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=== Towers ===
 
==== [[Dart Monkey (BTD6)|Dart Monkey]]====
{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|{{Outdated|I am funny}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}}
==== [[Bomb Shooter (BTD6)|Bomb Shooter]] ====
 
{{BTD6 tower changes/new
=BCS 6.2 updation testings=
| tower = Bomb Shooter
===[[Monkey (BCS)|Monkey]]s===
| version = 50.0
{{BCS changes table|column 1 name=Card
| changes 1 tiers = xx5
| quote=Armor Powered Bloon mainly got buffs from the amount of armored cards that got buffed, but it did get a buff in its own right. It got its health increased from 80 to 100 to make it slightly more survivable if you only have a couple armored cards and you need to play Armor Powered Bloon early.|use quote for all names=y
| changes 1 = *{{nerf|Bomb Storm: Passive no longer activates by tapping the Activate Selected Tower Ability 1 hotkey|fix=y}}<ref name="billnukeedef" />
| quote ref=
| version = 6.2
|changes 1 label=[[Bloon Master Alchemist (BCS)|Bloon Master Alchemist]]|changes 1 names=Bloon Master Alchemist
*{{nerf|Gold cost increased|8|10}}
}}
|changes 2 label=[[Boomerang Monkey (BCS)|Boomerang Monkey]]|changes 2 names=Boomerang Monkey
*{{nerf|ATK decreased|25|20}}
*{{buff|Back hit damage increased|15|30}}
|changes 3 names=Rang Bloon
|changes 3=*These changes also affect Rang Bloon
|changes 3 store=*{{nerf|ATK decreased|25|20|name=Boomerang Monkey}}
*{{buff|Back hit damage increased|15|30|name=Boomerang Monkey}}
}}
|-
|[[Bouncing Bullet (BCS)|Bouncing Bullet]]
|{{BCS changes|version=6.2|names=Bouncing Bullet|changes 1=
*{{buff|ATK increased|80|90}}
}}
|-
|[[Ceramic Glazing Kiln]]
|{{BCS changes|version=6.2|names=Ceramic Glazing Kiln|changes 1=
*{{buff|Gold cost decreased|3|2}}
*{{nerf|Health buff to played Bloon decreased|+25|+20}}
}}
|-
|[[Crossbow Monkey]]
|{{BCS changes|version=6.2|names=Crossbow Monkey|changes 1=
*{{buff|ATK increased|40|50}}
}}
|-
|[[Distraction Ninja]]
|{{BCS changes|version=6.2|names=Distraction Ninja|changes 1=
*{{buff|ATK increased|40|55}}
}}
|-
|[[Druid (BCS)|Druid]]
|{{BCS changes|version=6.2|names=Druid|changes 1=
*{{buff|Defender bonus increased|+10|+20}}
*{{buff|name=On Play|Hero heal increased|50|75}}
}}
|-
|[[Druid of Peace]]
|{{BCS changes|version=6.2|names=Druid of Peace|changes 1=
*{{nerf|Gold cost increased|3|5}}
*{{nerf|No longer has an Ammo stat and gains keyword Can't Attack|note=Attack is formerly 1 ammo, 1 delay, 20 ATK}}
*{{change|Description changed|Bloons can't attack on the turn they are summoned|Can't Attack. Bloons can't attack on the turn they are summoned}}
}}
|-
|[[Even More Tacks (BCS)|Even More Tacks]]
|{{BCS changes|version=6.2|names=Even More Tacks|changes 1=
*{{buff|ATK increased|35|40}}
}}
}}
|-
|[[Extra Range Tack Shooter]]
|{{BCS changes|version=6.2|names=Extra Range Tack Shooter|changes 1=
*{{buff|ATK increased|30|35}}
}}
|-
|[[Fireball Wizard]]
|{{BCS changes|version=6.2|names=Fireball Wizard|changes 1=
*{{buff|ATK increased|90|100}}
}}
|-
|[[MOAB Construction Facility]]
|{{BCS changes|version=6.2|names=MOAB Construction Facility|changes 1=
*{{nerf|Gold cost increased|4|6}}
*{{buff|Ammo increased|3|4}}
}}
|-
|[[Super Monkey (BCS)|Super Monkey]]
|{{BCS changes|version=6.2|names=Super Monkey|changes 1=
*{{nerf|Gold cost increased|8|9}}
}}
|}
{{quote|Monkeys with Per Gold Spent abilities ('''Even More Tacks''' and '''Extra Super Monkey''') now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost.|Update notes}}
{|class="wikitable"
!Card
!Changes
|-
|[[Extra-Super Monkey]] / [[Even More Tacks (BCS)|Even More Tacks]]
|{{BCS changes|version=6.2|names=Extra-Super Monkey;Even More Tacks|quote=Monkeys with Per Gold Spent abilities ('''Even More Tacks''' and '''Extra Super Monkey''') now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost.|hide quote=y|changes 1=
*{{neutral|Now retains Gold value after playing|note=Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)}}
}}
|}
{{quote|'''Shell Shock Mortar''' can now use Temporary Ammo even if it was reloading when it was given it, just fire away!|Update notes}}
{|class="wikitable"
!Card
!Changes
|-
|[[Shell Shock Mortar]]
|{{BCS changes|version=6.2|names=Shell Shock Mortar|quote='''Shell Shock Mortar''' can now use Temporary Ammo even if it was reloading when it was given it, just fire away!|hide quote=y|changes 1=
*{{buff|Now can use Temporary Ammo even while it is reloading|fix=y}}
}}
|}
{{quote|<ul><li>'''Shinobi''' no longer breaks the rules of Temporary and cannot reload itself.
[...]</li>
<li>'''Shinobi''' buff no longer requires a witness, and now applies even if the target Bloon was popped.</li></ul>|Update notes}}
{|class="wikitable"
!Card
!Changes
|-
|[[Shinobi Tactics Ninja]]
|{{BCS changes|version=6.2|names=Shinobi Tactics Ninja|quote=<ul><li>'''Shinobi''' no longer breaks the rules of Temporary and cannot reload itself.
[...]</li>
<li>'''Shinobi''' buff no longer requires a witness, and now applies even if the target Bloon was popped.</li></ul>|hide quote=y|changes 1=
*{{nerf|ATK decreased|35|30}}
*{{nerf|No longer reloads if its ammo was drained on the opponent's turn|fix=y}}
*{{buff|No longer fails to activate its On Attack effect if the attack pops a Bloon|fix=y}}
}}
|}
{{quote|'''Triple Shot''' can now hit Camo Bloons when they are the only target, just like every other monkey could.|Update notes}}
{|class="wikitable"
!Card
!Changes
|-
|[[Triple Shot (BCS)|Triple Shot]]
|{{BCS changes|version=6.2|names=Triple Shot|quote='''Triple Shot''' can now hit Camo Bloons when they are the only target, just like every other monkey could.|hide quote=y|changes 1=
*{{buff|Now can target Camo Bloons if they're the only Bloons on screen|fix=y}}
}}
|}


