User:Drgoku282/Legends: Difference between revisions

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Qwertyxp2000 (talk | contribs)
Bloons TD 6: I think the word is "latter" as it the complementary opposite of "former" as in "as in the former". Also, corvus is a hard one to tackle. Btw, isn't pirate hook like on strong always? Pirate isn't changed I don't think? Unless I missed something, wiki article only says "grabblable"
cleanup
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{{Lede image|BTD6 tack paragon placeholder art.png|Upgrade menu of a tower in ''Bloons TD 6'', the targeting option is shown right below the tower's portrait, in this case '''''First''''' is current targeting.
'''TODO before moving to main: Upload a proper image.'''}}


Future Targeting option page :D
'''Targeting option''', or simply targeting is a game mechanic in the [[Bloons TD (series)|''Bloons TD'' series]] introduced in [[Bloons Tower Defense 3|''Bloons Tower Defense 3'']] which towers use to determine which [[Bloon]] to attack in the case there is more than one within its [[range]]. This is a setting that the player can set individually for every tower in the map, and is shown in the same sub-menu in than its [[Upgrade|upgrades]].
== Mechanics ==
In the ''Bloons TD'' series, towers can choose between different targeting options to suit the player's strategy, for most towers, the standard options are:
* '''First''': The tower will attack the Bloon that is the closest to the exit (in terms of track length remaining). If there are more than one track in range with Bloons on them, the Bloons position is addressed individually for each track. This is the default option for new towers.
* '''Last''': The tower will attack the Bloon that is the closest to the entrance (in terms of track length).
* '''Close''': The tower will attack the Bloon that is the closest to the tower.
* '''Far''': The tower will attack the Bloon that is the furthest to the tower.
* '''Strong''': The tower will attack the Bloon with the highest amount of layers. In the case of a tie, it will prioritize First among those Bloons.
* '''Weak''': The tower will attack the Bloon with the least amount of layers.
The targeting option does not guarantee that the tower's projectile will hit the targeted Bloon, only that the tower will shoot in the target's general direction but the projectile can hit other Bloons if they collide with the projectile during its travel.
Towers with non-standard will be noted on their respective game section.
=== Availability of standard targeting options in ''Bloons TD'' games ===
{{Research|Fill missing games}}
{| class="wikitable"
!Game
!First
!Last
!Close
!Far
!Strong
!Weak
|-
|[[Bloons Tower Defense (game)|BTD1]]
|{{Y}}
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|-
|[[Bloons Tower Defense 2|BTD2]]
|{{Y}}
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|-
|[[Bloons Tower Defense 3|BTD3]]
|{{Y}}
|{{Y}}
|{{N}}
|{{N}}
|{{N}}
|{{N}}
|-
|Bloons TD ([[Bloons TD (iOS)|iOS]] / [[Bloons TD (PSP)|PSP]] / [[Bloons TD (DSi)|DSi]])
|{{Y}}
|{{Y}}
|{{Y}}
|{{Y}}
|{{N}}
|{{N}}
|-
|[[Bloons TD 4|BTD4]]
|{{Y}}
|{{Y}}
|{{N}}
|{{N}}
|{{Y}}
|{{Y}}
|-
|[[Bloons TD 5|BTD5]]
|{{Y}}
|{{Y}}
|{{Y}}
|{{N}}
|{{Y}}
|{{N}}
|-
|[[Bloons TD 6|BTD6]]
|{{Y}}
|{{Y}}
|{{Y}}
|{{N}}
|{{Y}}
|{{N}}
|-
|[[Bloons TD Battles|Battles]]
|
|
|
|
|
|
|-
|[[Bloons TD Battles 2|Battles 2]]
|
|
|
|
|
|
|-
|[[Bloons Monkey City|BMC]]
|
|
|
|
|
|
|-
|[[Bloons Adventure Time TD|BATTD]]
|
|
|
|
|
|
|}
== ''Bloons Tower Defense'' / ''Bloons Tower Defense 2'' ==
In the first games of the series towers did not have targeting options available so towers that can change direction always target ''First''.
