{{BTD6 tower changes|quote=We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.|version=38.0|tower=Ninja Monkey|tiers 1=1XX|changes 1=*{{nerf|Ninja Discipline no longer grants increased range}}|tiers 2=XX1|changes 2=*{{buff|Seeking Shuriken now grants increased range +7}}|tiers 3=XX4,XX5|changes 3=*{{buff|xx4 Sticky Bomb tower range increased|40|55}}|tiers 4=XX4|changes 4=*{{nerf|Sticky Bomb bonus +50% of tower range removed, now matches base tower|note=xx5 Master Bomber still has full map range Stickies}}}}
{{BTD6 tower changes
| quote = We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.
| quote 1 = We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart.
| quote 2 = As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius.
| tiers 3 = XX4,XX5
| changes 3 = *{{buff|Range increased|40|55|note=Ninja Discipline crosspath range increased from 47 to 55}}
| tiers 4 = XX4
| changes 4 = *{{nerf|Sticky Bomb: bonus +50% of tower range removed, now matches base tower|note=Master Bomber still has full map range Stickies}}
Spike-o-pult not re-hitting targets after a rebound in the same way as Juggernaut isn’t as fun so we’re allowing this functionality to occur earlier now. — Update notes
Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. — Update notes
”
Tiers
Changes
Paragon
Paragon cost increased ― $325,000 → $350,000
Paragon orbit no longer deals +2 damage to fortified
We wanted to add something unique to Bloon Impact while also improving Really Big Bombs very slightly as a stepping stone into it, so now both of these upgrades will become capable of pushing back Bloons that they hit – even if they are stunned or frozen! This allows Bloon Impact to now catch groups of Bloons in a stun net and slowly push them back the way they came while keeping them stunned. — Update notes
Tack Zone has so much base pierce the increase from 025 is rendered irrelevant no matter how large the upgrade bonus, so to fix this we must make the base pierce value low enough to actually struggle sometimes & we will give back extra attack rate to the base upgrade to compensate for this. — Update notes
This is not intended to be a significant nerf to the tower’s base game performance so we plan to keep an eye on the change; however the recent top path Glue Gunner changes where duplicating every high level glued Bloon into magnitudes more puddles due to the recurring children multiplication of pre-r80 Bloons. This caused performance issues and effectively broke the game in certain situations so we have limited these puddles to spawn from the first child of glued targets to keep the lategame performance unchanged but hopefully solve the root of this issue in the early game where the main attack is mostly enough to easily deal with all cleanup anyway. — Update notes
As the price of Ground Zero has been considerably increased in the base game since then, the nerf to 1000 pierce set for races a long time ago now feels restrictive for the price. — Update notes
Given Downdraft has competed as one of the most debated best towers in the game basically for its entire life for both early and late game we are reducing some of the extreme effectiveness against late game Super Ceramics by reworking it to have an overall increased effect of blowing back multiple smaller children at a time but now requiring 2 pierce to blow back ceramics. — Update notes
We weren’t quite ever able to take Laser Shock in the direction we initially hoped to, and due to this the 203 crosspath has fallen behind in value and overall use, so we are improving some crosspath values here to fix up damage with bottom path Buckshocks — Update notes
Middle path T4 Phoenix continues carrying rounds quite well for a long period of the game, as a light nerf here we’re taking away the free camo detection that Phoenix used to get, given the tower has a camo crosspath it could go for to properly inherit this onto the phoenix anyway. — Update notes
We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges. — Update notes
We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. — Update notes
Adora is a unique hero in how she has a great deal more value in spending cash to level her up faster, however she outperforms other heroes by too much regardless of this added cost. As her ability uptime is so incredibly good to the point of being completely spammable we’re increasing that cooldown slightly and reducing her base pierce in the higher levels so more thought must be required to utilize the large pierce increase she gains from usage of that ability. — Update notes
”
Levels
Changes
3+
Long Arm of Light cooldown increased ― 35s → 40s
11+
Main attack pierce reduced ― 13 → 11
Note: Applies to higher levels
Ball of light pierce reduced ― 13 → 11 (undocumented)
As knowledge, power & variety of Paragons has developed they have turned out to be extremely powerful against vortex and we have reached a point with enough good paragon diversity we no longer feel like they need to resist Vortex’s stun for such a large advantage over other towers, instead of this we feel Vortex’s stun is just too long in general so is being reworked to an overall lower amount across the tiers without any paragon immunity. — Update notes
”
Paragons no longer have 50% reduced stun duration
Stun duration reworked at all tiers for generally reduced durations
Lych has some cheese strategy in pre-buffing before spawn to get around the draining mechanics, but boss functionality now makes it easy for us to try out a quick change to counteract some of this. — Update notes
”
Lych now triggers the 'buff drain' attack immediately on spawn
Release descriptions
App Store / Google Play
“
Cosmic Boss Update!!
• Warp out of this world with the new Boss Bloon: Phayze!
• Keep the pool safe with the new Admiral Brickell Skin: Lifeguard Brickell!
• Splash out on Water Park, our latest Intermediate Map!
• New Quests, including story quest: Scoop's Tall Tale!
• Plus all the Trophy store items, quality of life improvements, and balance changes you've come to expect