower to pick up with the helicopter, while aboard, the tower can keep attacking from the air. The tower can be drop off later, but while a tower is on-board, the Heli Pilot cannot use the Reposition ability. Requires {{BTD6 mk|Door Gunner}}. | ||
|Cooldown is shared with Reposition. | |Cooldown is shared with Reposition. | ||
|- | |- | ||
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|[[Pop and Awe (BTD6)|Pop and Awe]] | |[[Pop and Awe (BTD6)|Pop and Awe]] | ||
|[[File:BTD6_MortarMonkey_PopandAweUpgradeIconAA.png|left|frameless|25x25px]]Pop and Awe | |[[File:BTD6_MortarMonkey_PopandAweUpgradeIconAA.png|left|frameless|25x25px]]Pop and Awe | ||
| | |Each second it deals 20 damage to all Bloons on the screen and stuns most of them for 1s, the ability has a duration of 8 seconds. Replaces the previous ability due the attack speed increase being now permanent. | ||
|60s | |60s | ||
20s initial | 20s initial | ||
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|[[Rocket Storm (BTD6)|Rocket Storm]] | |[[Rocket Storm (BTD6)|Rocket Storm]] | ||
|[[File:BTD6_DartlingMonkey_RocketStormUpgradeIconAA.png|left|frameless|25x25px]]Rocket Storm | |[[File:BTD6_DartlingMonkey_RocketStormUpgradeIconAA.png|left|frameless|25x25px]]Rocket Storm | ||
|Sends a wave of 10 missiles every 0.5s during 7.5s that travel in a wave-like pattern which deal higher damage compared to its normal attack. | | rowspan="2" |Sends a wave of 10 missiles every 0.5s during 7.5s that travel in a wave-like pattern which deal higher damage compared to its normal attack. On Tier 5, the missiles have increased pierce and deal much more damage to MOAB-Class and Ceramic Bloons. | ||
|40s | |40s | ||
13.33s initial | 13.33s initial | ||
| Line 326: | Line 333: | ||
|[[M.A.D (BTD6)|M.A.D]] | |[[M.A.D (BTD6)|M.A.D]] | ||
|[[File:BTD6_DartlingMonkey_MADUpgradeIconAA.png|left|frameless|25x25px]]Rocket Storm | |[[File:BTD6_DartlingMonkey_MADUpgradeIconAA.png|left|frameless|25x25px]]Rocket Storm | ||
|40s | |40s | ||
|- | |- | ||
|All | |All | ||
|[[File:BTD6_DartlingMonkey_EmergencyUnlockMkAA.png|left|frameless|25x25px]]Emergency Unlock | |[[File:BTD6_DartlingMonkey_EmergencyUnlockMkAA.png|left|frameless|25x25px]]Emergency Unlock | ||
|Switches all Dartling Gunners which are not on Normal / Follow Touch targeting to it and increases their | |Switches all Dartling Gunners which are not on Normal / Follow Touch targeting to it and increases their turning speed by 50% for 15s. Ability icon only shows if there are applicable Dartling Gunners and is not on cooldown. Requires {{BTD6 mk|Emergency Unlock}}. | ||
|15s | |15s | ||
0s initial | 0s initial | ||
| Line 339: | Line 344: | ||
|[[Summon Phoenix (BTD6)|Summon Phoenix]] | |[[Summon Phoenix (BTD6)|Summon Phoenix]] | ||
|[[File:BTD6_WizardMonkey_SummonPhoenixUpgradeIcon.png|left|frameless|25x25px]]Summon Phoenix | |[[File:BTD6_WizardMonkey_SummonPhoenixUpgradeIcon.png|left|frameless|25x25px]]Summon Phoenix | ||
|Creates a Phoenix sub-tower that flies in a circle above the map that shoots fire every 0.1s to the Bloons on the screen, dealing 5 damage to | |Creates a Phoenix sub-tower that flies in a circle above the map that shoots fire every 0.1s to the Bloons on the screen, dealing 5 damage to them. The Phoenix has a lifespan of 20s. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
| Line 351: | Line 356: | ||
| rowspan="2" |[[Magus Perfectus]] | | rowspan="2" |[[Magus Perfectus]] | ||
|[[File:BTD6_WizardMonkey_PhoenixRebirthIconAA.png|left|frameless|25x25px]]Phoenix Explosion | |[[File:BTD6_WizardMonkey_PhoenixRebirthIconAA.png|left|frameless|25x25px]]Phoenix Explosion | ||
