Update history:Bloons TD 6/Version 51.0: Difference between revisions
→Dartling Gunner: this is purely visual |
→Changes: Verified support and heroes changes |
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| Line 41: | Line 41: | ||
=== General changes === | === General changes === | ||
* | *Further changes to 'ignore' modded elements within save data instead of softlocking when returning to the base game after using certain mods | ||
*Account Webview updated to an in-game account management page | |||
===[[Sandbox (BTD6)|Sandbox]]=== | ===[[Sandbox (BTD6)|Sandbox]]=== | ||
| Line 272: | Line 273: | ||
|version=51.0 | |version=51.0 | ||
|tower=Dartling Gunner | |tower=Dartling Gunner | ||
|changes 1=*{{ | |changes 1=*{{buff|It now applies Laser Shock effect to the first Bloon that is hit|fix=y}} | ||
*{{buff|Bonus damage applied to the first Bloon that is hit increased|80|140}} | *{{buff|Bonus damage applied to the first Bloon that is hit increased|80|140}} | ||
|changes 1 tiers=5xx | |changes 1 tiers=5xx | ||
| Line 313: | Line 314: | ||
|changes 7=*{{buff|Projectile radius increased|6 units|9 units|undoc=y}} | |changes 7=*{{buff|Projectile radius increased|6 units|9 units|undoc=y}} | ||
|changes 7 tiers=204;205 | |changes 7 tiers=204;205 | ||
|changes 8=*{{buff|Projectile radius increased|5 units|10 units}} | |changes 8=*{{buff|Projectile radius increased|5 units|10 units|fix=y}} | ||
|changes 8 tiers=140;240 | |changes 8 tiers=140;240 | ||
|changes 9=*{{buff|Projectile radius increased|6 units|11 units}} | |changes 9=*{{buff|Projectile radius increased|6 units|11 units|fix=y}} | ||
|changes 9 tiers=240;250 | |changes 9 tiers=240;250 | ||
|changes 10=*{{buff|Bonus damage to MOAB-Class Bloons increased|+13|+25}} | |changes 10=*{{buff|Bonus damage to MOAB-Class Bloons increased|+13|+25}} | ||
| Line 330: | Line 331: | ||
|priority=2 | |priority=2 | ||
|tower=Super Monkey | |tower=Super Monkey | ||
|changes 1=*{{change|Ballistic Missile: Projectile is visually larger|note=Does not change the projectile | |changes 1=*{{change|Ballistic Missile: Projectile is visually larger|note=Does not change the projectile radius}} | ||
*{{buff|Ballistic Missile: Bonus damage to MOAB-Class Bloons increased|+74|+1999|note=Previous value is incorrectly stated as 75 in the update notes}} | *{{buff|Ballistic Missile: Bonus damage to MOAB-Class Bloons increased|+74|+1999|note=Previous value is incorrectly stated as 75 in the update notes}} | ||
*{{nerf|Ballistic Missile: Pierce reduced|50|40}} | *{{nerf|Ballistic Missile: Pierce reduced|50|40}} | ||
| Line 440: | Line 441: | ||
|paragon cost before=800000 | |paragon cost before=800000 | ||
|paragon cost after=750000 | |paragon cost after=750000 | ||
|paragon changes=*{{nerf|Giant | |quote 1=Spike Paragon lost much of its punch against Bosses with the Mini-Storm rework, more than anticipated so we’re granting it adjustments to price, Controlled Burst duration, and the main projectile pierce is being halved while all damage values for this attack are at least doubled, overall improving performance and making sure the Paragon still feels impactful. | ||
*{{buff|Giant | |paragon changes=*{{nerf|Giant Mine Spike: Pierce decreased|100|50}} | ||
*{{buff|Giant | *{{buff|Giant Mine Spike: Damage increased|70|140}} | ||
*{{buff|Giant | *{{buff|Giant Mine Mini-explosion: damage increased|80|240}} | ||
*{{buff|Mini spike: | *{{buff|Giant Mine Mini-explosion: Bonus damage to Fortified Bloons increased|+20|+240}} | ||
*{{buff|Mini spike: | *{{buff|Giant Mine Mini-explosion: Bonus damage to Ceramic Bloons increased|+60|+240|undoc=y}} | ||
*{{buff| | *{{buff|Mini-spike: Damage increased|20|40}} | ||
*{{neutral|Controlled Burst: | *{{buff|Mini-spike: Bonus damage to MOAB-Class Bloons increased|+80|+160}} | ||
*{{buff|Carpet of Spikes: Bonus damage to Boss Bloons increased|+800|+1,500}} | |||
*{{neutral|Controlled Burst: Ability duration and cooldown increased|10s|15s}} | |||
|paragon quote=Spike Paragon lost much of its punch against Bosses with the Mini-Storm rework, more than anticipated so we’re granting it adjustments to price, Controlled Burst duration, and the main projectile pierce is being halved while all damage values for this attack are at least doubled, overall improving performance and making sure the Paragon still feels impactful. | |paragon quote=Spike Paragon lost much of its punch against Bosses with the Mini-Storm rework, more than anticipated so we’re granting it adjustments to price, Controlled Burst duration, and the main projectile pierce is being halved while all damage values for this attack are at least doubled, overall improving performance and making sure the Paragon still feels impactful. | ||