==== [[Tack Shooter (BTD6)|Tack Shooter]]====
=dfdasdf=


==== [[Ice Monkey (BTD6)|Ice Monkey]] ====
==Terrain stuff==
{{BTD6 tower changes/new
Avoid playing Monkey Teams on Arrows and Mirage. Otherwise, the tracks are easy enough that any strategy can work if given at least one sufficient damager for Bloons and MOAB-class.
| tower = Ice Monkey
 
| version = 50.0
When playing other types of Monkey Teams in other days, prioritize capturing Desert Terrain tiles when planning in advance for the following unviable Monkey Teams combo: Ice-Glue-Spike. Every other combo is fine without the restricted towers.
| changes 1 tiers = x5x
 
| quote 1 = Well it seems we made Absolute Zero kinda good finally… With the powerful synergies that have now come out here, along with Silas arriving this update bringing even more Ice Monkey synergies, we are reducing some of the constancy here.
All of the tracks are doable, but Tunnels and Pistol can be difficult for some weaker combos. All available combos are possible on all Grass Terrain tracks but any combo with Ace or Chipper will be much easier, generally speaking.
| quote 1 tiers = x5x
 
| changes 1 = *{{nerf|Ability cooldown increased|20s|25s}}
All of the tracks are doable, but YMY is not recommended for weaker combos. All available loadouts are possible on all Forest Terrain tracks, but hardest on Tack-Ace.
*{{nerf|Main attack global freeze: duration reduced|0.75s|0.6s}}
 
}}
Avoid playing Monkey Teams on Butterfly, and only Dartling-Chipper (multiplatform only) is recommended if playing this track with Monkey Teams is a must. Every other Heavy Forest track is doable with most loadouts.
 
