Projectiles home in on the target, then continue moving in a straight line after hitting it
Despite what the description implies, this stance does not affect the Skywarden's random projectile spread. This Monkey Special has a cooldown of about 5 seconds.
Description | Wind Combo attack first causes Bloons to periodically be blown back, then produces extra arrows from the target, then pulls other Bloons backwards to the target.
This upgrade unlocks the Wind Combo:
All Skywardens with this upgrade, Galesage, or Farwind Seer apply a circling green mark to all Bloons they deal damage to, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. Each arrow also applies an effect to the first Bloon it deals damage to, causing it to take 10–20 units of blowback every 0.5 seconds while marked, which all its child Bloons inherit. MOAB-Class Bloons do not take blowback, but still count as the first Bloon hit.
Starting on the third hit, each arrow spawns two additional arrows, spread 45° apart from each other, which can hit the same Bloon as the main arrow. These arrows have the same damage and pierce as the arrow that hit the Bloon, but lack any of its additional effects.
Starting on the fourth hit, each arrow spawns a vortex at the nearest point on the path. It has 4 pierce and inflicts 20–40 units of blowback. MOAB-Class Bloons do not take blowback from it, but still consume pierce.
Description | Attacks in quick volleys and disables Camo from Bloons within radius.
This upgrade causes the Skywarden to disable the Camo properties of Camo Bloons (including bonus damage against them) while they are within its attack radius, but it does not permanently decamo Camo Bloons. Affected Camo Bloons have a green circle of leaves above them. This upgrade also causes its attacks to fire in bursts of three arrows with a 0.15 second interval, each dealing 2 damage.
Description | True mastery of the wind knows no bounds. The arrow's sting grows deadlier the further the air currents reach.
This upgrade increases the base damage of the Skywarden's arrows to 5 and further increases damage based on attack range. Arrow damage is increased by +1 when reaching 70 range and +1 for every 5 units of range above that, capping at +20 damage. Without any other range buffs, switching the Farwind Seer to long-range mode gives +2 damage, for a total of 7. This upgrade also causes the Skywarden to spawn 4 additional arrows instead of 2 when hitting a Bloon with the 2nd combo effect activated.
Description | Arrows pulse with Energy, flying faster, and building even more attack speed from successfully hitting Bloons.
This upgrade increases the Skywarden's projectile speed by +50% and changes its damage type from Sharp to Energy, letting it pop Frozen Bloons but preventing it from popping Purple Bloons. It is also supposed to increase the maximum attack speed boost from repeatedly hitting Bloons from +50% to +100%, but it does not work due to a bug.
Description | Arrows unleash a thunderous explosion that grows in size over distance. Can fire over walls and be set to target a location.
This upgrade switches the behavior of Skywarden's arrows, which now arrive instantly to their target (like a shot from a Sniper Monkey) and they explode on contact, creating an 8-radius blast that deals 1 damage with 4 pierce, and gains +0.5 pierce and +1 blast radius for every 10 units travelled. Additionally, the Skywarden ignores obstacles and gains the Set Target option (positioned before Strong), which can target any location within range.
Description | Lightning Combo attack charges hit Bloons to attract Energy and Plasma Projectiles, then to produce chain lightning when hit by Sharp or Shatter damage, then strikes the target with high damage stun.
This upgrade changes the damage type of its main attack to Plasma, allowing it to damage Lead Bloons, and grants it +3 damage to MOAB-Class Bloons, Ceramic Bloons, and Lead Bloons (which do not stack on Bloons that have multiple of these properties). It also unlocks the Lightning Combo:
All Skywardens with this upgrade, Thunder's Decree, or Stormwrath Archon apply a circling yellow mark to one Bloon they deal damage to at a time, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. All affected Bloons attract projectiles that deal Energy- and Plasma-type damage within a 30-unit radius towards them.
Starting on the second hit, affected Bloons that take damage from Sharp- and Shatter-type attacks create chain lightning that has 4 pierce, splits once (effectively hitting up to 6 Bloons), and does 5 damage with +4 damage to frozen Bloons. The lightning attributes its damage and pops to the tower that triggered it.
Starting on the fourth hit, each arrow deals +10 damage and stuns the target for 3 seconds (1 second for MOABs and DDTs and 0.5 seconds for BFBs). It cannot stun ZOMGs and cannot refresh its stun duration on Bloons that are already stunned by it.
Description | Combo attacks can stun ZOMGs. Thunder Charge Ability: Electrically charges nearby Monkeys, granting them faster, ricocheting projectiles that can pop Frozen Bloons.
This upgrade doubles the Lightning Combo stun duration on MOABs, DDTs (2 seconds) and BFBs (1 second), and grants the capability to stun ZOMGs for 0.5 seconds. It also doubles the distance-based pierce bonus for the arrow explosion (+1 pierce per 10 units of distance traveled) and unlocks the Thunder Charge ability.