}} | }} | ||
| Line 455: | Line 458: | ||
|version=51.0 | |version=51.0 | ||
|tower=Monkey Village | |tower=Monkey Village | ||
|changes 1=*{{buff|Range increased|48|55|note= | |changes 1=*{{buff|Range increased|48 units|55 units|note=5-X-X Primary Expertise unchanged (55)}} | ||
*{{change|Description changed|All Primary Monkeys in radius get tier 1 upgrades for free, increased range and reduced ability cooldowns.|Increased range. All Primary Monkeys in radius get tier 1 upgrades for free, increased range and reduced ability cooldowns.}} | *{{change|Description changed|All Primary Monkeys in radius get tier 1 upgrades for free, increased range and reduced ability cooldowns.|Increased range. All Primary Monkeys in radius get tier 1 upgrades for free, increased range and reduced ability cooldowns.}} | ||
|changes 1 tiers=4xx | |changes 1 tiers=4xx | ||
|quote 1 = Primary Mentoring has often felt like a low-value stepping stone, since its buffs are more situational than T3 or T5. To give it a bit more in the save up we’ve moved the T5 bonus range down into this upgrade. | |quote 1=Primary Mentoring has often felt like a low-value stepping stone, since its buffs are more situational than T3 or T5. To give it a bit more in the save up we’ve moved the T5 bonus range down into this upgrade. | ||
|quote 1 tiers=4xx | |quote 1 tiers=4xx | ||
}} | }} | ||
| Line 466: | Line 469: | ||
|version=51.0 | |version=51.0 | ||
|tower=Engineer Monkey | |tower=Engineer Monkey | ||
|quote 1 = Engineer Paragon is no longer balanced due to its new ability, so we’re adjusting its base attack rate and range to bring it a little more back in line | |quote 1=Engineer Paragon is no longer balanced due to its new ability, so we’re adjusting its base attack rate and range to bring it a little more back in line | ||
|paragon changes=*{{nerf| | |paragon changes=*{{nerf|Main attack: Attack cooldown increased|1s|1.5s}} | ||
*{{nerf|Range decreased|70|60|note= | *{{nerf|Range decreased|70 units|60 units|note=Mega Sentries and Modified Paragon Sentries unchanged (70 and 50)}} | ||
|paragon quote=Engineer Paragon is no longer balanced due to its new ability, so we’re adjusting its base attack rate and range to bring it a little more back in line | |paragon quote=Engineer Paragon is no longer balanced due to its new ability, so we’re adjusting its base attack rate and range to bring it a little more back in line | ||
}} | }} | ||
| Line 476: | Line 479: | ||
|version=51.0 | |version=51.0 | ||
|tower=Beast Handler | |tower=Beast Handler | ||
|changes 1=*{{neutral|Piranha: | |changes 1=*{{neutral|Piranha: Damage type changed|{{BTD6 dt|Sharp}}|{{BTD6 dt|Shatter}}}} | ||
|changes 1 tiers=1xx | |changes 1 tiers=1xx | ||
|changes 2=*{{neutral|Barracuda: | |changes 2=*{{neutral|Barracuda: Damage type changed|{{BTD6 dt|Sharp}}|{{BTD6 dt|Shatter}}|note=3-X-X Great White unchanged ({{BTD6 dt|0}})}} | ||
|changes 2 tiers=2xx | |changes 2 tiers=2xx | ||
|quote 1=Top Path Beast Handler relied heavily on grouping Bloons, which made it weak against Frozen Bloons which is a problem since Ice Towers are a nice way to set up those groups. To improve synergy, we’ve changed the Piranha’s damage type to properly motivate them at biting through ice like all Piranha do. | |quote 1=Top Path Beast Handler relied heavily on grouping Bloons, which made it weak against Frozen Bloons which is a problem since Ice Towers are a nice way to set up those groups. To improve synergy, we’ve changed the Piranha’s damage type to properly motivate them at biting through ice like all Piranha do. | ||
|quote 1 tiers = 1xx;2xx | |quote 1 tiers=1xx;2xx | ||
}} | }} | ||
| Line 497: | Line 500: | ||
|changes 3=*{{nerf|Attack cooldown increased|0.5s|0.6s}} | |changes 3=*{{nerf|Attack cooldown increased|0.5s|0.6s}} | ||
|changes 4 levels=16-18 | |changes 4 levels=16-18 | ||
|changes 4=*{{nerf|Attack cooldown increased|0.35s|0.4s}} | |changes 4=*{{nerf|Attack cooldown increased|0.35s|0.45s|note=The update notes incorrectly state 0.4s is the new attack cooldown}} | ||
|changes 5 levels=19+ | |changes 5 levels=19+ | ||