|Consumes all Mana to make its Phoenix explode in | |Consumes all Mana to make its Phoenix explode in-place causing a damage over time effect on the Bloons caught on the explosion which deals 2,500 damage every 0.5s during 30s. Additionally, it creates a Zombie Servant ZOMG per every 9,000 Mana spent that travels backwards on the track, damaging Bloons it touches, the ZOMG splits into 4 Zombie BFBs if all its pierce is consumed or when it expires after 7 seconds. The Phoenix is regenerated after 10s. | ||
|40s | |40s | ||
40s initial | 40s initial | ||
|- | |- | ||
|[[File:BTD6_WizardMonkey_ArcaneMetamorphosisIconAA.png|left|frameless|25x25px]]Arcane Metamorphosis | |[[File:BTD6_WizardMonkey_ArcaneMetamorphosisIconAA.png|left|frameless|25x25px]]Arcane Metamorphosis | ||
|The Paragon merges with its Phoenix, replacing the main attack of the Wizard with a much more powerful flamethrower that leaves walls of fire on the track. It consumes 4,000 | |The Paragon merges with its Phoenix, replacing the main attack of the Wizard with a much more powerful flamethrower that leaves walls of fire on the track. It consumes 4,000 Mana per second until it runs out. | ||
|90s | |90s | ||
90s initial | 90s initial | ||
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|[[Tech Terror (BTD6)|Tech Terror]] | |[[Tech Terror (BTD6)|Tech Terror]] | ||
|[[File:BTD6_SuperMonkey_TechTerrorUpgradeIconAA.png|left|frameless|25x25px]]Annihilation | |[[File:BTD6_SuperMonkey_TechTerrorUpgradeIconAA.png|left|frameless|25x25px]]Annihilation | ||
|Deals 2,600 damage to up to 2,000 Bloons on a large area around it. Every 3rd use of the ability increases the damage to 3,900. | | rowspan="2" |Deals 2,600 damage to up to 2,000 Bloons on a large area around it. Every 3rd use of the ability becomes a Crit that increases the damage to 3,900. On Tier 5, the damage is increased to 10,400 and to 15,600 with a Crit, it also increases the Blast radius and the cooldown is reduced. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
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|[[The Anti-Bloon (BTD6)|The Anti-Bloon]] | |[[The Anti-Bloon (BTD6)|The Anti-Bloon]] | ||
|[[File:BTD6 SuperMonkey TheAntiBloonUpgradeIconAA.png|left|frameless|25x25px]]Annihilation | |[[File:BTD6 SuperMonkey TheAntiBloonUpgradeIconAA.png|left|frameless|25x25px]]Annihilation | ||
|30s | |30s | ||
|- | |- | ||
|[[Dark Knight (BTD6)|Dark Knight]] | |[[Dark Knight (BTD6)|Dark Knight]] | ||
|[[File:BTD6 SuperMonkey DarkKnightUpgradeIconAA.png|left|frameless|25x25px]]Darkshift | |[[File:BTD6 SuperMonkey DarkKnightUpgradeIconAA.png|left|frameless|25x25px]]Darkshift | ||
| | | rowspan="2" |The tower teleports to any valid position within its range. On Tiers 4 and 5, it can teleport to any valid position on the map. These are the only bottom path towers with an activated ability. | ||
|20s | |20s | ||
6.67s initial | 6.67s initial | ||
| Line 382: | Line 385: | ||
[[Legend of the Night (BTD6)|Legend of the Night]] | [[Legend of the Night (BTD6)|Legend of the Night]] | ||
|[[File:BTD6 SuperMonkey DarkChampionUpgradeIconAA.png|left|frameless|25x25px]]Darkshift | |[[File:BTD6 SuperMonkey DarkChampionUpgradeIconAA.png|left|frameless|25x25px]]Darkshift | ||
|20s | |20s | ||
|- | |- | ||
| Line 388: | Line 390: | ||
|[[Bloon Sabotage (BTD6)|Bloon Sabotage]] | |[[Bloon Sabotage (BTD6)|Bloon Sabotage]] | ||
