Sun Temple (BTD6): Difference between revisions

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this part is redundant since the lede already says all towers are sacrificed
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'''Sun Temple''' is the [[Super Monkey (BTD6)|Super Monkey]]'s path 1 tier 4 [[upgrade]] in ''[[Bloons TD 6]]''. Each sunbeam does 5 damage and has 20 pierce, and is shot every 0.06s at base. It gains +15 range, prior to the sacrificing. The Temple's footprint increases from a 11 radius to a 37x40 rectangle.
'''Sun Temple''' is the [[Super Monkey (BTD6)|Super Monkey]]'s path 1 tier 4 [[upgrade]] in ''[[Bloons TD 6]]''. It replaces the attack of the [[Sun Avatar (BTD6)|Sun Avatar]] with a single sunbeam that can pop any type of Bloon, deals 5 damage with 20 pierce, and is shot every 0.06s at base. The Temple also gains +15 range and the tower's footprint increases from a circle with a radius of 11 units to a 37x40 rectangle.


When bought, all nearby towers (except [[Paragon|Paragons]], [[Heroes]], [[Powers]], and the [[Cave Monkey]]) are sacrificed, with their cash values absorbed, up to $50,000 per category. Each category of tower ([[Primary]], [[Military]], [[Magic]], and [[Support]]) offer special modifications to the Temple. Only up to three of the four categories can be activated per Temple. If there are four categories sacrificed to the Temple, the Temple chooses the three categories that are the most expensive.  
When bought, all towers in the range of the base Sun Avatar are sacrificed (except [[Paragon|Paragons]], [[Heroes]] and [[Powers]]). The total amount of sacrifice value for each category of tower ([[Primary]], [[Military]], [[Magic]], and [[Support]]) offers special modifications to the Temple that can make the main attack more powerful, add additional attacks, allow it to create sub-towers or grant buffs to other Monkeys in range. The minimum amount of cash value (base towers + upgrades) required to obtain a benefit is $10,001 and they increase for every $5,000 of additional value. The benefits are maxed out when the total value of the sacrificed towers is $50,001 or more. The game will also ask for the player's confirmation prior to sacrificing towers when the upgrade icon is pressed. While transforming, it won't attack until after about 3 seconds.
 
The Sun Temple can only obtain benefits from a maximum of three categories. If the player sacrifices towers from all four categories to the Temple, the category with the least amount of value is ignored. The absorbed cash value from the sacrificed towers does not increase [[sellback]] value of the Sun Temple.
 
When the Sun Temple is crosspathed, the upgrade's effects will be reflected on the main attack as usual, but only a few of those benefits will translate to the additional sacrifice attacks of the Temple, these include the range increase from [[Super Range (BTD6)|Super Range]] and [[Epic Range (BTD6)|Epic Range]], but not the pierce bonus. [[Knockback (BTD6)|Knockback]] does not have any effect on the additional attacks and [[Ultravision (BTD6)|Ultravision]] grants [[Camo detection]] to all attacks and a slight range increase. The only benefit to the sub-towers from crosspathing is the Camo detection from Ultravision.<!--i.e. x1+x crosspath no pierce bonus, no xx1 knockback, no xx2 camo bonus-->
 
== Frozen water interactions ==
If the Super Monkey is placed on water via [[Arctic Wind (BTD6)|Arctic Wind]] (or further upgrades), upgrading it to a Sun Temple or [[True Sun God (BTD6)|True Sun God]] will usually sacrifice the tower providing said platform without selling the Sun Temple/True Sun God. This allows it to receive the [[attack speed]] buff from [[Carrier Flagship (BTD6)|Carrier Flagship]] or [[Navarch of the Seas]].
 
However, there is inconsistent behavior if any part of the Temple's [[footprint]] is on land and gets over an ice platform afterwards (for example, by placing [[Silas (BTD6)|Silas]] or an Arctic Wind next to the Temple). If the Tower that is providing the platform is sold, absorbed while creating an [[Herald of Everfrost]] or moved by a [[Support Chinook (BTD6)|Support Chinook]], the Temple will be sold as well. This won't happen if the entire footprint of the temple is over water.


