Activated Ability: Difference between revisions
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{{About|the gameplay mechanic|the Monkey Knowledge book|Monkey Knowledge (BMC)}} | |||
{{Lede image|BTD6 tutorial ActivatedAbilityIcon.png|x100px}} | {{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''== | ||
[[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}} | {{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. | 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. | ||
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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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|[[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 99: | 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 | ||
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|[[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 | ||
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|[[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 | ||
|- | |- | ||
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|[[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 | ||
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[[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 | ||
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|[[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 | ||
|- | |- | ||
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|[[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 | ||
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|[[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 | ||
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|[[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 | ||
|- | |- | ||
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|[[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 | ||
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|[[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 | ||
|- | |- | ||
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|[[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 | ||
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|[[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 276: | 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 291: | 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. | ||
|- | |- | ||
| Line 317: | Line 320: | ||
|[[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 | ||
| Line 324: | Line 327: | ||
|[[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 330: | 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 343: | 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 355: | 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 | ||
| Line 367: | Line 368: | ||
|[[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 | ||
| Line 373: | Line 374: | ||
|[[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 386: | 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 392: | 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 398: | 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 404: | 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 410: | 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 | ||
| Line 435: | Line 426: | ||
|[[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 441: | 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 447: | 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 457: | 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 489: | 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 495: | 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 501: | 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 507: | 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 514: | 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 533: | 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 577: | 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 584: | 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 609: | 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 616: | 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 655: | 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 661: | 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 674: | 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 725: | 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 739: | 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 774: | 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 789: | 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 803: | 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 813: | 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. | ||
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|} | |} | ||
{{clear|right}} | {{clear|right}} | ||
== ''Bloons Adventure Time TD'' == | |||
{{empty}} | |||
==''Bloons TD Battles 2''== | ==''Bloons TD Battles 2''== | ||
{{empty}} | {{empty}} | ||
==Navigation== | |||
{{BTD5 nav}} | |||
{{BTDB nav}} | |||
{{BMC nav}} | |||
{{BTD6 nav}} | |||
{{BATTD nav}} | |||
{{BTDB2 nav}} | |||
[[Category:Game mechanics in Battles]] | [[Category:Game mechanics in Battles]] | ||
[[Category:Game mechanics in BTD6]] | [[Category:Game mechanics in BTD6]] | ||
Latest revision as of 10:48, 10 June 2026

Activated Abilities are a game mechanic introduced in 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 cooldown), and once this time expires, the ability can be used again.
Mechanics
[edit | edit source]In most Bloons TD games where they appear, Activated Abilities share a common set of mechanics with very few exceptions, for particulars on a specific game check their corresponding section below.
- All tower types have at least one Activated Ability, but is usually restricted to a specific upgrade, for example in games from the BTD5 generation, they are obtained from a path 2, tier 4 upgrade, meanwhile Heroes in the BTD6 generation gain an ability at Levels 3 and 10.
- After purchasing the upgrade, the game will show an icon on the screen with an image corresponding to the ability, and to activate it, the player must click on the icon.
- If the player has multiples of a tower which has an ability, each individual tower will be able to perform it independently from the rest, and the icon on the screen will show a number indicating the amount of uses that the player has available across all towers on the map.
- After using an ability, the tower it belonged to will start a timer where it cannot be used again, this is known as an ability cooldown and its duration might be different for each individual ability. In the user interface, the icon will change slightly to indicate that it is not available and present some sort of graphic to indicate the remaining time until it is recharged.
- When the upgrade is purchased, the ability may be instantly available or start in cooldown, for game balance reasons. Additionally, some abilities may or may not be activated during breaks between rounds.
- Certain towers or game mechanics can provide buffs to decrease the amount of time needed to recharge an ability, but these are independent from the usual attack speed buffs. Most of these buffs are percentage-based.
Bloons TD 3 and Bloons TD 4
[edit | edit source]Although abilities were not formally introduced until the fifth entry of the series, a precursor of this mechanic is found in Bloons Tower Defense 3 by upgrading a Monkey Beacon into a Monkey Storm Beacon, and later in Bloons TD 4 by upgrading a Monkey Beacon into a Monkey Storm, which allows it to call a Super Monkey Storm on command by paying some cash.
