| netflix date = {{timestamp|2025-02-11T16:11:15Z}}<ref>[https://apps.apple.com/us/app/bloons-td-6-netflix/id1671633204 Cache on the App Store page]</ref>
| netflix date = {{timestamp|2025-02-11T16:11:15Z}}<ref>[https://apps.apple.com/us/app/bloons-td-6-netflix/id1671633204 Cache on the App Store page]</ref>
}}
}}
{{TOC|right|clear=y}}
'''Version 47.0''' is the first major update to ''[[Bloons TD 6]]'' of 2025. It introduced the ''[[Rogue Legends]]'' DLC, the [[Tinkerfairy]] [[Hero Skin]] for {{BTD6|Rosalia}}, the [[Advanced]] [[map]] [[Enchanted Glade]], and the {{BTD6|Quest}}s [[Rogue Legends Preview]], [[Moon Colony]], and [[Raft Defense]]. The update for ''[[Bloons TD 6+]]'' and ''[[Bloons TD 6 NETFLIX]]'' released later and does not include ''Rogue Legends''.
'''Version 47.0''' is the first major update to ''[[Bloons TD 6]]'' of 2025. It introduced the ''[[Rogue Legends]]'' DLC, the [[Tinkerfairy]] [[Hero Skin]] for {{BTD6|Rosalia}}, the [[Advanced]] [[map]] [[Enchanted Glade]], and the {{BTD6|Quest}}s [[Rogue Legends Preview]], [[Moon Colony]], and [[Raft Defense]]. The update for ''[[Bloons TD 6+]]'' and ''[[Bloons TD 6 NETFLIX]]'' released later and does not include ''Rogue Legends''.
==Additions==
==Additions==
{{TOC|right|clear=y}}
*''[[Rogue Legends]]'' (excluded from ''Bloons TD 6+'' and ''Bloons TD 6 NETFLIX'')
| quote = Shuffle on lower tier upgrade costs & increased attack speed across middle path in order to offer these upgrades more value both in and out of Super Monkey Fan Club transformation.
| quote 1 = Shuffle on lower tier upgrade costs & increased attack speed across middle path in order to offer these upgrades more value both in and out of Super Monkey Fan Club transformation.
| path 1 tier 2 cost before = 220
| path 1 tier 2 cost before = 220
| path 1 tier 2 cost after = 200
| path 1 tier 2 cost after = 200
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| path 3 tier 4 cost before = 2000
| path 3 tier 4 cost before = 2000
| path 3 tier 4 cost after = 2050
| path 3 tier 4 cost after = 2050
| tiers 1 = X3X
| changes 1 tiers = X3X
| changes 1 = *{{buff|Triple Shot now reduces attack cooldown by 25%|0.6365s|0.4774s}}
| changes 1 = *{{buff|Triple Shot now reduces attack cooldown by 25%|0.6365s|0.4774s}}
| quote 1 = Shuffle on lower tier upgrade costs & increased attack speed across middle path in order to offer these upgrades more value both in and out of Super Monkey Fan Club transformation.
| quote = While the higher tier upgrades work well, Bionic Boomerang is often not as effective as expected for this price range.
| path 2 tier 3 cost before = 1450
| path 2 tier 3 cost before = 1450
| path 2 tier 3 cost after = 1250
| path 2 tier 3 cost after = 1250
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| version = 47.0
| version = 47.0
| tower = Bomb Shooter
| tower = Bomb Shooter
| quote = Nudging Bloon Impact price down, pushing it more in line with other early support options & as this is a support path. Frag damage is being greatly improved all the way up as there’s little reason to trade stun uptime for improved damage. Moving some cost up into MOAB Assassin so Maulers have more leeway early game & en masse. Cutting down roughly 10% on all bottom path upgrade costs as especially on Bomb Blitz even after recent buffs there are many downsides that need to be covered to use this path effectively.
| quote 1 = Nudging Bloon Impact price down, pushing it more in line with other early support options & as this is a support path. Frag damage is being greatly improved all the way up as there’s little reason to trade stun uptime for improved damage. Moving some cost up into MOAB Assassin so Maulers have more leeway early game & en masse. Cutting down roughly 10% on all bottom path upgrade costs as especially on Bomb Blitz even after recent buffs there are many downsides that need to be covered to use this path effectively.
| quote 3 = Moving some cost up into MOAB Assassin so Maulers have more leeway early game & en masse.
| quote 4 = Moving some cost up into MOAB Assassin so Maulers have more leeway early game & en masse.
| quote 4 = Cutting down roughly 10% on all bottom path upgrade costs as especially on Bomb Blitz even after recent buffs there are many downsides that need to be covered to use this path effectively.