== ''Bloons Tower Defense 3'' ==
All towers can now select between ''First'' and ''Last'' targeting option, allowing [[Dart Monkey]], [[Boomerang]], [[Spike-o-pult]], [[Cannon]] and [[Super Monkey]] to shoot in different direction. Although present on the menu, it does not have any effect on [[Tack Shooter]], [[Ice Ball]] and [[Monkey Beacon]].
== ''Bloons TD 4'' ==
{{Empty|List which towers have standard targeting options and elaborate on the ones that doesn't, if any, e.g. Monkey Ace}}
== ''Bloons TD 5 / Bloons Monkey City / Bloons TD Battles'' ==
{{Empty|List which towers have standard targeting options and elaborate on the ones that doesn't, if any. Check for any difference between versions and BMC / Battles, if there are enough differences between the spinoffs, move them to their own section.}}
== ''Bloons TD 6'' ==
{{Incomplete|Btw, where to put those "secondary targeting priorities"? also don't think the aoe target close things are needed here, but sure I guess? And what about sacrifice targetings, is it necessary?}}
In ''Bloons TD 6'' the targeting of the tower takes into account the line-of-sight mechanics, ignoring any Bloon that the tower is not able to see. When placed, all towers with standard targeting options default to First and are unable to target [[Camo Bloon (BTD6)|Camo Bloons]].
{| class="wikitable mw-collapsible"
|+Targeting options in BTD6
!Tower
!Details
|-
|[[Dart Monkey (BTD6)|Dart Monkey]]
|Standard targeting options
[[Super Monkey Fan Club (BTD6)|Super Monkey Fan Club]] and [[Plasma Monkey Fan Club (BTD6)|Plasma Monkey Fan Club]] transforms the closest Dart Monkeys which are not already transformed.
[[Enhanced Eyesight (BTD6)|Enhanced Eyesight]] upgrade allows them to target Camo Bloons grants Camo prioritization.
|-
|[[Boomerang Monkey (BTD6)|Boomerang Monkey]]
|Standard targeting options.
With the {{BTD6 mk|Bionic Augmentation}} Monkey Knowledge [[Turbo Charge (BTD6)|Turbo Charge]] and [[Perma Charge (BTD6)|Perma Charge]] can target Camo Bloons while the ability is active.
|-
|[[Bomb Shooter (BTD6)|Bomb Shooter]]
|Standard targeting options.
[[MOAB Assassin (BTD6)|MOAB Assassin]] ability follows the Bomb Shooter targeting.
[[Bomb Blitz (BTD6)|Bomb Blitz]] passive ability has map-wide effects.
|-
|[[Tack Shooter (BTD6)|Tack Shooter]]
|No targeting options.
Gains standard targeting options after being upgraded to [[Inferno Ring (BTD6)|Inferno Ring]] or [[Crucible of Steel and Flame]] which only control the behavior of the Meteor attack / Meteor Impact ability, respectively.
|-
|[[Ice Monkey (BTD6)|Ice Monkey]]
|No targeting options.
[[Cold Snap (BTD6)|Cold Snap]] upgrade allows them to attack Camo Bloons.
Cannot attack [[MOAB-Class Bloon|MOAB-Class Bloons]] with its regular attack until having the [[Embrittlement (BTD6)|Embrittlement]], [[Absolute Zero (BTD6)|Absolute Zero]] or [[Cryo Cannon (BTD6)|Cryo Cannon]] upgrades.
Gains standard targeting options after being upgraded to [[Cryo Cannon (BTD6)|Cryo Cannon]]. It also gains Camo prioritization if crosspathed with [[Cold Snap (BTD6)|Cold Snap]].
|-
|[[Glue Gunner (BTD6)|Glue Gunner]]
|Standard targeting options. They ignore Bloons which are already affected by the same type of [[Glue Level|Glue]] it is shooting.
[[Glue Strike (BTD6)|Glue Strike]] and [[Glue Storm (BTD6)|Glue Storm]] ability have map-wide effects and can affect Camo Bloons.
|-
|[[Desperado (BTD6)|Desperado]]
|Standard targeting options.
[[Eagle Eye]] upgrade allows them to target Camo Bloons grants Camo prioritization.