When playing other types of Monkey Teams in other days, prioritize capturing Heavy Forest Terrain tiles when planning in advance for the following unviable Monkey Teams loadout: Sub-Chipper-Heli. Tack-Ace is difficult but not impossible.
 
Y Hills and Mustache are not recommended unless using a loadout that is strong enough on its own.
 
When playing other types of Monkey Teams in other days, prioritize capturing Hill Terrain tiles when planning in advance for the following unviable Monkey Teams loadouts:
*Dart-Sniper
*Dart-Spike-Sub
*Dart-Bomb
*Dart-Super
 
This is one of the easiest Monkey Teams terrains due to the lack of difficult tracks for this terrain, ignoring tower restrictions.
 
When playing other types of Monkey Teams in other days, prioritize capturing Hill Terrain tiles when planning in advance for the following unviable Monkey Teams loadouts:
*Dartling-Chipper
*Sub-Chipper-Heli
 
<!--NOTE: this is still relevant for some players who have the closer-to-city snow terrain seed-->
Avoid playing Monkey Teams on Pickaxe and Pretzel. All other tracks are easy enough for most combos. Any combo with Ice and any other available tower is viable on this terrain.
 
When playing other types of Monkey Teams in other days, prioritize capturing Snow Terrain tiles when planning in advance for the following unviable Monkey Teams loadouts:
*Dartling-Chipper
*Dart-Sniper
*Dart-Spike-Sub
*Dart-Bomb (multiplatform only, due to a bug in Level 5+ Bomb MK not allowing its Black immunity bypass to work)
*Dart-Super
*Dart-Engineer-Chipper
*Engineer-Super
 
All River Terrain tiles are viable for most loadouts, except those that heavily rely on Ninja.
 
When playing other types of Monkey Teams in other days, prioritize capturing River Terrain tiles when planning in advance for the following unviable Monkey Teams loadout: Ninja-Bomb (multiplatform only, due to a bug in Level 5+ Bomb MK not allowing its Black immunity bypass to work). Every other available Monkey Teams loadout is still doable without Ninja, but Engineer-Super is challenging.
 
Avoid playing Monkey Teams on Totems, though in the multiplatform it is still doable (without consumables) with loadouts that have Glue and self-sufficient MOAB damage such as Ace-Ninja-Glue. Every other track is doable with most loadouts. The only available loadout to avoid on this terrain is Apprentice-Ice-Super, and other loadouts should capture Jungle tiles.
 
Most of the tracks are doable for all Monkey Teams loadouts, but best avoided on Bad Mirror and Percent if there's no Buccaneer or Sub. There is only one available loadout to avoid (and other loadouts should prioritize Lake tiles): Ninja-Bomb.
 
<section begin="banana" />The quick [[brown]] [[fox]] jumps over the lazy [[dog]].<section end="banana" />
 
<section begin="apple" />It provides an Activated Ability that permanently slows all Bloons that spawned up to 15 seconds after its use by 50%. On all versions except ''[[Bloons TD 5 Deluxe]]'', it also temporarily slows Bloons that have spawned within the last 10 seconds by 50%, which lasts for 15 seconds on the {{multiplat version of|Bloons TD 5}} and infinite on the Deluxe version.<section end="apple" />


==== [[Desperado (BTD6)|Desperado]]====
{{BTDB2 hero xp|1.06|2}}
{{BTDB2 hero xp|1.08|2}}
{{BTDB2 hero xp|1.1|2}}
{{BTDB2 hero xp|1.2|2}}
{{BTDB2 hero xp|1.5|1}}
{{BTDB2 hero xp|1|2}}


