User:Drgoku282/Legends: Difference between revisions

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{{Lede image|BTD6 tack paragon placeholder art.png|Upgrade menu of a tower in ''Bloons TD 6'', the targeting option is shown right below the tower's portrait, in this case '''''First''''' is current targeting.
This is where I do Legends-related stuff before it is ready for main
'''TODO before moving to main: Upload a proper image.'''}}


Future Targeting option page :D
random encounter article I guess


'''Targeting option''', or simply targeting is a game mechanic in the [[Bloons TD (series)|''Bloons TD'' series]] introduced in [[Bloons Tower Defense 3|''Bloons Tower Defense 3'']] which towers use to determine which [[Bloon]] to attack in the case there is more than one within its [[range]]. This is a setting that the player can set individually for every tower in the map, and is shown in the same sub-menu in than its [[Upgrade|upgrades]].
{{Distinguish||text=[[Bloon Encounter (Frontier Legends)|Bloon Encounters]], which are the regular tower defense games}}{{Lede image|BTD6 EncountersDice.png|Dice icon that represents Random Encounters}}
 
'''Random Encounters''' are a game mechanic in the [[Frontier Legends|''Frontier Legends'']] DLC of ''[[Bloons TD 6]]''. As their name suggest, these are events that can happen at random while the player explores the Frontier, upon encountering one, the player will be presented with a description of the situation and one of more options of what [[Sheriff (BTD6)|Sheriff]] or his Posse can do in response. After selecting one there can be a variety of outcomes, including gaining or losing resources such as [[Bananite]], [[Stamina]] or consumable items, modifying [[Trait|Traits]] of the [[Ranch Hand|Ranch Hands]], losing members of the Posse,  or even no consequences at all.


== Mechanics ==
== Mechanics ==
In the ''Bloons TD'' series, towers can choose between different targeting options to suit the player's strategy, for most towers, the standard options are:
Random encounters can be triggered by performing certain actions within the DLC and when it triggers, that type of encounter cannot be triggered again for a certain amount of time, most random situations are exclusive to certain triggers:
{| class="wikitable"
|+Random encounter triggers
!Type
!Notes
!Minimum cooldown
|-
|NPC Monkey
|It is triggered when Sheriff interacts or collides with a Monkey NPC with simpler facial features from the Legends art style. It will spawn within 10 tiles from Sheriff and run towards him.
|35 minutes
|-
|Campfire
|Triggers when Sheriff activates a Campfire.
|10 minutes
|-
|Area
|Triggers when Sheriff enters a different area.
|10 minutes
|-
|Defeat
|When Sheriff is defeated there is a 10% chance of triggering a Random Encounter upon returning to the Campfire
|60 minutes
|}
When an Encounter is triggered, the player will be presented with a text box describing the situation and one or more buttons that represents the actions that Sheriff or his Posse members can do in response. In some scenarios, selecting a specific option will not always result in the same consequence, as some of them have a table of different outcomes with predefined chances of happening.


* '''First''': The tower will attack the Bloon that is the closest to the exit (in terms of track length remaining). If there are more than one track in range with Bloons on them, the Bloons position is addressed individually for each track. This is the default option for new towers.
If the Posse has Monkeys with the {{BTD6 trait|Fortunate}} or {{BTD6 trait|Happy-go-lucky}} the game will perform an additional RNG rolls (up to the number of Towers with the trait) if the outcome of the Random Encounter is not considered to be the "positive" one.
* '''Last''': The tower will attack the Bloon that is the closest to the entrance (in terms of track length).
* '''Close''': The tower will attack the Bloon that is the closest to the tower.
* '''Far''': The tower will attack the Bloon that is the furthest to the tower.
* '''Strong''': The tower will attack the Bloon with the highest amount of layers. In the case of a tie, it will prioritize First among those Bloons.
* '''Weak''': The tower will attack the Bloon with the least amount of layers.  


The targeting option does not guarantee that the tower's projectile will hit the targeted Bloon, only that the tower will shoot in the target's general direction but the projectile can hit other Bloons if they collide with the projectile during its travel.
=== Lost Monkeys ===
{{Research|Determine what happens when 4 monkeys are lost, is the oldest one lost forever or does the game not present wiht more of such events at all?|section=y}}
When the Posse loses a member, the tower will not be completely lost, instead, when Sheriff enters an Area there is a 30% chance that the lost Monkey will appear somewhere at that location and if it triggers, it will stay there until Sheriff interacts with it which starts another Random Encounter where the player can decide to welcome the Tower back to the Ranch Hands, dismiss it or come back later. Up to 4 Monkeys can be lost at the same time.


Towers with non-standard will be noted on their respective game section.
== List of Random Encounters ==
Notes:


=== Availability of standard targeting options in ''Bloons TD'' games ===
* <code>MONKEY</code> refers to a member of the Posse.
{{Research|Fill missing games}}
* <code>TOWER</code> and <code>APE</code> will be used if a second or third member is involved.
* <code>RECRUIT</code> refers to a random-generated Tower (like the ones at the Saloon).
* <code>TRAIT</code> represents a random trait.
* <code>#</code> represents a random number of rounds
* Notes not present in the in-game text are indicated between parentheses.
* Stamina gains can go beyond 100% unless noted (capped).
* The "positive" outcomes of ab Encounter are marked with an asterisk in the chance column.
{| class="wikitable"
{| class="wikitable"
!Game
! rowspan="2" |Situation
!First
! rowspan="2" |Options
!Last
! colspan="2" |Outcome
!Close
! rowspan="2" |Triggers
!Far
|-
!Strong
!Text
!Weak
!Chance
|-
| <code>MONKEY</code> has had enough of your lollygagging. That defeat was one too many!<!-- Abandon_01 -->
|Say goodbye to <code>MONKEY</code>!
| Well, <code>MONKEY</code> has wandered off. They'll be out on the Frontier somewhere.
| 100%
|Defeat
|-
| rowspan="3" |That defeat was embarrassing for <code>MONKEY</code>, they decide they'll try their luck alone.<!-- Abandon_02 -->
| rowspan="2" |Beg them to stay!
|<code>MONKEY</code> reconsiders and decides to stay.
|50%*
| rowspan="3" |Defeat
|-
|-
|[[Bloons Tower Defense (game)|BTD1]]
|Your grovelling only makes it worse, <code>MONKEY</code> has left your Posse. They'll be out on the Frontier somewhere.
|{{Y}}
|50%
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|-
|-
|[[Bloons Tower Defense 2|BTD2]]
|You wish them well.
|{{Y}}
|<code>MONKEY</code> has left your Posse. They'll be out on the Frontier somewhere.
|{{N}}
|100%
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|-
|-
|[[Bloons Tower Defense 3|BTD3]]
| rowspan="3" |After that last defeat, <code>MONKEY</code> feels like they're not cut out for this after all.<!-- Abandon_03 -->
|{{Y}}
| rowspan="2" |That's not true!
|{{Y}}
|After a pep talk, <code>MONKEY</code> feels re-energised and decides to stay.
|{{N}}
|50%*
|{{N}}
| rowspan="3" |Defeat
|{{N}}
|{{N}}
|-
|-
|Bloons TD ([[Bloons TD (iOS)|iOS]] / [[Bloons TD (PSP)|PSP]] / [[Bloons TD (DSi)|DSi]])
|No matter what you say, <code>MONKEY</code> just doesn't believe it, they run off in tears. They'll be out on the Frontier somewhere.
|{{Y}}
|50%
|{{Y}}
|{{Y}}
|{{Y}}
|{{N}}
|{{N}}
|-
|-
|[[Bloons TD 4|BTD4]]
|Maybe you're right.
|{{Y}}
|<code>MONKEY</code> goes on their way, you hope they find what they're looking for. They'll be out on the Frontier somewhere.
|{{Y}}
|100%
|{{N}}
|{{N}}
|{{Y}}
|{{Y}}
|-
|-
|[[Bloons TD 5|BTD5]]
| After that defeat, <code>MONKEY</code> has decided they can find a better use for their talents elsewhere.<!-- Abandon_04 -->
|{{Y}}
|If you say so.
|{{Y}}
| <code>MONKEY</code> has left your service. They'll be out on the Frontier somewhere.
|{{Y}}
| 100%
|{{N}}
|Defeat
|{{Y}}
|{{N}}
|-
|-
|[[Bloons TD 6|BTD6]]
| rowspan="7" |You find a curious chunk of mud sticking to your shoe. <code>MONKEY</code> and <code>TOWER</code> offer to taste test it.<!-- BuffOrDebuff_01 -->
|{{Y}}
| rowspan="3" |Let <code>MONKEY</code> give it a go.
|{{Y}}
|Lucky! <code>MONKEY</code> got {{BTD6 trait|Molasses}} for 15 rounds<br>Stamina Gained! (100%, capped)
|{{Y}}
|50%*
|{{N}}
| rowspan="7" |Campfire
|{{Y}}
|{{N}}
|-
|-
|[[Bloons TD Battles|Battles]]
|Lucky! <code>MONKEY</code> got {{BTD6 trait|Adhesive}} for 15 rounds<br>Stamina Gained! (200%)
|
|30%*
|
|
|
|
|
|-
|-
|[[Bloons TD Battles 2|Battles 2]]
|Coulda seen that coming. <code>MONKEY</code> lost stamina. (-30%)
|
|20%
|
|
|
|
|
|-
|-
|[[Bloons Monkey City|BMC]]
| rowspan="3" |Surely <code>TOWER</code> deserves it the most.
|
|Lucky! <code>TOWER</code> got {{BTD6 trait|Molasses}} for 15 rounds<br>Stamina Gained! (100%)
|
|50%*
|
|
|
|
|-
|-
|[[Bloons Adventure Time TD|BATTD]]
|Lucky! <code>TOWER</code> got {{BTD6 trait|Adhesive}} for 15 rounds<br>Stamina Gained! (200%)
|
|30%*
|
|-
|
|Coulda seen that coming. <code>TOWER</code> lost stamina. (-30%)
|
|20%
|
|-
|
|What? That's gross. Chuck it in the bin.
|}
|(Nothing happens)
 
