Update history:Super Monkey (BTD6): Difference between revisions
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[[Category:BTD6 | [[Category:BTD6 update histories]] | ||
Revision as of 19:54, 4 September 2025
This is a list of changes to the Super Monkey in Bloons TD 6 post-release.
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| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| 5-X-X True Sun God |
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| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple |
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| X-4-X Tech Terror |
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| X-5-X The Anti-Bloon |
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| X-X-5 Legend of the Night |
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| Tiers | Changes |
|---|---|
| 1-X-X Laser Blasts |
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| 2-X-X Plasma Blasts |
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| 2-X-X Plasma Blasts and all crosspaths |
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| 3-X-X Sun Avatar |
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| X-2-X Epic Range and all crosspaths |
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| X-3-X Robo Monkey |
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| X-4-X Tech Terror |
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| X-5-X The Anti-Bloon |
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| X-X-3 Dark Knight |
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| X-X-4 Dark Champion |
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| X-X-5 Legend of the Night |
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| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| X-5-X The Anti-Bloon |
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| X-X-1 Knockback X-X-2 Ultravision |
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| Tiers | Changes |
|---|---|
| 0-3-1 Robo Monkey + Knockback and further upgrades |
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| “ | Sun Temple sacrifice powers have been reworked. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 3-X-X Sun Avatar |
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| 4-X-X Sun Temple 5-X-X True Sun God |
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| Tiers | Changes |
|---|---|
| 5-X-X True Sun God |
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| Tiers | Changes | ||||
|---|---|---|---|---|---|
| X-X-3 Dark Knight |
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| X-X-4 Dark Champion |
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| X-X-4 Dark Champion X-X-5 Legend of the Night |
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| Tiers | Changes |
|---|---|
| X-X-3 Dark Knight and further upgrades |
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| X-X-5 Legend of the Night |
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| “ | We were finally able to properly implement a popular suggestion for the Robo Monkey, and will be keeping an eye on it’s performance more closely in this update. In addition to this, Dark Knight’s reliance on Alchemist/Obyn to reach a reasonable pierce value made it too difficult to enjoy teleporting around using Dark Knight’s new ability so we tried to cut out that dependency with a sizable pierce increase. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-3-X Robo Monkey and further upgrades |
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| X-X-3 Dark Knight |
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| “ | The projectile count of the current multitudes of mini avatars spawned by boosted temples in freeplay contributes to performance decay, so we’ve capped the spawn rate of these mini avatars. Additionally middle path has received some basic buffs with Robo-Monkey feeling unbalanced for the high price and difficult crosspathing, and Tech Terror not keeping up with other towers that perform a similar role. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| X-3-X Robo Monkey |
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| X-4-X Tech Terror X-5-X The Anti-Bloon |
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| “ | While not considered an issue on the same level for Races, the Bloon Annihilation ability has preemptively had pierce reduced under the same reasoning as Ground Zero and Maelstrom, but by amounts that still likely won’t be noticeable even under most Race conditions - but we’re keeping an eye on it. Additionally the price of this upgrade has been reduced by a fair amount. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-4-X Tech Terror |
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| X-5-X The Anti-Bloon |
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| “ | As Super Monkey’s range crosspath is too often considered unnecessary for Sun Avatar & Dark Knight we have chosen to move some of Robo Monkey’s pierce down into a lower tier again — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-1-X Super Range |
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| X-2-X Epic Range |
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| Tiers | Changes |
|---|---|
| X-3-X Robo Monkey and further upgrades |
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| “ | Robo Monkey has never filled the super effective role it held in BTD5, so Dr Monkey has installed updated HUD targeting systems that now deal occasional critical hits. Additionally as the abilities on this path didn’t match up to their history or other Monkey Tower options (like Ground Zero) so they have been improved significantly in damage and increased radius. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-3-X Robo Monkey |
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| X-3-X Robo Monkey X-4-X Tech Terror |
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| X-4-X Tech Terror |
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| X-5-X The Anti-Bloon |
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| “ | In an attempt to reduce visual clutter, we have reworked the formula for Temple projectile size scaling to come out overall being smaller by roughly 25%. Dark Knights have been feeling strong with their stalling power but we don’t want to hit this too hard just yet so have reduced the slow amount slightly and restored it at the T4. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| X-X-2 Ultravision and further upgrades |
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| X-X-3 Dark Knight |
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| “ | We wanted some more meaning to middle path being a pierce choice aside from just being cheaper, so we’ve lowered Plasma Blast pierce but reduced its price. Sun Avatar and Robo Monkey have had small price decreases while Dark Knight has had a small increase to line the T3s a little closer up. Dark Champion has had a ceramic bonus added to deal with super ceramics as it is priced only for use in that lategame range, and Legend has had a price reduction to compensate for a rework to the passive ability preventing chained use in deep freeplay. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 2-X-X Plasma Blasts |