==Stats==
==Stats==
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==Strategy==
==Strategy==
{{Strategy needed}}
{{Strategy needed}}
{{BTD6 last updated|52.2|section=y}}
Sun Temples are expensive but have immense potential for excellent DPS and/or support, and are great for late-game and [[Freeplay#Bloons TD 6|freeplay]], especially when paired with [[Adora (BTD6)|Adora]] and using the Blood Sacrifice ability constantly. As there are only up to three of four categories available for Sun Temple sacrifices, the choice for the missing category is determined by the strategy. For example, if the player seeks direct DPS, the best sacrifice combination is the Primary, Magic, and Support categories. In a setup with multiple Temples on screen then Primary, Military, and Magic sacrifices in combination with one Temple with Primary, Magic and Support sacrifices (often named "Support Temple") maximizes DPS. If used for DPS against [[Vortex (BTD6)|Vortex]] without use of Paragons, Military sacrifices for the anti-MOAB missiles is helpful, having enough range to bypass most of Vortex's stuns while dealing bursts of high damage.


Sun Temples are expensive but have immense potential for excellent DPS and/or support, and are great for late-game, especially when paired with Adora. As there are only up to three of four categories available for Sun Temple sacrifices, only focus on gathering sacrifices that will work towards the Temple. For direct DPS, the best sacrifice combination is the Primary, Magic, and Support categories. If there are multiple Temples on screen then Primary, Military, and Magic sacrifices in combination with one support Temple maximizes DPS.
Towers that cannot be sacrificed (e.g. Heroes, Paragons and utility powers like [[Tech Bot (BTD6)|Tech Bots]])<!--possibly more examples--> can be placed closely to the Sun Avatar before upgrading, as this will make use of the space otherwise taken by the Sun Temple's increased footprint. Players can also exploit the Redeployment ability of a [[Support Chinook (BTD6)|Support Chinook]] to place towers inside the Temple's footprint by timing the upgrade while a tower is being moved. An example setup to achieve this starts by placing the tower as far as possible from the Sun Avatar to be upgraded, then use the Redeployment ability to move the tower right next to the Sun Avatar, and finally wait until the Chinook grabs the Monkey and starts moving towards the Sun Avatar, at this moment and before the Chinook arrives, quickly upgrade the Super Monkey to a Temple and if done correctly, the Chinook will drop the tower inside the Temple's footprint.


One potential hero combination is with [[Admiral Brickell (BTD6)|Admiral Brickell]] since the Temple can be placed on water. This is done by placing a Sun Avatar on [[Arctic Wind (BTD6)|Arctic Wind]]'s frozen ice platform and sacrificing it, allowing it to be affected by Naval Tactics and [[Carrier Flagship (BTD6)|Carrier Flagship]]'s buff.
Most of the time there is little reason to not maximize the sacrifices on a specific category if going for Primary, Military or Magic categories. But if the budget doesn't allow it, certain intermediate sacrifices are still worth it, specially in the Support category. This is usually the case in Least Cash [[Boss Bloon Event|Boss Bloon Events]] where players might opt to only use Support sacrifices on a Temple because the spent value is usually worth the benefits. Common thresholds are $15,001 for a 10% discount on all upgrades, $35,001 for +1 bonus damage, $40,001 for 20% upgrade discount or $45,001 for the maximum end of round income of $5,000.


Towers that cannot be sacrificed should be placed closely to the Sun Avatar before upgrading, as this will make use of the space otherwise taken by the Sun Temple's increased footprint.
A Sun Temple without sacrifices is never worth it for its cost because the main attack is relatively weak; one or more buffed Sun Avatars for a similar amount of space are just better, but if used as a Insta-Monkey<!--rogue is not free instamonkey--> then it's still more useful than most T3's.


Usually, go for the max sacrifices if possible, but if budget doesn't allow, certain intermediate sacrifices are still worth it, and sometimes just Support sacrifices are worth it for the external buffs. For example, if a Support Temple is only built for discounts and attack speed (e.g. buffing a cheaper [[M.A.D (BTD6)|M.A.D]]), only just over $25,000 (but not exactly $25,000)<!--yes, $25k is the PREVIOUS tier of sacs--> for the Tier 8 Support sacrifice is necessary.
==Notes==
* The Sun Temple's [[Insta Monkey]] does not sacrifice towers when placed. It can also be placed on water because it is considered amphibious.


