Activated Ability: Difference between revisions
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|[[File:BTD6_GlueGunner_GlueStrikeUpgradeIcon.png|left|frameless|25x25px]]Glue Strike | |[[File:BTD6_GlueGunner_GlueStrikeUpgradeIcon.png|left|frameless|25x25px]]Glue Strike | ||
| rowspan="2" |Applies glue to all Bloons on the screen, slowing them down and making them take +2 damage from all attacks and effects for 11s. Lead and Frozen Bloons lose their immunities. On Tier 5, the glue is now applied constantly every second for 10s instead of only once. | | rowspan="2" |Applies glue to all Bloons on the screen, slowing them down and making them take +2 damage from all attacks and effects for 11s. Lead and Frozen Bloons lose their immunities. On Tier 5, the glue is now applied constantly every second for 10s instead of only once. | ||
| | |40s | ||
13.3s initial | |||
|- | |- | ||
|[[Glue Storm (BTD6)|Glue Storm]] | |[[Glue Storm (BTD6)|Glue Storm]] | ||
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|[[File:BTD6_DartlingMonkey_RocketStormUpgradeIconAA.png|left|frameless|25x25px]]Rocket Storm | |[[File:BTD6_DartlingMonkey_RocketStormUpgradeIconAA.png|left|frameless|25x25px]]Rocket Storm | ||
| rowspan="2" |Sends a wave of 10 missiles every 0.5s during 7.5s that travel in a wave-like pattern which deal higher damage compared to its normal attack. On Tier 5, the missiles have increased pierce and deal much more damage to MOAB-Class and Ceramic Bloons. | | rowspan="2" |Sends a wave of 10 missiles every 0.5s during 7.5s that travel in a wave-like pattern which deal higher damage compared to its normal attack. On Tier 5, the missiles have increased pierce and deal much more damage to MOAB-Class and Ceramic Bloons. | ||
| | |45s | ||
13.33s initial | 13.33s initial | ||
|- | |- | ||
|[[M.A.D (BTD6)|M.A.D]] | |[[M.A.D (BTD6)|M.A.D]] | ||
|[[File:BTD6_DartlingMonkey_MADUpgradeIconAA.png|left|frameless|25x25px]]Rocket Storm | |[[File:BTD6_DartlingMonkey_MADUpgradeIconAA.png|left|frameless|25x25px]]Rocket Storm | ||
| | |45s | ||
|- | |- | ||
|All | |All | ||
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|40s | |40s | ||
|- | |- | ||
| rowspan=" | | rowspan="4" |[[Druid (BTD6)|Druid]] | ||
|[[Jungle's Bounty (BTD6)|Jungle's Bounty]] | | | ||
[[Jungle's Bounty (BTD6)|Jungle's Bounty]] | |||
| rowspan="2" |[[File:BTD6 DruidMonkey VineCrushAA.png|left|frameless|25x25px]]Vine Crush | | rowspan="2" |[[File:BTD6 DruidMonkey VineCrushAA.png|left|frameless|25x25px]]Vine Crush | ||
| rowspan="2" |Grabs up to 10 non-blimp Bloons and crushes them with vines like its regular attack, but it does not leave a thorn pile behind. On Tier 5, it can grab up to 60 Bloons. | | rowspan="2" |Grabs up to 10 non-blimp Bloons and crushes them with vines like its regular attack, but it does not leave a thorn pile behind. On Tier 5, it can grab up to 60 Bloons. | ||
| Line 425: | Line 427: | ||
|60s | |60s | ||
20s initial | 20s initial | ||
|- | |||
|[[Root of all Nature]] | |||
|[[File:BTD6 DruidMonkey RootOfAllNatureWrathIconAA.png|left|frameless|25x25px]]Primordial Wrath | |||
|Switches the Paragon between two modes, Elemental and Wrathful. When in Wrathful mode, gains +35% extra range, reduces its shot spread by 80%, and a damage boost based on the total amount of leak damage on screen, drains 1% of the player's cash every second, with a minimum of $1,000 and a maximum of $10,000, and disables all income. | |||
|9s | |||
|- | |- | ||
| rowspan="2" |[[Mermonkey (BTD6)|Mermonkey]] | | rowspan="2" |[[Mermonkey (BTD6)|Mermonkey]] | ||
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|[[File:BTD6 Mermonkey RogueWaveUpgradedAAIcon.png|left|frameless|25x25px]]Ice Jet | |[[File:BTD6 Mermonkey RogueWaveUpgradedAAIcon.png|left|frameless|25x25px]]Ice Jet | ||
|45s | |45s | ||
|- | |||
| rowspan="2" |[[Skywarden (BTD6)|Skywarden]] | |||
|[[Thunder's Decree]] | |||
|[[File:BTD6 SkyWarden ThundersDecree.png|left|frameless|25x25px]]Thunder Charge | |||
| rowspan="2" |Electrically charges towers within its range, increases their projectile speed by 200, allows their projectile to pop Frozen bloon and 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. On Tier 5, the ability spawns lightning that jumps between rods spawned from its attack every 0.25 seconds, dealing 40 damage with 50 pierce each. | |||