|changes 5=*{{nerf|Attack cooldown increased|0.2s|0.3s}} | |changes 5=*{{nerf|Attack cooldown increased|0.2s|0.3s}} | ||
| Line 508: | Line 511: | ||
|quote=Tried to nerf Obyn, but Clive decided to rise up and start throwing rice & fries at my eyes. | |quote=Tried to nerf Obyn, but Clive decided to rise up and start throwing rice & fries at my eyes. | ||
|changes 1 levels=5+ | |changes 1 levels=5+ | ||
|changes 1=*{{buff|Jungle Druid | |changes 1=*{{buff|Jungle Druid income bonus increased|35%|50%}} | ||
}} | |||
==== [[Ezili (BTD6)|Ezili]] ==== | |||
{{BTD6 hero changes | |||
|version=51.0 | |||
|hero=Ezili | |||
|changes 1 levels=10+ | |||
|changes 1=*{{change|MOAB Hex: Targeting priority should work correctly in the case of a tie|fix=y}} | |||
}} | }} | ||
| Line 515: | Line 526: | ||
|version=51.0 | |version=51.0 | ||
|hero=Admiral Brickell | |hero=Admiral Brickell | ||
|changes 1 levels=3+ | |changes 1 levels=3+ | ||
|changes 1=*{{nerf|All water-exclusive buffs (Naval Tactics, Level 8+ pierce buff) no longer affect amphibious towers (Mermonkeys, Ice Monkeys, Temples, Pat Fusty, Silas)<!--that's all the amphibious ones-->}} | |changes 1=*{{nerf|All water-exclusive buffs (Naval Tactics, Level 8+ pierce buff) no longer affect amphibious towers (Mermonkeys, Ice Monkeys, Temples, Pat Fusty, Silas)<!--that's all the amphibious ones-->|fix=y}} | ||
}} | }} | ||
| Line 526: | Line 536: | ||
|quote=Sauda becomes quite strong for her simplistic play style, so we’re slightly reducing the power of her Lv20 abilities to keep things balanced at the high end. | |quote=Sauda becomes quite strong for her simplistic play style, so we’re slightly reducing the power of her Lv20 abilities to keep things balanced at the high end. | ||
|changes 1 levels=20 | |changes 1 levels=20 | ||
|changes 1=*{{nerf|Leaping Sword | |changes 1=*{{nerf|Leaping Sword Main Strike:<!--"aoe" is ambig bc both aspects of leapingsword use aoe in some way--> Damage decreased|400|350}} | ||
*{{nerf|Leaping Sword Main Strike: Bonus damage to small stunned, slowed or Bloons with "mutator" decreased|+200|+175|undoc=y}} | |||
*{{nerf|Leaping Sword Main Strike: Bonus damage to MOAB-Class stunned, slowed or Bloons with "mutator" decreased|+400|+350|undoc=y}} | |||
*{{nerf|Sword Charge: Damage decreased|220|200}} | *{{nerf|Sword Charge: Damage decreased|220|200}} | ||
*{{nerf|Sword Charge: Bonus damage to small stunned, slowed or Bloons with "mutator" decreased|+110|+100|undoc=y}} | |||
*{{nerf|Sword Charge: Bonus damage to MOAB-Class stunned, slowed or Bloons with "mutator" decreased|+220|+200|undoc=y}} | |||
}} | }} | ||
====[[Geraldo (BTD6)|Geraldo]]==== | ====[[Geraldo (BTD6)|Geraldo]]==== | ||
{{ | {{BTD6 changes | ||
| version = 51.0 | |||
| name = Geraldo | |||
| changes = {{{!}}class="wikitable" | |||
!Item | |||
!Changes | |||
{{!}}- | |||
{{!}}[[Pet Rabbit]] | |||
{{!}}{{BTD6 changes|name=Pet Rabbit|version=51.0.0 | |||
|changes= | |||
*{{buff|Cost decreased|$2,000|$1,750}} | |||
}} | |||
{{!}}} | |||
| quote = Geraldo’s Rabbit felt pricey given the requirement of 4, so we’re reducing the cost to make it more reasonable. | |||
}} | |||
====[[Rosalia (BTD6)|Rosalia]]==== | ====[[Rosalia (BTD6)|Rosalia]]==== | ||
| Line 539: | Line 567: | ||
|quote=Rosalia’s pierce value is unrealistically high for most base game rounds, so it is getting an accuracy buff at the cost of some of this pierce. This change should help improve average performance without reducing her effectiveness in most cases. | |quote=Rosalia’s pierce value is unrealistically high for most base game rounds, so it is getting an accuracy buff at the cost of some of this pierce. This change should help improve average performance without reducing her effectiveness in most cases. | ||
|changes 1 levels=3+ | |changes 1 levels=3+ | ||
|changes 1=*{{buff|Scatter Missile: | |changes 1=*{{buff|Scatter Missile: Target radius decreased|40 units|35 units}} | ||
*{{nerf|Scatter Missile: | *{{nerf|Scatter Missile: Pierce per missile decreased|50|40}} | ||
}} | |||
==== [[Corvus (BTD6)|Corvus]] ====<!-- I don't know enough about Corvus to fully understand what was happening but my guess is that Aggression was not being correctly stacked with Spiritual Attunement. Feel free to correct this if I'm wrong --> | |||
{{BTD6 hero changes | |||
|version=51.0 | |||
|hero=Corvus | |||
|changes 1 levels=11+ | |||