Bloons TD 5
[edit | edit source]
| “ | 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. Certain Special Agents can also have an ability, and certain Specialty Buildings allow all towers of a specific type to share an ability.
| Tower | Upgrade | Description | ||
|---|---|---|---|---|
| Bloonchipper | Supa-Vac | Huge burst of suction power brings all nearby non-MOAB class bloons towards it and holds them there until they are sucked into the tower. Lasts 8 seconds. | Huge burst of suction power brings all nearby non-MOAB class bloons towards it and holds them there until they are sucked into the tower. Lasts 8 seconds. | |
| Bomb Tower | MOAB Assassin | Ability: deadly missile seeks the nearest MOAB and destroys it. | MOAB Assassin Ability: super deadly missile seeks the nearest MOAB-class bloon and destroys it instantly. Does 1000 damage to ZOMG bloons instead of destroying them. | |
| Boomerang Thrower | Turbo Charge | Ability: attacks incredibly fast for 10 seconds. | Turbo Charge Ability: increase attack speed to hypersonic for 10 seconds. | |
| Dart Monkey | Super Monkey Fan Club | Ability: up to 10 nearby dart monkeys go Super for 10 seconds. | Super Monkey Fan Club Ability: Converts up to 10 nearby dart monkeys into Super Monkeys for 15 seconds | |
| Dartling Gun | Bloon Area Denial System | Ability: shoots missiles toward the nearest 100 bloons on screen. | The BADS covers a wide area with each shot. Enables the Rocket Storm Ability: Rocket Storm shoots out a missile towards the nearest 100 bloons on screen. Ouch. | |
| Glue Gunner | Glue Striker | Ability: glues everything on the screen temporarily. | Glue Strike Ability: glues all bloons on the screen. | |
| Heli Pilot | Support Chinook | Abilities: drops med and cash crates, or can pick up and reposition most towers. | ||
| Ice Tower | Absolute Zero | Ability: freezes all bloons on screen temporarily. | Absolute Zero Ability: freezes the entire screen of bloons for 4 seconds. Does not affect MOAB-class bloons. | |
| Monkey Ace | Ground Zero | Ability: drops a devastating bomb that destroys all bloons and damages MOAB class. | Drops a single devastating bomb that destroys all bloons on screen and heavily damages MOAB-class bloons. | |
| Monkey Apprentice | Summon Phoenix | Ability: super powerful phoenix wreaks bloon havoc for 20 seconds. | Summon Phoenix Ability: Creates a super powerful flying phoenix that flies around wreaking bloon havoc for 20 seconds. | |
| Monkey Buccaneer | Monkey Pirates | Ability: grapples the nearest MOAB and brings it down. | MOAB Takedown Ability: takes hold of the nearest MOAB-class bloon with a grappling hook and brings it down. ZOMG bloons are immune to this. | |
| Monkey Engineer | Overclock | Ability: target tower becomes super powered for 60 seconds. | Activated Ability: Overclock - target tower becomes super powered for 60 seconds. | |
| Monkey Sub | First Strike Capability | Ability: a devastating missile strike on the largest bloon on screen. Destroys up to a ZOMG bloon in one go, or many lesser bloons. | Activated Ability: First Strike Capability - a devastating missile strike on the largest bloon on screen destroys up to a ZOMG bloon in one go, or many lesser bloons. 60 second cooldown. | |
| Monkey Village | MIB Call To Arms | Ability: increases attack speed, pierce, and range for towers in radius for 10 seconds | Call to Arms Ability: Doubles the attack speed and popping power of all nearby towers for 10 seconds. | |
| Mortar Tower | Artillery Battery | Ability: immobilizes and bombards the entire screen for 5 seconds. | Shoots mortar shells 3x as fast. Pop And Awe Ability: bombards the screen for 5 seconds, popping every bloon 1 time per second, and immobilizes all bloons during that time. Does not affect MOAB-class bloons. | |
| Ninja Monkey | Sabotage Supply Lines | Ability: Lasts for 15 seconds. During the sabotage, all new bloons are crippled to half speed. | Sabotage Supply Lines Ability: Sabotage the bloons supply lines for 15 seconds. During the sabotage, all recently created and new bloons are crippled to half speed. | |
| Sniper Monkey | Supply Drop | Ability: drops a crate full of cash. | Supply Drop Ability: drops a crate full of cash. | |
| Spike Factory | Spike Storm | Ability: Lays down a thick carpet of Spikes over the whole track. | Lays down a thick carpet of spikes over the whole track. | |
| Super Monkey | Technological Terror | Ability: destroys all bloons within short radius of tower - completely and utterly. | Be proud of this Technological Terror you've constructed. Bloon Annihilation Ability: Destroys all bloons within short radius of tower, completely, and utterly. Does 1000 damage to MOAB-class bloons. | |
| Tack Shooter | Blade Maelstrom | Ability: covers the area in a storm of blades. | Blade Maelstrom Ability: covers the area in an unstoppable storm of blades. | |
Bloons TD Battles
[edit | edit source]| This section is empty. You can help out by adding to it. |
Bloons Monkey City
[edit | edit source]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 Items, the Cuddly Bear and Anti Camo Dust, and more abilities from Special Missions like the Sticky Sap Plant and Shipwreck.