|45s | |||
|- | |||
|[[Stormwrath Archon]] | |||
|[[File:BTD6 SkyWarden StormwrathArchon.png|left|frameless|25x25px]]Thunder Charge | |||
|30s | |||
|- | |- | ||
| rowspan="2" |[[Banana Farm (BTD6)|Banana Farm]] | | rowspan="2" |[[Banana Farm (BTD6)|Banana Farm]] | ||
| Line 583: | Line 600: | ||
|90s | |90s | ||
30s initial | 30s initial | ||
|- | |- | ||
| rowspan="2" |[[Captain Churchill (BTD6)|Captain Churchill]] | | rowspan="2" |[[Captain Churchill (BTD6)|Captain Churchill]] | ||
| Line 737: | Line 735: | ||
|40s | |40s | ||
13.33s initial | 13.33s initial | ||
|- | |||
| rowspan="3" |[[Rosalia (BTD6)|Rosalia]] | |||
|Level 3 | |||
|[[File:BTD6 Rosalia ScatterMissileAA.png|left|frameless|25x25px]]Scatter Missile | |||
|It launches a series of missiles from Rosalia's base to an area surrounding a Bloon based on Rosalia's targeting. The missiles explode upon falling, dealing damage to them and stunning small Bloons for a few seconds. | |||
|45s | |||
15s initial | |||
|- | |||
|Level 7 | |||
|[[File:BTD6 Rosalia FlightBoostAA.png|left|frameless|25x25px]]Flight Boost | |||
|Rosalia flies above the entire map chasing Bloons (depending on her targeting) and attacking them with both laser and grenade weapons during 20s, and after that, Rosalia returns to her position. Also increases the flight speed of Ace Monkeys and Heli Pilots next to Rosalia's base by 30%. | |||
|45s | |||
15s initial | |||
|- | |||
|Level 10 | |||
|[[File:BTD6 Rosalia KineticChargeAA.png|left|frameless|26x26px]]Kinetic charge | |||
|Launches a bomb towards a MOAB-Class Bloon following Rosalias' targeting, and attaches to it (and to its first children if popped) for 10s, until all MOAB layers are popped or after the Bloons it was attached to take enough damage whichever happens first. After that, the bomb detonates dealing heavy damage to nearby Bloons which is increased further the more damage was dealt to the Bloon it was attached to. | |||
|75s | |||
25s initial | |||
|- | |- | ||
| rowspan="3" |[[Corvus (BTD6)|Corvus]] | | rowspan="3" |[[Corvus (BTD6)|Corvus]] | ||
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|90s | |90s | ||
30s initial | 30s initial | ||
|- | |||
| rowspan="5" |[[Dan D'Monke (BTD6)|Dan D'Monke]] | |||
|Level 3 | |||
|[[File:BTD6 DanDMonke TransformationAA.png|left|frameless|25x25px]]Transformation | |||
|Switch the Hero between Dan D'Monke form and The Masqued Macaque form. While active, produces lightning every 0.5 seconds, which divides in two bolts after hitting a Bloon, can branch up to 4 times and seek bloons in 86 range radius. Also gains the Hero a buff that increases his attack speed by 33% for 9 seconds. | |||
|20s | |||
|- | |||
|Level 7 | |||
|[[File:BTD6 DanDMonke TeleportAA.png|left|frameless|25x25px]]Reposition | |||
| Only in Dan D'Monke form. Teleports most tower on screen to a new location. | |||
|30s | |||
|- | |||
|Level 10 | |||
|[[File:BTD6 DanDMonke BattlecryAA.png|left|frameless|25x25px]]Rabble Rouser | |||
| Only in Dan D'Monke form. Provides buffs to himself and all other Monkeys in radius, activating any life loss abilities as well as granting them 1.5x damage, and immunity to stun effects for 10 seconds, but in exchange, their attack speed is reduced by -17%. | |||
|60s | |||
|- | |||
|Level 7 | |||
|[[File:BTD6 DanDMonke LeapingSmashAA.png|left|frameless|25x25px]]Volant Strike | |||
| Only in The Masqued Macaque form. Teleports the Hero to a new location. On landing create an explosion that can damage up to 35 Bloons in a 34.5 unit radius for 75 Normal damage, also stuns surviving Bloons for a certain amount of time. | |||
|30s | |||
|- | |||
|Level 10 | |||
|[[File:BTD6 DanDMonke WarcryAA.png|left|frameless|25x25px]]Berserk Frenzy | |||
| Only in The Masqued Macaque form. The Hero continuously charge at Bloons anywhere in the map with the targeting option selected at the time of activation, swiping them in a straight line every 0.25 seconds. On each sweep The Masqued Macaque can damage up to 18 Bloons for 30 Normal damage. The ability lasts up to 12 seconds or until no Bloons are on screen. | |||
|60s | |||
|- | |- | ||
| colspan="2" |[[Sheriff (BTD6)|Sheriff]] | | colspan="2" |[[Sheriff (BTD6)|Sheriff]] | ||
| Line 796: | Line 839: | ||