|100%
== ''Bloons Tower Defense'' / ''Bloons Tower Defense 2'' ==
|-
In the first games of the series towers did not have targeting options available so towers that can change direction always target ''First''.
| rowspan="4" |There's a cross drawn on the ground. Must be buried treasure!<!-- BuriedTreasure_01 -->
 
| rowspan="3" |Dig it up!
== ''Bloons Tower Defense 3'' ==
|A jar of Banana Cookies! They look fresh too!
All towers can now select between ''First'' and ''Last'' targeting option, allowing [[Dart Monkey]], [[Boomerang]], [[Spike-o-pult]], [[Cannon]] and [[Super Monkey]] to shoot in different direction. Although present on the menu, it does not have any effect on [[Tack Shooter]], [[Ice Ball]] and [[Monkey Beacon]].
|40%*
 
| rowspan="4" |Area
== ''Bloons TD 4'' ==
|-
{{Empty|List which towers have standard targeting options and elaborate on the ones that doesn't, if any, e.g. Monkey Ace}}
|A Health Potion!
 
|40%*
== ''Bloons TD 5 / Bloons Monkey City / Bloons TD Battles'' ==
|-
{{Empty|List which towers have standard targeting options and elaborate on the ones that doesn't, if any. Check for any difference between versions and BMC / Battles, if there are enough differences between the spinoffs, move them to their own section.}}
|Nothing there. Maybe it was a prank. (No effect)
 