The vanilla Sun Temple is never worth it for its cost, but if used as a free Insta-Monkey<!--rogue is not free instamonkey--> then it's still more useful than most T3's.
==Notes==
* The Sun Temple's [[Insta Monkey]] does not sacrifice towers when placed. It can also be placed almost anywhere on the map, including water, the track, and areas without solid land. However, it cannot be placed on other towers or on areas containing two different heights (e. g. the wheelbarrow on [[In The Loop]]).
==Update history==
==Update history==
{{BTD6 change list by upgrade|Super Monkey|1|4}}
{{BTD6 change list by upgrade|Super Monkey|1|4}}
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===Screenshots===
===Screenshots===
{{screenshot needed}}
{{screenshot needed}}
<gallery>
BTD6 sun temple sacrifice popup.png|"[[Temple Sacrifice (BTD6)|Temple Sacrifice]]" pop-up message
</gallery>


===Assets===
===Assets===

Latest revision as of 09:24, 14 February 2026

For the Sun Temple in general, see Sun Temple.
Sun Temple
Portrait of Sun Temple
Icon of Sun Temple Tower sacrifices enhance and modify the Temple's attacks.
Tower Path Tier
Super Monkey 1 4
XP cost 50,000
Cash cost $85,000 — Easy
$100,000 — Medium
$108,000 — Hard
$120,000 — Impoppable

Sun Temple is the Super Monkey's path 1 tier 4 upgrade in Bloons TD 6. It replaces the attack of the Sun Avatar with a single sunbeam that can pop any type of Bloon, deals 5 damage with 20 pierce, and is shot every 0.06s at base. The Temple also gains +15 range and the tower's footprint increases from a circle with a radius of 11 units to a 37x40 rectangle.

When bought, all towers in the range of the base Sun Avatar are sacrificed (except Paragons, Heroes and Powers). The total amount of sacrifice value for each category of tower (Primary, Military, Magic, and Support) offers special modifications to the Temple that can make the main attack more powerful, add additional attacks, allow it to create sub-towers or grant buffs to other Monkeys in range. The minimum amount of cash value (base towers + upgrades) required to obtain a benefit is $10,001 and they increase for every $5,000 of additional value. The benefits are maxed out when the total value of the sacrificed towers is $50,001 or more. The game will also ask for the player's confirmation prior to sacrificing towers when the upgrade icon is pressed. While transforming, it won't attack until after about 3 seconds.

The Sun Temple can only obtain benefits from a maximum of three categories. If the player sacrifices towers from all four categories to the Temple, the category with the least amount of value is ignored. The absorbed cash value from the sacrificed towers does not increase sellback value of the Sun Temple.

When the Sun Temple is crosspathed, the upgrade's effects will be reflected on the main attack as usual, but only a few of those benefits will translate to the additional sacrifice attacks of the Temple, these include the range increase from Super Range and Epic Range, but not the pierce bonus. Knockback does not have any effect on the additional attacks and Ultravision grants Camo detection to all attacks and a slight range increase. The only benefit to the sub-towers from crosspathing is the Camo detection from Ultravision.

Frozen water interactions

[edit | edit source]

If the Super Monkey is placed on water via Arctic Wind (or further upgrades), upgrading it to a Sun Temple or True Sun God will usually sacrifice the tower providing said platform without selling the Sun Temple/True Sun God. This allows it to receive the attack speed buff from Carrier Flagship or Navarch of the Seas.

However, there is inconsistent behavior if any part of the Temple's footprint is on land and gets over an ice platform afterwards (for example, by placing Silas or an Arctic Wind next to the Temple). If the Tower that is providing the platform is sold, absorbed while creating an Herald of Everfrost or moved by a Support Chinook, the Temple will be sold as well. This won't happen if the entire footprint of the temple is over water.

Stats

[edit | edit source]
This section only lists the Sun Temple's base stats. For sacrifice stats, see Temple Sacrifice (BTD6).
For a complete list of Super Monkey stats, see Stats:Super Monkey (BTD6).
This data was last updated for: version 55.1
Tower
Display range65 units
Targeting options
  • First
  • Last
  • Close
  • Strong
Attack
Cooldown0.05s
Offset (X, Y, Z)
0.4, 17.5, 21.58
TargetingDepends on targeting option
Targeting range65 units
Filters
  • Cannot target Camo
  • Ignores blockers
Projectile
Random angle
Pierce20
Damage5
Damage typeNormal
Speed400 units/s
Lifespan0.6s
Radius9 units
Filters
  • Cannot hit Camo
  • Ignores blockers

4-1-0

Tower
Display range65 units → 75 units
Attack
Targeting range65 units → 75 units
Projectile
Pierce20 → 21