| quote 5 = Cutting down roughly 10% on all bottom path upgrade costs as especially on Bomb Blitz even after recent buffs there are many downsides that need to be covered to use this path effectively.
| Quote 1 tiers =
| quote 2 tiers = 4xx
| Quote 2 tiers =
| quote 3 tiers = 3xx+;xx2
| Quote 3 tiers =
| quote 4 tiers = x3x;x4x
| Quote 4 tiers =
| quote 5 tiers = xx3+
| quote 1 tiers = 4xx
| quote 2 tiers = 302,402,502
| quote 3 tiers = x3x,x4x
| quote 4 tiers = xx3,xx4,xx5
}}
}}
==== [[Ice Monkey (BTD6)|Ice Monkey]] ====
==== [[Ice Monkey (BTD6)|Ice Monkey]] ====
{{BTD6 tower changes
{{BTD6 tower changes
| version = 47.0
|version=47.0
| tower = Ice Monkey
|tower=Ice Monkey
| quote = A long time coming - Absolute Zero will finally be able to slow MOAB-Class Bloons within its radius, and additionally the main attack while it can’t initiate attacks without Bloons in radius will freeze non MOAB-Class Bloons over the entire screen for a short time! Nudging bottom path Ice Monkey to keep up with similarly priced support options, and Icicles especially doesn't feel versatile enough, which limits chances to go down this path so it is gaining the attack rate increase from the T5.
|quote 1=A long time coming - Absolute Zero will finally be able to slow MOAB-Class Bloons within its radius, and additionally the main attack while it can’t initiate attacks without Bloons in radius will freeze non MOAB-Class Bloons over the entire screen for a short time! Nudging bottom path Ice Monkey to keep up with similarly priced support options, and Icicles especially doesn't feel versatile enough, which limits chances to go down this path so it is gaining the attack rate increase from the T5.
| path 3 tier 3 cost before = 1950
|path 3 tier 3 cost before=1950
| path 3 tier 3 cost after = 1750
|path 3 tier 3 cost after=1750
| tiers 1 = X5X
|changes 1 tiers=X5X
| changes 1 = *{{buff|Slow aura: Slows visible MOAB-class bloons in radius by 20%}}
|changes 1=*{{buff|Arctic Wind: Slows visible MOAB-class bloons in radius by 20%}}
*{{nerf|Slow aura: No longer slows targetable non-MOAB-class bloons when crosspathed|bug=y}}
*{{nerf|Arctic Wind: No longer slows targetable non-MOAB-class bloons when crosspathed|bug=y}}
*{{buff|Absolute Zero’s attack gains a second radius freezing one layer of non-MOAB Class Bloons anywhere on the map for 0.75s}}
*{{buff|Absolute Zero’s attack gains a second radius freezing one layer of non-MOAB Class Bloons anywhere on the map for 0.75s}}
| quote 1 = A long time coming - Absolute Zero will finally be able to slow MOAB-Class Bloons within its radius, and additionally the main attack while it can’t initiate attacks without Bloons in radius will freeze non MOAB-Class Bloons over the entire screen for a short time!
|quote 2=A long time coming - Absolute Zero will finally be able to slow MOAB-Class Bloons within its radius, and additionally the main attack while it can’t initiate attacks without Bloons in radius will freeze non MOAB-Class Bloons over the entire screen for a short time!
| quote 2 = Nudging bottom path Ice Monkey to keep up with similarly priced support options, and Icicles especially doesn't feel versatile enough, which limits chances to go down this path so it is gaining the attack rate increase from the T5.
|quote 3=Nudging bottom path Ice Monkey to keep up with similarly priced support options, and Icicles especially doesn't feel versatile enough, which limits chances to go down this path so it is gaining the attack rate increase from the T5.
| quote 3 = Nudging bottom path Ice Monkey to keep up with similarly priced support options
|quote 4=Nudging bottom path Ice Monkey to keep up with similarly priced support options
| quote 1 tiers = x5x
|quote 2 tiers=x5x
| quote 2 tiers = xx4
|quote 3 tiers=xx4
| quote 3 tiers = xx3
|quote 4 tiers=xx3
}}
}}
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| version = 47.0
| version = 47.0
| tower = Glue Gunner
| tower = Glue Gunner
| quote = Improved Ceramic Damage scaling up Bloon Dissolver compared to other support options, and a small price shuffling to make Glue Hose more favourable on the journey up to Glue Strike.
| quote 1 = Improved Ceramic Damage scaling up Bloon Dissolver compared to other support options, and a small price shuffling to make Glue Hose more favourable on the journey up to Glue Strike.
| quote 1 = Improved Ceramic Damage scaling up Bloon Dissolver compared to other support options
| quote 2 = Improved Ceramic Damage scaling up Bloon Dissolver compared to other support options [...]