|20%
== ''Bloons TD 6'' ==
|-
{{Incomplete|Btw, where to put those "secondary targeting priorities" like camo prio, manual targeting (e.g. engi foam), and beast repos? also don't think the aoe target close things are needed here, but sure I guess}}
|Leave it be.
In ''Bloons TD 6'' the targeting of the tower takes into account the line-of-sight mechanics, ignoring any Bloon that the tower is not able to see. When placed, all towers with standard targeting options default to First and are unable to target [[Camo Bloon (BTD6)|Camo Bloons]].
|(Nothing happens)
{| class="wikitable mw-collapsible"
|100%
|+Targeting options in BTD6
|-
!Tower
| rowspan="4" |<code>MONKEY</code> is bored and pulls out a deck of cards from their pocket, who wants to play?<!-- Cards_01 -->
!Details
| rowspan="3" |You're on!
|Everyone got really into it and made a fun memory, let's play again some time! They're all {{BTD6 trait|Rarin'}} for 1 round.
|30%*
| rowspan="4" |Campfire
|-
|It was kind of fun, but <code>MONKEY</code> kept winning. They're {{BTD6 trait|Rarin'}} for 1 round.
Everyone else is tired. (-5% Stamina)
|40%
|-
|Turns out <code>MONKEY</code> was cheating, which ruined the game for everyone. They'll be {{BTD6 trait|Boot-draggin'}} for 1 round.
|30%
|-
|Not right now.
|(Nothing happens)
|100%
|-
| rowspan="2" |<code>MONKEY</code> and <code>TOWER</code> are having an argument about who can see the farthest.<!-- ChoosingSides_01 -->
|Side with <code>MONKEY</code>.
|<code>MONKEY</code> is chuffed! You can call them {{BTD6 trait|Spotter}} <code>MONKEY</code> for 20 active rounds!
<code>TOWER</code> is so offended, they lost stamina! (-10%)
|100%
| rowspan="2" |Campfire
Area
|-
|Side with <code>TOWER</code>.
|<code>TOWER</code> is chuffed! You can call them {{BTD6 trait|Spotter}} <code>TOWER</code> for 20 active rounds!
<code>MONKEY</code> is so offended, they lost stamina! (-10%)
|100%
|-
| rowspan="2" |<code>MONKEY</code> and <code>TOWER</code> are yelling at each other, both saying the other one has to leave. Who do you dismiss?<!-- ChoosingSides_02 -->
|Dismiss <code>MONKEY</code>.
|<code>TOWER</code> is grateful, and gets a discounted upgrade! (50%)
<code>MONKEY</code> leaves your Posse. They'll be out on the Frontier somewhere.
|100%
| rowspan="2" |Defeat
|-
|Dismiss <code>TOWER</code>.
|<code>MONKEY</code> is grateful, and gets a discounted upgrade! (50%)
<code>TOWER</code> leaves your Posse. They'll be out on the Frontier somewhere.
|100%
|-
| rowspan="3" |<code>MONKEY</code> challenges <code>TOWER</code> to a two-steppin' dance battle and they want you to judge! Who's got the better moves?"<!-- DanceBattle_01 -->
|<code>MONKEY</code> has the cooler moves.
|<code>MONKEY</code> is pumped! They get <code>TRAIT</code> for <code>#</code> active rounds.
|100%
| rowspan="3" |Campfire
Area
|-
|<code>TOWER</code> has the cooler moves.
|<code>TOWER</code> is pumped! They get <code>TRAIT</code> for <code>#</code> active rounds.
|100%
|-
| colspan="3" |Possible traits are: {{BTD6 trait|Crackshot}}, {{BTD6 trait|Rapid-fire}} or {{BTD6 trait|Brutal}}. Lasts between 3 and 10 rounds.
|-
| rowspan="3" |<code>MONKEY</code> thinks they spotted a chest somewhere on the Frontier.<!-- DangerLoot_01 -->
| rowspan="2" |You know a good opportunity when you see one. Send <code>MONKEY</code> to look.
|Success! <code>MONKEY</code> found the chest and returned with 700 Bananite!
|70%*
| rowspan="3" |Area
|-
|<code>MONKEY</code> has been a while out there. Perhaps they got lost. They'll be out on the Frontier somewhere.
|30%
|-
|Seems risky. Ignore the potential loot.
|(Nothing happens)
|100%
|-
| rowspan="3" |<code>MONKEY</code> heard from a friend that there was an old stage coach with heaps of Bananite buried on the Frontier. They want to go and look for it.<!-- DangerLoot_02 -->
| rowspan="2" |Send <code>MONKEY</code> to look for the buried stage coach.
|Success! <code>MONKEY</code> returns with 2,500 Bananite!
|50%*
| rowspan="3" |Area
|-
|It's been hours! <code>MONKEY</code> must have got lost. They'll be  out on the Frontier somewhere.
|50%
|-
|Seems risky. Keep <code>MONKEY</code> with you.
|(Nothing happens)
|100%
|-
| rowspan="2" |All this walking made <code>MONKEY</code> feel like they've grown. They feel stronger and want to eschew the normal cost of upgrades to improve themselves as a Monkey and a friend.<!-- DiscountedUpgrade_01 -->
|Get a discounted upgrade for <code>MONKEY</code>
|<code>MONKEY</code> got a discounted upgrade! (-50%)
|100%
| rowspan="2" |Campfire
|-
|Ignore their moment of growth.
|(Nothing happens)
|100%
|-
| rowspan="6" |Hey stranger! I'm feelin' lucky! If you can guess how many fingers I'm holdin' up behind my back I'll give you a prize! Guess wrong and it'll cost you.<!-- FingerGuess_01 -->
| rowspan="5" |1 Finger!<br>2 Fingers!
|"Darn it!" the stranger says. "Deals a deal!" You get 250 Bananite.
|30.4%*
| rowspan="6" |NPC
|-
|"No way! Guess again!" the stranger says. You keep guessing until the stranger gives in, giving you 1,000 Bananite. Little did they know, <code>MONKEY</code> was behind them, giving you the answers.
|4.3%*
|-
|"What a guess!" the stranger says. "I didn't want this rusty old key anyway. Here."
|30.4%*
|-
|"Oh, good guess stranger. Let me just... Run!" the stranger says. You turn too late, another Monkey snuck up behind you and took 250 Bananite.
|17.4%
|-
|"OK, OK, you win. Let me take <code>MONKEY</code> to get your reward. I'll be right back," the stranger says. After a while you realize you've been had! <code>MONKEY</code> will be out on the Frontier somewhere!
|17.4%
|-
|No thanks, stranger.
|(Nothing happens)
|100%
|-
| rowspan="3" |You found <code>MONKEY</code> on the Frontier!<!-- FoundLostMonkey_01 -->
|Welcome them back.
|<code>MONKEY</code> rejoined your Ranch Hands!
|100%
| rowspan="3" |Lost Monkey
|-
|Let them know their services are no longer needed.
|They're gone forever.
|100%
|-
|Leave them for now.
|They'll wait for you to return.
|100%
|-
| rowspan="2" |<code>RECRUIT</code> rocks up to camp and wants to become one of your Ranch Hands.<!-- FreeRanchHand_01 -->
|Of course, pardner! Welcome to the homestead.
|<code>RECRUIT</code> has been added to your Ranch Hands!
|100%
| rowspan="2" |Campfire
|-
|Sorry, we don't have a single spot in the bunk room.
|<code>RECRUIT</code> throws some stinky dirt at you then runs away (Nothing happens)
|100%
|-
| rowspan="2" |<code>RECRUIT</code> has heard of your exploits, and wants to join you!.<!-- FreeRanchHand_02 -->
|Happy to have you on board!
|<code>RECRUIT</code> has been added to your Ranch Hands!
|100%
| rowspan="2" |Campfire
|-
|Sorry, we've got all the help we need.
|<code>RECRUIT</code> goes on their way. (Nothing happens)
|100%
|-
| rowspan="2" |<code>RECRUIT</code> knows you by reputation, they offer to join you for free!.<!-- FreeRanchHand_03 -->
|Welcome to the team!
|<code>RECRUIT</code> has been added to your Ranch Hands!
|100%
| rowspan="2" |Campfire
|-
|Sorry, pardner, maybe next time.
|<code>RECRUIT</code> walks away, seemingly dejected. (Nothing happens)
|100%
|-
| rowspan="2" |<code>RECRUIT</code> asks if you've heard of them, they're pretty famous you know! You'll be way more popular on the Frontier if they're in your Posse.<!-- FreeRanchHand_04 -->
|Sounds like a deal, welcome to the team!
|<code>RECRUIT</code> has been added to your Ranch Hands!
|100%
| rowspan="2" |Campfire
|-
|We've got enough help already.
|<code>RECRUIT</code> goes on their way. (Nothing happens)
|100%
|-
| rowspan="3" |<code>MONKEY</code> sees something shiny sticking out of the ground. Dig it up?<!-- GainBananite_01 -->
| rowspan="2" |Yes, let's see!
|That was lucky, <code>MONKEY</code> found 50 Bananite.
|70%*
| rowspan="3" |Area
|-
|Turns out it was nothing special and <code>MONKEY</code> just wasted Stamina. (-5%)
|30%
|-
|Hmm, let's pass.
|(Nothing happens)
|100%
|-
| rowspan="3" |Play a game of cards with <code>MONKEY</code>? Winner gets 1000 Bananite of course!<!-- Gambling_01 -->
| rowspan="2" |You're on!
|<code>MONKEY</code> couldn't compete with your hand! You get 1,000 Bananite.
|50%*
| rowspan="3" |Campfire
|-
|<code>MONKEY</code> had a better hand. Fair's fair, hand over 1,000 Bananite.
|50%
|-
|No thanks.
|(Nothing happens)
|100%
|-
| rowspan="3" |<code>MONKEY</code> says, Heads or Tails? For 200 Bananite.<!-- Gambling_02 -->
| rowspan="2" |Heads.<br>Tails.
|Good guess! You receive 200 Bananite.
|50%*
| rowspan="3" |Campfire
|-
|Too bad! You lose 200 Bananite.
|50%
|-
|Not right now.
|(Nothing happens)
|100%
|-
| rowspan="3" |<code>MONKEY</code> hid a bunch of rocks in their shoe. They ask everyone in the Posse to guess how many there are, closest guess wins a prize!<!-- Gambling_03 -->
| rowspan="3" |Five?<br>Eight?<br>Seventeen?
|You were spot on! <code>MONKEY</code> hands you 650 Bananite.
|15%*
| rowspan="3" |Campfire
|-
|You were a few off, but still the closest! <code>MONKEY</code> hands you 250 Bananite.
|35%*
|-
|Sorry, not even close! Better luck next time. (Nothing happens)
|50%
|-
| rowspan="2" |<code>MONKEY</code> has set up a table with three cups. If you can guess which cup the rock is under, you'll win some Bananite! You watch them move the cups around. The rock is under...<!-- Gambling_04 -->
| rowspan="2" |The left cup!<br>The middle cup!<br>The right cup!
|They lift up the cup and... you were right! <code>MONKEY</code> hands you {1} Bananite.
|60%*
| rowspan="2" |Campfire
|-
|They lift up the cup and... ah, it wasn't under that one. Better luck next time!
|40%
|-
| rowspan="3" |As <code>MONKEY</code> is checking the perimeter, a strange movement catches their eye. They approach, finding a small, sentient rodent coated in a viscous, neon-yellow substance. It does not attack, it simply stares, its whiskers twitching with the residue of high-grade adhesive.<!-- GlueRat_01 -->
| rowspan="2" |Pet the sticky friend!
|Yay, <code>MONKEY</code> got {{BTD6 trait|Adhesive}} for 10 active rounds.
|80%*
| rowspan="3" |Campfire
|-
|Oh no! The adhesive got everywhere. <code>MONKEY</code> got {{BTD6 trait|Encumbered}} for 10 active rounds.
|20%
|-
|No touchy!
|(Nothing happens)
|100%
|-
| rowspan="2" |<code>MONKEY</code> cooks a hearty meal for the whole Posse!<!-- HeartyMeal_01 -->
| rowspan="2" |Dig in!
|Delicioso! The Posse enjoys the meal <code>MONKEY</code> cooked, and gets {{BTD6 trait|Rapid-fire}} for 6 rounds.
<code>MONKEY</code> is tired from all the work. (-5% Stamina)
|70%*
| rowspan="2" |Campfire
|-
|<code>MONKEY</code> forgot to mention they can't cook. Everyone gets {{BTD6 trait|Laggard}} for 6 rounds.
<code>MONKEY</code> is tired from all the work. (-5% Stamina)
|30%
|-
|<code>MONKEY</code> submitted a witty limerick to the local gazette and is the talk of the Frontier.<!-- LegendFor10Rounds_01 -->
|Good on you!
|<code>MONKEY</code> becomes a {{BTD6 trait|Legend}} for 10 active rounds.
|100%
|Campfire
|-
| rowspan="2" |<code>MONKEY</code> is gonna roll the dice.<!-- LuckGambler_01 -->
|Cross your fingers!
|<code>MONKEY</code> got <code>TRAIT</code> for <code>#</code> active rounds.
|100%
| rowspan="2" |Campfire
|-
| colspan="3" |Possible traits are: {{BTD6 trait|High Roller}} or {{BTD6 trait|Fortunate}}. Lasts between 5 and 15 rounds.
|-
| rowspan="2" |<code>MONKEY</code> found an article about entrepreneurship on the Frontier.<!-- LuckGambler_01 -->
|Give it a read!
|<code>MONKEY</code> gets {{BTD6 trait|Lustrous}} for 1 active rounds. The business world is always changing after all!
|100%
| rowspan="2" |Campfire
|-
|Focus on the Bloons.
|(Nothing happens)
|100%
|-
| rowspan="5" |<code>MONKEY</code> wants to show you a magic trick they've been working on.<!-- MagicTrick_01 -->
| rowspan="3" |Okay, let's see it!
|Wow! How did they do that? <code>MONKEY</code> feels proud. They gain <code>TRAIT</code> for <code>#</code> rounds!
|35%*
| rowspan="5" |Campfire
Area
|-
|It was mostly there but were some small hiccups, <code>MONKEY</code> needs a little more practice. (+50% Stamina)
|35%*
|-
|They displayed it so clumsily that you saw right through it, <code>MONKEY</code> feels embarrassed and will be {{BTD6 trait|Boot-draggin'}} for 1 round.
|30%
|-
| colspan="3" |Possible traits are: {{BTD6 trait|Crackshot}}, {{BTD6 trait|Rapid-fire}}, {{BTD6 trait|Red-wristed}}, {{BTD6 trait|Brutal}}, {{BTD6 trait|High Roller}}, {{BTD6 trait|Molasses}}, {{BTD6 trait|Big-blimp-hunter}}, {{BTD6 trait|Purple-peacock}} or {{BTD6 trait|Guns-blazin'}}. Lasts between 3 and 18 rounds.
|-
|Not right now.
|(Nothing happens)
|100%
|-
| rowspan="7" |<code>MONKEY</code> is going to run a game of Maps and MOABS! Do you want to create a character?<!-- MapsAndMoabs_01 -->
| rowspan="2" |Let's do it! My character's going to be an Alchemist.