[[Deadeye|Take Aim]] ability targets a specific Monkey, chosen by the player.
The Marking attacks of [[Bounty Hunter]] and [[Golden Justice]] (either regular or from the Marked to Pop ability) follow the Desperado's targeting. If either tower is on the map, all Desperados gain Marked prioritization.
|-
|[[Sniper Monkey (BTD6)|Sniper Monkey]]
|Standard targeting options.
[[Night Vision Goggles (BTD6)|Night Vision Goggles]] upgrade allows them to target Camo Bloons grants Camo prioritization.
When a Sniper gets upgraded to [[Elite Sniper (BTD6)|Elite Sniper]], all Sniper Monkeys in the map gain a new targeting option called ''[[Elite Sniper (BTD6)#Elite targeting|Elite]]'', which, in a simplified way to explain it, keeps the Sniper in ''Strong'' targeting until a Bloon reaches 75% of the track length or more, at that point the targeting is switched automatically to ''First'' and returns to ''Strong'' after there are no more Bloons at the end of the track.
|-
|[[Monkey Sub (BTD6)|Monkey Sub]]
|Standard targeting options. No effect on [[Submerge and Support (BTD6)|submerged]] towers.
[[Advanced Intel (BTD6)|Advanced Intel]] Subs will take into account all Bloons on other tower's range to determine their target.
[[Ballistic Missile (BTD6)|Ballistic Missile]] ignores line-of sight blockers for its missile attack, [[First Strike Capability (BTD6)|First Strike Capability]] ability always target ''Strong'' and [[Pre-emptive Strike (BTD6)|Pre-emptive Strike]] passive ability targets any MOAB-Class Bloons that enters the screen, however it will ignore its children or Bloons spawned by Bosses.
Each of [[Nautic Siege Core]] Final Strike ability missiles always target ''First'', ''Close'' and ''Strong'', respectively.
|-
|[[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]
|Standard targeting options.
The targeting of the planes from [[Aircraft Carrier (BTD6)|Aircraft Carrier]], [[Carrier Flagship (BTD6)|Carrier Flagship]], and [[Navarch of the Seas]] is linked to their parent tower.
[[Crow's Nest (BTD6)|Crow's Nest]] upgrade allows them to target Camo Bloons grants Camo prioritization.
The hooks form the [[Monkey Pirates (BTD6)|Takedown]] ability always target ''Strong''.
|-
|[[Monkey Ace (BTD6)|Monkey Ace]]
|No standard targeting options, they determine its flight pattern instead:
* ''Circle'': Moves in a circular pattern centered on its base. Default option.
* ''Figure Infinite'': Moves in a pattern composed of two circles joined horizontally with the common point at the center of the Ace's base.
* ''Figure Eight'': Moves in a pattern composed of two circles joined vertically with the common point at the center of the Ace's base.
* ''Centered Path'': Moves in a circular pattern centered on a point chosen by the player, defaults to the center of the map. Requires the [[Centered Path (BTD6)|Centered Path]] upgrade.
* ''Wingmonkey'': Moves towards the ''First'' Bloon and then away from it after passing over them. Requires the {{BTD6 mk|Wingmonkey}} Monkey Knowledge.
[[Spy Plane (BTD6)|Spy Plane]] upgrade allows them to target Camo Bloons.
[[Ground Zero (BTD6)|Ground Zero]] and [[Tsar Bomba (BTD6)|Tsar Bomba]] abilities have map-wide effects.
[[Neva-Miss Targeting (BTD6)|Neva-Miss Targeting]] projectiles and [[Spectre (BTD6)|Spectre's]] barrages always target ''First'', and [[Flying Fortress (BTD6)|Flying Fortress]]'s barrages always target ''First'', ''Last'', and ''Close'', respectively.
The Carpet Bomb ability from [[Goliath Doomship]] follows a straight line determined by the player, it defaults to the main diagonal from top left to bottom right. This line must be at least a certain<!--change to "X units" if found--> distance long.
|-
|[[Heli Pilot (BTD6)|Heli Pilot]]
|No standard targeting options, they determine its flight pattern instead:
* ''Follow Mouse'': The helicopter flies towards the cursor's position (or the last place where it was located before exiting the map) and stops when it is below it. Available if the device has a mouse connected.