| quote 2 = a small price shuffling to make Glue Hose more favourable on the journey up to Glue Strike.
| quote 3 = a small price shuffling to make Glue Hose more favourable on the journey up to Glue Strike.
| quote 1 tiers = 3xx
| quote 2 tiers = 3xx
| quote 2 tiers = x3x,x4x
| quote 3 tiers = x3x;x4x
}}
}}
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| version = 47.0
| version = 47.0
| tower = Monkey Sub
| tower = Monkey Sub
| quote = Price reductions for Energizer to reduce the cost of related build synergies. Armour Piercing Darts subs are generally a tough choice as even though their single target damage is greatly improved the pierce is lacking for the cost, so price has been reduced at T4 and T5 has been granted extra airbursts to make it more desirable an upgrade for dealing with higher pierce itself
| quote 1 = Price reductions for Energizer to reduce the cost of related build synergies. Armour Piercing Darts subs are generally a tough choice as even though their single target damage is greatly improved the pierce is lacking for the cost, so price has been reduced at T4 and T5 has been granted extra airbursts to make it more desirable an upgrade for dealing with higher pierce itself
| quote 1 = T5 has been granted extra airbursts to make it more desirable an upgrade for dealing with higher pierce itself
| quote 2 = T5 has been granted extra airbursts to make it more desirable an upgrade for dealing with higher pierce itself
| quote 2 = Price reductions for Energizer to reduce the cost of related build synergies.
| quote 3 = Price reductions for Energizer to reduce the cost of related build synergies.
| quote 3 = Armour Piercing Darts subs are generally a tough choice as even though their single target damage is greatly improved the pierce is lacking for the cost, so price has been reduced at T4
| quote 4 = Armour Piercing Darts subs are generally a tough choice as even though their single target damage is greatly improved the pierce is lacking for the cost, so price has been reduced at T4
| quote 1 tiers = xx5
| quote 2 tiers = xx5
| quote 2 tiers = 5xx
| quote 3 tiers = 5xx
| quote 3 tiers = xx4
| quote 4 tiers = xx4
}}
}}
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| version = 47.0
| version = 47.0
| tower = Monkey Buccaneer
| tower = Monkey Buccaneer
| quote = We’re currently happy with Pirate Lord, but Monkey Pirates has been hit hard by changes so cost is being pushed out of it to encourage multi mid path building.
| path 2 tier 4 cost before = 4900
| path 2 tier 4 cost before = 4900
| path 2 tier 4 cost after = 3900
| path 2 tier 4 cost after = 3900
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| path 2 tier 5 cost after = 27000
| path 2 tier 5 cost after = 27000
| quote 1 = We’re currently happy with Pirate Lord, but Monkey Pirates has been hit hard by changes so cost is being pushed out of it to encourage multi mid path building.
| quote 1 = We’re currently happy with Pirate Lord, but Monkey Pirates has been hit hard by changes so cost is being pushed out of it to encourage multi mid path building.
| quote 1 tiers = x4x,x5x
| quote 1 tiers = x4x;x5x
}}
}}
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| version = 47.0
| version = 47.0
| tower = Monkey Ace
| tower = Monkey Ace
| quote = Upgrades to the basic Bombing run are never why you move up this path, so we’re improving these across the board while also reducing the cooldown of Ground Zero to match the T5.
| quote 1 = Upgrades to the basic Bombing run are never why you move up this path, so we’re improving these across the board while also reducing the cooldown of Ground Zero to match the T5.
| quote 1 = Upgrades to the basic Bombing run are never why you move up this path, so we’re improving these across the board while also reducing the cooldown of Ground Zero to match the T5.
| quote 2 = Upgrades to the basic Bombing run are never why you move up this path, so we’re improving these across the board while also reducing the cooldown of Ground Zero to match the T5.