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| 3-X-X Sun Avatar |
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| X-3-X Robo Monkey |
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| X-X-3 Dark Knight |
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| X-X-4 Dark Champion X-X-5 Legend of the Night |
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| X-X-5 Legend of the Night |
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| “ | Robo didn't need to lose pierce in the last Super Monkey T2 rework, and Dark Knight feels like it has too much pierce without ever considering the pierce crosspath. So to balance these together we’ve taken out pierce from Dark Knight and added it back into x2x carrying up into Robo Monkey. Dark Champion pierce is increased rather than decreased to push it further ahead of Dark Knight. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-2-X Epic Range and all crosspaths |
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| X-X-3 Dark Knight |
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| X-X-4 Dark Champion |
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| X-X-5 Legend of the Night |
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| Tiers | Changes |
|---|---|
| X-X-5 Legend of the Night |
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| “ | Legend of the Night outside of very specific niche challenges isn’t worth the cost as any more than VTSG fodder — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-5 Legend of the Night |
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| “ | Ultravision is a lackluster crosspath with so many other ways to get camo detection cheaper &/or for more towers. The Anti-Bloon is expensive but as a quite underused tower feels it doesn’t live up to the super monkey name for that cost, for now the ability is seeing a cooldown decrease. We feel Legend of the Night’s base tower is more usable now after recent buffs, so without a total need to lean entirely on the passive ability for use we are increasing this cooldown to prevent some issues. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-5-X The Anti-Bloon |
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| X-X-2 Ultravision and further upgrades |
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| X-X-5 Legend of the Night |
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| “ | Tech Terror's ability runs into niche issues before r100 with some cases causing it to break BFBs into ceramic rushes instead of destroying them entirely, we found a very small damage buff resolves this up to r100, solving this problem for the base game modes, and while we were here added for the possibility for the ability to also deal consistant critical hits. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| X-4-X Tech Terror |
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| X-4-X Tech Terror X-5-X The Anti-Bloon |
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| X-5-X The Anti-Bloon |
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| “ | We want the base Super Monkey to feel like more of a ‘weak for the cost’ stepping stone into T3s that feel more like T4s; but the base upgrade really does feel very outdated on this idea, and big crosspath problems exist due to this so we are moving some attack speed out from 2xx into the base upgrade. Robo path T3 feels a little too expensive compared to bottom path’s, and the T5’s ability doesn’t feel like enough of a step up from T4 for the much greater cost it has so some adjustments are also being made here, as after all this is Super Monkey, right? — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-0-0 base tower 1-X-X Laser Blasts X-1-X Super Range X-2-X Epic Range X-3-X Robo Monkey X-X-1 Knockback X-X-2 Ultravision X-X-3 Dark Knight |
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| 2-X-X Plasma Blasts |
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| X-3-X Robo Monkey |
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| X-4-X Tech Terror X-5-X The Anti-Bloon |
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| X-5-X The Anti-Bloon |
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| X-X-4 Dark Champion X-X-5 Legend of the Night |
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| “ | Higher tiers on the bottom path have struggled to compare to clusters of T3s for a while now. To help with this we thematically really liked the idea of bottom path gaining a ricochet effect, possibly gaining teleport mechanic value repositioning for better ricochet angles, and a big improvement to the tower's camo path identity as higher tiers becomes far more effective at handling DDTs — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-X-4 Dark Champion |
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| X-X-4 Dark Champion X-X-5 Legend of the Night |
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| X-X-5 Legend of the Night |
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| “ | As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| “ | We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-4-1 Tech Terror + Knockback and further upgrades |
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| “ | Minor strategic balancing for temple builds, as Military is very much intended to be the more range-based sacrifices that are ignorant of vision blockers. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple |
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| 0-4-1 Tech Terror + Knockback and further upgrades |
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| “ | We missed this for a while, but it seems that Robo for how cheap and versatile it currently is just stands out a little much across many stages of gameplay. Shifting up a little pierce to tech terror here to tone it down slightly for now. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-3-0 Robo Monkey |
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| “ | We weren't sure we’d see the day but the bottom crosspath is now quite used on all Supers, especially so it seems to make Robo Monkey very powerful currently so to address a few different concerns on Super Monkey we’re moving costs from top to middle crosspath — Update notes |
” |
| Tiers | Changes |
|---|---|
| 1-X-X Laser Blasts |
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| 2-X-X Plasma Blasts |
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| X-1-X Super Range |
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| X-2-X Epic Range |
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| X-4-X Tech Terror |
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| “ | We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43) — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-3-X Robo Monkey |
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| X-4-X Tech Terror |