4-2-0

Tower
Display range75 units → 87 units
Attack
Targeting range75 units → 87 units
Projectile
Pierce21 → 23
Speed400 units/s → 700 units/s

4-0-1

Attack
Projectile
Knockback
Multiplier×-0.25
Multiplier for Lead×0.4
Multiplier for Ceramic×0.4
Multiplier for MOAB-Class×0.7
Duration0.5s

4-0-2

Tower
Display range65 units → 68 units
Attack
Targeting range65 units → 68 units
Filters
  • Can now target Camo
Projectile
Damage to Camo+1
Filters
  • Can now hit Camo

Costs and sell values

[edit | edit source]
Note: this list does not factor in Monkey Knowledge or other discounts.
Tiers Total cost Sell value
Easy Medium Hard Impoppable Easy Medium Hard Impoppable
4-0-0 $107,950 $127,000 $137,160 $152,400 $75,565 $88,900 $96,012 $106,680
4-1-0 $109,225 $128,500 $138,780 $154,200 $76,458 $89,950 $97,146 $107,940
4-2-0 $110,840 $130,400 $140,830 $156,480 $77,588 $91,280 $98,581 $109,536
4-0-1 $110,500 $130,000 $140,400 $156,000 $77,350 $91,000 $98,280 $109,200
4-0-2 $111,520 $131,200 $141,695 $157,440 $78,064 $91,840 $99,187 $110,208

Strategy

[edit | edit source]
This strategy section is empty or incomplete.
See the strategy guidelines for more information on how to write strategy sections.
This section was last updated for: version 52.2

Sun Temples are expensive but have immense potential for excellent DPS and/or support, and are great for late-game and freeplay, especially when paired with Adora and using the Blood Sacrifice ability constantly. As there are only up to three of four categories available for Sun Temple sacrifices, the choice for the missing category is determined by the strategy. For example, if the player seeks direct DPS, the best sacrifice combination is the Primary, Magic, and Support categories. In a setup with multiple Temples on screen then Primary, Military, and Magic sacrifices in combination with one Temple with Primary, Magic and Support sacrifices (often named "Support Temple") maximizes DPS. If used for DPS against Vortex without use of Paragons, Military sacrifices for the anti-MOAB missiles is helpful, having enough range to bypass most of Vortex's stuns while dealing bursts of high damage.

Towers that cannot be sacrificed (e.g. Heroes, Paragons and utility powers like Tech Bots) can be placed closely to the Sun Avatar before upgrading, as this will make use of the space otherwise taken by the Sun Temple's increased footprint. Players can also exploit the Redeployment ability of a Support Chinook to place towers inside the Temple's footprint by timing the upgrade while a tower is being moved. An example setup to achieve this starts by placing the tower as far as possible from the Sun Avatar to be upgraded, then use the Redeployment ability to move the tower right next to the Sun Avatar, and finally wait until the Chinook grabs the Monkey and starts moving towards the Sun Avatar, at this moment and before the Chinook arrives, quickly upgrade the Super Monkey to a Temple and if done correctly, the Chinook will drop the tower inside the Temple's footprint.

Most of the time there is little reason to not maximize the sacrifices on a specific category if going for Primary, Military or Magic categories. But if the budget doesn't allow it, certain intermediate sacrifices are still worth it, specially in the Support category. This is usually the case in Least Cash Boss Bloon Events where players might opt to only use Support sacrifices on a Temple because the spent value is usually worth the benefits. Common thresholds are $15,001 for a 10% discount on all upgrades, $35,001 for +1 bonus damage, $40,001 for 20% upgrade discount or $45,001 for the maximum end of round income of $5,000.

A Sun Temple without sacrifices is never worth it for its cost because the main attack is relatively weak; one or more buffed Sun Avatars for a similar amount of space are just better, but if used as a Insta-Monkey then it's still more useful than most T3's.

Notes

[edit | edit source]
  • The Sun Temple's Insta Monkey does not sacrifice towers when placed. It can also be placed on water because it is considered amphibious.