|changes 1=*{{buff| Aggression spell should now work correctly with Spiritual Attunement|fix=y}} | |||
}} | }} | ||
====[[Silas (BTD6)|Silas]]==== | ====[[Silas (BTD6)|Silas]]==== | ||
{{BTD6 hero changes | {{BTD6 hero changes | ||
|version=51.0 | |version=51.0 | ||
| Line 550: | Line 585: | ||
|quote=Silas’ launch felt solid overall but clearly a bit on the too-strong end, we’re reducing his attack wait time to improve its consistency while slightly reducing his power across many levels, keeping him strong without being quite so overwhelming. | |quote=Silas’ launch felt solid overall but clearly a bit on the too-strong end, we’re reducing his attack wait time to improve its consistency while slightly reducing his power across many levels, keeping him strong without being quite so overwhelming. | ||
|changes 1 levels=1+ | |changes 1 levels=1+ | ||
|changes 1=*{{buff| | |changes 1=*{{buff|Main attack: Wait time before the Ice Orb is launched decreased|1s|0.5s|note=This means the Orb will stay for less time over Silas or an Ice Monkey before being launched, It does not affect the attack cooldown (1.4s)}} | ||
|changes 2 levels=7-14 | |changes 2 levels=7+ | ||
|changes | |changes 2=*{{nerf|Frozen Cascade: Cannot longer Freeze BADs|fix=y}} | ||
|changes | |changes 3 levels=7-14 | ||
|changes | |changes 3=*{{nerf|Frozen Cascade: Bonus damage to Frozen Bloons decreased|+20|+15}} | ||
|changes | |changes 4 levels=15+ | ||
|changes | |changes 4=*{{nerf|Frozen Cascade: Bonus damage to Frozen Bloons decreased|+50|+30}} | ||
|changes | |changes 5 levels=10-14 | ||
|changes | |changes 5=*{{nerf|Frozen Burial: Bonus damage to Frozen Bloons decreased|+80|+60}} | ||
|changes | |changes 6 levels=15+ | ||
|changes | |changes 6=*{{nerf|Frozen Burial: Bonus damage to Frozen Bloons decreased|+300|+200}} | ||
|changes | |changes 7 levels=18+ | ||
|changes | |changes 7=*{{nerf|Rime Explosion: Damage decreased|20|15}} | ||
|changes | |changes 8 levels=19+ | ||
|changes | |changes 8=*{{nerf|Ice Fragment: Bonus damage to Frozen Bloons decreased|+10|+8}} | ||
*{{nerf|Freeze | |changes 9 levels=20 | ||
|changes 9=*{{nerf|Ice Wall: Attack cooldown increased|5s|7s|note=Attack speed bonus decreased from +100% to roughly +42.86%}} | |||
*{{nerf|Freeze duration bonus to other Towers decreased|+200%|+150%}} | |||
}} | }} | ||
| Line 650: | Line 687: | ||
* Ninja Monkey: Ascended Shadow no longer changes model at Degree 59 instead of 60. | * Ninja Monkey: Ascended Shadow no longer changes model at Degree 59 instead of 60. | ||
* Druid: Resolved some animation issues with 1-3-0 Druids | * Druid: Resolved some animation issues with 1-3-0 Druids | ||
* Obyn Greenfoot: Brambles visuals should no longer be missing | |||
* Ezili: Sacrificial Totem should display the lives lost correctly when used | |||
* Geraldo: Geraldo’s Shop open/close button should update correctly when a hotkey is used to open the Shop | |||
* Gameplay: Resolved a number of edge case crashes | * Gameplay: Resolved a number of edge case crashes | ||
* Quad map: Ice Platforms should correctly appear in the water | * Quad map: Ice Platforms should correctly appear in the water | ||
| Line 657: | Line 697: | ||
* Rogue Legends: Resolved an issue where Monkey Meadow always displayed as practice mode save | * Rogue Legends: Resolved an issue where Monkey Meadow always displayed as practice mode save | ||
* Rogue Legends: Sale notification pip should correctly clear within Legends | * Rogue Legends: Sale notification pip should correctly clear within Legends | ||
* Android version: Resolved corrupted textures on some low-resolution devices | |||
* | |||
* Additional behind-the-scenes adjustment of text documents, including renaming and rearrangement of lines. | * Additional behind-the-scenes adjustment of text documents, including renaming and rearrangement of lines. | ||
Revision as of 17:29, 15 October 2025
| This article is a stub. You can help out by expanding it. The editor who added this notice elaborates: Rest of the changes in this update |
Version 51.0 is the fifth major update to Bloons TD 6 of 2025. It introduced the Ballistic Obliteration Missile Bunker Paragon for the Bomb Shooter, and the Three Mines 'Round map.[2]
As part of a collaboration with the Masters of the Universe franchise from Mattel that began in version 46.0, this update also introduces the Skeletor Hero Skin for Obyn Greenfoot and the Havoc Staff Power, alongside their introduction Quest.