* ''Follow Touch'': The helicopter flies towards the last point in the map touched by the player. Available in Android and iOS platforms. Available if the device has a touch screen.
* ''Lock in place'': The helicopter flies and stops at a specific point of the map chosen by the player, defaults to the center of the map.
* ''Patrol points''. The helicopter flies back and forth in a straight line drawn by the player, defaults to a horizontal line in the center of the map.
* ''Pursuit:'' The helicopter flies to place itself in front of the ''First'' Bloon. Requires the [[Pursuit (BTD6)|Pursuit]] upgrade.
Heli pilots default to Follow Mouse / Touch. All of the helicopter's projectiles always target ''First''.
[[IFR (BTD6)|IFR]] upgrade allows them to target Camo Bloons.
[[Special Poperations (BTD6)|Monkey Marine]] has standard targeting options and starts at ''First'' when spawned.
|-
|[[Mortar Monkey (BTD6)|Mortar Monkey]]
|No standard targeting options, it only has the ''Set Target'' option, which makes it shoot towards a specific point of the map defined by the player.
[[Pop and Awe (BTD6)|Pop and Awe]] ability has map-wide effects.
If Striker Jones's Target Focus ability is active, the tower switches to ''Follow Mouse'' / ''Follow Touch'' behavior.
|-
|[[Dartling Gunner (BTD6)|Dartling Gunner]]
|No standard targeting options, they determine the direction it is attacking:
* ''Normal'': The tower rotates to fire towards the cursor's position or the last point touched on the map. Default option.
* ''Locked'': The tower fires towards a specific point of the map chosen by the player.
* ''Target Independent'': Each of the 4 barrels target ''First'', ''Last'', ''Close'' and ''Strong'', respectively. Requires [[Bloon Area Denial System (BTD6)|Bloon Area Denial System]] or [[Bloon Exclusion Zone (BTD6)|Bloon Exclusion Zone]] upgrades. The two additional barrels of the latter target ''First'' and ''Strong''.
If the player uses the {{BTD6 mk|Emergency Unlock}} ability (granted by having the corresponding Monkey Knowledge), any Dartling Gunner on the map that is on ''Locked'' or ''Target Independent'' will switch to ''Normal''.
|-
|[[Wizard Monkey (BTD6)|Wizard Monkey]]
|Standard targeting options. The [[Guided Magic (BTD6)|Guided Magic]] upgrade allows it to ignore line-of-sight blockers.
[[Monkey Sense (BTD6)|Monkey Sense]] upgrade allows them to target Camo Bloons grants Camo prioritization.
The targeting of the phoenixes from [[Summon Phoenix (BTD6)|Summon Phoenix]] and [[Wizard Lord Phoenix (BTD6)|Wizard Lord Phoenix]], and the Lava Phoenix from the latter, are linked to their parent tower. The phoenix from [[Magus Perfectus]] always targets ''First''. Phoenixes always move anticlockwise on ''Circle''.
The spawn point of Zombie Bloons from [[Necromancer: Unpopped Army|Necromancer]] or [[Prince of Darkness (BTD6)|Prince of Darkness]] can be set to a specific point of the track selected by the player, if not set, it defaults to roughly the point of the track in range closest to the exit.
|-
|[[Super Monkey (BTD6)|Super Monkey]]
|Standard targeting options.
[[Ultravision (BTD6)|Ultravision]] upgrade grants them Camo prioritization and when combined with the {{BTD6 mk|X-ray Ultra}} Monkey Knowledge, they ignore line-of-sight blockers.
[[Robo Monkey (BTD6)|Robo Monkey]], [[Tech Terror (BTD6)|Tech Terror]] and [[The Anti-Bloon (BTD6)|The Anti-Bloon]] gain an independent targeting option for the second gun, but they cannot be both set to the same option at the same time.
