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Revision as of 21:47, 15 February 2025
The Final Harmonic
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This elder can echo its irresistible tune anywhere. While devastating to Bloons, the call inspires nearby Heroes with improved range and cooldowns, and Magic Monkeys extra pierce.
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The Final Harmonic is the Mermonkey's path 3 tier 5 upgrade in Bloons TD 6. It further improves the trancing attack to affect ZOMGs, the trance's DoT (damage-over-time) trigger is improved to a maximum of 10,000 damage and can apply to BADs and Bosses, and its totem can be placed onto any valid location on screen. Trance pierce penalty against ZOMGs, BADs, and Bosses are all +3. The trancing downtime is reduced to 3 seconds. The orbit of the trance has a tighter radius of 20.
All Heroes and Magic Monkeys within range of the active trance range (i.e. the totem, otherwise only this Mermonkey's own range) will receive the following buffs:
- Heroes: -15% ability cooldowns, +15% range
- Magic Monkeys: +3 pierce
Additionally, range of both itself and its totem are both increased to 38 (47.5 on water), and pierce of the trident's splashes are increased to 18.
Stats
| Echosense Network |
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| Range modifier | +7.5% |
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| Max. stacks | 10 |
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Trance totem
| Trance attack |
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| Projectile |
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| Pierce | 12 |
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| BFB pierce penalty | +3 |
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| ZOMG pierce penalty | +3 |
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| DDT pierce penalty | +3 |
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| BAD pierce penalty | +3 |
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| MOAB-Class pierce penalty | +2 |
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| Lifespan | 6s |
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| Radius | 38 units |
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| Rehit interval | 0.3s |
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| Refresh pierce interval | 0.3s |
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| - Ignores blockers
- Removes Camo
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| | Trance |
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| Damage type | Plasma |
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| Multiplier | ×3 |
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| Multiplier for MOAB-Class | ×1 |
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| Duration | 6s |
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| Cooldown | 1s |
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| Range buff |
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| Range modifier | +15% |
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| Filters | - Only affects category: Heroes
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| Ability cooldown buff |
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| Ability cooldown modifier | -15% |
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| Filters | - Only affects category: Heroes
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| Pierce buff |
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| Pierce bonus | +3 |
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| Filters | - Only affects category: Magic
- Does not affect parent tower
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1-0-5
| Attack |
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| Cooldown | 1.2s → 0.96s |
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| Offset (X, Y, Z) | -0.5, 3.4, 12 ↓ -0.5, 3.4, 7 |
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Trance totem
| Trance attack |
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| Projectile |
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| Rehit interval | 0.3s → 0.27s |
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| Refresh pierce interval | 0.3s → 0.27s |
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2-0-5
| Attack |
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| Projectile |
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| Speed | 200 units/s → 300 units/s |
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| Seeking rotation speed | 260 °/s → 390 °/s |
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| Lifespan | 1s → 0.6667s |
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Trance totem
| Trance attack |
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| Projectile |
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| Rehit interval | 0.27s → 0.234s |
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| Refresh pierce interval | 0.27s → 0.234s |
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| | Trance |
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| Multiplier | ×3 → ×4.5 |
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| Multiplier for MOAB-Class | ×1 → ×1.5 |
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0-1-5
| Attack |
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| Offset (X, Y, Z) | -0.5, 3.4, 12 ↓ -0.5, 3.4, 7 |
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| Splash |
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| Pierce | 18 → 21 |
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| Max pierce | 18 → 21 |
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Trance totem
0-2-5
| Attack |
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| Splash |
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| | Freeze |
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| Multiplier | ×0 |
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| Duration | 0.5s |
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| Layers | 4 |
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Costs and sell values
| Tiers
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Total cost