==== [[Sniper Monkey (BTD6)|Sniper Monkey]] ====
{{#invoke:BTDB2 bonnie cart values|main|4|25
{{BTD6 tower changes/new
|350|1|0|15|2
| tower = Sniper Monkey
|1100|2|0|40|2
| version = 50.0
|2750|7|1|100|5
| changes 1 tiers = xx5
|4800|60|4|160|8
| changes 1 = *{{nerf|Retaliation: Passive no longer activates by tapping the Activate Selected Tower Ability 1 hotkey|fix=y}}<ref name="billnukeedef">[https://www.reddit.com/r/btd6/comments/1n0h39w/its_just_too_easy/naqhslr?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=1&utm_content=2 Comment by u/BilltoniumWeaver regarding the Elite Defender hotkey exploit (which also affects Bomb Blitz and Legend of the Night)]: ''Yeah this bug is getting nuked laugh while you can''</ref><!--billtonium has nk flair-->
|8800|120|0|280|11
| changes 2 tiers = 520
|13000|200|0|400|14
| changes 2 = *{{buff|Shrapnel: Pierce increased|3|6}}
|21000|400|0|600|17
*{{buff|Shrapnel: Projectile distance increased|32|80}}<!--needs improve-->
|29000|600|0|800|20
*{{buff|Shrapnel: Projectile speed increased|160|320}}
<!--insert price changes-->
}}
}}


====[[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]====
==Strategy==
{{BTD6 tower changes/new
Monkey Knowledge helps improve different strategies, and some specific strategies thrive from it. Unfortunately, while most MK upgrades are beneficial, some are completely useless or are detrimental, though most of the detrimental aspects are overshadowed by the upsides.
| tower = Monkey Buccaneer
 
| version = 50.0
Some of the important MK to aim for are Rank 5/10/15 Ninja, Bloon Sabotage, bla bla bla.
| quote  = Favoured Trades sellback bonus has been moved back to a stacking bonus, requiring more setup investment in the area to receive the higher value.
| changes 1 tiers =xx4+<!--what about the paragon, is it still 10%?-->
| changes 1 = *{{nerf|Favored buff: Percentage sellback bonus reduced|10%|4%}}
*{{buff|Favored buff: Max stacks increased|1|3|note=Total max sellback bonus increased from 10% to 12%}}
}}


====[[Monkey Ace (BTD6)|Monkey Ace]]====
Capture more tiles and get more Bloon Beacons, etc.
{{BTD6 tower changes/new
| tower = Monkey Ace
| version = 50.0
| quote  = As Spy Plane crosspath doesn’t see much love we’ve gone all-in on the Camo crosspath making it a double damage bonus, which is especially good news for Ground Zero vs. Fortified DDTs. Since Spectre works best at the edge of the map far from the entrance the radial attack can expire too early, so projectile distance has been increased.


Spectre likes to be placed close to the edges of the map
| changes 1 tiers = x2x+;120;220;023+
| changes 1 = *{{buff|Bonus Camo damage increased for all attacks|+1|x2}}
| changes 2 tiers = 320+
| changes 2 = *{{buff|Bonus Camo damage increased for all attacks, except anti-MOAB missiles|+1|x2}}
| changes 3 tiers = xx4+
| changes 3 = *{{buff|Radial dart: projectile distance increased|600|900}}<!--needs improve-->
}}


==== [[Heli Pilot (BTD6)|Heli Pilot]] ====
{{BTD6 tower changes/new
| tower = Heli Pilot
| version = 50.0
|quote = For quality of life the ‘Drag to Redeploy' textbox now disappears earlier during tower redeployment. Door Gunner is now allowed to be used between rounds to reduce that start of round stress.
| changes 1 =*{{buff|Redeploy ability: "Drag to Redeploy" textbox now hides once a tower is selected to be moved, instead of after confirming placement|note=This improves visibility with towers placed at the top of the screen}}
| changes 1 tiers = x4x+
}}


==== [[Mortar Monkey (BTD6)|Mortar Monkey]] ====
{{BTD6 tower changes/new
| tower = Mortar Monkey
| version = 50.0
| quote  = Mortar Monkey’s base price has been reduced to make it a possible starting tower, if you really want to try that. While it’s still not intended to be a great starter we hope that having the extra option will be fun. Most of the reduced price from this change has been moved into Signal Flare, though left out of the other T3 crosspaths since we feel they are fine receiving the small buff.
| base cost before = 750
| base cost after = 600
| path 3 tier 3 cost before = 900
| path 3 tier 3 cost after = 1000
}}