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| 0-4-X Tech Terror 1-4-0 Tech Terror + Laser Blasts 0-5-X The Anti-Bloon 1-5-0 The Anti-Bloon + Laser Blasts |
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| 2-4-0 Tech Terror + Plasma Blasts 2-5-0 The Anti-Bloon + Plasma Blasts |
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| X-5-X The Anti-Bloon |
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| “ | Super Monkey projectiles already travel most the map length so that total distance is being reduced and adding back via the range-focused middle crosspath. The recent Robo/Tech Terror nerfs had a larger impact on the Anti-Bloon, so it is seeing a larger compensatory price reduction. Legend of the Night’s special passive ability is being failsafe limited to 2 activations per round, per tower. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-0-0 base tower 1-X-X Laser Blasts 2-X-X Plasma Blasts X-1-X Super Range X-X-1 Knockback and further upgrades |
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| 3-X-X Sun Avatar and further upgrades |
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| X-2-X Epic Range |
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| X-5-X The Anti-Bloon |
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| X-X-5 Legend of the Night |
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| “ | Robo monkey still holds its own for too long, easily working into its also very powerful Tech Terror upgrade. — Update notes |
” |
| Tiers | Changes |
|---|---|
| X-3-X Robo Monkey |
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| X-4-X Tech Terror |
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| X-5-X The Anti-Bloon |
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| “ | We haven’t looked much at Temples since the release of other paragons, as these have solidly carved out a place for themselves in Boss Events the original Temple has fallen behind, we wanted to try work on this again by improving upon the weaker temple sub-attacks, with this increased power we’ve also reduced the basic attack pierce gained on the main temple attack. We will be reviewing temple balance further soon so if, any of your feedback on this Rules, then we’ll take that under consideration for our next look. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| “ | It only scored 5/5 stars instead of a 6/5 in the Hall of Fame due to the high cost, so we’ve lowered that cost to see if this can be re-evaluated. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 0-5-2 The Anti-Bloon + Ultravision |
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| X-X-5 Legend of the Night |
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| “ | This is now a ‘part 2/3 temple rework', the actual bonuses have not been the focus of changes this time, instead we have shuffled around the different benefits gained from temple sacrifices to set the stage in balancing out the different categories. [...] We’re interested to hear your feedback in a few weeks, but for a future update we are now considering another step after this is to make temple sacrifices less wide but deeper. One possible option for this that we have discussed is reducing the max number of categories of sacrifice from 3 to 2, but raising the limits that can be invested in a single category to grant the same or more total power from investing in fewer categories. For this to work however each category needs to have a defined use case to pick it over the other categories, we’ve taken one step in this direction with the newly buffed Primary Blades attack dealing massive damage only at close range, and are considering doubling down on the Military category of sacrifices functioning much better at a far range while Magic sits well in the middle. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
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| “ | Tech Terror is a menace, and some of the random range on bottom path is being shifted down into more affordable tiers. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 5-X-X True Sun God |
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| X-4-X Tech Terror |
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| X-5-X The Anti-Bloon |
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| X-X-4 Dark Champion |
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| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple |
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| X-X-3 Dark Knight and further upgrades |
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| Tiers | Changes |
|---|---|
| X-X-5 Legend of the Night |
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| “ | 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 |
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| 1-4-0 Tech Terror + Laser Blasts 1-5-0 The Anti-Bloon + Laser Blasts |
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| 2-4-0 Tech Terror + Plasma Blasts 2-5-0 The Anti-Bloon + Plasma Blasts |
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| 1-0-3 Dark Knight + Laser Blasts |
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| 2-0-3 Dark Knight + Plasma Blasts |
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| 1-0-4 Dark Champion + Laser Blasts 1-0-5 Legend of the Night + Laser Blasts |
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| 2-0-4 Dark Champion + Plasma Blasts 2-0-5 Legend of the Night + Plasma Blasts |
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| X-X-5 Legend of the Night |
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| 0-0-5 Legend of the Night |
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| 0-1-5 Legend of the Night + Super Range 1-0-5 Legend of the Night + Laser Blasts and further upgrades |
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| 0-2-5 Legend of the Night + Epic Range |
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| “ | 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 |
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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. |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple and further upgrades |
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| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple and further upgrades |
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| “ | Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple and further upgrades |
|
| Tiers | Changes |
|---|---|
| X-X-5 Legend of the Night |
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| “ | Temple is receiving some more changes in regards to balance and scalability based on recent feedback; while we would like to take time to balance the lower tiers out more, this should improve the overall top end category balance of sacrificing. — Update notes |
” |
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple 5-X-X True Sun God |
|
| Tiers | Changes |
|---|---|
| 4-X-X Sun Temple and further upgrades |
|
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