| quote 1 tiers = x4x;x5x
| quote 1 tiers = x4x
| quote 2 tiers = x5x
}}
}}
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| version = 47.0
| version = 47.0
| tower = Heli Pilot
| tower = Heli Pilot
| quote = We’re raising move speed for Apache Dartship up to match Prime to improve skillful use in some more difficult situations mainly assisting on spread path maps
| changes 1 tiers = 40X
| tiers 1 = 40X
| changes 1 = *{{buff|Flight speed increased|40|50|note=Does not affect Apache Prime (50)}}
| changes 1 = *{{buff|Flight speed increased|40|50|note=Does not affect Apache Prime (50)}}
| quote 1 = We’re raising move speed for Apache Dartship up to match Prime to improve skillful use in some more difficult situations mainly assisting on spread path maps
| quote 1 = We’re raising move speed for Apache Dartship up to match Prime to improve skillful use in some more difficult situations mainly assisting on spread path maps
| tiers 2 = 410
| changes 2 tiers = 410;420
| changes 2 = *{{buff|Flight speed increased|70|80|note=Does not affect Apache Prime (80)|undoc=y}}
| changes 2 = *{{buff|Flight speed increased|70|80|note=Does not affect Apache Prime (80)|undoc=y}}
| quote 2 = We’re raising move speed for Apache Dartship up to match Prime to improve skillful use in some more difficult situations mainly assisting on spread path maps
| quote 1 tiers = 4xx
| quote 1 tiers = 4xx
}}
}}
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| version = 47.0
| version = 47.0
| tower = Mortar Monkey
| tower = Mortar Monkey
| quote = Improvements made for the underused damage over time crosspaths, and improved damage for the T4 as it’s effective at what it does but not so versatile outside of shredding metal bands.
| quote 1 = Improvements made for the underused damage over time crosspaths, and improved damage for the T4 as it’s effective at what it does but not so versatile outside of shredding metal bands.
| tiers 1 = 4xx
| changes 1 tiers = 4xx
| changes 1 = *{{buff|Main blast: Damage increased|8|10|note=Does not affect The Biggest One}}
| changes 1 = *{{buff|Main blast: Damage increased|8|10|note=Does not affect The Biggest One}}
| quote 1 = Improvements made for the underused damage over time crosspaths
| quote 2 = Improvements made for the underused damage over time crosspaths [...]
| tiers 2 = 402
| changes 2 tiers = 402
| changes 2 = *{{buff|DoT damage increased|7|12}}
| changes 2 = *{{buff|DoT damage increased|7|12}}
| quote 2 = Improved damage for the T4 as it’s effective at what it does but not so versatile outside of shredding metal bands.
| quote 3 = [I]mproved damage for the T4 as it’s effective at what it does but not so versatile outside of shredding metal bands.
| changes 6 = *{{buff|DoT damage versus MOAB-class increased|+10|+20|note=Total MOAB-class damage increased from 15 to 25. Does not affect Blooncineration. 204 crosspath remains at +15 MOAB damage which is a bug}}
| changes 6 = *{{buff|DoT damage versus MOAB-class increased|+10|+20|note=Total MOAB-class damage increased from 15 to 25. Does not affect Blooncineration. 204 crosspath remains at +15 MOAB damage which is a bug}}
| quote = Pushing around price for the underperforming T3, and pushing up the price further on the MAD that excels in MOAB destruction.
| quote 1 = Pushing around price for the underperforming T3, and pushing up the price further on the MAD that excels in MOAB destruction.
| path 2 tier 3 cost before = 4800
| path 2 tier 3 cost before = 4800
| path 2 tier 3 cost after = 4500
| path 2 tier 3 cost after = 4500
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| path 2 tier 5 cost before = 60000
| path 2 tier 5 cost before = 60000
| path 2 tier 5 cost after = 65000
| path 2 tier 5 cost after = 65000
| quote 1 = Pushing around price for the underperforming T3
| quote 2 = Pushing around price for the underperforming T3 [...]
| quote 2 = Pushing up the price further on the MAD that excels in MOAB destruction.
| quote 3 = [P]ushing up the price further on the MAD that excels in MOAB destruction.
| quote 1 tiers = x3x,x4x
| quote 2 tiers = x3x;x4x
| quote 2 tiers = x5x
| quote 3 tiers = x5x
}}
}}
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| version = 47.0
| version = 47.0
| tower = Wizard Monkey
| tower = Wizard Monkey
| quote = Archmage still seems to prefer the 502 crosspathing, so the fire attacks are being taken even further. Summon phoenix falls off in single target fairly early so we are lowering the cost back again to bring back options to let it fly before it has to deal with so many stronger targets. Shimmer struggles as a de-camo option due to the low consistency, so the attack rate is being improved.
| quote 1 = Archmage still seems to prefer the 502 crosspathing, so the fire attacks are being taken even further. Summon phoenix falls off in single target fairly early so we are lowering the cost back again to bring back options to let it fly before it has to deal with so many stronger targets. Shimmer struggles as a de-camo option due to the low consistency, so the attack rate is being improved.
| path 2 tier 4 cost before = 7000
| path 2 tier 4 cost before = 7000
| path 2 tier 4 cost after = 6000
| path 2 tier 4 cost after = 6000
| tiers 1 = 510
| changes 1 tiers = 510
| changes 1 = *{{buff|Fireball: Bonus damage to MOAB-class increased|+27|+36}}
| changes 1 = *{{buff|Fireball: Bonus damage to MOAB-class increased|+27|+36}}
| quote 1 = Archmage still seems to prefer the 502 crosspathing, so the fire attacks are being taken even further.