Additions
- Ballistic Obliteration Missile Bunker (Paragon)
- Skeletor (Hero Skin)
- Havoc Staff (Power)
- Three Mines 'Round (map)
- Blitzing Ape Barrage Emitter (Artifact)
| Quest | Category |
|---|---|
| Tales | |
| Tutorials |
Shop items
- Skeletor Prestige Pack
- Unlocks
- Obyn Greenfoot
- Skeletor
- Loot
- 30 Havoc Staffs
- Insta-Monkeys: xx5 Druid, xx4 Wizard, xx5 Wizard
- Unlocks
- Havoc Staff Booster Pack
- 30 Havoc Staffs
- 4 Tier 4 Poplust Druid Insta-Monkeys
Cosmetic items
| Item | Category | Trophy Store? |
|---|---|---|
| Bloons ― Bloon Skins | ||
| Game & UI ― Profile Banners | ||
| Monkeys ― Pets | ||
| Game & UI ― Profile Banners |
Changes
General changes
- Further changes to 'ignore' modded elements within save data instead of softlocking when returning to the base game after using certain mods
- Account Webview updated to an in-game account management page
- Reset Damage button now also resets cash generation counters[2]
Paragon limit is now applied per player and not globally
Towers
| “ | Minor quality of life no one’s particularly fussed about outside of the multitude of requests — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-4-X MOAB Assassin and further upgrades |
|
| “ | [...] Although, I guess we can mention early that Bomb Blitz itself has been balance changed so that it can now hit the leaking target that triggers it and can potentially prevent any life loss, [...] — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-5 Bomb Blitz |
|
| “ | As it is primarily a small Bloon cleanup tower path, Super Maelstrom has struggled to keep up in the lategame, mostly because Super Ceramics don’t care how fast you’re spinning if you can’t break them so we’ve added a Ceramic bonus to the attack and ability. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-5-X Super Maelstrom |
|
| “ | Super Brittle’s never stood out on its own which was fine for a tower whose job was making other things better, but recently after the addition of Silas we've started to feel its value is really too niche even for a support piece, so we’re cranking the numbers so it can actually break a few things itself. Absolute Zero on the other hand has enjoyed being busted lately, and thanks to a crosspathing bug fix also included this update will be getting even better, since it’s currently freezing everything imaginable we’re counter-balancing that with a nerf of increased damage and higher cost. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-X-X Super Brittle |
|
| 5-0-X Super Brittle and further upgrades |
|
| 5-1-0 Super Brittle + Enhanced Freeze and further upgrades |
|
| X-5-X Absolute Zero |
|
| 1-5-0 Absolute Zero + Permafrost and further upgrades 0-5-1 Absolute Zero + Larger Radius and further upgrades |
|
| “ | MOAB Glue’s always been a bit too clingy & its slow duration against MOABs has been further reduced while lasting longer at higher tiers to keep the base tower in check and give Glue Splatter & higher tiers more purpose in life. Meanwhile, Corrosive Glue now gains bonus MOAB damage so it can now try to serve as an alternate DPS hybrid. Super Glue’s baseline DoT is being replaced with a simple initial hit damage so it also requires the new 205 Crosspath to act as a DPS Hybrid — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-3 MOAB Glue |
|
| 2-0-3 MOAB Glue + Corrosive Glue |
|
| 2-0-4 Relentless Glue + Corrosive Glue |
|
| X-X-5 Super Glue |
|
| 0-X-5 Super Glue and further upgrades 1-0-5 Super Glue + Glue Soak |
|
| 2-0-5 Super Glue + Corrosive Glue |
|
| “ | Some quality-of-life and consistency updates for base Desperado and its top path, we enjoyed the balancing act of trying to makeBlazing Sun's[sic] burn lead popping consistent but this didn't come through well so it is gaining base Lead popping. Avenger’s price is going down as it did too little damage for that price range. Meanwhile, The Desert Phantom gains extra initial damage to MOABs as well as Ceramic damage bonuses to the Burn mechanics so it can show up more prepared for Super Ceramics. — Update notes |
” |
| Tiers | Changes | ||||
|---|---|---|---|---|---|
| All tiers |
| ||||
| 5-X-X The Blazing Sun |
| ||||
| X-X-1 Wanderer |
| ||||
| X-X-2 Nomad |
| ||||
| X-X-4 Avenger |
| ||||
| X-X-5 The Desert Phantom |
|