Note that on the Flash version, the Supply Drop ability is put on its full cooldown after purchasing it, and on the desktop releases of the multiplatform version, there are no longer any hotkeys to activate abilities.
| Tower | Upgrade | Description | ||
|---|---|---|---|---|
| Bloonchipper | Supa-Vac | Supa-vac pulls nearby bloons in then holds them near the tower for 8 seconds. | ||
| Bomb Shooter | MOAB Assassin | Ability: deadly missile seeks the nearest MOAB and destroys it. | MOAB Assassin Ability: super deadly missile seeks the nearest MOAB-class bloon and destroys it instantly. Does 1000 damage to ZOMG bloons instead of destroying them. | |
| Boomerang Thrower | Turbo Charge | Ability: attacks incredibly fast for 10 seconds. | Turbo Charge Ability: increase attack speed to hypersonic for 10 seconds. | |
| Dart Monkey | Super Monkey Fan Club | Ability: up to 10 nearby dart monkeys go Super for 10 seconds. | Super Monkey Fan Club Ability: Converts up to 10 nearby dart monkeys into Super Monkeys for 15 seconds | |
| Dartling Gun | Bloon Area Denial System | Ability: shoots missiles toward the nearest 100 bloons on screen. | The BADS covers a wide area with each shot. Enables the Rocket Storm Ability: Rocket Storm shoots out a missile towards the nearest 100 bloons on screen. Ouch. | |
| Glue Gunner | Glue Striker | Ability: glues everything on the screen temporarily. | Glue Strike Ability: glues all bloons on the screen. | |
| Heli Pilot | Support Chinook | Abilities: drops med and cash crates, or can pick up and reposition most monkeys. | ||
| Ice Monkey | Absolute Zero | Ability: freezes all bloons on screen temporarily. | Absolute Zero Ability: freezes the entire screen of bloons for 4 seconds. Does not affect MOAB-class bloons. | |
| Monkey Ace | Ground Zero | Ability: drops a devastating bomb that destroys all bloons and damages MOAB class. | Ground Zero Ability: drops a single devastating bomb that destroys all bloons on screen except MOAB-class bloons. | |
| Monkey Apprentice | Summon Phoenix | Ability: super powerful phoenix wreaks bloon havoc for 20 seconds. | Summon Phoenix Ability: Creates a super powerful flying phoenix that flies around wreaking bloon havoc for 25 seconds. | |
| Monkey Buccaneer | Monkey Pirates | Ability: grapples the nearest MOAB and brings it down. | MOAB Takedown Ability: takes hold of the nearest MOAB-class bloon with a grappling hook and brings it down. ZOMG bloons are immune to this. | |
| Monkey Engineer | Overclock | Ability: target monkey becomes super powered for 60 seconds. | Activated Ability: Overclock - target tower becomes super powered for 60 seconds. | |
| Monkey Sub | First Strike Capability | Missile Strike on largest bloon. Destroys up to a ZOMG in one go. | ||
| Monkey Village | MIB Call To Arms | Ability: Doubles the attack speed and pierce for monkeys in radius for 10 seconds | Call to Arms Ability: Doubles the attack speed and popping power of all nearby towers for 10 seconds. | |
| Mortar Monkey | Artillery Battery | Ability: immobilizes and bombards the entire screen for 5 seconds. | Shoots mortar shells 3x as fast. Pop And Awe Ability: bombards the screen for 5 seconds, popping every bloon 1 time per second, and immobilizes all bloons during that time. Does not affect MOAB-class bloons. | |
| Ninja Monkey | Sabotage Supply Lines | Ability: Lasts for 15 seconds. During the sabotage, all new bloons are crippled to half speed. | Sabotage Supply Lines Ability: Sabotage the bloons supply lines for 15 seconds. During the sabotage, all new bloons are crippled to half speed. | |
| Sniper Monkey | Supply Drop | Ability: drops a crate full of cash. | Supply Drop Ability: drops a crate full of cash. | |
| Spike Factory | Spike Storm | Ability: Lays down a thick carpet of Spikes over the whole track. | Lays down a thick carpet of spikes over the whole track. | |
| Super Monkey | Technological Terror | Ability: destroys all bloons within a short radius - completely and utterly. | Be proud of this Technological Terror you've constructed. Bloon Annihilation Ability: Destroys all bloons within short radius of tower, completely, and utterly. Does 1000 damage to MOAB-class bloons. | |
| Tack Shooter | Blade Maelstrom | Ability: covers the area in a storm of blades. | Blade Maelstrom Ability: covers the area in an unstoppable storm of blades. | |