For the sub-towers of [[Sun Temple (BTD6)|Sun Temples]] and the [[True Sun God (BTD6)|True Sun God]] (including [[VTSG]]), the Mini-Spectres inherit the targeting of its parent tower, and Mini-Sun Avatars have standard targeting options and start with the targeting of its parent tower when spawned.
|-
|[[Ninja Monkey (BTD6)|Ninja Monkey]]
|Standard targeting options. It can target Camo Bloons and have Camo prioritzation by default.
The sticky bombs from [[Sticky Bomb (BTD6)|Sticky Bomb]], [[Master Bomber (BTD6)|Master Bomber]] and [[Ascended Shadow]] follow the Ninja's targeting, and they have map-wide range for the latter two.
|-
|[[Alchemist (BTD6)|Alchemist]]
|Standard targeting options, ignores line-of-sight blockers.
[[Acidic Mixture Dip (BTD6)|Acidic Mixture Dip]] buff always targets randomly onto towers, and the brew from [[Berserker Brew (BTD6)|Berserker Brew]] and higher upgrades always target the closest tower (assuming it isn't brewed already or under downtime).
[[Total Transformation (BTD6)|Total Transformation]] affects the closets eligible monkeys.
|-
|[[Mermonkey (BTD6)|Mermonkey]]
|Standard targeting options.
[[Echosense Precision]] upgrade allows them to target Camo Bloons.
The Ice Jet ability from [[Arctic Knight]] and [[Popseidon]] follows the Mermonkey's targeting with map-wide range, but can be set to be launched towards a specific point on the map.
The Trance attack from [[Alluring Melody]], [[Symphonic Resonance]] and [[The Final Harmonic]] always target ''First''. The Trance Totem can be put at any point for Symphonic Resonance and anywhere in the map for The Final Harmonic.
|-
|[[Druid (BTD6)|Druid]]
|Standard targeting options.
The regular vine attack from [[Druid of the Jungle (BTD6)|Druid of the Jungle]], [[Jungle's Bounty (BTD6)|Jungle's Bounty]] and [[Spirit of the Forest (BTD6)|Spirit of the Forest]] cannot target MOAB-Class Bloons and follow the Druid targeting. Spirit of the Forest permanent vines have map-wide effects.
|-
|[[Banana Farm (BTD6)|Banana Farm]]
|No targeting options, as it cannot attack.
Bananas and crates are dropped at random positions up to 40 units from the Farm (but outside its footprint) and are collected if the cursor is 50 units or closer from the banana / crate. The collecting radius is increased 50% with the [[EZ Collect]] upgrade.
Instead of bananas, Monkey Banks have buttons that can be interacted to withdraw balance of Bank(s), and IMF Loan with {{BTD6 mk|Bank Deposits}} can deposit cash with the ''Deposit'' button.
|-
|[[Spike Factory (BTD6)|Spike Factory]]
|No targeting options, but if it has the [[Smart Spikes (BTD6)|Smart Spikes]] (or [[Mega Massive Munitions Factory]]) upgrade it gains the following options:
*''Normal'': Spikes are scattered randomly on any point of the track on the range of the tower, default behavior for Spike Factories without the upgrade.
*''Close'': Places the spikes to the nearest point of the track in range. A deprecated ''Far'' option existed which targeted the furthest point of the track.
*''Smart'': Places the spikes as close to the exit(s) of active lanes.
*''Automatic'': Places the spikes as close to the entrance(s) of active lanes while there are no Bloons on the tower's range, otherwise it targets at the ''First'' Bloon.
*''Set Target'': Places the spikes at a specific point within its range chosen by the player, and can be set off-track.
The [[Carpet of Spikes (BTD6)|Carpet of Spikes]] ability targets ''Normal'' with map-wide range, but if the tower has the [[Smart Spikes (BTD6)|Smart Spikes]] ability it will only scatter spikes on active lanes.
Mega Massive Munitions Factory permanent Carpet of Spikes have map-wide effects and the Spikeageddon ability targets specific points of the track which cannot be controlled by the player.
|-
|[[Monkey Village (BTD6)|Monkey Village]]
|No targeting options, as it cannot attack.
Gains standard targeting options after being upgraded to [[Primary Expertise (BTD6)|Primary Expertise]].