| “ | Energizer’s cooldown reduction for nearby water towers has always felt excessive, so we’re dialing it back to 40%, still strong just not quite double uptime strong. Pre-Emptive Strike’s ability is getting a serious boost, both in raw damage and AoE, so hopefully the upgrade can finally feel like a significant step up. Finally Armour Piercing Darts, the upgrade that has had fans yelling ‘it doesn’t actually pierce armor!’ for years – it still won’t hit Leads (Not sorry). Now it grants bonus damage against Fortified targets. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-X-X Energizer |
|
| X-5-X Pre-emptive Strike |
|
| X-X-4 Armor Piercing Darts |
|
| X-X-4 Armor Piercing Darts and further upgrades |
|
| “ | Navarch’s sellback bonus is updating to match the new max stack value of Flavoured Trades so you don’t feel shortchanged on that bonus after upgrading. Cannon Boss Damage is also getting a bump as Navarch hasn’t been a popular pick for Bosses. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-1-3 Merchantman + Grape Shot and further upgrades |
|
| Paragon |
|
| “ | Spectre is trying a new approach: darts are trading in pierce for higher single-target damage, while bombs lean more into AoE Ceramic cleanup to improve overall efficiency. These changes are mirrored on the Flying Fortress to keep the behavior consistent. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-4 Spectre |
|
| X-X-5 Flying Fortress |
|
| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Verify if the xx4+ main missiles also deal more damage. Also verify if it carries over into xx5 as well. |
| “ | MOAB Shove’s stalling potential was far too strong for how early and cheaply it becomes available, so we’re dialing back the ZOMG slow amount to keep its late-game impact more balanced. In return, Comanche Defense is getting an increase to these slowing capabilities, giving it the utility for controlling ZOMG movement. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-4-X Support Chinook and further upgrades |
|
| X-X-3 MOAB Shove |
|
| 0-0-3 MOAB Shove 1-0-3 MOAB Shove + Quad Darts 2-0-3 MOAB Shove + Pursuit |
|
| 0-1-3 MOAB Shove + Bigger Jets 0-2-3 MOAB Shove + IFR |
|
| X-0-4 Comanche Defense and further upgrades |
|
| 0-1-4 Comanche Defense + Bigger Jets and further upgrades |
|
| “ | No big shakeup for Mortar right now, but upon review of crosspaths we felt some low-end pricing wasn’t well balanced. These adjustments should improve early-game options without touching the core power of the tower. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 1-X-X Bigger Blast |
|
| 4-X-X The Big One |
|
| X-1-X Faster Reload |
|
| X-X-2 Burny Stuff |
|
| X-X-3 Signal Flare |
|
| “ | Ray of Doom was a hard carry through most rounds, but just never felt satisfying against round 100 for the price, so we’re giving the first target hit bonus a significant damage spike. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-X-X Ray of Doom |
|
| “ | The Wizard Paragon has been truly popping off with Master Builder's help, it is getting a slight price increase to match its power, but actually also Phoenix Rebirth is also getting a buff to its damage as we didn't feel it was getting enough of the spotlight compared to the rest of the tower’s kit. Max Mana has been reduced by 1 to remove a frustrating ‘perfect timing’ window in Metamorphosis activation. — Update notes |
” |
| Tiers | Changes |
|---|---|
| Paragon |
|
| “ | We wanted to try shifting more of Legend of the Night’s raw power from pierce into damage, giving it stronger single-target potential. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple and further upgrades |
|
| 1-4-0 Tech Terror + Laser Blasts 2-4-0 Tech Terror + Plasma Blasts |
|
| 2-4-0 Tech Terror + Plasma Blasts 2-5-0 The Anti-Bloon + Plasma Blasts |
|
| 1-0-3 Dark Knight + Laser Blasts |
|
| 2-0-3 Dark Knight + Plasma Blasts |
|
| 1-0-4 Dark Champion + Laser Blasts 1-0-5 Legend of the Night + Laser Blasts |
|
| 2-0-4 Dark Champion + Plasma Blasts 2-0-5 Legend of the Night + Plasma Blasts |
|
| X-X-5 Legend of the Night |
|
| 0-0-5 Legend of the Night |
|
| 0-1-5 Legend of the Night + Super Range 1-0-5 Legend of the Night + Laser Blasts and further upgrades |
|
| 0-2-5 Legend of the Night + Epic Range |
|
| “ | 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 |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple and further upgrades |
|
| 5-X-X True Sun God |
|
| “ | 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. |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple and further upgrades |
|