|[[File:BTD6 NinjaMonkey BloonSabotageUpgradeIcon.png|left|frameless|25x25px]]Sabotage | |[[File:BTD6 NinjaMonkey BloonSabotageUpgradeIcon.png|left|frameless|25x25px]]Sabotage | ||
|Slows down most Bloons on the screen by 50% for 15s. | | rowspan="2" |Slows down most Bloons on the screen by 50% for 15s. On Tier 5, the duration is increased to 30s, and while the ability is active, new MOAB-Class Bloons spawn with 25% less health, it also grants a buff to all Ninja Monkeys with the Shinobi Tactics upgrade, increasing their range and grating extra damage to MOAB-Class Bloons. | ||
|60s | |60s | ||
20s initial | 20s initial | ||
| Line 394: | Line 396: | ||
|[[Grand Saboteur (BTD6)|Grand Saboteur]] | |[[Grand Saboteur (BTD6)|Grand Saboteur]] | ||
|[[File:BTD6 NinjaMonkey GrandSaboteurUpgradeIcon.png|left|frameless|25x25px]]Grand Sabotage | |[[File:BTD6 NinjaMonkey GrandSaboteurUpgradeIcon.png|left|frameless|25x25px]]Grand Sabotage | ||
|60s | |60s | ||
|- | |- | ||
| Line 400: | Line 401: | ||
|[[Transforming Tonic (BTD6)|Transforming Tonic]] | |[[Transforming Tonic (BTD6)|Transforming Tonic]] | ||
|[[File:BTD6 Alchemist TransformingTonicUpgradeIcon.png|left|frameless|25x25px]]Transformation | |[[File:BTD6 Alchemist TransformingTonicUpgradeIcon.png|left|frameless|25x25px]]Transformation | ||
|Converts the Alchemist into a monster with uses a very fast eye laser attack for 20s. | | rowspan="2" |Converts the Alchemist into a monster with uses a very fast eye laser attack for 20s. On Tier 5, it now also transforms 5 nearby tier 3 or lower Monkeys and reduces the cooldown. | ||
|60s | |60s | ||
20s initial | 20s initial | ||
| Line 406: | Line 407: | ||
|[[Total Transformation (BTD6)|Total Transformation]] | |[[Total Transformation (BTD6)|Total Transformation]] | ||
|[[File:BTD6 Alchemist TotalTransformationUpgradeIconAA.png|left|frameless|25x25px]]Transformation | |[[File:BTD6 Alchemist TotalTransformationUpgradeIconAA.png|left|frameless|25x25px]]Transformation | ||
|40s | |40s | ||
|- | |- | ||
| rowspan="3" |[[Druid (BTD6)|Druid]] | | rowspan="3" |[[Druid (BTD6)|Druid]] | ||
|[[Jungle's Bounty (BTD6)|Jungle's Bounty]] | |[[Jungle's Bounty (BTD6)|Jungle's Bounty]] | ||
| rowspan="2" |[[File:BTD6 DruidMonkey | | rowspan="2" |[[File:BTD6 DruidMonkey VineCrushAA.png|left|frameless|25x25px]]Vine Crush | ||
| | | rowspan="2" |Grabs up to 10 non-blimp Bloons and crushes them with vines like its regular attack, but it does not leave a thorn pile behind. On Tier 5, it can grab up to 60 Bloons. | ||
| rowspan="2" | | | rowspan="2" |30s | ||
10s initial | |||
|- | |- | ||
| rowspan="2" |[[Spirit of the Forest (BTD6)|Spirit of the Forest]] | | rowspan="2" |[[Spirit of the Forest (BTD6)|Spirit of the Forest]] | ||
|- | |- | ||
|[[File:BTD6 DruidMonkey VineRuptureUpgradeIconAA.png|left|frameless|25x25px]]Vine Rupture | |[[File:BTD6 DruidMonkey VineRuptureUpgradeIconAA.png|left|frameless|25x25px]]Vine Rupture | ||
|Destroys all the track vines causing explosions dealing 150 damage to the Bloons that were over them and stuns most Bloons for 7s. Vines need time regrow after using this ability. Requires {{BTD6 mk|Vine Rupture}}. | |Destroys all the track vines causing explosions dealing 150 damage to the Bloons that were over them and stuns most Bloons for 7s. Vines need time to regrow after using this ability. Requires {{BTD6 mk|Vine Rupture}}. | ||
|60s | |60s | ||
20s initial | 20s initial | ||
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|[[Arctic Knight]] | |[[Arctic Knight]] | ||
|[[File:BTD6 Mermonkey 040UpgradeIcon.png|left|frameless|25x25px]]Ice Jet | |[[File:BTD6 Mermonkey 040UpgradeIcon.png|left|frameless|25x25px]]Ice Jet | ||