|Your Alchemist character blasts their way through the Bloons with clever concoctions! The Posse gets {{BTD6 trait|Purple-peacock}} for 20 active rounds.
|70%*
| rowspan="7" |Campfire
|-
|Your Alchemist character has strong attacks, but you kept almost hitting your party instead of the Bloons! The Posse gets {{BTD6 trait|Slow-ridin'}} for 1 active rounds.
|30%
|-
| rowspan="2" |I'll stick to what I know, my character will be a Desperado!
|Your Desperado character is just like you, a sharp shooter! The Posse feels inspired. They get {{BTD6 trait|Crackshot}} for 20 active rounds.
|70%*
|-
|Your Desperado character kept missing their attacks and eventually your party was overrun by Bloons. The Posse gets {{BTD6 trait|Clumsy}} for 15 active rounds.
|30%
|-
| rowspan="2" |Alright, let's try playing as a Glue Gunner.
|Your Glue Gunner character is a great support, slowing down the Bloons for easier hits! The Posse gets {{BTD6 trait|Molasses}} for 20 active rounds.
|70%*
|-
|You forgot about some of the more useful abilities of your Glue Gunner character, so you weren't much help. The Posse gets {{BTD6 trait|Slow-ridin'}} for 1 active rounds.
|30%
|-
|No thanks, it's not really my thing.
|(Nothing happens)
|100%
|-
| rowspan="3" |Delivery! A pack of disposable Red Wrist Bands for your whole Posse! Sign here:<!-- MessengerWristBands_01 -->
| rowspan="2" |Thanks!
|The whole Posse got {{BTD6 trait|Red-wristed}} for 10 active rounds.
|90%*
| rowspan="3" |NPC
|-
|These are knockoffs! The whole Posse gets {{BTD6 trait|Clumsy}} for 10 active rounds.
|10%
|-
|No thanks!
|(Nothing happens)
|100%
|-
| rowspan="3" |<code>MONKEY</code>, <code>TOWER</code>, and <code>APE</code> are playing cards, but they don't know the rules! Help them pick the winner.<!-- MonkeyCards_01 -->
|<code>MONKEY</code> has Two Pair
|<code>MONKEY</code> won and is feeling refreshed (+200% Stamina)
|100%
| rowspan="3" |Campfire
|-
|<code>TOWER</code> has a Royal Flush
|<code>TOWER</code> won and is feeling refreshed (+200% Stamina)
|100%
|-
|<code>APE</code> has 5 Jacks
|<code>APE</code> won and is feeling refreshed (+200% Stamina)
|100%
|-
| rowspan="2" |You got a letter! "Dear Sheriff, I, <code>RECRUIT</code>, would like to join you on your journey. Yours warmly, <code>RECRUIT</code> xxooOX"<!-- NewMonkeyMessage_01 -->
|Of course. Always room for a polite Monkey!
|<code>RECRUIT</code> joins your Ranch Hands!
|100%
| rowspan="2" |NPC
|-
|Sorry pardner, gonna have to say no.
|(Nothing happens)
|100%
|-
| rowspan="2" |This Monkey reckons their friend <code>RECRUIT</code> would be a great addition to your Posse. Let them join?<!-- NewMonkeyMessage_02 -->
|Sure thing!
|<code>RECRUIT</code> joins your Ranch Hands!
|100%
| rowspan="2" |NPC
|-
|No thanks!
|(Nothing happens)
|100%
|-
| rowspan="3" |Big opportunity! This Monkey will pay you 1000 Bananite to try some trial medicine on <code>MONKEY</code>. It's made from the finest interesting-looking flowers and twigs and what not.<!-- PaidTrial_01 -->
| rowspan="2" |Sounds like a deal!
|So that's what it does! <code>MONKEY</code> got <code>TRAIT</code> permanently. (Any positive trait can be chosen)
And here's your 1,000 Bananite!
|80%*
| rowspan="3" |NPC
|-
|So that's what it does! <code>MONKEY</code> got <code>TRAIT</code> permanently. (Any negative trait can be chosen)
And here's your 1,000 Bananite!
|20%
|-
|Err... no, thanks.
|(Nothing happens)
|100%
|-
| rowspan="2" |A Monkey approaches you asking if you could help them reattach the wheel to their wagon, they'll pay you for your troubles!<!-- PaidWork_01 -->
|Sure thing!
|You help the Monkey, after you finish the job they pay you as promised. (2,000 Bananite)
You're all a little tired though. (-5% Stamina)
|100%
| rowspan="2" |NPC
Area
|-
|Sorry, we're in a hurry.
|(Nothing happens)
|100%
|-
| rowspan="2" |A Monkey approaches you asking for help with moving some crates, they offer to pay you for the work.<!-- PaidWork_02 -->
|Sure, we've got time!
|You help the Monkey and they pay you as promised. (1,500 Bananite)
You're all a little tired though. (-5% Stamina)
|100%
| rowspan="2" |NPC
Area
|-
|Sorry, we're in a hurry.
|(Nothing happens)
|100%
|-
| rowspan="2" |<code>TOWER</code> challenges <code>MONKEY</code> to a round of Paper, Scissors, Rock! What should {0} play? One, Two...<!-- PaperScissorsRock_01 -->
| rowspan="2" |Paper!<br>Scissors!<br>Rock!
|<code>MONKEY</code> won! They gain {{BTD6 trait|Rapid-fire}} for 10 rounds.
|50%*
| rowspan="2" |Campfire
Area
|-
|<code>MONKEY</code> lost... (-15% Stamina)
Happy they won, <code>TOWER</code> gains {{BTD6 trait|Rapid-fire}} for 10 rounds!
|50%
|-
| rowspan="2" |<code>MONKEY</code> is feeling moved by the Posse's hard work, and stands up to give an inspiring speech!<!-- PepTalk_01 -->
| rowspan="2" |Alright, let's hear it!
|They have a way with words, everyone feels inspired and reinvigorated! (+75% Stamina)
The whole Posse gets {{BTD6 trait|Powerful}} for 10 rounds.
|60%*
| rowspan="2" |Campfire
Area
|-
|Their speech was quite long, but everyone could understand the sentiment. (+10% Stamina)
|40%*
|-
| rowspan="2" |<code>MONKEY</code> noticed some crows near camp, eyein' up your Bananite<!-- PeskyBirds_01 -->
|Shoo them away
|It took some effort and <code>MONKEY</code> lost stamina, but the Bananite is safe. (-10%)
|100%
| rowspan="2" |Campfire
|-
|Leave 'em be
|<code>MONKEY</code> ignored them and the birds swooped in, taking -100 Bananite.
|100%
|-
| rowspan="4" |While settling down around the campfire, <code>MONKEY</code> found a dusty old potion. Whattya reckon?<!-- Potion_01 -->
| rowspan="3" |Drink it!
|You watch in amazement as <code>MONKEY</code> gets {{BTD6 trait|Big-blimp-hunter}} for 15 rounds.
|40%*
| rowspan="4" |Campfire
|-
|Ooops! <code>MONKEY</code> gets {{BTD6 trait|Clumsy}} (15 rounds)
|10%
|-
|Huh, what a let down, nothing happened to <code>MONKEY</code>
|50%
|-
|No, go to bed!
|(Nothing happens)
|100%
|-
| rowspan="3" |<code>MONKEY</code> found an pamphlet written by a Monkey always goin' on about peculiar things. Do you want to let them read it?<!-- RandomGoodBadTrait_01 -->
| rowspan="2" |Go ahead!
|<code>MONKEY</code> found it helpful, and gained <code>TRAIT</code> permanently. (Can be any positive trait)
|50%*
| rowspan="3" |Campfire
|-
|<code>MONKEY</code> found some worrying content, and becomes an {{BTD6 trait|Outlaw}} for 20 active rounds
|50%
|-
|No. Never know what's in those things.
|(Nothing happens)
|100%
|-
| rowspan="3" |<code>MONKEY</code> heard rumors that if one focuses their mind they can learn a new skill instantly.<!-- RandomTrait_01 -->
| rowspan="2" |Well, may as well give it a go!
|Huzzah! <code>MONKEY</code> got <code>TRAIT</code> permanently! (Can be any positive trait)
|40%*
| rowspan="3" |Campfire
|-
|<code>MONKEY</code> just got a bit tired. (-10% Stamina)
|60%
|-
|There's no time for that right now.
|(Nothing happens)
|100%
|-
| rowspan="3" |Apparently icemelt baths are all the rage! <code>MONKEY</code> thinks everyone should try it out.<!-- Refreshed_01 -->
| rowspan="2" |Alright, let's try it!
|Wow! That was nice, everyone feels refreshed! (+70%)
|70%*
| rowspan="3" |Campfire
|-
|That was a little too chilly for everyone's liking. The whole Posse loses a bit of Stamina. (-15%)
<code>MONKEY</code> liked it though! They gain Stamina! (+70%, both effects stack)
|30%
|-
|I'm not so sure...
|(Nothing happens)
|100%
|-
| rowspan="2" |<code>MONKEY</code> realized that all Monkeys should strive to improve themselves, at least a little. They want to give up one of their negative traits.<!-- RemoveNegativeTrait_01 -->
|That's a wise Monkey! Go ahead!
|<code>MONKEY</code> lost the <code>TRAIT</code> trait.
|100%
| rowspan="2" |Campfire
Area
|-
|Perhaps a negative trait can be a strength.
|(Nothing happens)
|100%
|-
| rowspan="2" |<code>MONKEY</code> starts telling a spooky story around the campfire!<!-- ScaryStories_01 -->
| rowspan="2" |Just try and scare us!
|<code>MONKEY</code> tells a chilling tale that scares everyone to their bones! <code>MONKEY</code> feels invigorated! (+200% Stamina)
... the rest of the Posse? Not so much. (-2% Stamina)
|50%*
| rowspan="2" |Campfire
|-
|It wasn't very scary, in fact it was so boring everyone fell asleep and got a great rest. (+200% Stamina)
"... but <code>MONKEY</code> feels down that no one liked it. (-15% Stamina, both effects stack)
|50%*
|-
| rowspan="4" |<code>MONKEY</code> swears they just saw something... over there, behind that rock.<!-- SeeingThings_01 -->
| rowspan="3" |Let's go check.
|There were some camo Bloons hiding back there after all, good thing <code>MONKEY</code> noticed! <code>MONKEY</code> gains {{BTD6 trait|Red-wristed}} for 6 rounds.
|40%*
| rowspan="4" |Area
|-
|Thankfully it wasn't anything bad, found 100 Bananite!
|40%*
|-
|Turns out it was nothing. (Nothing happens)
|30%
|-
|Yeah, right.
|(Nothing happens)
|100%
|-
| rowspan="2" |<code>MONKEY</code> whips out their guitar and wants to play a song.<!-- Song_01 -->
| rowspan="2" |Let's hear it!
|The Posse weeps at the beauty. Everything's gonna be good! (+150% Stamina)
|70%*
| rowspan="2" |Campfire
|-
|Turns out the singing ain't good. Everyone's grumpy. (-5% Stamina)
|30%
|-
| rowspan="3" |Do ya want the good news, or the bad news?<!-- StaminaMessenger_01 -->
|Good news!
|After hearing the good news, the whole Posse is {{BTD6 trait|Rarin'}} for 1 active rounds.
|100%
| rowspan="3" |NPC
|-
| rowspan="2" |Bad news please.
|That was terrible news! The whole Posse will be {{BTD6 trait|Boot-draggin'}} for 1 active rounds.
|60%
|-
|That's some concerning news for sure! It invigorates the whole Posse. They'll be {{BTD6 trait|Guns-blazin'}} for 20 active rounds.
|40%*
|-
| rowspan="3" |Hello! You look like a smart Monkey. I have 3 Health Potions and I'm tired of carrying them around. Would you take them off my hands for 150 Bananite?<!-- SusSalesmonkey_01 -->
| rowspan="2" |You've got a deal!
|The salesmonkey walks away with your 150 Bananite.
A strange interaction, but the Health Potions look good.
|50%*
| rowspan="3" |NPC
|-
|The salesmonkey walks away with your 150 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|50%
|-
|No, thanks.
|(Nothing happens)
|100%
|-
| rowspan="3" |Howdy there pardner. I found some Banana Cookies in some abandoned barrels, but don't got much use for them. I'll sell them to you for 100 Bananite.<!-- SusSalesmonkey_02 -->
| rowspan="2" |Sure, could always use more Banana Cookies!
|The salesmonkey walks away with your 100 Bananite.
A strange interaction, but the Banana Cookies are fresh!
|50%*
| rowspan="3" |NPC
|-
|The salesmonkey walks away with your 150 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|50%
|-
|No, thank you.
|(Nothing happens)
|100%
|-
| rowspan="3" |Get ya powers! Hey mister, care to purchase a Camo Trap for use in Battle? Just 100 Bananite!<!-- SusSalesmonkey_CamoTrap -->
| rowspan="2" |Sure, I could use one of 'em.
|A shiny new Camo Trap. That'll be useful!
The salesmonkey walks away with your 100 Bananite.
|50%*
| rowspan="3" |NPC
|-
|The salesmonkey walks away with your 100 Bananite. You check the package but there's nothing in it!
|50%
|-
|No, thank you.
|(Nothing happens)
|100%
|-
| rowspan="3" |Get ya powers! Hey mister, care to purchase a Time Stop power for use in Battle? Just 100 Bananite!<!-- SusSalesmonkey_DartTime -->
| rowspan="2" |Sure, I could use one of 'em.
|That's pretty cheap for a power that can slow down time!
The salesmonkey walks away with your 100 Bananite.
|50%*
| rowspan="3" |NPC
|-
|The salesmonkey walks away with your 100 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|50%
|-
|No, thank you.
|(Nothing happens)
|100%
|-
| rowspan="3" |Get ya powers! Hey mister, care to purchase an Energizing Totem for use in Battle? Just 80 Bananite!<!-- SusSalesmonkey_EnergisingTotem -->
| rowspan="2" |Sure, I could use one of 'em.
|What a deal! Still in brand new packaging!
The salesmonkey walks away with your 80 Bananite.
|50%*
| rowspan="3" |NPC
|-
|The salesmonkey walks away with your 80 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|50%
|-
|No, thank you.
|(Nothing happens)
|100%
|-
| rowspan="3" |Get ya powers! Hey mister, care to purchase a Glue Trap for use in Battle? Just 100 Bananite!<!-- SusSalesmonkey_GlueTrap -->
| rowspan="2" |Sure, I could use one of 'em.
|A discount Glue Trap! What a deal!
The salesmonkey walks away with your 100 Bananite.
|50%*
| rowspan="3" |NPC
|-
|-
|[[Dart Monkey (BTD6)|Dart Monkey]]
|The salesmonkey walks away with your 100 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|Standard targeting options
|50%
[[Super Monkey Fan Club (BTD6)|Super Monkey Fan Club]] and [[Plasma Monkey Fan Club (BTD6)|Plasma Monkey Fan Club]] transforms the closest Dart Monkeys which are not already transformed.
 