| quote 2 = Archmage still seems to prefer the 502 crosspathing, so the fire attacks are being taken even further.
| quote 2 = Summon phoenix falls off in single target fairly early so we are lowering the cost back again to bring back options to let it fly before it has to deal with so many stronger targets.
| quote 3 = Summon phoenix falls off in single target fairly early so we are lowering the cost back again to bring back options to let it fly before it has to deal with so many stronger targets.
| quote = Master Bomber is janky to build for given the high cost and the fuse time limits how much single target damage it can do as well, so we’ve given a massive rate boost to the sticky attack.
| quote 1 = Master Bomber is janky to build for given the high cost and the fuse time limits how much single target damage it can do as well, so we’ve given a massive rate boost to the sticky attack.
| quote 1 = Master Bomber is janky to build for given the high cost and the fuse time limits how much single target damage it can do as well, so we’ve given a massive rate boost to the sticky attack.
| changes 3 = *{{buff|Now deals +2 damage to Camo Bloons|note=The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.|undoc=y}}
| changes 3 = *{{buff|Now deals +2 damage to Camo Bloons|note=The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.|undoc=y}}
| tiers 4 = 520
| changes 4 tiers = 520
| changes 4 = *{{buff|Now deals +4 damage to Camo Bloons|note=The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.|undoc=y}}
| changes 4 = *{{buff|Now deals +4 damage to Camo Bloons|note=The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.|undoc=y}}
| tiers 5 = 021,022,023,024,025
| changes 5 tiers = 022+
| changes 5 = *{{buff|Shurikens and Caltrops now deal +2 damage to Camo Bloons and Flash Bomb Explosion deals +4|note=The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.|undoc=y}}
| changes 5 = *{{buff|Shurikens and Caltrops now deal +2 damage to Camo Bloons and Flash Bomb Explosion deals +4|note=The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.|undoc=y}}
| changes 6 tiers = 023+
| changes 6 = *{{buff|Flash Bomb Explosion now deals +4 damage to Camo Bloons|note=The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.|undoc=y}}
| quote 1 tiers = xx5
| quote 1 tiers = xx5
}}
}}
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| version = 47.0
| version = 47.0
| tower = Alchemist
| tower = Alchemist
| quote = Middle path alchemists have complicated use cases that don’t bring enough of a payoff for the effort so the price is being reduced. Instead of being only a niche income source, the Rubber to Gold debuff is being reworked to now expire after a duration but for that duration it will nullify Bloon properties. Some seriously interesting build options from this.
| quote 1 = Middle path alchemists have complicated use cases that don’t bring enough of a payoff for the effort so the price is being reduced. Instead of being only a niche income source, the Rubber to Gold debuff is being reworked to now expire after a duration but for that duration it will nullify Bloon properties. Some seriously interesting build options from this.
| path 2 tier 3 cost before = 3000
| path 2 tier 3 cost before = 3000
| path 2 tier 3 cost after = 2800
| path 2 tier 3 cost after = 2800
| path 2 tier 4 cost before = 4500
| path 2 tier 4 cost before = 4500
| path 2 tier 4 cost after = 4200
| path 2 tier 4 cost after = 4200
| tiers 1 = xx4,xx5
| changes 1 tiers = xx4;xx5
| changes 1 = *{{nerf|Gold status effect duration decreased|Infinite|7s}}
| changes 1 = *{{nerf|Gold status effect duration decreased|Infinite|7s}}
*{{buff|Gold status effect also disables Lead, Black, White, and Purple properties for duration}}
*{{buff|Gold status effect also disables Lead, Black, White, and Purple immunities for duration|note=Gilded status does not affect damage bonuses to Bloon properties (e.g. Lead to Gold vs Lead)}}<!--ltg bonus still applies, with rtg gilded you can heavy shells or ujugg a ddt and still do more d, etc-->
| quote 1 = Instead of being only a niche income source, the Rubber to Gold debuff is being reworked to now expire after a duration but for that duration it will nullify Bloon properties. Some seriously interesting build options from this.
| quote 2 = Instead of being only a niche income source, the Rubber to Gold debuff is being reworked to now expire after a duration but for that duration it will nullify Bloon properties. Some seriously interesting build options from this.
| quote 2 = Middle path alchemists have complicated use cases that don’t bring enough of a payoff for the effort so the price is being reduced.
| quote 3 = Middle path alchemists have complicated use cases that don’t bring enough of a payoff for the effort so the price is being reduced.