| This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Verify if the blowback rework had changed only the sticky explosion on the T4 and T5, or if it's all Ninjas. Also verify if the Ninjagon blowback rework also applies all its attacks |
| “ | A few attacks had been missed on the Ninja’s last distraction change and have now had their distraction distance properly standardized. The Ninja Paragon is also seeing a set of light adjustments, most notably the much requested rebalance to Sticky Bomb now with a slower attack rate to scale properly against Bosses at high degrees, while the main attack now also hits much harder against any Stickied targets. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-1-4 Sticky Bomb + Distraction and further upgrades |
|
| Paragon |
|
| “ | Total Transformation can now transform Desperado, simple enough, & don’t worry transformed Desperado still gets all their usual damage bonuses against Marked Bloons, so we’re interested to see what people can do with that. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-5-X Total Transformation |
|
| “ | Mermonkey weren’t feeling they favoured their natural habitat enough, so their Water Placement bonus is getting a boost. Middle Path Mermonkey just isn’t putting in the work we hoped, so we’re giving a couple price adjustments, a pierce increase across all tiers, and some light ability improvements to make it feel more rewarding. — Update notes |
” |
| Tiers | Changes |
|---|---|
| All tiers |
|
| X-3-X Riptide Champion |
|
| X-3-X Riptide Champion and further upgrades |
|
| X-4-X Arctic Knight |
|
| 2-4-0 Arctic Knight + Trident Swiftness |
|
| X-5-X Popseidon |
|
| 2-5-0 Popseidon + Trident Swiftness |
|
| “ | Spike Paragon lost much of its punch against Bosses with the Mini-Storm rework, more than anticipated so we’re granting it adjustments to price, Controlled Burst duration, and the main projectile pierce is being halved while all damage values for this attack are at least doubled, overall improving performance and making sure the Paragon still feels impactful. — Update notes |
” |
| Tiers | Changes |
|---|---|
| Paragon |
|
| “ | Primary Mentoring has often felt like a low-value stepping stone, since its buffs are more situational than T3 or T5. To give it a bit more in the save up we’ve moved the T5 bonus range down into this upgrade. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Primary Mentoring |
|
| “ | Engineer Paragon is no longer balanced due to its new ability, so we’re adjusting its base attack rate and range to bring it a little more back in line — Update notes |
” |
| Tiers | Changes |
|---|---|
| Paragon |
|
| “ | Top Path Beast Handler relied heavily on grouping Bloons, which made it weak against Frozen Bloons which is a problem since Ice Towers are a nice way to set up those groups. To improve synergy, we’ve changed the Piranha’s damage type to properly motivate them at biting through ice like all Piranha do. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 1-X-X Piranha |
|
| 2-X-X Barracuda |
|
Heroes
| “ | Jones has been a little too effective among the starter heroes, so we’re evening out his attack speed scaling to keep him strong without letting him scale quite as much into obscenity. — Update notes |
” |
| Levels | Changes |
|---|---|
| 9-10 |
|
| 11-12 |
|
| 13-15 |
|
| 16-18 |
|
| 19+ |
|
| “ | Tried to nerf Obyn, but Clive decided to rise up and start throwing rice & fries at my eyes. — Update notes |
” |
| Levels | Changes |
|---|---|
| 5+ |
|
| Levels | Changes |
|---|---|
| 10+ |
|
| Levels | Changes |
|---|---|
| 3+ |
|
| “ | Sauda becomes quite strong for her simplistic play style, so we’re slightly reducing the power of her Lv20 abilities to keep things balanced at the high end. — Update notes |
” |
| Levels | Changes |
|---|---|
| 20 |
|
| “ | Geraldo’s Rabbit felt pricey given the requirement of 4, so we’re reducing the cost to make it more reasonable. — Update notes |
” |
| Item | Changes |
|---|---|
| Pet Rabbit |
|
| “ | Rosalia’s pierce value is unrealistically high for most base game rounds, so it is getting an accuracy buff at the cost of some of this pierce. This change should help improve average performance without reducing her effectiveness in most cases. — Update notes |
” |
| Levels | Changes |
|---|---|
| 3+ |
|
| Levels | Changes |
|---|---|
| 11+ |
|
| “ | Silas’ launch felt solid overall but clearly a bit on the too-strong end, we’re reducing his attack wait time to improve its consistency while slightly reducing his power across many levels, keeping him strong without being quite so overwhelming. — Update notes |