Update history

[edit | edit source]
For a complete list of Super Monkey changes, see Update history:Super Monkey (BTD6).
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  • Buff Monkey Villages with Monkey Business now count towards Support sacrifices instead of doing nothing (bug fix)
  • "[S]ave issues have been resolved" (bug fix)
  • Nerf Support Sacrifice: No longer generates end-of-round cash in CHIMPS
    • Note: Does not affect the aura bonus cash-per-pop
  • Neutral Sun Avatar spawn placement adjusted
  • Nerf No longer applies its discounts to itself if placed on raised terrain (bug fix)
  • Should no longer lock your hero if the hero is too close and de-spawns (bug fix)
  • Nerf Overall cost increased by $300 (due to cost changes for previous tiers)
  • "Quickly upgrading to a temple should no longer skip the warning prompt"
  • "Monkey Temple & range boost should now function correctly with Monkey Villages"
  • Buff Mini-avatars are now saved
Sun Temple sacrifice powers have been reworked.
— Update notes
Primary
  • Nerf Glaive attack (all tiers): pierce reduced ― 100 → 50
  • Buff Glaive attack (tiers 1–2): damage increased ― 2 → 10
  • Buff Glaive attack (tiers 3–6): damage increased ― 2 → 20
  • Buff Glaive attack (tiers 7+): damage increased ― 3 → 30
  • Nerf Blade attack (tiers 5–8): pierce reduced ― 100 → 10
  • Buff Blade attack (tiers 5–8): damage increased ― 1 → 15
  • Nerf Blade attack (tier 9): pierce reduced ― 100 → 20
  • Buff Blade attack (tier 9): damage increased ― 2 → 25
Military
  • Nerf Missile attack (all tiers): pierce reduced ― 100 → 50
  • Buff Missile attack (all tiers): damage increased ― 50 → 75
  • Nerf Spectre attack (tiers 5+): cooldown increased ― 0.04s → 0.15s
  • Nerf Spectre attack (tiers 5+): dart pierce reduced ― 50 → 10
  • Nerf Spectre attack (tiers 5+): explosion pierce reduced ― 100 → 30
  • Buff Spectre attack (tiers 5–8): dart damage increased ― 2 → 10
  • Buff Spectre attack (tiers 5–8): explosion damage increased ― 2 → 6
  • Buff Spectre attack (tier 9): dart damage increased ― 3 → 15
  • Buff Spectre attack (tier 9): explosion damage increased ― 3 → 10
Magic
  • Nerf Arcane blast (tiers 1–4): damage increased ― 1 → 20
  • Nerf Arcane blast (tiers 5–6): damage increased ― 2 → 30
  • Nerf Arcane blast (tiers 7+): damage increased ― 4 → 35
  • Buff Sun Avatar (tier 9): damage increased ― 1 → 4
  • Change Sun Avatar sub-towers now display the name "Sun Avatar" instead of "SunAvatarMini" or "TrueSunAvatarMini" (bug fix)
The projectile count of the current multitudes of mini avatars spawned by boosted temples in freeplay contributes to performance decay, so we’ve capped the spawn rate of these mini avatars.
— Update notes
  • Nerf Mini avatar spawn rate is no longer increased by attack speed buffs
In an attempt to reduce visual clutter, we have reworked the formula for Temple projectile size scaling to come out overall being smaller by roughly 25%.
— Update notes
  • Nerf Sun Temple Military sacrifice total projectile size increase formula has been reduced, for visual clarity ― +25% per bonus → +15% per bonus
    • Note: New max Military bonus decreased from +75% to +45% at 4xx; +100% to +90% at 5xx because capped at +100% benefit
  • Change Named monkey stats will track cash generation on super monkeys now
  • Buff Overall cost reduced by $3,500 (due to cost changes for previous tiers)
  • Nerf Sun Temples and True Sun Gods should no longer attack during upgrade animation (bug fix)
As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
— Update notes
  • Buff Mini Sun Avatars: when placed will spawn with the same target prio as their parent tower
  • Nerf Blowback no longer works on Bloons near the entrance (bug fix)
Minor strategic balancing for temple builds, as Military is very much intended to be the more range-based sacrifices that are ignorant of vision blockers.
— Update notes