|Replaces its regular attack with ice balls that are fired every 0.1s during 3s, each ice ball deals 20 damage and freezes small Bloons for 1.5. The Ice | | rowspan="2" |Replaces its regular attack with ice balls that are fired every 0.1s during 3s, each ice ball deals 20 damage and freezes small Bloons for 1.5. The Ice Balls have a 10s lifesspan and can hit Bloons again after bouncing from an obstacle. The attack can follow the Mermonkey's targeting or be directed to a specific point of the map. On Tier 5, the ability summons a wave upon activation that deals 70 damage and freezes all Bloons on the screen before starting to launch the ice balls, which now deal 30 damage and increases their lifespan to 15s. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
| Line 437: | Line 432: | ||
|[[Popseidon]] | |[[Popseidon]] | ||
|[[File:BTD6 Mermonkey RogueWaveUpgradedAAIcon.png|left|frameless|25x25px]]Ice Jet | |[[File:BTD6 Mermonkey RogueWaveUpgradedAAIcon.png|left|frameless|25x25px]]Ice Jet | ||
|45s | |45s | ||
|- | |- | ||
| Line 443: | Line 437: | ||
|[[IMF Loan (BTD6)|IMF Loan]] | |[[IMF Loan (BTD6)|IMF Loan]] | ||
|[[File:BTD6 BananaFarm IMFLoanUpgradeIcon.png|left|frameless|25x25px]]IMF Loan | |[[File:BTD6 BananaFarm IMFLoanUpgradeIcon.png|left|frameless|25x25px]]IMF Loan | ||
|Grants $9,000, but the player also receives the same amount of debt. After using the ability, they will only earn half cash from all sources and the rest is used to pay back the debt. | | rowspan="2" |Grants $9,000, but the player also receives the same amount of debt. After using the ability, they will only earn half cash from all sources and the rest is used to pay back the debt. On Tier 5, the ability no longer generates debt and has reduced cooldown. | ||
|85s | |85s | ||
85s initial | 85s initial | ||
| Line 453: | Line 447: | ||
|[[Monkey-Nomics (BTD6)|Monkey-Nomics]] | |[[Monkey-Nomics (BTD6)|Monkey-Nomics]] | ||
|[[File:BTD6 BananaFarm MonkeyNomicsUpgradeIcon.png|left|frameless|25x25px]]Monkey-Nomics | |[[File:BTD6 BananaFarm MonkeyNomicsUpgradeIcon.png|left|frameless|25x25px]]Monkey-Nomics | ||
|60s | |60s | ||
60s initial | 60s initial | ||
| Line 485: | Line 478: | ||
|[[Call to Arms (BTD6)|Call to Arms]] | |[[Call to Arms (BTD6)|Call to Arms]] | ||
|[[File:BTD6 MonkeyVillage CallToArmsUpgradeIcon.png|left|frameless|25x25px]]Call to Arms | |[[File:BTD6 MonkeyVillage CallToArmsUpgradeIcon.png|left|frameless|25x25px]]Call to Arms | ||
|Increases the pierce and attack speed of all towers of the screen by +50% during 15s. | | rowspan="2" |Increases the pierce and attack speed of all towers of the screen by +50% during 15s. On Tier 5, the pierce and attack speed bonus is increased to +100% and duration is increased to 20s. Call to Arms and Homeland Defense cannot stack with each oter and they will overrride the other when activated. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
| Line 491: | Line 484: | ||
|[[Homeland Defense (BTD6)|Homeland Defense]] | |[[Homeland Defense (BTD6)|Homeland Defense]] | ||
|[[File:BTD6 MonkeyVillage HomelandDefenseUpgradeIcon.png|left|frameless|25x25px]]Homeland Defense | |[[File:BTD6 MonkeyVillage HomelandDefenseUpgradeIcon.png|left|frameless|25x25px]]Homeland Defense | ||
|45s | |45s | ||
|- | |- | ||
| Line 497: | Line 489: | ||
|[[Overclock (BTD6)|Overclock]] | |[[Overclock (BTD6)|Overclock]] | ||
|[[File:BTD6 EngineerMonkey OverclockUpgradeIcon.png|left|frameless|25x25px]]Overclock | |[[File:BTD6 EngineerMonkey OverclockUpgradeIcon.png|left|frameless|25x25px]]Overclock | ||
