**4 Tier 4 Poplust Druid Insta-Monkeys<!--crosspath specifications not specified further-->
===Cosmetic items===
===Cosmetic items===
Revision as of 22:06, 13 May 2026
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Can no longer target DDTs if not able to damage Black Bloons
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[...] 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
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
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
Main attack: Now deals +5 bonus damage to Ceramic Bloons
Ice Shards: Damage increased ― 5 → 10
Description changed ― "Bloons take huge damage while frozen including MOAB-Class Bloons." → "Bloons take huge damage while frozen, while Ice Shards rip through Ceramic Bloons like paper!"
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
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
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
Ability cooldown reduction bonus to nearby water towers decreased ― −50% → −40%
Description changed ― Reduces ability cooldowns everywhere by 20%. While in radius, Heroes earn XP 50% faster and water Monkeys ability cooldowns are halved. → Reduces ability cooldowns everywhere by 20% and by 40% for Water based Monkeys. While in radius, Heroes earn XP 50% faster.
Description changed ― Special AP darts gain increased damage and popping power, plus additional damage to MOAB class Bloons. → Special AP darts gain increased damage and popping power, plus additional damage to Fortified and MOAB class Bloons.
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
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
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
Should no longer be able to stack towers (bug fix)
Note: This attempts to fix an exploit where two separate Chinook abilities would be able to stack towers on top within a brief window between activating placements of different towers
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
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
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
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Tiers
Changes
Paragon
Paragon cost increased ― $750,000 → $800,000
Maximum Mana reduced ― 100,000 → 99,999
Note: This decreases the maximum Arcane Metamorphosis duration from 25s to 24s by eliminating the precise 100,000 Mana usage
Phoenix Rebirth: Damage over time increased ― 2,500 → 3,500
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 — Update notes
Large missile: Can no longer target non-MOAB-Class Bloons (undocumented)
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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
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
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
Mermonkey weren’t[sic] 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
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Tiers
Changes
All tiers
Range bonus when placed in water increased ― +25% → +35%
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
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
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.
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
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Tiers
Changes
Paragon
Main attack: Attack cooldown increased ― 1s → 1.5s
Range decreased ― 70 → 60
Note: Mega Sentries and Modified Paragon Sentries unchanged (70 and 50)
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
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
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Levels
Changes
9–10
Attack cooldown increased ― 0.9s → 1s
11–12
Attack cooldown increased ― 0.65s → 0.8s
13–15
Attack cooldown increased ― 0.5s → 0.6s
16–18
Attack cooldown increased ― 0.35s → 0.45s
Note: The update notes incorrectly state 0.4s is the new attack cooldown
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
Leaping Sword Main Strike: Damage decreased ― 400 → 350
Leaping Sword Main Strike: Bonus damage to small stunned, slowed or Bloons with "mutator" decreased ― +200 → +175 (undocumented)
Leaping Sword Main Strike: Bonus damage to MOAB-Class stunned, slowed or Bloons with "mutator" decreased ― +400 → +350 (undocumented)
Sword Charge: Damage decreased ― 220 → 200
Sword Charge: Bonus damage to small stunned, slowed or Bloons with "mutator" decreased ― +110 → +100 (undocumented)
Sword Charge: Bonus damage to MOAB-Class stunned, slowed or Bloons with "mutator" decreased ― +220 → +200 (undocumented)
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
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Levels
Changes
3+
Scatter Missile: Spread radius decreased ― 40 units → 35 units
Scatter Missile: Pierce per missile decreased ― 50 → 40
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+
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)
Note: Attack speed bonus decreased from +100% to roughly +42.86%
Freeze duration bonus to other Towers decreased ― +200% → +150%
Powers
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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
Phayze has been very strong while also too random in its Bloon-pulling antics, so we’ve tightened the pull offsets and dialed back other stats. — Update notes
”
Unshielded speed decreased ― 0.9 units/s (0.036× Red Bloon Speed) → 0.8 units/s (0.032× Red Bloon Speed)
Radar Jam: Bloon pull distance decreased ― 5 − 40 units → 1 − 10 units
Health reduced:
Tier 1 Normal ― 10,000 → 9,500
Tier 2 Normal ― 37,500 → 35,000
Tier 3 Normal ― 175,000 → 160,000
Tier 4 Normal ― 375,000 → 350,000
Tier 5 Normal ― 1,500,000 → 1,450,000
Tier 1 Elite ― 20,000 → 19,000
Tier 2 Elite ― 120,000 → 110,000
Tier 3 Elite ― 800,000 → 770,000
Tier 4 Elite ― 3,200,000 → 3,100,000
Tier 5 Elite ― 16,000,000 → 15,000,000
Shield health reduced (values presented here are per skull):
I’ve finally memorized how to spell it: 'Blastapopoulos'. & I've been here since the concept was first added back in Bloons Monkey City 😅. Also the boss is kinda hard — Update notes
Small Party curse: Party size penalty reduced ― −5 → −4
Roundset: Reduced the number of Camo Bloons that appear in Rounds 1−15
CHIMPS Freeplay: Bloons HP scales faster past Stage 5
Note: Details to be determined
Mini Games: Least Cash scaling changed
Note: Details to be determined
Parties
Starting Artifacts
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As T1 artifacts can easily be filled in with selected starting artifacts we felt a lot of starter teams didn’t stand out from the rest in too meaningful a way (other than starting towers), so to improve on this we’ve gone over a lot of the worse performing starter teams and upgraded their starter artifacts to higher tiers. — Update notes
Artifact reworked, now instead of granting Crit chance to Support towers, it grants them a chance to create a burst of tacks when their projectiles expire
Description changed
Before
After
Support Monkeys have a 1 in 20 chance to Crit for <amount>% damage
Attacks from Support Monkeys have a chance to burst into a ring of tacks, each tack dealing <amount> damage to <amount> Bloons
These changes are also applied to the "Bloons start fast and end slow" (Pink) set.