  • Nerf Mini Sun Avatar: No longer ignore line of sight
    • Note: True Sun God mini avatars can still ignore line of sight
  • Nerf Sun Temple – Support Sacrifices: No longer increases cash value of Bloons in CHIMPS (bug fix)
  • Buff Overall cost reduced by $1,000 (due to cost changes for previous tiers)
Super Monkey projectiles already travel most the map length so that total distance is being reduced and adding back via the range-focused middle crosspath.
— Update notes
  • Nerf Projectile speed reduced ― 560 → 400
    • Note: Epic range crosspath unchanged at 700
We haven’t looked much at Temples since the release of other paragons, as these have solidly carved out a place for themselves in Boss Events the original Temple has fallen behind, we wanted to try work on this again by improving upon the weaker temple sub-attacks, with this increased power we’ve also reduced the basic attack pierce gained on the main temple attack. We will be reviewing temple balance further soon so if, any of your feedback on this Rules, then we’ll take that under consideration for our next look.
— Update notes
  • Buff Primary lv. 6-7 glaive: damage increased ― 10 → 50
  • Buff Primary lv. 8 glaive: damage increased ― 20 → 100
  • Buff Primary lv. 9 glaive: damage increased ― 30 → 150
  • Nerf Primary lv. 1-5 buff: pierce bonus reduced ― +5 → +2
  • Nerf Primary lv. 6 buff: pierce bonus reduced ― +10 → +4
  • Nerf Primary lv. 7 buff: pierce bonus reduced ― +15 → +7
  • Nerf Primary lv. 8-9 buff: pierce bonus reduced ― +20 → +10
  • Nerf Military lv. 2-4 buff: pierce bonus reduced ― +5 → +3
  • Nerf Military lv. 5-6 buff: pierce bonus reduced ― +10 → +6
  • Nerf Military lv. 7-9 buff: pierce bonus reduced ― +15 → +10
  • Buff Magic arcane blast: pierce increased ― 7 → 15
  • Buff Magic lv. 2-3 arcane blast: damage increased ― 20 → 40
  • Buff Magic lv. 4-7 arcane blast: damage increased ― 30 → 60
  • Buff Magic lv. 8-9 arcane blast: damage increased ― 35 → 70
  • Nerf Sacrificing towers with platforms now sacrifices towers placed on top of them instead of selling them (bug fix)
This is now a ‘part 2/3 temple rework', the actual bonuses have not been the focus of changes this time, instead we have shuffled around the different benefits gained from temple sacrifices to set the stage in balancing out the different categories. [...] We’re interested to hear your feedback in a few weeks, but for a future update we are now considering another step after this is to make temple sacrifices less wide but deeper. One possible option for this that we have discussed is reducing the max number of categories of sacrifice from 3 to 2, but raising the limits that can be invested in a single category to grant the same or more total power from investing in fewer categories. For this to work however each category needs to have a defined use case to pick it over the other categories, we’ve taken one step in this direction with the newly buffed Primary Blades attack dealing massive damage only at close range, and are considering doubling down on the Military category of sacrifices functioning much better at a far range while Magic sits well in the middle.
— Update notes
  • Neutral Temple Sacrifices: Category for main attack damage upgrades changed ― Primary → Military
  • Neutral Temple Sacrifices: Category for main attack pierce upgrades changed ― Primary → Magic
  • Neutral Temple Sacrifices: Category for main attack projectile size changed ― Military → Magic
  • Neutral Temple Sacrifices: Upgrade order of additional attacks and upgrades on the Temple's attacks changed. First sacrifice bonus adds a secondary attack, second bonus improves the main attack and further bonuses alternate between adding or improving a secondary attack or boosting the main attack
  • Nerf Mini Sun Avatar: vision should now be correctly blocked by obstacles (bug fix)
Sun Temple - Military