|Targets a Monkey, increasing its attack speed 67% (if used on a Banana Farm, it increases its production on the same amount, and on a Monkey Village, it increases its range by | |Targets a Monkey, increasing its attack speed 67% (if used on a Banana Farm, it increases its production on the same amount, and on a Monkey Village, it increases its range by 15% instead). The duration depends on the tier of a tower: 60 seconds for Heroes and tier 3 and lower towers, 45s on tier 4 towers and 30s on tier 5 towers. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
| Line 503: | Line 495: | ||
|[[Ultraboost (BTD6)|Ultraboost]] | |[[Ultraboost (BTD6)|Ultraboost]] | ||
|[[File:BTD6 EngineerMonkey UltraboostUpgradeIcon.png|left|frameless|25x25px]]Ultraboost | |[[File:BTD6 EngineerMonkey UltraboostUpgradeIcon.png|left|frameless|25x25px]]Ultraboost | ||
|Grants a permanent 4% increase in attack speed (or banana production, 2.5% range increase on Villages), this benefit can stack a maximum of 10 times on the same tower. It also applies the regular Overclock effect on top which lasts 60s, regardless of the | |Grants a permanent 4% increase in attack speed (or banana production in Farms, 2.5% range increase on Villages), this benefit can stack a maximum of 10 times on the same tower. It also applies the regular Overclock effect on top which lasts 60s, regardless of the upgrade tier. | ||
|35s | |35s | ||
35s initial | 35s initial | ||
| Line 510: | Line 502: | ||
|- | |- | ||
| rowspan="2" |[[Master Builder]] | | rowspan="2" |[[Master Builder]] | ||
|[[File:BTD6 EngineerMonkey PowerGloveAAIcon.png|left|frameless|25x25px]]Power Glove | |||
|Provides the regular Overclock buff to the selected tower for 60s, regardless of the upgrade tier. Nearby towers in a 30 unit radius to the target will also get the Overclock benefits for 30s. Cannot target itself but can affect other Paragons for 9s. | |||
|60s | |||
20s initial | |||
|- | |||
|[[File:BTD6 EngineerMonkey SentryGreenAAIcon.png|left|frameless|25x25px]]Mega Sentry | |[[File:BTD6 EngineerMonkey SentryGreenAAIcon.png|left|frameless|25x25px]]Mega Sentry | ||
|Deploys a powerful | |Deploys a powerful Paragon Sentry to the selected location, these sentries can deploy its own sentries. The ability cycles between three diferent sentries, the Green Sentry Paragon emits a laser similar to Plasma Accelerator, the Red Sentry Paragon emits 4 streams of plasma and the Blue Sentry Paragon launches a missile that causes damage and explosions with each collision. After deploying the three Mega Sentries, the ability will circle back to the first Sentry, and if deployed again, the one that was already on the map and its deployed sentries will explode dealing massive damage to nearby Bloons. The color of the ability icon will change according to which Sentry will be deployed next. | ||
|20s | |20s | ||
20s initial | 20s initial | ||
|- | |- | ||
| rowspan="2" |[[Beast Handler (BTD6)|Beast Handler]] | | rowspan="2" |[[Beast Handler (BTD6)|Beast Handler]] | ||
|[[Tyrannosaurus Rex]] | |[[Tyrannosaurus Rex]] | ||
|[[File:BTD6 BeastHandler TRexStompAA.png|left|frameless|25x25px]]Stomp | |[[File:BTD6 BeastHandler TRexStompAA.png|left|frameless|25x25px]]Stomp | ||
|Deals 150 damage to up to 400 Bloons on a large area around the dinosaur and stuns most Bloons for a few seconds. | | rowspan="2" |Deals 150 damage to up to 400 Bloons on a large area around the dinosaur and stuns most Bloons for a few seconds. On Tier 5, the Stomp is now map-wide and can affect up to 600 Bloons and stuns them for longer, the cooldown is also reduced. | ||