In the "Bloons spawn more densely" (Red, Blue Green) set, the Camo Zebra group count is reduced to 2 and duration changes from 0s − 36s to 0s − 24s. The group of 2 Regrow Zebras duration is changed to 12s − 36s
In the "Now with more Bloons!" (3 Reds) set, the Camo Zebra group is reduced to 3 with the same original duration (0s − 45s). The group of 2 Regrow Zebras duration is changed to 11.25s − 33.75s
In the "More Lead Bloons and DDTs" (Lead) set, the Camo/Regrow Zebras are replaced by Camo/Regrow Leads.
In the "Bloons start fast and end slow" (Pink), "Bloons spawn more densely" (Red, Blue Green), "More Lead Bloons and DDTs" (Lead), "More Purples and faster Bloons. Bloon health is reduced" (Purple) sets, Camo Purple and Zebra count is still decreased but the Regrow Purple and Zebra count remains the same.
Also, in the "Bloons spawn more densely" (Red, Blue Green) set, Camo Purple group duration is changed from 20.8s − 32s to 23.2s − 32s and the Camo Zebra group duration is changed from 24.4s − 28.4s to 26s − 29.2s.
In the "Now with more Bloons!" set (3 Reds) set, the Camo Purple group count is reduced from 10 to 8 and the Camo Zebra group count is reduced from 8 to 6. Group duration remains unchanged from previous version (26s − 40s and 30.5s − 35.5s respectively).
Round 14:
Camo White group count decreased ― 36 → 18
Camo White group duration decreased ― 5s − 45s → 5s − 44s
Added a group of 18 White Bloons (6.25s − 45.25s)
These changes are also applied to the "Bloons start fast and end slow" (Pink) set.
In the "Bloons spawn more densely" (Red, Blue Green) set, the Camo White group count is also reduced to 18 and the duration is changed from 4s − 36s to 4s − 35.2s and the White group appears at 5s − 36.2s.
In the "Now with more Bloons!" set (3 Reds) set, the Camo White group count is reduced to 22 and the White group count is increased to 22, group durations are the same as the regular set.
In the "More Purples and faster Bloons. Bloon health is reduced" (Purple) set, the (Camo) Whites are replaced by (Camo) Purples.
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
Flying Fortress's previous pierce was incorrectly stated as 10, when it was actually 15.
Temple Military missiles internally have +74 MOAB-class damage and 1 base damage, but was stated to be 75 in the update 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:
Smiles brightly, but eyes flick left twice, right once, left again. “Everything is totally unchanged,” the words come evenly. “It’s the same, like always. Nothing to worry about.” Hands tremble slightly while skimming over the changelog for the 3rd… 7th… 25th time. “It’s all completely unchanged.” A wink lingers too long, then another flickers quickly; a bead of sweat traces down a temple. “Nothing has changed. Permaspike is absolutely SAFE here, nothing to ALERT anyone about.” A soft laugh that then cracks, a glance toward the door, fingers tap in three short, three long, three short patterns on the desk before stopping. “The same. Perfectly normal. Like always.”
Pause. Eyes dart to the corner of the room, then back to the camera. “And if anything had changed” — a chuckle, shifting in the chair, a heel tapping nervously — "I’d be the first to say something. But I haven’t. So clearly… it’s all under control.” A wrist rubbed absently, faint red marks left behind; eyes no longer meet the camera.
“You know how I am,” added, with a smile too wide, too static. “Always thorough. Everything documented, every line, over and over. Absolutely nothing out of place.” Another shift, blinking too often now. “Even if there was, it wouldn’t matter. What could really go wrong?” Leaning in closer, voice lowering slightly. “Besides, the system… is working. Always working just like it should!” Fingers grip the edge of the table tightly for a beat, then let go, knuckles pale.