[[Enhanced Eyesight (BTD6)|Enhanced Eyesight]] upgrade allows them to target Camo Bloons grants Camo prioritization.
|-
|-
|[[Boomerang Monkey (BTD6)|Boomerang Monkey]]
|No, thank you.
|Standard targeting options.
|(Nothing happens)
With the {{BTD6 mk|Bionic Augmentation}} Monkey Knowledge [[Turbo Charge (BTD6)|Turbo Charge]] and [[Perma Charge (BTD6)|Perma Charge]] can target Camo Bloons while the ability is active.
|100%
|-
|-
|[[Bomb Shooter (BTD6)|Bomb Shooter]]
| rowspan="3" |Get ya powers! Hey mister, care to purchase a Hype Boost Monkey for use in Battle? Just 350 Bananite!<!-- SusSalesmonkey_GlueTrap -->
|Standard targeting options.
| rowspan="2" |Sure, I could use one of 'em.
[[MOAB Assassin (BTD6)|MOAB Assassin]] ability follows the Bomb Shooter targeting.
|This'll get the Posse hyped!
 
The salesmonkey walks away with your 350 Bananite.
[[Bomb Blitz (BTD6)|Bomb Blitz]] passive ability has map-wide effects.
|50%*
| rowspan="3" |NPC
|-
|-
|[[Tack Shooter (BTD6)|Tack Shooter]]
|The salesmonkey walks away with your 350 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|No targeting options.
|50%
Gains standard targeting options after being upgraded to [[Inferno Ring (BTD6)|Inferno Ring]] or [[Crucible of Steel and Flame]] which only control the behavior of the Meteor attack / Meteor Impact ability, respectively.
|-
|-
|[[Ice Monkey (BTD6)|Ice Monkey]]
|No, thank you.
|No targeting options.
|(Nothing happens)
[[Cold Snap (BTD6)|Cold Snap]] upgrade allows them to attack Camo Bloons.
|100%
 
Cannot attack [[MOAB-Class Bloon|MOAB-Class Bloons]] with its regular attack until having the [[Embrittlement (BTD6)|Embrittlement]], [[Absolute Zero (BTD6)|Absolute Zero]] or [[Cryo Cannon (BTD6)|Cryo Cannon]] upgrades.
 
Gains standard targeting options after being upgraded to [[Cryo Cannon (BTD6)|Cryo Cannon]]. It also gains Camo prioritization if crosspathed with [[Cold Snap (BTD6)|Cold Snap]].
|-
|-
|[[Glue Gunner (BTD6)|Glue Gunner]]
| rowspan="3" |Get ya powers! Hey mister, care to purchase a Pontoon for use in Battle? Just 80 Bananite!<!-- SusSalesmonkey_Pontoon -->
|Standard targeting options. They ignore Bloons which are already affected by the same type of [[Glue Level|Glue]] it is shooting.
| rowspan="2" |Sure, I could use one of 'em.
[[Glue Strike (BTD6)|Glue Strike]] and [[Glue Storm (BTD6)|Glue Storm]] ability have map-wide effects and can affect Camo Bloons.
|A nice raft. Let's find a river!
The salesmonkey walks away with your 80 Bananite.
|50%*
| rowspan="3" |NPC
|-
|-
|[[Desperado (BTD6)|Desperado]]
|The salesmonkey walks away with your 80 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|Standard targeting options.
|50%
[[Eagle Eye]] upgrade allows them to target Camo Bloons grants Camo prioritization.
 
[[Deadeye|Take Aim]] ability targets a specific Monkey, chosen by the player.
 
The Marking attacks of [[Bounty Hunter]] and [[Golden Justice]] (either regular or from the Marked to Pop ability) follow the Desperado's targeting. If either tower is on the map, all Desperados gain Marked prioritization.
|-
|-
|[[Sniper Monkey (BTD6)|Sniper Monkey]]
|No, thank you.
|Standard targeting options.
|(Nothing happens)
[[Night Vision Goggles (BTD6)|Night Vision Goggles]] upgrade allows them to target Camo Bloons grants Camo prioritization.
|100%
 
When a Sniper gets upgraded to [[Elite Sniper (BTD6)|Elite Sniper]], all Sniper Monkeys in the map gain a new targeting option called ''[[Elite Sniper (BTD6)#Elite targeting|Elite]]'', which, in a simplified way to explain it, keeps the Sniper in ''Strong'' targeting until a Bloon reaches 75% of the track length or more, at that point the targeting is switched automatically to ''First'' and returns to ''Strong'' after there are no more Bloons at the end of the track.
|-
|-
|[[Monkey Sub (BTD6)|Monkey Sub]]
| rowspan="3" |Get ya powers! Hey mister, care to purchase a Pontoon for use in Battle? Just 80 Bananite!<!-- SusSalesmonkey_PortableLake -->
|Standard targeting options. No effect on [[Submerge and Support (BTD6)|submerged]] towers.
| rowspan="2" |Sure, I could use one of 'em.
[[Advanced Intel (BTD6)|Advanced Intel]] Subs will take into account all Bloons on other tower's range to determine their target.
|A portable lake for placing water Monkeys on land! Practically a steal!
 
The salesmonkey walks away with your 80 Bananite.
[[Ballistic Missile (BTD6)|Ballistic Missile]] ignores line-of sight blockers for its missile attack, [[First Strike Capability (BTD6)|First Strike Capability]] ability always target ''Strong'' and [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]] passive ability targets any MOAB-Class Bloons that enters the screen, however it will ignore its children or Bloons spawned by Bosses.
|50%*
 
| rowspan="3" |NPC
Each of [[Nautic Siege Core]] Final Strike ability missiles always target ''First'', ''Close'' and ''Strong'', respectively.
|-
|-
|[[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]
|The salesmonkey walks away with your 80 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|Standard targeting options.
|50%
The targeting of the planes from [[Aircraft Carrier (BTD6)|Aircraft Carrier]], [[Carrier Flagship (BTD6)|Carrier Flagship]], and [[Navarch of the Seas]] is linked to their parent tower.
 