|40s | |40s | ||
13.33s initial | 13.33s initial | ||
| Line 529: | Line 521: | ||
|[[Giganotosaurus]] | |[[Giganotosaurus]] | ||
|[[File:BTD6 BeastHandler GiganotosaurusStompAA.png|left|frameless|25x25px]]Stomp | |[[File:BTD6 BeastHandler GiganotosaurusStompAA.png|left|frameless|25x25px]]Stomp | ||
|25s | |25s | ||
|- | |- | ||
| Line 573: | Line 564: | ||
|Level 10 | |Level 10 | ||
|[[File:BTD6 StrikerJones ArtilleryCommandAA.png|left|frameless|25x25px]]Artillery Command | |[[File:BTD6 StrikerJones ArtilleryCommandAA.png|left|frameless|25x25px]]Artillery Command | ||
|Instantly recharges the abilities of all Bomb Shooters and Mortar Monkeys in the map. | |Instantly recharges the abilities of all Bomb Shooters (including the Paragon) and Mortar Monkeys in the map. | ||
|80s | |80s | ||
26.67s initial | 26.67s initial | ||
| Line 580: | Line 571: | ||
|Level 3 | |Level 3 | ||
|[[File:BTD6 ObynGreenfoot BramblesAA.png|left|frameless|25x25px]]Brambles | |[[File:BTD6 ObynGreenfoot BramblesAA.png|left|frameless|25x25px]]Brambles | ||
|Creates a bunch of brambles in the track that damage Bloons in a similar way to a Spike Factory. If | |Creates a bunch of brambles in the track that damage Bloons in a similar way to a Spike Factory. If Obyn is currently attacking Bloons, the brambles will be created in front of the current target, otherwise, they will be put in a random point of the track whithin range. | ||
|30s | |30s | ||
10s initial | 10s initial | ||
| Line 605: | Line 596: | ||
|Level 10 | |Level 10 | ||
|[[File:BTD6 Rosalia KineticChargeAA.png|left|frameless|26x26px]]Kinetic charge | |[[File:BTD6 Rosalia KineticChargeAA.png|left|frameless|26x26px]]Kinetic charge | ||
|Launches a bomb towards a MOAB-Class Bloon following Rosalias' | |Launches a bomb towards a MOAB-Class Bloon following Rosalias' targeting, and attaches to it (and to its first children if popped) for 10s, until all MOAB layers are popped or after the Bloons it was attached to take enough damage whichever happens first. After that, the bomb detonates dealing heavy damage to nearby Bloons which is increased further the more damage was dealt to the Bloon it was attached to. | ||
|75s | |75s | ||
25s initial | 25s initial | ||
| Line 612: | Line 603: | ||
|Level 3 | |Level 3 | ||
|[[File:BTD6 CaptainChurchill ArmorPiercingShellsAA.png|left|frameless|25x25px]]Armor Piercing Shells | |[[File:BTD6 CaptainChurchill ArmorPiercingShellsAA.png|left|frameless|25x25px]]Armor Piercing Shells | ||
|Allows shells to damage Black Bloons (damage type is changed to {{BTD6 dt|Normal}}) and grants bonus damage to Ceramics for 9 seconds, the ability duration increased | |Allows shells to damage Black Bloons (damage type is changed to {{BTD6 dt|Normal}}) and grants bonus damage to Ceramics for 9 seconds, the ability duration increased by 0.5s every time Churchill levels up. | ||
|30s | |30s | ||
10s initial | 10s initial | ||
| Line 651: | Line 642: | ||
|Level 3 | |Level 3 | ||
|[[File:BTD6 Ezili HeartstopperAA.png|left|frameless|26x26px]]Heartstopper | |[[File:BTD6 Ezili HeartstopperAA.png|left|frameless|26x26px]]Heartstopper | ||
|Prevents the layer regeneration of Regrow Bloons and allows any attack to damage Purple Bloons and Blastapopoulos for 10s. Both effects are map-wide. | |Prevents the layer regeneration of Regrow Bloons and allows any attack to damage Purple, Glass Bloons and Blastapopoulos for 10s. Both effects are map-wide. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