We’ve been wanting to give the Military path of the Temple more long-range focus for a while, so this update pushes toward that goal. Single-target damage is getting a big boost, while the Missile attack becomes a pure long-range damage dealer. Golden Spectres are also seeing a rework similar to the regular Spectre changes happening for Monkey Ace aimed as an overall single-target DPS improvement

Sun Temple - Magic

The baseline power of Magic sacrifice leaned far too heavily on Mini Sun Avatars (The category was... pretty bad... until reaching 100% sacrifice value), so we’ve shifted some of that strength into making Arcane Blast hits, while Mini Sun Avatars are toned down to balance things out while keeping the overall unbuffed damage of this path roughly the same. We will also note in advance there are a couple more buffs to lower tiers here that we found weren’t working right but will be fixed in .1 or v52, this will not impact max-powered temples.
— Update notes

  • Large missile: Projectile is visually larger
    • Note: Does not change the projectile radius
  • Buff Large missile: Bonus damage to MOAB-Class Bloons increased ― +74 → +1999
  • Nerf Large missile: Pierce reduced ― 50 → 40
  • Nerf Large missile: Now has a minimum range of 75 units
  • Nerf Large missile ($300−$2,000 in Military sacrifices): Attack cooldown increased ― 3s → 6s
  • Nerf Large missile ($2,001−$15,000 in Military sacrifices): Attack cooldown increased ― 1.5s → 3s (attack speed reduced by 50%)
    • Note: Attack cooldown unchanged for $15,001+ (1s)
  • Nerf Golden Spectre Darts: Pierce reduced ― 50 → 6
  • Buff Golden Spectre Darts: Damage increased ― 10 → 25
  • Buff Golden Spectre Bombs: Pierce increased ― 10 → 30
  • Buff Golden Spectre Bombs: Now deal +20 bonus damage to Ceramic Bloons
  • Nerf Golden Spectre Darts and Bombs ($50,001+ in Military sacrifices): No longer gain any additional pierce or damage on this sacrifice tier (undocumented)
    • Note: Dart damage increased from 15 to 25, bomb pierce remains 30
  • Nerf Arcane Blast: Projectile speed reduced ― 400 units/s → 200 units/s
  • Buff Arcane Blast: Lifespan increased ― 0.8s → 1.6s (undocumented)
  • Buff Arcane Blast ($300−$7,500 in Magic sacrifices): Damage increased ― 40 → 50 (undocumented)
  • Buff Arcane Blast ($7,501−$15,000 in Magic sacrifices): Damage increased ― 60 → 100
  • Buff Arcane Blast ($15,001+ in Magic sacrifices): Damage increased ― 70 → 150
  • Buff Storm Blast ($10,001+ in Magic sacrifices): Can now affect BFBs with 4 pierce penalty
  • Buff Storm Blast: No longer removes glue from BADs and Boss Bloons
  • Nerf Mini-Sun Avatar: Damage reduced ― 4 → 2
  • Nerf Tower no longer ignores placement restrictions
  • Golden Glaives: Projectile is visually larger
    • Note: Does not change the projectile stats
  • Buff Arcane Blast (All versions): Projectile speed increased ― 200 units/s → 300 units/s (bug fix)
    • Note: The speed was reduced from 400 to 200 in version 51.0, so this changes to the value reported in the update notes
  • Nerf Arcane Blast (All versions): Lifespan reduced ― 1.6s → 1.0667s
    • Note: This is a consequence of the previous change, so the distance traveled by the projectile remains the same
  • Buff Arcane Blast ($300−$7,500 in Magic sacrifices): Damage increased ― 50 → 75 (bug fix)
    • Note: The damage was changed from 40 to 50 in version 51.0, but this change was undocumented. Attack version for $7,501+ in sacrifices unchanged (100)
  • Buff Arcane Blast ($300−$7,500 in Magic sacrifices): Attack cooldown reduced ― 4.0s → 2.0s (bug fix)
    • Note: Version for $7,501+ in sacrifices unchanged (2.0s)
  • Buff Storm Blast ($2,001−$10,000 in Magic sacrifices): Can now affect blue MOABs (bug fix)
    • Note: This change was implemented on version 51.0 but did not work correctly and was capped at Ceramics. Attack version for $10,001+ in sacrifices unchanged (BFBs).
Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples
— Update notes
  • Nerf Sacrifice value threshold for tier 1 benefits increased ― $300+ → $10,001+
  • Nerf Sacrifice value threshold for tier 2 benefits increased ― $1,001+ → $15,001+
  • Nerf Sacrifice value threshold for tier 3 benefits increased ― $2,001+ → $20,001+
  • Nerf Sacrifice value threshold for tier 4 benefits increased ― $4,001+ → $25,001+
  • Nerf Sacrifice value threshold for tier 5 benefits increased ― $7,501+ → $30,001+
  • Nerf Sacrifice value threshold for tier 6 benefits increased ― $10,001+ → $35,001+
  • Nerf Sacrifice value threshold for tier 7 benefits increased ― $15,001+ → $40,001+
  • Nerf Sacrifice value threshold for tier 8 benefits increased ― $25,001+ → $45,001+
    • Note: Max sacrifice value unchanged ($50,001+)
  • Nerf Ballistic Missile (all versions): Minimum range increased ― 75 units → 100 units
    • Note: Previous value was incorrectly stated as 80 in the patch notes
  • Buff Mini-Sun Avatar: No longer stop attacking if their parent tower is sold (bug fix)
Temple is receiving some more changes in regards to balance and scalability based on recent feedback; while we would like to take time to balance the lower tiers out more, this should improve the overall top end category balance of sacrificing.
— Update notes
  • Buff Main attack: Cooldown reduced ― 0.06s → 0.05s
Primary
  • Nerf Blade Shooter ($30,501 − $50,000): Damage reduced ― 150 → 100
Military
  • Buff Sacrifices ($15,001 − $45,000): Damage added to main attack increased ― +1 → +2
  • Buff Sacrifices ($45,001+): Damage added to main attack increased ― +2 → +4
  • Nerf Ballistic Missile ($10,001 − $20,000): Cooldown increased ― 6s → 12s
  • Nerf Ballistic Missile ($20,001 − $45,000): Cooldown increased ― 3s → 6s
  • Nerf Ballistic Missile ($45,001+): Cooldown increased ― 1s → 3s
  • Buff Golden Spectre Bomb: Damage increased ― 6 → 15
  • Buff Golden Spectre Dart: Damage increased ― 25 → 50
Magic
  • Nerf Arcane Blast (all versions): Projectile speed reduced ― 300 units/s → 200 units/s
  • Buff Arcane Blast (all versions): Projectile lifespan increased ― 1.0667s → 1.6s (undocumented)
    • Neutral Overall distance traveled by the projectile is unchanged (320 units)
  • Nerf Arcane Blast ($10,001 − $30,000): Damage reduced ― 75 → 40
  • Nerf Arcane Blast ($30,001 − $40,000): Damage reduced ― 100 → 60
  • Nerf Arcane Blast ($40,001+): Damage reduced ― 150 → 80
Support
  • Neutral Sacrifices ($15,001 − $20,000): Benefits swapped ― 10% discount → Cash per pop bonus and $2,000 at end-of-round
  • Neutral Sacrifices ($25,001 − $30,000): Benefits swapped ― Cash per pop bonus and $2,000 at end-of-round → 10% discount
  • Neutral Sacrifices ($40,001 − $45,000): Benefits swapped ― 20% discount → 20% attack cooldown bonus
  • Neutral Sacrifices ($45,001 − $50,000): Benefits swapped ― 20% attack cooldown bonus → 20% discount
    • Note: The $5,000 at end-of-round remains at this tier
  • Neutral Resolved an issue where the discount buff was not saved properly (bug fix)
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In other languages