====[[Dartling Gunner (BTD6)|Dartling Gunner]]====
{{compare text|before=Information goes here|after=Information goes here}}
{{BTD6 tower changes/new
| tower = Dartling Gunner
| version = 50.0
| quote = While Buckshot is powerful, the high effort requirement pushes favour to the middle crosspath to make up attack speed, so the harder to use crosspath is improving for better payoff. M.A.D has always had powerful single target but doesn’t see widespread use in standard gameplay so we have raised pierce to bump up its versatility without impacting single target performance
| changes 1 tiers = 203
| changes 1 = *{{buff|Buckshot: Laser Shock DoT damage increased|+2|+3|note=Does not affect 2-0-4 (+3)}}
*{{buff|Buckshot: Bonus Shocked damage increased|+2|+3|note=Does not affect 2-0-4 (+3)}}
| changes 2 tiers = x5x
| changes 2 = *{{buff|Missile: pierce increased|12|20|note=0-5-2 missile pierce increased from 14 to 22}}<!--I assume the mad missile pierce is affected by powdarts +2 pierce-->
}}


==== [[Wizard Monkey (BTD6)|Wizard Monkey]] ====
{{BTD6 tower changes/new
| tower = Wizard Monkey
| version = 50.0
| changes 1 tiers = 031;501
| changes 1 = *{{nerf|Dragon's Breath: Pierce no longer is reduced compared to x-4-x|+3|+2|fix=y|note=Pierce reduced from 6 to 5}}
}}


==== [[Super Monkey (BTD6)|Super Monkey]] ====
*{{change|Description changed}}
{{BTD6 tower changes/new
{{Compare text|before=potato|after=tomato}}
| tower = Super Monkey
| version = 50.0
| changes 1 tiers = xx5
| changes 1 = *{{change|Black Hole: Passive no longer activates by tapping the Activate Selected Tower Ability 2 hotkey|fix=y|note=Could technically activate it but had no meaningful effect other than wasting the ability}}<ref name="billnukeedef" />
}}


==== [[Druid (BTD6)|Druid]] ====
{| class="wikitable"
{{BTD6 tower changes/new
|+ 0-0-4 Favored Trade sellback value needed to break even after selling, without {{BTD6 mk|Better Sell Deals}}<!--<!--i.e. loss of favored1 divide by the bonus sellback (+4%, +8%, +12%), as a sum of these nums-->
|quote=Superstorm gets a fresh coat of paint, including a new name! The Superstorm Tornadoes last far longer and rebound off of map borders, all while still spewing out additional Ball Lightning projectiles the entire time to fill the screen!
|-
|tower=Druid
! Number of 0-0-4 !! Easy !! Medium !! Hard !! Impoppable
|version=50.0
|-
|changes 1 tiers=5xx|changes 1=*{{change|Name changed|Superstorm|Monarch of Storms}}
| 1 (74%, +4%) || $TBA || $57,500 || $TBA || $TBA
*{{buff|Superstorm:<!--the proj, not the monkey--> projectile now bounces off map borders}}
|-
*{{buff|Superstorm: projectile now hits BADs to deal damage only}}
| 2 (78%, +8%) || $TBA || $81,810<!--81812.5--> || $TBA || $TBA
*{{buff|Superstorm: projectile distance increased|150|450}}<!--wording?-->
|-
*{{buff|Heart of Thunder's lightning: Damage increased|10|30}}
| 3 (82%, +12%)||  $TBA || $95,105<!--95104.1667--> || $TBA || $TBA
}}
|}