| Line 657: | Line 648: | ||
|Level 7 | |Level 7 | ||
|[[File:BTD6 Ezili SacrificialTotemAA.png|left|frameless|25x25px]]Sacrificial Totem | |[[File:BTD6 Ezili SacrificialTotemAA.png|left|frameless|25x25px]]Sacrificial Totem | ||
|Creates a totem in a chosen location by paying 10 lives. Monkeys in the Totem's range have +1 pierce, +20% range, +25% projectile speed and a ~18% increase in attack speed. Wizard Monkeys receive +1 pierce and a ~5% increase in attack speed on top of the other benefits. The Totem lasts for 30s. | |Creates a totem in a chosen location within range by paying 10 lives. Monkeys in the Totem's range have +1 pierce, +20% range, +25% projectile speed and a ~18% increase in attack speed. Wizard Monkeys receive +1 pierce and a ~5% increase in attack speed on top of the other benefits. The Totem lasts for 30s. | ||
|90s | |90s | ||
30s initial | 30s initial | ||
| Line 670: | Line 661: | ||
|Level 3 | |Level 3 | ||
|[[File:BTD6 Adora TheLongArmofLightAA.png|left|frameless|25x25px]]The Long Arm of Light | |[[File:BTD6 Adora TheLongArmofLightAA.png|left|frameless|25x25px]]The Long Arm of Light | ||
|Doubles Adora's pierce and range, increases the size of the Divine Bolts by 50% and allows them to pop | |Doubles Adora's pierce and range, increases the size of the Divine Bolts by 50% and allows them to pop any type of Bloon. The ability lasts 10s. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
| Line 721: | Line 712: | ||
|Level 7 | |Level 7 | ||
|[[File:BTD6 AdmiralBrickell BlastChainAA.png|left|frameless|25x25px]]Blast Chain | |[[File:BTD6 AdmiralBrickell BlastChainAA.png|left|frameless|25x25px]]Blast Chain | ||
|Brickell's Sea Mines | |Brickell's Sea Mines attack twice as fast and also double their projectile speed for 10s. | ||
|45s | |45s | ||
15s initial | 15s initial | ||
| Line 735: | Line 726: | ||
|[[File:BTD6 Psi PsychicBlastAA.png|left|frameless|25x25px]]Psychic Blast | |[[File:BTD6 Psi PsychicBlastAA.png|left|frameless|25x25px]]Psychic Blast | ||
|Psi emits a pulse around it that stuns small Bloons for 6s and MOAB-Class Bloons for 1.5s. | |Psi emits a pulse around it that stuns small Bloons for 6s and MOAB-Class Bloons for 1.5s. | ||
| | |45s | ||
15s initial | |||
|- | |- | ||
|Level 10 | |Level 10 | ||
| Line 770: | Line 761: | ||
|Level 3 | |Level 3 | ||
|[[File:BTD6 Silas HypothermiaAA.png|left|frameless|25x25px]]Frostbite | |[[File:BTD6 Silas HypothermiaAA.png|left|frameless|25x25px]]Frostbite | ||
|Silas can pop any type of Bloon and if he hits an already frozen Bloon, causes an explosion that deals more damage based on the amount of time of the frozen status. | |Silas can pop any type of Bloon for 8s and if he hits an already frozen Bloon, causes an explosion that deals more damage based on the amount of time of the frozen status. | ||
|30s | |30s | ||
10s initial | 10s initial | ||
| Line 785: | Line 776: | ||
|90s | |90s | ||
30s initial | 30s initial | ||
|- | |||
| colspan="2" |[[Sheriff (BTD6)|Sheriff]] | |||
|[[File:BTD6 Sheriff SheriffActivateZoneAA.png|left|frameless|25x25px]]Giddy Up | |||
|Doubles the attack speed of all towers in range, including himself, but affected towers consume 1% more Stamina per round. Instead of a fixed duration, the ability consumes a type of energy called Morale at a rate of 4% per second. The ability can be turned off at any point to recover Morale passively. | |||
|3s activation | |||
0s deactivation | |||
|- | |- | ||