Bloons TD 6
[edit | edit source]

| “ | 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, 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. 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.
For balance reasons, specially in competitive modes, some abilities may have restrictions on how often they can be used:
- Have a limited amount of activations per round, this is specially evident on Cash-generating abilities.
- Can only be activated in 3 minutes from the round start.
- Needs to pay lives as a cost.
- Cannot be used during the break between rounds.
- Disabled during the penalty timer of Boss Bloon Events and Contested Territory Boss tiles.
Buffs that reduce the ability cooldowns stack additively, including the penalty from Blastapopoulos's passive abilities, but the cooldown can only be decreased by up to 70% from its normal amount (excluding challenge modifiers).
| Tower | Upgrade | Ability | Effect | Cooldown and restrictions |
|---|---|---|---|---|
| Dart Monkey | Super Monkey Fan Club | 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. | 50s
16.67s initial | |
| Plasma Monkey Fan Club | 50s | |||
| Boomerang Monkey | Turbo Charge | Attacks 5× as fast for 10s. | 45s
15s initial | |
| Perma Charge | Increases damage of each boomerang by +8 for 15s. Replaces the previous ability as the attack speed increase is now permanent. | 45s | ||
| Glaive Dominus | 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 | ||
| Bomb Shooter | MOAB Assassin | 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
10s initial | |
| MOAB Eliminator | 10s
0s initial | |||
| Ballistic Obliteration Missile Bunker | 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 initial | ||
| Tack Shooter | Blade Maelstrom | 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
6.67s initial | |
| Super Maelstrom | 20s | |||
| Crucible of Steel and Flame | 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 initial | ||
| 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 initial | |||
| Ice Monkey | Snowstorm | 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
10s initial | |
| Absolute Zero | 20s
0s initial | |||
| Herald of Everfrost | 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 | ||
| Glue Gunner | 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. On Tier 5, the glue is now applied constantly every second for 10s instead of only once. | 30s
10s initial | |
| Glue Storm | 40s | |||
| Desperado | Deadeye | 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
10s initial | |
| Bounty Hunter | 30s | |||
| Bounty Hunter | 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
15s initial | ||
| Golden Justice | 45s | |||
| Sniper Monkey | 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. On Tier 5, the cash is increased to $3,000. | 90s
90s initial 3 uses per round max Cannot be used after 180s since round start | |
| Elite Sniper | ||||
| Monkey Sub | First Strike Capability | 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
20s initial | |
| Pre-emptive Strike | 45s | |||
| Nautic Siege Core | Stops all attacks and starts a 15 second countdown, when it reaches 5 seconds, it launches 3 missiles into the air which targets the First, Strongest and Close Bloons, dealing 60,000 damage to the targets and other nearby Bloons, creates a large aftershock explosion which deals an additional 15,000 damage and stuns most Bloons for 15 seconds, and additionally leaves a radioactive fallout that damages Bloons that pass over it for 36 seconds. | 240s
240s initial | ||
| Monkey Buccaneer | Monkey Pirates | 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
15s iniital | |
| Pirate Lord | 30s | |||
| Navarch of the Seas | 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 initial 2 uses per round max | ||
| Monkey Ace | Ground Zero | 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
11.67s initial | |
| Tsar Bomba | 35s | |||
| Goliath Doomship | Three planes fly over the screen dropping 8 bombs over a straight line defined by the player, dealing 30,000 damage and stuns surviving Bloons for 8s. | 60s
60s initial | ||
| Heli Pilot | Support Chinook | Can pick up most towers to deploy them to a different position. Reduced cooldown for Tier 5. | 45s
15s iniital | |
| Special Poperations | 15s | |||
| Support Chinook | 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. | 90s