====[[Mermonkey (BTD6)|Mermonkey]]====
{| class="wikitable"
{{BTD6 tower changes/new
|+ 0-0-4 Favored Trade sellback value needed to break even after selling, with {{BTD6 mk|Better Sell Deals}}<!--<!--i.e. loss of favored1 divide by the bonus sellback (+4%, +8%, +12%), as a sum of these nums-->
|quote=Abyssal Warrior will now have a slight startup cooldown to limit certain exploity tactics. Middle crosspath trident gains extra projectile pierce to improve early game value. Recent changes to Symphonic Resonance caused its pierce usage to increase for far too much of a nerf, so we have increased the pierce to offset this.
|-
|tower=Mermonkey
! Number of 0-0-4 !! Easy !! Medium !! Hard !! Impoppable
|version=50.0
|-
|changes 1 tiers=3xx+|changes 1=*{{nerf|Tentacle: Now begins with 0.5s initial cooldown}}
| 1 (79%, +4%)<!--e.g. 1860/.04--> || $TBA || $46,500 || $TBA || $TBA
|changes 2 tiers=x1x+|changes 2=*{{buff|Trident: pierce increased by +1|2|3|note=Does not affect splash (+3)}}
|-
|changes 3 tiers=xx4+|changes 3=*{{buff|Trance: pierce increased|4|8|note=014 pierce increased from 6 to 10}}
| 2 (83%, +8%)<!--e.g. 1860/.04+1505/.08--> ||  $TBA || $65,310<!--65312.5--> || $TBA || $TBA
}}
|-
| 3 (87%, +12%)<!--e.g. 1860/.04+1505/.08+1150/.12--> ||  $TBA || $74,895<!--74895.8333--> || $TBA || $TBA
|}


====[[Spike Factory (BTD6)|Spike Factory]]====
<!--not this permaspike troll nonsense, grrr-->
{{BTD6 tower changes/new
| version = 50.0
| tower = Spike Factory
| paragon changes = *{{buff|Super Mine spike: bonus MOAB-class damage increased|+140|+240}}
*{{nerf|Mini spike pile: bonus MOAB-class damage decreased|+180|+80}}
| quote 1 tiers = paragon
}}


====[[Engineer Monkey (BTD6)|Engineer Monkey]]====
===Efficiency===
{{BTD6 tower changes/new
Create a table specifying efficiency of Marketplace when given certain buffs
|quote=Overclock’s Village range bonus always felt like an odd special case, and now that there is a proper dedicated range bonus ability the combined range this grants for villages ended up being overpowered, after consideration we didn’t want to jump straight to deleting the ultraboost stacking tech here but have lowered the range bonuses from Overclock.
|tower=Engineer Monkey
|version=50.0
|changes 1 tiers=x4x+|changes 1=*{{nerf|Ability buff: range bonus on Villages decreased|+25%|+10%}}
|changes 2 tiers=x5x|changes 2=*{{nerf|Perma-stack buff:<!--wording?--> range bonus on Villages decreased per stack|+2.5%|+1.5%}}
}}


====[[Beast Handler (BTD6)|Beast Handler]]====
involve {{BTD6 mk|More Valuable Bananas}} here plz
{{BTD6 tower changes/new
|quote=As it is still overperforming in event cases, Megalodon damage is being reduced. On the other hand Giganotosaurus’ ability damage is increasing to feel more worthy of a T5 ability.
|tower=Beast Handler
|version=50.0
|changes 1 tiers=5xx|changes 1=*{{nerf|Splash: Base damage decreased|700|600}}
*{{nerf|Splash: Damage scale decreased|1400|1200|note=Max power damage decreased from 2100 to 1800, middle power damage decreased from 1400 to 1200}}
|changes 2 tiers=x5x|changes 2=*{{buff|Ability: Base damage increased|150|300|note=Max power damage increased from 950 to 1100, mid power damage increased from 550 to 700}}
}}


===Heroes===
{| class="wikitable"
====[[Captain Churchill (BTD6)|Captain Churchill]]====
|+ Marketplace with 2-0-3
{{BTD6 hero changes/new
|-
| version = 50.0
! Buffs !! Cost !! Efficiency
| hero = Captain Churchill
|-
| changes 1 = *{{buff|Cannon: Bonus damage to Fortified increased|+3|+4}}
| None || Example || Example
*{{buff|Cannon: Bonus damage to Lead increased|+3|+4}}
|-
*{{buff|Cannon and machine gun: Bonus damage to Fortified and Lead now also applies to Camos}}
| Fertilizer || Example || Example
*{{buff|Damage bonuses to Lead/Fortified are no longer mutually exclusive}}
|-
| changes 1 levels = 15+
| Monkey City || Example || Example
}}
|}
{| class="wikitable"
|+ Marketplace with 0-2-3
|-
! Buffs !! Cost !! Efficiency
|-
| None || Example || Example
|-
| Fertilizer || Example || Example
|-
| Monkey City || Example || Example
|}
<!--no oc bc it's not relevant at this tier-->