| quote 1 tiers = xx4
| quote 2 tiers = xx4
| quote 2 tiers = x3x,x4x
| quote 3 tiers = x3x;x4x
}}
}}
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| version = 47.0
| version = 47.0
| tower = Druid
| tower = Druid
| quote = Not a huge change on its own, but reduced price should add up and shave off some spending for full Poplust setups.
| path 3 tier 4 cost before = 2500
| path 3 tier 4 cost before = 2500
| path 3 tier 4 cost after = 2350
| path 3 tier 4 cost after = 2350
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| version = 47.0
| version = 47.0
| tower = Mermonkey
| tower = Mermonkey
| quote = Middle path pierce was lacking all through to T5, so pierce is now being matched to T5 across the path. Symphonic Resonance is powerful, but Alluring Melody is inconsistent for a Bloon-only stall, so pierce here is also being matched up to the same as T4.
| quote 1 = Middle path pierce was lacking all through to T5, so pierce is now being matched to T5 across the path. Symphonic Resonance is powerful, but Alluring Melody is inconsistent for a Bloon-only stall, so pierce here is also being matched up to the same as T4.
| quote 2 = Symphonic Resonance is powerful, but Alluring Melody is inconsistent for a Bloon-only stall, so pierce here is also being matched up to the same as T4.
| quote 3 = Symphonic Resonance is powerful, but Alluring Melody is inconsistent for a Bloon-only stall, so pierce here is also being matched up to the same as T4.
| tiers 3 = 4XX,5XX
| changes 3 tiers = 4XX;5XX
| changes 3 = *{{nerf|Ink: Should no longer slow Lead Bloons without the correct damage type|fix=y}}
| changes 3 = *{{nerf|Ink: Should no longer slow Lead Bloons without the correct damage type|fix=y}}
| tiers 4 = XX4,XX5
| changes 4 tiers = XX4;XX5
| changes 4 = *{{neutral|Totems should no longer be considered overclock targets|fix=y}}
| changes 4 = *{{neutral|Totems should no longer be considered overclock targets|fix=y}}
| quote 1 tiers = x3x,x4x
| quote 2 tiers = x3x;x4x
| quote 2 tiers = xx3
| quote 3 tiers = xx3
}}
}}
==== [[Spike Factory (BTD6)|Spike Factory]] ====
{{Quote|After much deliberation we still don’t particularly feel like making any large overhauls to the popular Permaspike upgrade right now, so we have decided that in order to follow through on this vision the best course of action would be to not do anything. This lack of attempt to make any change should in theory prevent any alterations from occurring to this particular upgrade in this update and thus leaves Permaspike extremely similar as to how it currently is. For now.|Update notes}}
| quote = This was becoming annoying screen clutter with large numbers of sentries, and feels unnecessary when you can overclock the engineer itself to create more sentries instead.
| changes 1 tiers = 1xx+;x4x;x5x
| tiers 1 = 1xx,2xx,3xx,4xx,5xx,x4x,x5x
| changes 1 = *{{neutral|Overclock and Ultraboost abilities no longer target Engineer sentries}}
| changes 1 = *{{neutral|Overclock and Ultraboost abilities no longer target Engineer sentries}}
| quote 1 = This was becoming annoying screen clutter with large numbers of sentries, and feels unnecessary when you can overclock the engineer itself to create more sentries instead.
| quote 1 = This was becoming annoying screen clutter with large numbers of sentries, and feels unnecessary when you can overclock the engineer itself to create more sentries instead.
| tiers 2 = 200
| changes 2 tiers = 200
| changes 2 = *{{nerf|Nail: No longer has +1 bonus MOAB damage|fix=y}}
| changes 2 = *{{nerf|Nail: No longer has +1 bonus MOAB damage|fix=y}}
| tiers 3 = 014,015
| changes 3 tiers = 014+
| changes 3 = *{{nerf|Bloontrap cooldown should no longer break depending on upgrade order|fix=y|note=Larger Service Area no longer bypasses minimum trap delay (2.8s)}}
| changes 3 = *{{nerf|Bloontrap cooldown should no longer break depending on upgrade order|fix=y|note=Larger Service Area no longer bypasses minimum trap delay (2.8s)}}
| quote 1 tiers = 1xx,2xx,3xx,4xx,5xx,x4x,x5x
| quote 1 tiers = 1xx+;x4x;x5x
}}
}}
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| version = 47.0
| version = 47.0
| tower = Beast Handler
| tower = Beast Handler
| quote = As a quality of life improvement, Beast Handler movement cooldowns have now been separated
| changes 1 = *{{buff|Geraldo’s action figure should no longer sometimes fail to increment price until 2nd round end after placement|fix=y|note=bug occured with the Extra Empowered MK}}
| changes 3 = *{{buff|Adrenaline Rush: max percentage bonus increased|+20%|+25%}}
| changes 3 = *{{buff|Adrenaline Rush: max percentage bonus increased|+20%|+25%}}
| changes 4 levels = 11-16
| changes 4 levels = 11–16
| changes 4 = *{{buff|Adrenaline Rush: max percentage bonus increased|+30%|+40%}}
| changes 4 = *{{buff|Adrenaline Rush: max percentage bonus increased|+30%|+40%}}
| changes 5 levels = 17-20
| changes 5 levels = 17–20
| changes 5 = *{{buff|Adrenaline Rush: max percentage bonus increased|+40%|+60%}}
| changes 5 = *{{buff|Adrenaline Rush: max percentage bonus increased|+40%|+60%}}
}}
}}
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| names = Blastapopoulos
| names = Blastapopoulos
| quote = Especially at lower tiers, Blastapopoulos' stuns are quite unforgiving, so we’ve lowered the baseline stun duration & scaled this up over the tiers instead of starting off so high immediately.