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Sell value
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| Easy
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Medium
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Hard
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Impoppable
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Easy
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Medium
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Hard
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Impoppable
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| 0-0-5
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$30,075 |
$35,380 |
$38,210 |
$42,455 |
$21,053 |
$24,766 |
$26,747 |
$29,719
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| 1-0-5
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$30,200 |
$35,530 |
$38,370 |
$42,635 |
$21,140 |
$24,871 |
$26,859 |
$29,845
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| 2-0-5
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$30,410 |
$35,780 |
$38,640 |
$42,935 |
$21,287 |
$25,046 |
$27,048 |
$30,055
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| 0-1-5
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$30,245 |
$35,580 |
$38,425 |
$42,695 |
$21,172 |
$24,906 |
$26,898 |
$29,887
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| 0-2-5
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$30,435 |
$35,805 |
$38,670 |
$42,965 |
$21,305 |
$25,064 |
$27,069 |
$30,076
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Strategy
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Update history
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While we’re not jumping into any full on balance changes, there’s a few corrections that we wanted to make for type-fixes and other intended play. — Update notes
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”
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- "Weapon model glitch with crosspathing resolved"
Can now detonate damage over time effects on Dreadbloon (bug fix)
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Echosense Network hasn’t felt like it is doing all that it could, so we have increased the maximum number of stacks to raise the ceiling of use here as it is meant to be slow ramping with a high space & cost investment to build heavily into. [...] Same as with Abyss Dweller the middle crosspath has shown to be less useful for higher tiers, so this also sees a pierce increase to the Trance attack. — Update notes
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”
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Overall cost increased by $2,075 (due to cost changes for previous tiers)
Echosense: maximum stack count increased ― 5 → 10 - Note: This means the maximum range buff has increased from +30% to +60%
Totem: can now be redeployed by Support Chinook
Totem: should save location correctly on moving platforms (bug fix)
Trident: projectile lifespan increased ― 0.5s → 1s
- Trance: effects now update according to attack speed changes (bug fix)
- 0-1-5, 0-2-5
Sharper Prongs now increases pierce of allure by +1
Totems should no longer be considered overclock targets (bug fix)
Trance: No longer has tighter orbit radius ― 20 → 30
- 0-1-5, 0-2-5
Trance: Pierce increased ― 5 → 6
Overall cost reduced by $100 (due to cost changes for previous tiers)
Echosense Network now works with Mermonkeys converted by Total Transformation
DoT detonation works correctly when crosspathed (bug fix)
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Recent changes to Symphonic Resonance caused its pierce usage to increase for far too much of a nerf, so we have increased the pierce to offset this. — Update notes
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Trance: Pierce increased ― 4 → 8
- 0-1-5, 0-2-5
Trance: Pierce increased ― 6 → 10
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Mermonkey weren’t[sic] feeling they favoured their natural habitat enough, so their Water Placement bonus is getting a boost. — Update notes
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Range bonus when placed in water increased ― +25% → +35%
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Last update many players felt blindsided when Brickell stopped applying her buff to Mermonkeys since there was no mention in the balance changes section. We would like to apologize for that - it was tasked internally as a bug as it was indeed unintended to work that way. We then left the issue alone for a long time, mostly due to other more pressing matters, and this issue fell through the cracks. In retrospect, it would have been better to treat this as balance rather than a simple bug fix due to how much time had passed. Reading through your feedback, we did consider just reverting the change, however the bigger issue that the feedback reinforced to us was that players considered Mermonkey to be so bad that it was only a "good" tower when used in combination with a single, water-only hero.
This sort of forced synergy goes against our design intentions - namely that Mermonkey being our signature amphibious tower should be able to stand on its own without being balance-locked to an interaction with a single hero. With all that in mind, we feel Mermonkey's highest priority right now is large sweeping buffs to each of the paths, so most of the following changes are our first step towards this starting from the low tier crosspaths. — Update notes
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”
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Overall cost reduced by $200 (due to cost changes for previous tiers)
Trance: Pierce increased ― 8 → 10
- 0-1-5, 0-2-5
Trance: Pierce increased ― 10 → 12
Trance: Pierce increased ― 10 → 12
- 0-1-5, 0-2-5
Trance: Pierce increased ― 12 → 14
Overall cost increased by $25 (due to cost changes for previous tiers)
Resolved an issue where the Hero buff was not being applied (bug fix)
Gallery
Screenshots
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Assets
Trivia
- The Final Harmonic's buffs for Heroes are conceptually similar to the Heroic Presence and Heroic Academy upgrades for the cut Monkey Academy tower.
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