====[[Adora (BTD6)|Adora]]====
==blabla==
{{BTD6 hero changes/new
| version = 50.0
| hero = Adora
| quote = Adora’s recent nerf impacted her freeplay value too much, with limited options for heroes that scale well into freeplay we have agreed it would be best to change back her sacrifice stacks.
| changes 1 =
*{{buff|Blood Sacrifice ability: Max amount of stacks increased|40<!--not 40 by nk-->|50|note=Range and attack cooldown maximum bonus is increased ― 40% → 50%
*The cash value of the sacrifice needed for the maximum benefit is also increased ― $3,000 → $4,000}}
| changes 1 levels = 20
}}


====[[Rosalia (BTD6)|Rosalia]]====
*{{neutral}} Thrash calculation is now calculated correctly (bug fix)
{{BTD6 hero changes/new
** Thrash calculation divisor for "base attack cooldown" changed from the attack cooldown from the Piranha to Great White (0.6 -> 1.1)
| version = 50.0
** Base thrash cooldown decreased from 0.3 to 0.6 when latching. Does not affect dragging.
| hero = Rosalia
**{{nerf}} Attack cooldowns across all beast power increased when latching
| quote = Rosalia is overperforming as a consistent lategame fullscreen stall, so her BFB knockback and Lv18 Flight Boost uptime are both being reduced.
*** Min power: 0.55s<!--0.3 * ((1.1-0.38 * 0)/0.6)--> -> 0.6s<!--0.6 * ((1.1-0.38 * 0)/1.1)-->
| changes 1 =
*** Middle power: 0.455s<!--0.3 * ((1.1-0.38 * 0.5)/0.6)--> -> 0.49636363636s<!--0.6 * ((1.1-0.38 * 0.5)/1.1)-->
*{{nerf|Special laser: BFB pushback decreased|5|2.5|note=Does not affect the knockback versus BFBs}}<!--no, pushback and knockback are different-->
*** Max power: 0.36s<!--0.3 * ((1.1-0.38 * 0.5)/0.6)--> -> 0.39272727272s<!--0.6 * ((1.1-0.38 * 1)/1.1)-->
| changes 1 levels = 13+
** Attack cooldowns across all beast power changed when latching
| changes 2 = *{{nerf|Flight Boost: ability cooldown reduced|25s|35s}}
*** Min power: 0.55s<!--0.3 * ((1.1-0.38 * 0)/0.6)--> -> 0.3s<!--0.3 * ((1.1-0.38 * 0)/1.1)-->
| changes 2 levels = 18+
*** Middle power: 0.455s<!--0.3 * ((1.1-0.38 * 0.5)/0.6)--> -> 0.248181818s<!--0.3 * ((1.1-0.38 * 0.5)/1.1)-->
}}
*** Max power: 0.36s<!--0.3 * ((1.1-0.38 * 0.5)/0.6)--> -> 0.196363636s<!--0.3 * ((1.1-0.38 * 1)/1.1)-->


===[[Monkey Knowledge (BTD6)|Monkey Knowledge]]===
*[[Cluster Bombs (Battles 2)|Cluster Bombs]]: In strategies with a Bomb for main DPS (e.g. Bomb-Spactory-Farm), not secondary DPS (e.g. Wizard-Bomb-Farm), a boosted Phayze Ceramic rush can move past Cluster Bombs on maps with only one strong loop, such as [[
{{BTD6 changes
| version = 50.0
| quote = Door Gunner is now allowed to be used between rounds to reduce that start of round stress.
| changes =*{{buff|Door Gunner: Ability can now be used in between rounds.<!--what about doorgunner-->
| names = Heli Pilot 2 4;Heli Pilot 2 5;Door Gunner
}}


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