<!--[[Monkeyopolis]] only targets Banana Farms when sacrificing after buying this upgrade.-->
|-
|[[Engineer Monkey (BTD6)|Engineer Monkey]]
|Standard targeting options.
[[Sentry Gun (BTD6)|Sentries]] (and higher upgrades) are deployed at almost random positions on the Engineer's range (it prioritizes positions where the Sentries can see at least 20% of the track), they have standard targeting options and start with the targeting of its parent tower when spawned.
Mega Sentries from [[Master Builder]] can be deployed to a specific location chosen by the player. Red and Blue Sentry Paragon and the Modified Paragon Sentries they spawn have standard targeting options, the Sentry Paragons start on ''First'' targeting and their children start with the option of its parent sub-tower when spawned. Green Sentry Paragon has the ''Normal'' and ''Locked'' options of a Dartling Gunner, the Modified Paragon Sentries it spawns start on ''First''.
[[Cleansing Foam (BTD6)|Cleansing Foam]] can target a specific point of the map on the Engineer's range chosen by the player.
[[Overclock (BTD6)|Overclock]], [[Ultraboost (BTD6)|Ultraboost]] and Power Glove abilities target a specific Monkey, chosen by the player.
[[Bloon Trap (BTD6)|Bloon Trap]] targets to the closest point of the track in the Engineer's range, but if crosspathed with [[Larger Service Area (BTD6)|Larger Service Area]], it can be targeted to any point in range.
|-
|[[Beast Handler (BTD6)|Beast Handler]]
|Standard targeting options.
The targeting of beast(s) are linked to the parent tower.
When bought, land and water beast placement is almost random but prioritizes where the beast can see at least 10% of the track.
The positions of land and water beasts, or the drop-off point of air beasts can be set freely in the range of its parent tower in the correct terrain. It can also be set on the range of merged Beast Handlers if their ranges intersect each other.
|-
|[[Quincy (BTD6)|Quincy]]
|Standard targeting options. Requires Level 5+ to target Camo Bloons.
Storm of Arrows ability targets an area around a Bloon chosen by Quincy's targeting with map-wide range.
|-
|[[Gwendolin (BTD6)|Gwendolin]]
|Standard targeting options.
Cocktail of Fire can target a specific point of the map on the Gwen's range chosen by the player, defaults to the closest point of the track.
Firestorm has map-wide effect.
|-
|[[Striker Jones (BTD6)|Striker Jones]]
|Standard targeting options.
Concussive Shell always targets ''Strong'' and ignores line-of-sight blockers.<!--yes ignores BADs but that's different topic-->
|-
|[[Obyn Greenfoot (BTD6)|Obyn Greenfoot]]
|Standard targeting options, ignores line-of-sight blockers.
Nature's Ward Totem is placed at any random point in the track on Obyn's range.
When using Brambles, if Obyn is currently targeting a Bloon with is regular attack, the brambles will be set over that Bloon, otherwise, it will target any point of the track at random on Obyn's range.
Wall of Trees can target a specific point of the map on the Obyn's range chosen by the player, defaults to the closest point of the track.
|-
|[[Rosalia (BTD6)|Rosalia]]
|Standard targeting options, ignores line-of-sight blockers at Level 7+.
Scatter Missile and Kinetic Charge follow Rosalia's targeting with map-wide range.
While Flight Boost is active, her flight pattern is set on ''Pursuit'' and follows a Bloon based on her targeting option.
|-
|[[Captain Churchill (BTD6)|Captain Churchill]]
|Standard targeting options for its main attack. Machine gun always target ''First''. Requires Level 6+ to target Camo Bloons.
MOAB Barrage shells target the 10 strongest MOAB-Class Bloons on the map, ignores line-of-sight blockers.<!--on moab-class, but ofc it only targets them?-->
|-
|[[Benjamin (BTD6)|Benjamin]]
|No targeting options, as it cannot attack.
Bloon Trojan targets a random Bloon in the map.
Biohack is applied to the closest towers to Benjamin.
|-
|[[Ezili (BTD6)|Ezili]]
|Standard targeting options, ignores line-of-sight blockers and can target Camo Bloons by default.