| quote = Especially at lower tiers, Blastapopoulos' stuns are quite unforgiving, so we’ve lowered the baseline stun duration & scaled this up over the tiers instead of starting off so high immediately.
| changes = *{{buff|Heat Bar no longer fills immediately on Boss Spawn}}
| changes = *{{nerf|Heat Bar no longer fills immediately on Boss Spawn}}
*{{buff|Overheat: Initial stun duration reduced by 1s at all tiers|5s|4s}}
*{{nerf|name=Overheat|Initial stun duration reduced by 1s at all tiers|5s|4s}}
| changes = *{{buff|T3 Elite Rock Bloons: HP reduced|10,000|9,000}}
*{{neutral|name=Dreadrock Bloon|Health now scales with boss health/speed modifiers}}
*{{neutral|Rock Bloons: now scale with boss HP/Speed modifiers}}
}}
}}
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===Video===
===Video===
{{Youtube|91U0fz_47Fw}}
{{Youtube|91U0fz_47Fw}}
==Notes==
*The official update notes contains a joke change to the [[Spike Factory (BTD6)|Spike Factory]]:
{{blockquote|indent=1|After much deliberation we still don’t particularly feel like making any large overhauls to the popular Permaspike upgrade right now, so we have decided that in order to follow through on this vision the best course of action would be to not do anything. This lack of attempt to make any change should in theory prevent any alterations from occurring to this particular upgrade in this update and thus leaves Permaspike extremely similar as to how it currently is. For now.
Rogue Legends took up nearly all of our balance time for this update, however as we know many players look forward to the balance changes each update we’ve included a quick list of simpler changes that shouldn’t be too game breaking. Also get me pictures of spider monkeys! — Update notes
Shuffle on lower tier upgrade costs & increased attack speed across middle path in order to offer these upgrades more value both in and out of Super Monkey Fan Club transformation. — Update notes
Nudging Bloon Impact price down, pushing it more in line with other early support options & as this is a support path. Frag damage is being greatly improved all the way up as there’s little reason to trade stun uptime for improved damage. Moving some cost up into MOAB Assassin so Maulers have more leeway early game & en masse. Cutting down roughly 10% on all bottom path upgrade costs as especially on Bomb Blitz even after recent buffs there are many downsides that need to be covered to use this path effectively. — Update notes
A long time coming - Absolute Zero will finally be able to slow MOAB-Class Bloons within its radius, and additionally the main attack while it can’t initiate attacks without Bloons in radius will freeze non MOAB-Class Bloons over the entire screen for a short time! Nudging bottom path Ice Monkey to keep up with similarly priced support options, and Icicles especially doesn't feel versatile enough, which limits chances to go down this path so it is gaining the attack rate increase from the T5. — Update notes
Improved Ceramic Damage scaling up Bloon Dissolver compared to other support options, and a small price shuffling to make Glue Hose more favourable on the journey up to Glue Strike. — Update notes
Price reductions for Energizer to reduce the cost of related build synergies. Armour Piercing Darts subs are generally a tough choice as even though their single target damage is greatly improved the pierce is lacking for the cost, so price has been reduced at T4 and T5 has been granted extra airbursts to make it more desirable an upgrade for dealing with higher pierce itself — Update notes
We’re currently happy with Pirate Lord, but Monkey Pirates has been hit hard by changes so cost is being pushed out of it to encourage multi mid path building. — Update notes
Upgrades to the basic Bombing run are never why you move up this path, so we’re improving these across the board while also reducing the cooldown of Ground Zero to match the T5. — Update notes
We’re raising move speed for Apache Dartship up to match Prime to improve skillful use in some more difficult situations mainly assisting on spread path maps — Update notes
Improvements made for the underused damage over time crosspaths, and improved damage for the T4 as it’s effective at what it does but not so versatile outside of shredding metal bands. — Update notes
Archmage still seems to prefer the 502 crosspathing, so the fire attacks are being taken even further. Summon phoenix falls off in single target fairly early so we are lowering the cost back again to bring back options to let it fly before it has to deal with so many stronger targets. Shimmer struggles as a de-camo option due to the low consistency, so the attack rate is being improved. — Update notes
Master Bomber is janky to build for given the high cost and the fuse time limits how much single target damage it can do as well, so we’ve given a massive rate boost to the sticky attack. — Update notes
Note: The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.