90s initial 2 uses per round max Cannot be used after 180s since round start | ||
| Special Poperations | ||||
| 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
8.33s iniital | |||
| 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 |
Cooldown is shared with Reposition. | |||
| Mortar Monkey | Artillery Battery | Attacks 4× as fast and increases the blast radius of its explosions by 15% during 8s. | 60s
20s initial | |
| 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
20s initial | ||
| Dartling Gunner | 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. On Tier 5, the missiles have increased pierce and deal much more damage to MOAB-Class and Ceramic Bloons. | 40s
13.33s initial | |
| M.A.D | 40s | |||
| All | 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 |
15s
0s initial | ||
| Wizard Monkey | 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 them. The Phoenix has a lifespan of 20s. | 45s
15s initial | |
| Wizard Lord Phoenix | The Wizard transforms into the Lava Phoenix which attacks the Bloons with stronger flames and also spawns 8 Fireballs every second. Replaces the previous ability due the tower having a permanent Phoenix. | 45s
15s initial | ||
| Magus Perfectus | 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 initial | ||
| 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 initial | |||
| Super Monkey | Tech Terror | 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
15s initial | |
| The Anti-Bloon | 30s | |||
| Dark Knight | 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
6.67s initial | ||
| Dark Champion | 20s | |||
| Ninja Monkey | Bloon Sabotage | 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
20s initial | |
| Grand Saboteur | 60s | |||
| Alchemist | Transforming Tonic | 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
20s initial | |
| Total Transformation | 40s | |||
| Druid | Jungle's Bounty | 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. | 30s
10s initial | |
| Spirit of the Forest | ||||
| 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 |
60s
20s initial | |||
| Mermonkey | Arctic Knight | 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
15s initial | |
| Popseidon | 45s | |||
| Banana Farm | 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. On Tier 5, the ability no longer generates debt and has reduced cooldown. | 85s
85s initial 2 uses per round max Cannot be used after 180s since round start | |
| Monkey-Nomics | 60s
60s initial 2 uses per round max Cannot be used after 180s since round start | |||
| Spike Factory | Spike Storm | Quickly launches spike piles all over the track every 0.04s during 2s. The spikes last from 9 to 11s. | 50s
16.67s initial | |
| Mega Massive Munitions Factory | Produces mines 4× as fast for 15s. | 15s
15s initial 1 use per round max | ||
| Launches mines along the track length in approximately equally spaced intervals which explode dealing massive damage to the Bloons in a large area, leaving 3 smaller mines. If the ability is used again after recharging and there are still mines from the previous activation, the remaining mines will explode instead. | 75s
75s initial | |||
| Monkey Village | Call to Arms | 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
15s initial | |
| Homeland Defense | 45s | |||
| Engineer Monkey | 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 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
15s initial | |
| Ultraboost | 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 initial 10 uses per round max | ||
| Master Builder | 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 | ||
| 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 initial | |||
| Beast Handler | Tyrannosaurus Rex | 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
13.33s initial | |
| Giganotosaurus | 25s | |||
| Quincy | Level 3 | Attacks 3× as fast for 8s. | 60s
20s initial | |
| Level 10 | Drops a large number of arrows from the sky to a wide area centered around Quincy's targeting for 3 seconds. The arrows have a 5% chance of hitting a specific Bloon every 1/60 of a second, dealing 6 damage and +6 bonus damage to MOAB-Class Bloons. | 70s
23.33s initial | ||
| Gwendolin | Level 3 | Gwen throws a molotov cocktail to a specific point of the track, creating a wall of fire that lasts 12s. | 30s
10s initial | |