Sacrificial Totem can target a specific point of the map on the Ezili's range chosen by the player, defaults to the closest point of the track.
MOAB Hex follows Ezili's targeting with map-wide range.
|-
|[[Pat Fusty (BTD6)|Pat Fusty]]
|Standard targeting options.
Big Squeeze always targets ''Strong''.
|-
|[[Adora (BTD6)|Adora]]
|Standard targeting options, ignores line-of-sight blockers.
Ball of Light follows Adora's targeting with map-wide range.
|-
|[[Admiral Brickell (BTD6)|Admiral Brickell]]
|Standard targeting options.
Sea Mines are randomly placed within Brickell's range if they would be at most 39 units of distance away from the track. They will not be placed on the footprints of other towers.
She can target Camos starting from Level 7.
After Level 8, her nearby water towers can target Camo Bloons while Naval Tactics is active.
Mega Mine can be placed on any point of the map with water and will charge towards the first MOAB-Class Bloon that comes within 40 units of it, and can target Camo Bloons.
|-
|[[Etienne (BTD6)|Etienne]]
|No standard targeting options with the exception of ''First'', which affects all drones, he gains other options as he levels up:
*''Divide and Conquer'': Two drones are set to ''First'', two to ''Strong''.
*''Zone Defense'': One drone each on ''First'', ''Last'', ''Close'' and ''Strong''.
All attacks ignore line-of-sight blockers ande requires Level 5+ to target Camo Bloons.
The drones from Drone Swarm target one ''First'', one ''Last'', and two ''Strong''.
UCAV (either from ability or upon reaching Level 20) always moves anticlockwise on ''Circle'' and their missiles always targets ''First''.
|-
|[[Sauda (BTD6)|Sauda]]
|Standard targeting options. She can target Camo Bloons by default.
Leaping Sword follows Sauda's targeting with map-wide range, and always pursues the target similarly to [[Ballistic Missile (BTD6)|Ballistic Missile]].
Sword Charge creates copies on all available exit-entrance combinations, and move backwards along the track.
|-
|[[Psi (BTD6)|Psi]]
|Standard targeting options, ignores line-of-sight blockers and can target Camo Bloons by default.
Psionic vibrations can only target Lead Bloons at Level 6+, Ceramic Bloons at Level 7+, Purple Bloons at Level 11+, MOABs at Level 14+, BFBs at Level 16+, and ZOMGs and DDTs at level Level 20.
Destructive Resonance targets any nearby Bloon to the point Psi's current target is popped.
Split the Mind attacks do not follow Psi's targeting, the 2nd attack from Level 9+ uses ''Elite'' targeting (see Sniper Monkey above), but the switch from ''Strong'' to ''First'' happens at 50% of the track length. The 3rd attack at Level 17+ targets ''First'', prioritizing MOABs and Ceramics.
Psionic Scream can only target Bloons that its regular attack can damage.
|-
|[[Geraldo (BTD6)|Geraldo]]
|Standard targeting options.
Shooty Turrets have standard targeting options and start with Geraldo's targeting when placed.
Creepy Idol targets every 4th Bloon that comes in range.
Gerry's Fire always target ''First'' and ignores line-of-sight blockers.
Killer Rabit ignores line-of-sight blockers and can target Camo Bloons. It follows Geraldo's targeting
Genie files in ''Figure Eight'' pattern and follows Geraldo's targeting.
|-
|[[Corvus (BTD6)|Corvus]]
|Standard targeting options, which control the Spirit and his Haunt. The spirit moves towards bloons according to targeting options. The copy from [[Echo]] always targets ''First''.
[[Spear]] targeting inherits from Corvus.<!--hmm, not sure targeting-->
[[Ancestral Might]] always targets ''Strong''.