” |
| Levels | Changes |
|---|---|
| 1+ |
|
| 7+ |
|
| 7-14 |
|
| 15+ |
|
| 10-14 |
|
| 15+ |
|
| 18+ |
|
| 19+ |
|
| 20 |
|
Powers
| This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Re-format it so that the changes will also affect the upgrades of smbpro and farmerpro |
| “ | We have started experimenting with using Pro Powers within legends and scaling powers within Legends more in general, and after this testing we wanted to make a couple improvements to the new Pro Powers & Battle Cat to make them more impactful. — Version 46.0 update notes |
” |
| Power | Changes |
|---|---|
| Super Monkey Beacon |
|
| Battle Cat |
|
| Banana Farmer Pro |
|
Maps
Frozen Farms should no longer be able to produce Camo Bananas
Dungeon Statue: Should no longer block tower placement in the ledge next to it after activation (bug fix)
- Dungeon Statue: Footprint radius reduced ― 50 → 0
Bosses
Lych-soul: Shoud now be correctly affected by Boss Challenge rule modifiers (bug fix)
Dreadrock Bloons: Shoud now be correctly affected by Boss Challenge rule modifiers (bug fix)
Other minor changes and fixes
- UI: Resolved a number of localization fixes
- UI: Insta-Monkeys should now appear following correct category order in-game
- UI: Using the last Insta-Monkey of any tower type no longer leaves behind an empty panel
- Co-op: Fast Track no longer fails in Co-op if you have Ranked mode enabled on Boss Bloon Events
- Co-op: Resolved an issue where a player quitting from a Co-op game did not immediately remove it from the game
- Sword of Protection: Audio should no longer be interrupted
- Shop: Hero unlock animations should no longer be skipped when obtained through an In-App Purchase
- Shop: One time In-App Purchases should correctly be sorted to the back of the list
- Monkey Buccaneer: Resolved a crash that could happen when a X-4-X Monkey Pirates attempted to hook DDTs in a specific case
- Ninja Monkey: Ascended Shadow no longer changes model at Degree 59 instead of 60.
- Druid: Resolved some animation issues with 1-3-0 Druids
- Obyn Greenfoot: Brambles visuals should no longer be missing
- Ezili: Sacrificial Totem should display the lives lost correctly when used
- Geraldo: Geraldo’s Shop open/close button should update correctly when a hotkey is used to open the Shop
- Gameplay: Resolved a number of edge case crashes
- Quad map: Ice Platforms should correctly appear in the water
- Sanctuary map: Resolved a number of edge cases with various track interactions
- Rogue Legends: Resolved a crash when mentoring a tower while exceeding the current party limit
- Rogue Legends: Resolved a possible infinite chain loop between some artifact generated projectiles
- Rogue Legends: Resolved an issue where Monkey Meadow always displayed as practice mode save
- Rogue Legends: Sale notification pip should correctly clear within Legends
- Android version: Resolved corrupted textures on some low-resolution devices
- Additional behind-the-scenes adjustment of text documents, including renaming and rearrangement of lines.
Pre-release
Early access videos
- Dabloon
- Ethan Reid
- FroStee Mate
- Hbomb
- ISAB
- MackanRules
- Mehalic POPs
- Punji Gaming (German)
- SJB
- Tewtiy
Ethan Reid's video is taken from an earlier build where the Ballistic Obliteration Missile Bunker is named the "Oblivion Missile Silo" and uses a recolored MOAB Eliminator portrait as a placeholder. Also, it depicted an earlier version of the Three Mines 'Round map with a darker theme and a different arrangement of costs to the crystal clusters.
-
The Bomb Shooter's upgrade menu in Ethan Reid's video
-
Early version of Three Mines 'Round map shown in the same video
Gallery
-
Pre-release image
-
Release image
-
Social media banner
Video
In-game description
Notes
- The update notes state that some of the balance changes are in response to "that entire 'Exceptionally Brief' feedback video on tower balance", presumably referring to a YouTube video titled "An Exceptionally Brief Tier List Of The Bloons TD6 Monkeys".
- The update notes mention the addition of a limited time "2025 Halloween Banner" cosmetic item, but no such item exists.
- The update notes contain this section about Perma-Spike:
References
External links
- Official update preview on Reddit
- Official update notes on Reddit
- Official update notes on Steam
- Teaser video on TikTok