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Language Name / Description Notes
Arabic معبد الشمس
تضحيات البرج تعمل على تعزيز وتعديل هجمات المعبد.
Danish Soltempel
Tårnofre øger og ændrer templets angreb.
German Sonnentempel
Der Turm opfert Verbesserungen und modifiziert die Angriffe des Tempels.
Spanish Templo solar
Los sacrificios en las torres mejoran y modifican los ataques del templo.
Spanish (LA) Templo solar
Los sacrificios en las torres mejoran y modifican los ataques del templo.
Finnish Aurinkotemppeli
Torniuhraukset parantavat ja muokkaavat temppelin hyökkäyksiä.
French Temple du soleil
Les sacrifices de la tour améliorent et modifient les attaques du temple.
Italian Tempio del sole
Il sacrificio delle torri potenzia e modifica gli attacchi del tempio.
Japanese 太陽神殿
タワーが向上性を犠牲にし、神殿の攻撃を変更する。
Korean 태양의 사원
타워를 제물로 삼으면 사원의 공격을 강화하고 개조할 수 있습니다.
Dutch Zonnetempel
Torenoffers versterken en wijzigen de aanvallen van de Tempel.
Norwegian Soltempel
Tårnofring forsterker og endrer Tempel-angrep.
Polish Świątynia Słońca
Wieża poświęca wzmocnienia i modyfikuje ataki świątyni.
Portuguese (Brazil) Templo Solar
Sacrifícios na torre melhoram e modificam os ataques do Templo.
Russian Храм Солнца
Жертвы в башне усиливают и пополняют храмовый арсенал.
Swedish Soltempel
Tornoffer förstärker och modifierar templets attacker.
Thai วิหารแห่งตะวัน
การสังเวยทาวเวอร์จะช่วยเสริมพลังและเปลี่ยนรูปแบบการโจมตีของ\nวิหาร
Turkish Güneş Tapınağı
Atıcı geliştirmeden ödün vererek Tapınağın saldırılarını değiştirir.
Chinese (simplified) 太阳神庙
塔的牺牲能增强并修改圣殿的攻击。
Chinese (traditional) 太陽神廟
塔犧牲增強,修改神廟攻擊。
This list was last updated for: version 43.1
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