When the Thunder's Decree activates its ability, towers within its range have their projectile speed increased by 200 units/s (equivalent to a Mermonkey trident's speed), can pop Frozen bloons, and their projectiles can ricochet twice to the closest Bloon. The ricochet occurs 0.05 seconds after the projectile hits a target, and targets Bloons up to 100 units away that have not already been hit. Projectiles that already ricochet gain 2 extra bounces. If the Skywarden's range changes mid-ability, towers can gain or lose the effect. This ability has a 15 second duration and a 45 second cooldown.
Description | Spent arrows serve as volatile conduits, lashing out in crackling fury when nearby Bloons are struck by Energy or Plasma. Thunder Charge weaves a lethal web of lightning between all conduits, obliterating anything caught in the crossfire.
Stormwrath Archon increases the bonus damage to MOAB-Class, Ceramic, and Lead from +3 to +9. The damage of the combo lightning increases from 5 to 50, and the combo stun's extra damage is increased from 10 to 100.
Attacks now leave behind lightning rods with a 3 seconds cooldown at the closest track segment to the target, which last 12 seconds and must be spaced at least 10 units apart. These can create lightning every 0.5 seconds when a Bloon within 26 units is struck by an Energy or Plasma attack. The lightning does 40 damage and has 5 pierce, capped at 5 pierce.
The ability's cooldown is reduced from 45 to 30 seconds and now also spawns a lightning bolt every 0.25 seconds, which deals 40 damage with 50 pierce and has a 35% chance of stunning affected Bloons for 2s. The bolt can jump between two lighting rods every 0.05s, consuming 8 pierce after each jump.
Description | Improved pierce and accuracy. Low tier Frozen Bloons are shattered instantly.
This upgrade lets it ignore frozen immunity (without changing its damage type from Sharp) and instantly pops Frozen Bloons that are Pink or below. Each shot has 75% less spread and gains +2 pierce (without additional upgrades, from 4 to 6).
Description | Arrows of ice more easily pierce through and deal bonus damage to Frozen Bloons.
This upgrade grants its main attack +1 extra damage to frozenBloons and causes it to apply a buff to itself whenever it pops a frozen Bloon, granting all its projectiles 50% more pierce for 1 second. Popping frozen Bloons while the buff is active does not refresh its duration.
Crosspathing increases its extra damage to frozen Bloons to the following:
Description | Ice Combo attack first slows targets, then causes Bloons to slow other nearby Bloons, then will produce freezing shrapnel from the target.
This upgrade causes its projectiles to apply a slowing effect to the first Bloon each one deals damage to, reducing their movement speed by 25% for 3 seconds. MOAB-Class Bloons do not move slower, and the duration does not refresh on Bloons already slowed by it, but these still count as the first Bloon hit. This upgrade also unlocks the Ice Combo:
All Skywardens with this upgrade, Frozen Verdict, or Winter's Mercy apply a circling blue mark to all Bloons they deal damage to, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. All projectiles that hit affected Bloons consume one less pierce (effectively losing zero pierce, unless they have pierce penalties or hit Bloons that consume extra pierce), including projectiles from other towers.
Starting on the third hit, each arrow reduces the speed of all other Bloons within an 8-unit radius of the affected Bloon by 20%.
Starting on the fourth hit, each arrow spawns two shrapnel projectiles, which move in a straight line from the point of impact towards the two closest Bloons in a 300 unit radius. These projectiles have 3 pierce, deal 3 Frigid-type damage and +3 damage to frozen Bloons, and have a 35% chance to freeze non-MOAB-Class Bloons for 1.5 seconds (affecting all layers).
Description | Destroying a Frozen Bloon leaves volatile icesplosive remains on the track to slow Bloons and explode in an icy burst when they expire.
This upgrade increases the damage of its arrows from 1 to 2, their bonus damage to frozen Bloons from +1 to +4, and both the regular and bonus damage of the Ice combo shrapnel from 3 to 6. The combo can now slow MOAB-Class Bloons by 10%, and the area effect by another 5%. Also, the shrapnel can now freeze MOABs.
Whenever an arrow pops a frozen Bloon, it leaves behind an icesplosive remain that lasts anywhere from 2 to 4 seconds. It slows up to 6 Bloons, including MOABs by 50% for 3 seconds. When the remain expires, it does a 3 pierce explosion, dealing 3 Frigid damage and freezes 6 non-MOAB layers for 1 second.
Description | Winter's bite deepens in the presence of more frozen Bloons, drawing a brief surge of damage from shattered foes. Frozen MOABs burst in ruinous iceplosions.
This upgrade doubles its arrows' damage from 2 to 4 and their bonus damage to frozen Bloons from +4 to +8. The shrapnel's bonus frozen damage is also doubled from +6 to +12. Winter's Mercy gains +1 damage for every 3 frozen Bloons in range, capped at +8. It gains another +1 damage for 6 seconds for every 3 frozen Bloons popped.
The icesplosive remain's blast radius is doubled from 12 to 24 units and its damage is increased from 3 to 5, and increases further if they originate from a popped MOAB: A base MOAB adds +25 damage, a DDT +50, a BFB +75, a ZOMG +200, and a BAD +10,000.