| colspan="2" |[[Tech Bot (BTD6)|Tech Bot]] | | colspan="2" |[[Tech Bot (BTD6)|Tech Bot]] | ||
| Line 799: | Line 796: | ||
|Base | |Base | ||
|[[File:BTD6 SuperMonkeyBeacon SMSBaseAA.png|left|frameless|25x25px]]Beacon Storm | |[[File:BTD6 SuperMonkeyBeacon SMSBaseAA.png|left|frameless|25x25px]]Beacon Storm | ||
| | |Calls a Super Monkey Storm that deals 2,000 damage to all Bloons on the screen. | ||
|120s | |120s | ||
0s initial | 0s initial | ||
| Line 809: | Line 806: | ||
|- | |- | ||
|[[Storm Tremors]] | |[[Storm Tremors]] | ||
|Causes a second storm 2s after the first one. | | rowspan="2" |Causes a second storm 2s after the first one which deals 1,000 damage. On Tier 3, a third storm happens 1s after the second one which deals 4,500 damage, also, the damage of the second storm increased to 3,000. | ||
|- | |- | ||
|[[Reverberation]] | |[[Reverberation]] | ||
|- | |- | ||
|[[Mini Stormcaller]] | |[[Mini Stormcaller]] | ||
| rowspan="2" |[[File:BTD6 SuperMonkeyBeacon MiniStormcallerAA.png|left|frameless|27x27px]]Beacon Storm | | rowspan="2" |[[File:BTD6 SuperMonkeyBeacon MiniStormcallerAA.png|left|frameless|27x27px]]Beacon Storm | ||
| | | rowspan="2" |Reduces the cooldown to 60s, but the damage reduced to 850. On Tiers 2 and 3 the cooldown is further reduced to 45s. | ||
|60s | |60s | ||
|- | |- | ||
|[[Rapid Recharge]] | |[[Rapid Recharge]] | ||
[[Beacon of Legends]] | [[Beacon of Legends]] | ||
|45s | |45s | ||
|- | |- | ||
|[[High Impact]] | |[[High Impact]] | ||
| rowspan="3" |[[File:BTD6 SuperMonkeyBeacon HighImpactAA.png|left|frameless|25x25px]]Beacon Storm | | rowspan="3" |[[File:BTD6 SuperMonkeyBeacon HighImpactAA.png|left|frameless|25x25px]]Beacon Storm | ||
|Damage increased to 3,000. | | rowspan="3" |Damage increased to 3,000. On Tier 2 it also stuns most surviving Bloons for 10s. On Tier 3, the damage and the stun soaks through layers and each activation increases damage by 10%, this effect can be stacked up to 100 times. | ||
| rowspan="3" |120s | | rowspan="3" |120s | ||
|- | |- | ||
|[[Bewildering Storm]] | |[[Bewildering Storm]] | ||
|- | |- | ||
|[[Piercing Wind]] | |[[Piercing Wind]] | ||
|- | |- | ||
| colspan="5" |'''Notes''': | | colspan="5" |'''Notes''': | ||
* This table is last updated for {{BTD6 version| | * This table is last updated for {{BTD6 version|53.2}}. | ||
* Stats do not consider crosspaths, Monkey Knowledge, Beast Power, Hero Level or Paragon Degree. | * Stats do not consider crosspaths, Monkey Knowledge, Beast Power, Hero Level or Paragon Degree. | ||
* If an initial cooldown is not specified it means it will be kept at the same amount of time as before the upgrade. In the case it changes between upgrades, the difference in time is added or subtracted from the current cooldown. | * If an initial cooldown is not specified it means it will be kept at the same amount of time as before the upgrade. In the case it changes between upgrades, the difference in time is added or subtracted from the current cooldown. | ||
| Line 842: | Line 835: | ||
* "Most Bloons" usually means any Bloon, except BADs and Bosses. | * "Most Bloons" usually means any Bloon, except BADs and Bosses. | ||
|} | |} | ||
{{clear|right}} | |||
== ''Bloons Adventure Time TD'' == | |||
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==''Bloons TD Battles 2''== | ==''Bloons TD Battles 2''== | ||
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[[Category:Game mechanics in Battles]] | [[Category:Game mechanics in Battles]] | ||
[[Category:Game mechanics in BTD6]] | [[Category:Game mechanics in BTD6]] | ||