| Level 10 | Summons a firestorm that damages all Bloons on the screen and causes a damage over time effect to them for 8 seconds, while also applying her Heat it up buff to all towers in the map. | 60s
20s initial | ||
| Striker Jones | Level 3 | Launches a powerful projectile towards the strongest Bloon in the screen, dealing damage and stunning Bloons upon impact. | 16s
5.33s initial | |
| Level 7 | All Mortar Monkeys on the map switch its targeting to follow cursor/touch during 15 seconds. It also decreases their shot spread. | 45s
15s initial | ||
| Level 10 | Instantly recharges the abilities of all Bomb Shooters (including the Paragon) and Mortar Monkeys in the map. | 80s
26.67s initial | ||
| Obyn Greenfoot | Level 3 | 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
10s initial | |
| Level 10 | Creates some trees in a specific point inside of Obyn's range which capture Bloons that pass over them like a Bloon Trap, when the Wall reaches its maximum capacity, the trees disappear and will leave bananas that are worth twice the amount of cash that the player would have gotten if the captured Bloons were popped normally. | 90s
30s initial | ||
| Rosalia | Level 3 | It launches a series of missiles from Rosalia's base to an area surrounding a Bloon based on Rosalia's targeting. The missiles explode upon falling, dealing damage to them and stunning small Bloons for a few seconds. | 45s
15s initial | |
| Level 7 | Rosalia flies above the entire map chasing Bloons (depending on her targeting) and attacking them with both laser and grenade weapons during 20s, and after that, Rosalia returns to her position. Also increases the flight speed of Ace Monkeys and Heli Pilots next to Rosalia's base by 30%. | 45s
15s initial | ||
| Level 10 | 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
25s initial | ||
| Captain Churchill | Level 3 | Allows shells to damage Black Bloons (damage type is changed to Normal) and grants bonus damage to Ceramics for 9 seconds, the ability duration increased by 0.5s every time Churchill levels up. | 30s
10s initial | |
| Level 10 | Launches missiles towards the 10 strongest MOAB-Class Bloons on the screen and can hit them up to 16 times each, dealing heavy damage to them. | 60s
20s initial | ||
| Benjamin | Level 3 | Buffs the four closest towers to Benjamin, granting them +1 damage during 6s, after that, the towers won't be able to attack for 2s. | 30s
10s initial | |
| Level 10 | For 10 seconds, most new Bloons will spawn with one less layer and generate twice as much cash when popped. | 65s
21.67s initial | ||
| Pat Fusty | Level 3 | Towers in Pat Fusy's range gain +1 damage during 8s. | 45s
15s initial | |
| Level 10 | Pat grabs and squeezes the biggest MOAB-Class Bloon in his range for 4 seconds and breaks the outer layer releasing back to the track their children which will be stunned for 3 seconds. | 20s
6.67s initial | ||
| Ezili | Level 3 | 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
15s initial | |
| Level 7 | 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
30s initial | ||
| Level 10 | Curses a MOAB-Class Bloon following Ezili's targeting (infinite range), causing a damage over time effect that deals 4% of the Bloon's health +1 damage every second lasting 25s, if the Bloon is destroyed by the curse it will spawn no children and the curse will jump to another MOAB-Class Bloon if the ability duration is not over. | 60s
20s initial | ||
| Adora | Level 3 | 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
15s initial | |
| Level 7 | Targets a Monkey on the map and removes it from the game (like selling, but no cash is returned) to provide a buff to Adora and any Sun Avatar, Sun Temple or True Sun God on her range. Range is increased 10% and attack cooldown is reduced 10% with and additional 1% bonus for every $100 worth of value from the sacrificed tower. The buff lasts 10s and is capped to a value of $1,500 providing a 25% range / attack cooldown bonus. Adora also receives XP equal to 4 times the total cost of the sacrificed tower. | 90s
30s initial | ||
| Level 10 | Spawns a ball of light that flies on a circular pattern over Adora, it shoots lasers to the Bloons following Adora's targeting but with infinite range, dealing 3 damage every 0.05 seconds and additional +3 damage to Fortified Bloons. The ball has a lifespan of 12s. | 60s
20s initial | ||