[[Crow's Nest (BTD6)|Crow's Nest]] upgrade allows them to target Camo Bloons grants Camo prioritization.
 
The hooks form the [[Monkey Pirates (BTD6)|Takedown]] ability follow the Buccaneer targeting.
|-
|-
|[[Monkey Ace (BTD6)|Monkey Ace]]
|No, thank you.
|No standard targeting options, they determine its flight pattern instead:
|(Nothing happens)
 
|100%
* ''Circle'': Moves in a circular pattern centered on its base. Default option.
* ''Figure Infinite'': Moves in a pattern composed of two circles joined horizontally with the common point at the center of the Ace's base.
* ''Figure Eight'': Moves in a pattern composed of two circles joined vertically with the common point at the center of the Ace's base.
* ''Centered Path'': Moves in a circular pattern centered on a point chosen by the player, defaults to the center of the map. Requires the [[Centered Path (BTD6)|Centered Path]] upgrade.
* ''Wingmonkey'': Moves towards the ''First'' Bloon and then away from it after passing over them. Requires the {{BTD6 mk|Wingmonkey}} Monkey Knowledge.
[[Spy Plane (BTD6)|Spy Plane]] upgrade allows them to target Camo Bloons.
 
[[Ground Zero (BTD6)|Ground Zero]] and [[Tsar Bomba (BTD6)|Tsar Bomba]] abilities have map-wide effects.
 
[[Neva-Miss Targeting (BTD6)|Neva-Miss Targeting]] proyectiles and [[Spectre (BTD6)|Spectre's]] barrages always target ''First'', and [[Flying Fortress (BTD6)|Flying Fortress]]'s barrages always target ''First'', ''Last'', and ''Close'', respectively.
 
The Carpet Bomb ability from [[Goliath Doomship]] follows a straight line determined by the player, it defaults to the main diagonal from top left to bottom right.
|-
|-
|[[Heli Pilot (BTD6)|Heli Pilot]]
| rowspan="3" |Get ya powers! Hey mister, care to purchase a pack of red hot Road Spikes for use in Battle? Just 20 Bananite!<!-- SusSalesmonkey_RoadSpikes -->
|No standard targeting options, they determine its flight pattern instead:
| rowspan="2" |Sure, I could use one of 'em.
 
|Some safety Road Spikes! Bloons hate 'em!
* ''Follow Mouse'': The helicopter flies towards the cursor's position (or the last place where it was located before exiting the map) and stops when it is below it. Available if the device has a mouse connected.
The salesmonkey walks away with your 20 Bananite.
* ''Follow Touch'': The helicopter flies towards the last point in the map touched by the player. Available in Android and iOS platforms. Available if the device has a touch screen.
|50%*
* ''Lock in place'': The helicopter flies and stops at a specific point of the map chosen by the player, defaults to the center of the map.
| rowspan="3" |NPC
* ''Patrol points''. The helicopter flies back and forth in a straight line drawn by the player, defaults to a horizontal line in the center of the map.
* ''Pursuit:'' The helicopter flies to place itself in front of the ''First'' Bloon. Requires the [[Pursuit (BTD6)|Pursuit]] upgrade.
 
Heli pilots default to Follow Mouse / Touch. All of the helicopter's projectiles always target ''First''.
 
[[IFR (BTD6)|IFR]] upgrade allows them to target Camo Bloons.
 
[[Special Poperations (BTD6)|Monkey Marine]] has standard targeting options and starts at ''First'' when spawned.
|-
|-
|[[Mortar Monkey (BTD6)|Mortar Monkey]]
|The salesmonkey walks away with your 20 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|No standard targeting options, it only has the ''Set Target'' option, which makes it shoot towards a specific point of the map defined by the player.
|50%
[[Pop and Awe (BTD6)|Pop and Awe]] ability has map-wide effects.
 
If Striker Jones's Target Focus ability is active, the tower switches to ''Follow Mouse'' / ''Follow Touch'' behavior.
|-
|-
|[[Dartling Gunner (BTD6)|Dartling Gunner]]
|No, thank you.
|No standard targeting options, they determine the direction it is attacking:
|(Nothing happens)
 
|100%
* ''Normal'': The tower rotates to fire towards the cursor's position or the last point touched on the map. Default option.
* ''Locked'': The tower fires towards a specific point of the map chosen by the player.
* ''Target Independent'': Each of the 4 barrels target ''First'', ''Last'', ''Close'' and ''Strong'', respectively. Requires [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] or [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]] upgrades. The two additional barrels of the later target ''First'' and ''Strong''.
If the player uses the {{BTD6 mk|Emergency Unlock}} ability (granted by having the corresponding Monkey Knowledge), any Dartling Gunner on the map that is on ''Locked'' or ''Target Independent'' will switch to ''Normal''.
|-
|-
|[[Wizard Monkey (BTD6)|Wizard Monkey]]
| rowspan="3" |Get ya powers! Hey mister, care to purchase a Super Monkey Beacon for use in Battle? Just 500 Bananite!<!-- SusSalesmonkey_SuperMonkeyBeacon -->
|Standard targeting options. The [[Guided Magic (BTD6)|Guided Magic]] upgrade allows it to ignore line-of-sight blockers.
| rowspan="2" |Sure, I could use one of 'em.
[[Monkey Sense (BTD6)|Monkey Sense]] upgrade allows them to target Camo Bloons grants Camo prioritization.
|A Super Monkey Storm summoning Beacon! Whoa!
 
The salesmonkey walks away with your 500 Bananite.
The targeting of the phoenixes from [[Summon Phoenix (BTD6)|Summon Phoenix]] and [[Wizard Lord Phoenix (BTD6)|Wizard Lord Phoenix]], and the Lava Phoenix from the latter, are linked to their parent tower. The phoenix from [[Magus Perfectus]] always targets ''First''.
|50%*
 
| rowspan="3" |NPC
The spawn point of Zombie Bloons from [[Necromancer: Unpopped Army|Necromancer]] or [[Prince of Darkness (BTD6)|Prince of Darkness]] can be set to a specific point of the track selected by the player, if not set, it defaults to roughly the point of the track in range closest to the exit.
|-
|-
|[[Super Monkey (BTD6)|Super Monkey]]
|The salesmonkey walks away with your 500 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|Standard targeting options.
|50%
[[Ultravision (BTD6)|Ultravision]] upgrade grants them Camo prioritization and when combined with the {{BTD6 mk|X-ray Ultra}} Monkey Knowledge, they ignore line-of-sight blockers.
 
[[Robo Monkey (BTD6)|Robo Monkey]], [[Tech Terror (BTD6)|Tech Terror]] and [[The Anti-Bloon (BTD6)|The Anti-Bloon]] gain an independent targeting option for the second gun, but they cannot be both set to the same option at the same time.
 
For the sub-towers of [[Sun Temple (BTD6)|Sun Temples]] and the [[True Sun God (BTD6)|True Sun God]] (including [[VTSG]]), the Mini-Spectres inherit the targeting of its parent tower, and Mini-Sun Avatars have standard targeting options and start with the targeting of its parent tower when spawned.
|-
|-
|[[Ninja Monkey (BTD6)|Ninja Monkey]]
|No, thank you.
|Standard targeting options. It can target Camo Bloons and have Camo prioritzation by default.
|(Nothing happens)
The sticky bombs from [[Sticky Bomb (BTD6)|Sticky Bomb]], [[Master Bomber (BTD6)|Master Bomber]] and [[Ascended Shadow]] follow the Ninja's targeting, and they have map-wide range for the later two.
|100%
|-
|-
|[[Alchemist (BTD6)|Alchemist]]
| rowspan="3" |Get ya powers! Hey mister, care to purchase a Super Monkey Storm for use in Battle? Just 150 Bananite!<!-- SusSalesmonkey_SuperMonkeyBeacon -->
|Standard targeting options, ignores line-of-sight blockers.
| rowspan="2" |Sure, I could use one of 'em.
[[Acidic Mixture Dip (BTD6)|Acidic Mixture Dip]] buff always targets randomly onto towers, and the brew from [[Berserker Brew (BTD6)|Berserker Brew]] and higher upgrades always target the closest tower (assuming it isn't brewed already or under downtime).
|Super Monkey Storms are great for emergency Bloon clearing!
 
The salesmonkey walks away with your 150 Bananite.
[[Total Transformation (BTD6)|Total Transformation]] affects the closets eligible monkeys.
|50%*
| rowspan="3" |NPC
|-
|-
|[[Mermonkey (BTD6)|Mermonkey]]
|The salesmonkey walks away with your 150 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|Standard targeting options.
|50%
[[Echosense Precision]] upgrade allows them to target Camo Bloons.
 
The Ice Jet ability from [[Arctic Knight]] and [[Popseidon]] follows the Mermonkey's targeting with map-wide range, but can be set to be launched towards a specific point on the map.
 