[[Trample]] immediately sets the Spirit to travel backwards from the exit along the track containing the Bloons closest to the exit. If Echo is active, that copy travels forwards from the entrance.
|-
|[[Pontoon (BTD6)|Pontoon]] / [[Portable Lake (BTD6)|Portable Lake]]
|No targeting options, as it cannot attack.
|-
|[[Banana Farmer (BTD6)|Banana Farmer]]
|No targeting options, as it cannot attack.
|-
|[[Tech Bot (BTD6)|Tech Bot]]
|No targeting options, as it cannot attack.
|-
|[[Energizing Totem]]
|No targeting options, as it cannot attack.
|-
|[[Battle Cat]]
|Standard targeting options.
|}
=== Camo prioritization ===
{{incomplete|Add camo prio button image}}
{{Research|Determine how Camo and Marked prioritization works on Desperados when both are active.}}
Most non-hero towers that gain Camo detection via an upgrade also gain an additional targeting option that forces them to attack any [[Camo Bloon (BTD6)|Camo Bloon]] before any other target. If there are more than one valid Camo target, the tower will follow its regular targeting option to select between them. The players can enable or disable it by clicking on the Camo Bloon icon next to the tower's portrait (see image above).
For example if a tower which deals 2 damage per shot is set to ''Strong'', has Camo prioritization active and there are a Camo Red Bloon, a Camo Green Bloon and a MOAB on range, the order on which it will attack will be the Camo Green first, reducing it to a Camo Red, then it will shot whichever of the two Camo Reds is ahead on the track, shoot the last Camo Red third, and finally the MOAB.
===Marked prioritization===
{{incomplete|Add marked prio button image}}
{{Research|Determine how Camo and Marked prioritization works on Desperados when both are active.}}
Desperados have an additional prioritization option to target [[Bounty Hunter|Marked]] Bloons which is granted to all Desperados if it is a Bounty Hunter or Golden Justice on the map.
=== Strong tower priority ===
Towers set to ''Strong'' targeting will attack Bloons in the following order:
# [[Dreadrock Bloon]]
# [[Bloonarius (BTD6)|Bloonarius]], [[Lych]], [[Lych-soul]], [[Vortex (BTD6)|Vortex]], [[Dreadbloon (BTD6)|Dreadbloon]], [[Phayze]], and [[Blastapopoulos (BTD6)|Blastapopoulos]].
# Fortified BAD
# [[BAD (BTD6)|BAD]]
# Fortified DDT
# [[DDT (BTD6)|DDT]]
# Fortified ZOMG
# [[ZOMG (BTD6)|ZOMG]]
# Fortified BFB
# [[BFB (BTD6)|BFB]]
# Fortified MOAB
# [[MOAB (BTD6)|MOAB]]
# Fortified Ceramic Bloon
# [[Ceramic Bloon (BTD6)|Ceramic Bloon]]
# [[Rainbow Bloon (BTD6)|Rainbow Bloon]]
# Fortified Lead Bloon
# [[Zebra Bloon (BTD6)|Zebra]] and [[Lead Bloon (BTD6)|Lead Bloon]]
# [[White Bloon (BTD6)|White]], [[Black Bloon (BTD6)|Black]] and [[Purple Bloon (BTD6)|Purple Bloon]]
# [[Pink Bloon (BTD6)|Pink Bloon]]
# [[Yellow Bloon (BTD6)|Yellow Bloon]]
# [[Green Bloon (BTD6)|Green Bloon]]
# [[Blue Bloon (BTD6)|Blue Bloon]]
# [[Red Bloon (BTD6)|Red Bloon]]
# [[Test Bloon]], [[MOAB Test Bloon]]
If there are multiple Bloons in the same bracket, the one located ahead in the track is selected.
== ''Bloons TD Battles 2'' ==
{{Empty|It is not necessary to go as deep as the BTD6 section as most behaviors are the same, just list the differences with their BTD6 counterparts.}}
== ''Bloons Adventure Time TD'' ==
{{Empty|List which towers have standard targeting options and elaborate on the ones that doesn't, if any.}}
[[Category:Game mechanics in BTD3]]
[[Category:Game mechanics in BTD4]]
[[Category:Game mechanics in BTD5]]
[[Category:Game mechanics in BTD6]]
[[Category:Game mechanics in Battles]]
[[Category:Game mechanics in BMC]]
[[Category:Game mechanics in BATTD]]
[[Category:Game mechanics in Battles 2]]

Revision as of 04:31, 10 August 2025