Note: The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.
Shurikens and Caltrops now deal +2 damage to Camo Bloons and Flash Bomb Explosion deals +4 (undocumented)
Note: The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.
Flash Bomb Explosion now deals +4 damage to Camo Bloons (undocumented)
Note: The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.
Middle path alchemists have complicated use cases that don’t bring enough of a payoff for the effort so the price is being reduced. Instead of being only a niche income source, the Rubber to Gold debuff is being reworked to now expire after a duration but for that duration it will nullify Bloon properties. Some seriously interesting build options from this. — Update notes
Middle path pierce was lacking all through to T5, so pierce is now being matched to T5 across the path. Symphonic Resonance is powerful, but Alluring Melody is inconsistent for a Bloon-only stall, so pierce here is also being matched up to the same as T4. — Update notes
This was becoming annoying screen clutter with large numbers of sentries, and feels unnecessary when you can overclock the engineer itself to create more sentries instead. — Update notes
As Benjamin & Geraldo dominate the main income strategies we want to push up another hero choice into the income mix, as Obyn’s druid benefits are currently applied the least effectively to middle path Druid we’re starting this off by giving a Cash Generation boost for Jungle’s Bounty. — Update notes
”
Levels
Changes
5+
Grants +20% cash generation to nearby Jungle's Bounty abilities
Rosalia doesn't fly strongly into high rounds so she is gaining more direct Grenade pierce, and Adrenaline Rush’s maximum is increasing to scale up into larger groups of Bloons. — Update notes
”
Levels
Changes
2+
Grenade: pierce increased ― 8 → 10
13+
Cluster Grenade: pierce increased ― 8 → 10
4–10
Adrenaline Rush: max percentage bonus increased ― +20% → +25%
11–16
Adrenaline Rush: max percentage bonus increased ― +30% → +40%
17–20
Adrenaline Rush: max percentage bonus increased ― +40% → +60%
Especially at lower tiers, Blastapopoulos' stuns are quite unforgiving, so we’ve lowered the baseline stun duration & scaled this up over the tiers instead of starting off so high immediately. — Update notes
”
Heat Bar no longer fills immediately on Boss Spawn
Overheat: Initial stun duration reduced by 1s at all tiers ― 5s → 4s
Churchill Level 13 description changed ― Armor Piercing Shells pop 3 layers of Bloon and do extra damage to Ceramic and higher. → Armor Piercing Shells pop 3 layers of Bloon and do extra damage to Ceramic and higher. MOAB Barrage damage increased.
Churchill Level 17 description changed ― Armor Piercing Shells do even more damage. → Armor Piercing Shells do even more damage. MOAB Barrage damage increased.
Gwendolin Level 9 description changed ― Initial hit per blast pops 1 extra layer. → Initial hit per blast pops 1 extra layer. Gains increased burn damage and duration for every level.
Benjamin Level 1 description changed ― Hacks in $80 every round. → Hacks in $90 every round.
Benjamin Level 2 description changed ― Generates $140 per round instead of $90. → Generates $130 per round instead of $80.
Obyn Greenfoot Level 5 description changed ― Increased attack speed. Druids of the Jungle have increased range. → Increased attack speed. Druids of the Jungle have increased range. Grants bonus cash generation to Druids.
Disk Full error message changed ― Disk full, please free up some space and try again → Disk full, please free up some space and restart the game
The Final Harmonic description changed ― This elder can echo its irresistible tune anywhere. While devastating to Bloons, the call inspires nearby Heroes with improved range and cooldowns, and Magic Monkey's extra pierce. → This elder can echo its irresistible tune anywhere. While devastating to Bloons, the call inspires nearby Heroes with improved range and cooldowns, and Magic Monkeys extra pierce.
The official update notes contains a joke change to the Spike Factory:
After much deliberation we still don’t particularly feel like making any large overhauls to the popular Permaspike upgrade right now, so we have decided that in order to follow through on this vision the best course of action would be to not do anything. This lack of attempt to make any change should in theory prevent any alterations from occurring to this particular upgrade in this update and thus leaves Permaspike extremely similar as to how it currently is. For now.