The Trance attack from [[Alluring Melody]], [[Symphonic Resonance]] and [[The Final Harmonic]] always target ''First''. The Trance Totem can be put at any point for Symphonic Resonance and anywhere in the map for The Final Harmonic.
|-
|-
|[[Druid (BTD6)|Druid]]
|No, thank you.
|Standard targeting options.
|(Nothing happens)
The regular vine attack from [[Druid of the Jungle (BTD6)|Druid of the Jungle]], [[Jungle's Bounty (BTD6)|Jungle's Bounty]] and [[Spirit of the Forest (BTD6)|Spirit of the Forest]] cannot target MOAB-Class Bloons and follow the Druid targeting. Spirit of the Forest permanent vines have map-wide effects.
|100%
|-
|-
|[[Banana Farm (BTD6)|Banana Farm]]
| rowspan="3" |Get ya powers! Hey mister, care to purchase a Tech Bot for use in Battle? Just 100 Bananite!<!-- SusSalesmonkey_TechBot -->
|No targeting options, as it cannot attack.
| rowspan="2" |Sure, I could use one of 'em.
Bananas and crates are dropped at random positions up to 40 units from the Farm (but outside its footprint) and are collected if the cursor is 50 units or closer from the banana / crate. The collecting radius is increased 50% with the [[EZ Collect]] upgrade.
|That's one brand new Tech Bot! What a deal!
 
The salesmonkey walks away with your 100 Bananite.
Instead of bananas, Monkey Banks have buttons that can be interacted to withdraw balance of Bank(s), and IMF Loan with {{BTD6 mk|Bank Deposits}} can deposit cash with the ''Deposit'' button.
|50%*
| rowspan="3" |NPC
|-
|-
|[[Spike Factory (BTD6)|Spike Factory]]
|The salesmonkey walks away with your 100 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|No targeting options, but if it has the [[Smart Spikes (BTD6)|Smart Spikes]] (or [[Mega Massive Munitions Factory]]) upgrade it gains the following options:
|50%
*''Normal'': Spikes are scattered randomly on any point of the track on the range of the tower, default behavior for Spike Factories without the upgrade.
*''Close'': Places the spikes to the nearest point of the track in range. A deprecated ''Far'' option existed which targeted the furthest point of the track.
*''Smart'': Places the spikes as close to the exit(s) of active lanes.
*''Automatic'': Places the spikes as close to the entrance(s) of active lanes while there are no Bloons on the tower's range, otherwise it targets at the ''First'' Bloon.
*''Set Target'': Places the spikes at a specific point within its range chosen by the player, and can be set off-track.
The [[Carpet of Spikes (BTD6)|Carpet of Spikes]] ability targets ''Normal'' with map-wide range, but if the tower has the [[Smart Spikes (BTD6)|Smart Spikes]] ability it will only scatter spikes on active lanes.
 
Mega Massive Munitions Factory permanent Carpet of Spikes have have map-wide effects and the Spikeageddon ability targets specific points of the track which cannot be controlled by the player.
|-
|-
|[[Monkey Village (BTD6)|Monkey Village]]
|No, thank you.
|No targeting options, as it cannot attack.
|(Nothing happens)
Gains standard targeting options after being upgraded to [[Primary Expertise (BTD6)|Primary Expertise]].
|100%
|-
|-
|[[Engineer Monkey (BTD6)|Engineer Monkey]]
| rowspan="3" |Hey Mister. Mister. Mister Monkey. Sir! Wanta Tech Bot Prime? It's super handy for Battlin' Bloons! Just 125 Bananite for you!<!-- SusSalesmonkey_TechBotPrime -->
|Standard targeting options.
| rowspan="2" |Sure, I could use one of 'em.
[[Sentry Gun (BTD6)|Sentries]] (and higher upgrades) are deployed at almost random positions on the Engineer's range (it prioritizes positions where the Sentries can see at least 20% of the track), they have standard targeting options and start with the targeting of its parent tower when spawned.
|Woo! There's always time for Tech Bot Prime!
 
The salesmonkey walks away with your 125 Bananite.
Mega Sentries from [[Master Builder]] can be deployed to a specific location chosen by the player. Red and Blue Sentry Paragon and the Modified Paragon Sentries they spawn have standard targeting options, the Sentry Paragons start on ''First'' targeting and their children start with the option of its parent sub-tower when spawned. Green Sentry Paragon has the ''Normal'' and ''Locked'' options of a Dartling Gunner, the Modified Paragon Sentries it spawns start on ''First''.
|50%*
 
| rowspan="3" |NPC
[[Cleansing Foam (BTD6)|Cleansing Foam]] can target a specific point of the map on the Engineer's range chosen by the player.
 
[[Overclock (BTD6)|Overclock]], [[Ultraboost (BTD6)|Ultraboost]] and Power Glove abilities target a specific Monkey, chosen by the player.
 
[[Bloon Trap (BTD6)|Bloon Trap]] targets to the closest point of the track in the Engineer's range, but if crosspathed with [[Larger Service Area (BTD6)|Larger Service Area]], it can be targeted to any point in range.
|-
|-
|[[Beast Handler (BTD6)|Beast Handler]]
|The salesmonkey walks away with your 125 Bananite. You check the package they gave you and its just a generic box with rocks to mimic the weight!
|Standard targeting options.
|50%
The targeting of beast(s) are linked to the parent tower.
 
When bought, land and water beast placement is almost random but prioritizes where the beast can see at least 10% of the track.
 
The positions of land and water beasts, or the drop-off point of air beasts can be set freely in the range of its parent tower in the correct terrain. It can also be set on the range of merged Beast Handlers if their ranges intersect each other.
|-
|-
|[[Quincy (BTD6)|Quincy]]
|No, thank you.
|Standard targeting options. Requires Level 5+ to target Camo Bloons.
|(Nothing happens)
Storm of Arrows ability targets an area around a Bloon chosen by Quincy's targeting with map-wide range.
|100%
|-
|-
|[[Gwendolin (BTD6)|Gwendolin]]
| rowspan="4" |<code>MONKEY</code> has set up a game and asks <code>TOWER</code> to play. The game is to throw a rock into the circle a few feet away, how should they throw it?<!-- TargetPractice_01 -->
|Standard targeting options.
| rowspan="2" |Throw it carefully.
 
|{0} was a little too careful, it didn't even make it halfway. (Nothing happens)
Cocktail of Fire can target a specific point of the map on the Gwen's range chosen by the player, defaults to the closest point of the track.
|35%
 
| rowspan="4" |Campfire
Firestorm has map-wide effect.
|-
|-
|[[Striker Jones (BTD6)|Striker Jones]]
|Easy does it! <code>MONKEY</code> landed it in the circle with a perfect throw! They gain {{BTD6 trait|Crackshot}} for 20 rounds.
|Standard targeting options.
|65%*
 
Concussive Shell always targets ''Strong'' and ignores line-of-sight blockers. <!--yes ignores BADs but that's different topic-->
|-
|-
|[[Obyn Greenfoot (BTD6)|Obyn Greenfoot]]
| rowspan="2" |Throw it with all your might!
|Standard targeting options, ignores line-of-sight blockers.
|That's the way to go! <code>MONKEY</code> landed it in the circle. They gain {{BTD6 trait|Dust-devil}} for 20 rounds.
Nature's Ward Totem is placed at any random point in the track on Obyn's range.
|45%*
When using Brambles, if Obyn is currently targeting a Bloon with is regular attack, the brambles will be set over that Bloon, otherwise, it will target any point of the track at random on Obyn's range.
 
Wall of Trees can target a specific point of the map on the Obyn's range chosen by the player, defaults to the closest point of the track.
|-
|-
|[[Rosalia (BTD6)|Rosalia]]
|Oops, maybe that was a little too strong, instead of landing in the circle it hit <code>APE</code> on the head! (10% Stamina)
|Standard targeting options, ignores line-of-sight blockers at Level 7+.
Still, <code>MONKEY</code> realised they're more powerful than they thought, they gain {{BTD6 trait|Dust-devil}} for 20 rounds.
Scatter Missile and Kinetic Charge follow Rosalia's targeting with map-wide range.
|55%
While Flight Boost is active, her flight pattern is set on ''Pursuit'' and follows a Bloon based on her targeting option.
|-
|-
|[[Captain Churchill (BTD6)|Captain Churchill]]
| rowspan="2" |<code>MONKEY</code> found a mysterious bottle labelled "Scramball" and wonders if they should drink it.<!-- TraitAmnesia_01 -->
|Standard targeting options for its main attack. Machine gun always target ''First''. Requires Level 6+ to target Camo Bloons.
|Of course! Who can say no to that Monkey?
MOAB Barrage shells target the 10 strongest MOAB-Class Bloons on the map, ignores line-of-sight blockers.<!--on moab-class, but ofc it only targets them?-->
|<code>MONKEY</code> traits get randomized! That's fun!
|100%
| rowspan="2" |Campfire
Area
|-
|-
|[[Benjamin (BTD6)|Benjamin]]
|Nah probably not a good idea.
|No targeting options, as it cannot attack.
|(Nothing happens)
Bloon Trojan targets a random Bloon in the map.
|100%
Biohack is applied to the closest towers to Benjamin.
|-
|-
|[[Ezili (BTD6)|Ezili]]
| rowspan="2" |<code>MONKEY</code> {0} is having a mid-life crisis and thinks they should change things up, what do you think?<!-- TraitAmnesia_02 -->
|Standard targeting options, ignores line-of-sight blockers and can target Camo Bloons by default.
|Change it up!
Sacrificial Totem can target a specific point of the map on the Ezili's range chosen by the player, defaults to the closest point of the track.
|<code>MONKEY</code> changes their traits, they feel like a whole new monkey!
MOAB Hex follows Ezili's targeting with map-wide range.
|100%
| rowspan="2" |Campfire
Area
|-
|-
|[[Pat Fusty (BTD6)|Pat Fusty]]
|You're fine as you are.
|Standard targeting options.
|(Nothing happens)
Big Squeeze always targets ''Strong''.
|100%
|-
|-
|[[Adora (BTD6)|Adora]]
| rowspan="7" |<code>MONKEY</code> recently came into some Bananite and likes to play the odds. They say if you put up some Bananite, they'll flip a coin. If it's heads, they'll triple your Bananite, if it's tails, they keep it.<!-- TripleOrNothing_01 -->
|Standard targeting options, ignores line-of-sight blockers.
| rowspan="2" |Put in 100 Bananite
Ball of Light follows Adora's targeting with map-wide range.
|Heads! You get 300 Bananite!
|50%*
| rowspan="7" |Campfire
|-
|-
|[[Admiral Brickell (BTD6)|Admiral Brickell]]
|Tails! You lose your 100 Bananite.
|Standard targeting options.
|50%
Sea Mines are randomly placed within Brickell's range if they would be at most 39 units of distance away from the track. They will not be placed on the footprints of other towers.
After Level 8, she can target Camo Bloons while Naval Tactics is active.
Mega Mine can be placed on any point of the map with water and will charge towards the first MOAB-Class Bloon that comes within 40 units of it, and can target Camo Bloons.
|-
|-
|[[Etienne (BTD6)|Etienne]]
| rowspan="2" |Put in 1000 Bananite
|No standard targeting options with the exception of ''First'', which affects all drones, he gains other options as he levels up:
|Heads! You get 3,000 Bananite!
*''Divide and Conquer'': Two drones are set to ''First'', two to ''Strong''.
|50%*
*''Zone Defense'': One drone each on ''First'', ''Last'', ''Close'' and ''Strong''.
All attacks ignore line-of-sight blockers ande requires Level 5+ to target Camo Bloons.
 