|Does not apply | |Does not apply | ||
|- | |- | ||
| | | colspan="2" |[[Super Monkey Beacon]] | ||
|[[File:BTD6 SuperMonkeyBeacon SMSBaseAA.png|left|frameless|25x25px]]Beacon Storm | |[[File:BTD6 SuperMonkeyBeacon SMSBaseAA.png|left|frameless|25x25px]]Beacon Storm | ||
|Calls a Super Monkey Storm that deals 2,000 damage to all Bloons on the screen. | |Calls a Super Monkey Storm that deals 2,000 damage to all Bloons on the screen. The ability can be upgraded in one of three paths: | ||
* Path 1 tier 1 allows it to store up to 5 ability charges, 4 can be recharged instantly for {{BTD6 mm|200|name=y|link=y}}. Tier 2 causes a second storm 2s after the first one which deals 1,000 damage. On Tier 3, a third storm happens 1s after the second one which deals 4,500 damage, also, the damage of the second storm increased to 3,000. | |||
* Path 2 reduces the cooldown to 60s, but the damage reduced to 850. On Tiers 2 and 3 the cooldown is further reduced to 45s. | |||
* Path 3 tier 1 increase the damage to 3,000. On Tier 2 it also stuns most surviving Bloons for 10s. On Tier 3, the damage and the stun soaks through layers and each activation increases damage by 10%, this effect can be stacked up to 100 times. | |||
|120s | |120s | ||
|- | |- | ||
|[[ | | colspan="2" |[[Hype Boost Monkey]] | ||
|[[File:BTD6 MonkeyBoostPro MonkeyBoostProAA.png|left|frameless|25x25px]]High Intensity Hype | |||
| | |Halves the attack cooldown of all Towers in range for 15 seconds. The ability can be upgraded in one of three paths: | ||
| | * Path 1 focus on provides additional kinds of buffs to the Monkeys, tier 1 increase range, tier 2 grant camo detection andaccuracy (shot spread), tier 3 allow the buffed towers to damage all Bloon types, and shoot through line of sight blockers. | ||
* Path 2 tier 1 reduces the cooldown to 60s, but the attack cooldown buff decrease from 50% to 25%. On tier 2 the attack cooldown buff goes back to 50%, and tier 3 prevents Monkeys from being stunned. | |||
* Path 3 tier 1 allows it to store up to 3 ability charges, 2 can be recharged instantly for {{BTD6 mm|100|name=y|link=y}}. On Tier 3, the ability additionally provide +1 bonus damage to all Monkeys in range. | |||
|90s | |||
|- | |- | ||
|[[ | | rowspan="3"|[[Tech Bot Prime]] | ||
| | |Base | ||
|[[File:BTD6 Powers TechbotLinkAA.png|left|frameless|25x25px]]Link | |||
|Targets a tower in the map that has an ability, the bot then will continuously activate most abilities as soon they are ready. | |||
|Does not apply | |||
|- | |- | ||
|[[ | |[[CMDR.Ch1p]] | ||
|[[File:BTD6 TechbotManualActivateIcon.png|left|frameless|25x25px]]Manual Activation | |||
| Triggers all abilities of towers that are linked to or within range of the Power | |||
|5s | |||
|- | |- | ||
|[[ | |[[Oh Boy, I Can't Wait!]] | ||
|[[File:BTD6 TechBotPro ICantWait.png|left|frameless|25x25px]]Pop Off | |||
| | |Forces an activation of the abilities of all Towers in range, regardless of their current cooldown and after that, each ability has a 25% chance of skipping its cooldown and be instantly available again. | ||
|120s | |||
|- | |- | ||
|[[ | |[[Portable Lake Pro]] | ||
|[[Jammin Bass-Drop Basin]] | |||
|[[File:BTD6 PortableLakePro HoverboatDoorGunnerAAIcon.png|left|frameless|25x25px]]Hoverducky | |||
|The power can target a tier 4 or lower tower to pick up with the hover ducky, while aboard, the tower can keep attacking from the air. The tower can be drop off later. | |||
|10s | |||
|- | |- | ||
| colspan="5" |'''Notes''': | | colspan="5" |'''Notes''': | ||
* This table is last updated for {{BTD6 version| | * This table is last updated for {{BTD6 version|56.3}}. | ||
* Stats do not consider crosspaths, Monkey Knowledge, Beast Power, Hero Level or Paragon Degree. | * Stats do not consider crosspaths, Monkey Knowledge, Beast Power, Hero Level or Paragon Degree. | ||
* If an initial cooldown is not specified it means it will be kept at the same amount of time as before the upgrade. In the case it changes between upgrades, the difference in time is added or subtracted from the current cooldown. | * If an initial cooldown is not specified it means it will be kept at the same amount of time as before the upgrade. In the case it changes between upgrades, the difference in time is added or subtracted from the current cooldown. | ||