| Etienne | Level 3 | Spawns four additional drones lasting 18.5s and increases 0.5s per Level. The drones' targeting is independent from Etienne, one targets Fist, other Last and the remaining two Strong. | 80s
26.67s initial | |
| Level 10 | Etienne's UAV fires volleys of 10 missiles towards the Bloons on the track ever 0.6s during 18s. Each missile deals 2 damage in a small area. The missiles target First. | 90s
30s initial | ||
| Sauda | Level 3 | Sauda jumps towards a Bloon on the screen to attack it with both swords (follows Sauda's targeting with infinite range), dealing 20 damage upon impact to with +60 extra damage to MOAB-Class Bloons, then, a pair of swords will remain on the track, dealing 2 damage every 0.1s to the Bloons that pass over them. The swords will last 6.5s on the track. | 80s
26.67s initial | |
| Level 10 | Sauda charges with a large sword sweeping all tracks at the same time in reverse direction from the exit, dealing 30 damage to any Bloon she touches. | 45s
15s initial | ||
| Admiral Brickell | Level 3 | All Monkey Buccaneers and Monkey Subs in Brickell's range (including herself) attack twice as fast for 8s. | 50s
16.67s initial | |
| Level 7 | Brickell's Sea Mines attack twice as fast and also double their projectile speed for 10s. | 45s
15s initial | ||
| Level 10 | Brickell deploys a large mine at any water location chosen by the player. When a MOAB-Class Bloon comes close to it, the mine will charge towards it and will explode on contact dealing 4,000 damage to any Bloon in the blast radius and stuns survivors for 5s. The mine will last for 150s or 4 rounds, whichever happens first. | 60s
20s initial | ||
| Psi | Level 3 | Psi emits a pulse around it that stuns small Bloons for 6s and MOAB-Class Bloons for 1.5s. | 45s
15s initial | |
| Level 10 | Psi targets up to 2,000 Bloons on the entire screen and has a 50% chance of destroying them with its Psionic Vibrations (also triggers Destructive Resonance) and 50% chance of pushing them back 100−200 units. | 40s
13.33s initial | ||
| Corvus | Level 3 | Corvus emits a blast that deals 20 damage to Bloons close to him and restores 100 + 1 mana for every point of damage dealt. | 40s
13.33s initial 8 uses per round max Cannot be used after 180s since round start | |
| Level 7 | Teleports Corvus to any valid location in the map, chosen by the player. | 20s
6.67s initial | ||
| Level 10 | Creates an aura around Corvus that deals 1 damage (affected by its Haunt passive ability) to nearby Bloons every 0.2s for 10s. Restores 1 mana per every point of damage inflicted. | 90s
30s initial | ||
| Silas | Level 3 | 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
10s initial | |
| Level 7 | Causes a blast around Silas and the 9 nearest Ice Monkeys that damages and freezes Bloons and deals more damage to already frozen Bloons. | 60s
20s initial | ||
| Level 10 | Freezes all Bloons on screen, dealing more damage to already frozen Bloons, then fills the map with Ice Walls. | 90s
30s initial | ||
| Sheriff | 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 | ||
| Tech Bot | Targets a tower in the map that has an ability, the bot then will continuously activate most abilities as soon they are ready. | Does not apply | ||
| Battle Cat! | Transforms Cringer into the Battle Cat, grating camo detection, a more powerful attack that can knock back Bloons and inflicts a damage-over-time effect, removes immunities and strips Camo and Regrow properties from Bloons. The transformation lasts for 4 rounds and after that the tower disappears. | Does not apply | ||
| Super Monkey Beacon | Base | Calls a Super Monkey Storm that deals 2,000 damage to all Bloons on the screen. | 120s
0s initial | |
| Charged Beacon | Can store up to 5 ability charges, 4 can be recharged instantly for |
120s | ||
| Storm Tremors | 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 | ||||
| Mini Stormcaller | Reduces the cooldown to 60s, but the damage reduced to 850. On Tiers 2 and 3 the cooldown is further reduced to 45s. | 60s | ||
| Rapid Recharge | 45s | |||
| High Impact | 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. | 120s | ||
| Bewildering Storm | ||||
| Piercing Wind | ||||
Notes:
| ||||
Bloons Adventure Time TD
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Bloons TD Battles 2
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