The drones from Drone Swarm target one ''First'', one ''Last'' and two ''Strong''.
 
UCAV (either from ability or upon reaching Level 20) always moves anticlockwise on ''Circle'' and their missiles always targets ''First''.
|-
|-
|[[Sauda (BTD6)|Sauda]]
|Tails! You lose your 1,000 Bananite.
|Standard targeting options. She can target Camo Bloons by default.
|50%
Ball of Light follows Adora's targeting with map-wide range.
|-
|-
|[[Psi (BTD6)|Psi]]
| rowspan="2" |Put in 10000 Bananite
|Standard targeting options, ignores line-of-sight blockers and can target Camo Bloons by default.
|Heads! You get 30,000 Bananite!
Psionic vibrations can only target Lead Bloons at Level 6+, Ceramic Bloons at Level 7+, Purple Bloons at Level 11+, MOABs at Level 14+, BFBs at Level 16+, and ZOMGs and DDTs at level Level 20.
|50%*
Destructive Resonance targets any nearby Bloon to the point Psi's current target is popped.
Split the Mind attacks do not follow Psi's targeting, the 2nd attack from Level 9+ uses ''Elite'' targeting (see Sniper Monkey above), but the switch from ''Strong'' to ''First'' happens at 50% of the track length. The 3rd attack at Level 17+ targets ''First'', prioritizing MOABs and Ceramics.
Psionic Scream can only target Bloons that its regular attack can damage.
|-
|-
|[[Geraldo (BTD6)|Geraldo]]
|Tails! You lose your 10,000 Bananite.
|Standard targeting options.
|50%
Shooty Turrets have standard targeting options and start with Geraldo's targeting when placed.
Creepy Idol targets every 4th Bloon that comes in range.
Gerry's Fire always target ''First'' and ignores line-of-sight blockers.
Killer Rabit ignores line-of-sight blockers and can target Camo Bloons. It follows Geraldo's targeting
Genie files in ''Figure Eight'' pattern and follows Geraldo's targeting.
|-
|-
|[[Corvus (BTD6)|Corvus]]
|Not today.
|Standard targeting options, which control the Spirit.
|(Nothing happens)
[[Ancestral Might]] always targets ''Strong''.
|100%
|-
|-
|[[Pontoon (BTD6)|Pontoon]] / [[Portable Lake (BTD6)|Portable Lake]]
| rowspan="5" |<code>MONKEY</code> recently came into some Bananite and likes to play the odds. They say if you put up some Bananite, they'll flip a coin. If it's heads, they'll triple your Bananite, if it's tails, they keep it.<!-- TripleOrNothing_02 -->
|No targeting options, as it cannot attack.
| rowspan="2" |Put in 100 Bananite
|Heads! You get 300 Bananite!
|50%*
| rowspan="5" |Campfire
|-
|-
|[[Banana Farmer (BTD6)|Banana Farmer]]
|Tails! You lose your 100 Bananite.
|No targeting options, as it cannot attack.
|50%
|-
|-
|[[Tech Bot (BTD6)|Tech Bot]]
| rowspan="2" |Put in 1000 Bananite
|No targeting options, as it cannot attack.
|Heads! You get 3,000 Bananite!
|50%*
|-
|-
|[[Energizing Totem]]
|Tails! You lose your 1,000 Bananite.
|No targeting options, as it cannot attack.
|50%
|-
|-
|[[Battle Cat]]
|Not today.
|Standard targeting options.
|(Nothing happens)
|100%
|}
|}
 
{{Clear}}
=== Camo prioritization ===
==Trivia==
{{Research|Determine how Camo and Marked prioritization works on Desperados when both are active.}}
[[File:BTD6_frontier_two_piercing_pearls.png|200px|thumb|Two Piercing Pearl NPCs, one for the lost Ranch Hand (left) and one for the non-interactable NPC (right)]]
Most non-hero towers that gain Camo detection via an upgrade also gain an additional targeting option that forces them to attack any [[Camo Bloon (BTD6)|Camo Bloon]] before any other target. If there are more than one valid Camo target, the tower will follow its regular targeting option to select between them. The players can enable or disable it by clicking on the Camo Bloon icon next to the tower's portrait (see image above).
*If Piercing Pearl or Quickshot Clyde get lost from a Random Encounter, their non-interactable NPCs still appear in [[Sandytown]]. These Ranch Hands can spawn in Sandytown after being lost, causing there to be two Piercing Pearl or Quickshot Clyde NPCs in the same area (though only the NPC representing the lost Ranch Hand is interactable).
 
{{clear|right}}
For example if a tower which deals 2 damage per shot is set to ''Strong'', has Camo prioritization active and there are a Camo Red Bloon, a Camo Green Bloon and a MOAB on range, the order on which it will attack will be the Camo Green first, reducing it to a Camo Red, then it will shot whichever of the two Camo Reds is ahead on the track, shoot the last Camo Red third, and finally the MOAB.
==Navigation==
 
{{BTD6 legend nav}}
Desperados have an additional prioritization option to target [[Bounty Hunter|Marked]] Bloons which is granted to all Desperados if it is a Bounty Hunter or Golden Justice on the map.
 
=== Strong tower priority ===
Towers set to ''Strong'' targeting will attack Bloons in the following order:
 
# [[Dreadrock Bloon]]
# [[Bloonarius (BTD6)|Bloonarius]], [[Lych]], [[Lych-soul]], [[Vortex (BTD6)|Vortex]], [[Dreadbloon (BTD6)|Dreadbloon]], [[Phayze]] and [[Blastapopoulos (BTD6)|Blastapopoulos]].
# Fortified BAD
# [[BAD (BTD6)|BAD]]
# Fortified DDT
# [[DDT (BTD6)|DDT]]
# Fortified ZOMG
# [[ZOMG (BTD6)|ZOMG]]
# Fortified BFB
# [[BFB (BTD6)|BFB]]
# Fortified MOAB
# [[MOAB (BTD6)|MOAB]]
# Fortified Ceramic Bloon
# [[Ceramic Bloon (BTD6)|Ceramic Bloon]]
# [[Rainbow Bloon (BTD6)|Rainbow Bloon]]
# Fortified Lead Bloon
# [[Zebra Bloon (BTD6)|Zebra]] and [[Lead Bloon (BTD6)|Lead Bloon]]
# [[White Bloon (BTD6)|White]], [[Black Bloon (BTD6)|Black]] and [[Purple Bloon (BTD6)|Purple Bloon]]
# [[Pink Bloon (BTD6)|Pink Bloon]]
# [[Yellow Bloon (BTD6)|Yellow Bloon]]
# [[Green Bloon (BTD6)|Green Bloon]]
# [[Blue Bloon (BTD6)|Blue Bloon]]
# [[Red Bloon (BTD6)|Red Bloon]]
# [[Test Bloon]], [[MOAB Test Bloon]]
 
If there are multiple Bloons in the same bracket, the one located ahead in the track is selected.
 
== ''Bloons TD Battles 2'' ==
{{Empty|It is not necessary to go as deep as the BTD6 section as most behaviors are the same, just list the differences with their BTD6 counterparts.}}
 
== ''Bloons Adventure Time TD'' ==
{{Empty|List which towers have standard targeting options and elaborate on the ones that doesn't, if any.}}
[[Category:Game mechanics in BTD3]]
[[Category:Game mechanics in BTD4]]
[[Category:Game mechanics in BTD5]]
[[Category:Game mechanics in BTD6]]
[[Category:Game mechanics in Battles]]
[[Category:Game mechanics in BMC]]
[[Category:Game mechanics in BATTD]]
[[Category:Game mechanics in Battles 2]]