The Final Harmonic

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The Final Harmonic
Portrait of The Final Harmonic
Icon of The Final HarmonicThis 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.
Tower Mermonkey — Path 3 — Tier 5
XP cost 52,000
Cash cost $21,250 — Easy
$25,000 — Medium
$27,000 — Hard
$30,000 — Impoppable

The Final Harmonic is the Mermonkey's path 3 tier 5 upgrade in Bloons TD 6. It further improves the trancing attack to affect BFBs and 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 BFBs, ZOMGs, BADs, and Bosses are all +3. The trancing downtime is reduced to 3 seconds.

All Heroes and Magic Monkeys (except itself) 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 (51.3 on water), and pierce of the trident's splashes are increased to 18.

Stats

For a complete list of Mermonkey stats, see Stats:Mermonkey (BTD6).
This data was last updated for: version 55.1
Tower
Display range38 units
Footprint radius8 units
Targeting options
  • First
  • Last
  • Close
  • Strong
Attack
Cooldown1.2s
Offset (X, Y, Z)
-0.5, 3.4, 12
TargetingDepends on targeting option
Targeting range38 units
Projectile
Pierce2
Speed200 units/s
Seeking distance80 units
Seeking angle360°
Seeking rotation speed260 °/s
Lifespan1s
Radius1 unit
Splash
Pierce18
Max pierce18
Damage2
Damage typeShatter
Lifespan0.05s
Radius4 units
  • Ignores blockers
Buff when in water
Range modifier×1.35
Echosense Network
Range modifier+7.5%
Max. stacks10
  • Has global range

Trance totem

Tower
Display range38 units
Footprint radius8 units
Trance attack
Cooldown12s
Offset (X, Y, Z)
0, 0, 0
TargetingFirst
Targeting range38 units
  • Ignores blockers
Projectile
Pierce12
BFB pierce penalty+3
ZOMG pierce penalty+3
DDT pierce penalty+3
BAD pierce penalty+3
MOAB-Class pierce penalty+2
Lifespan6s
Radius38 units
Rehit interval0.3s
Refresh pierce interval0.3s
  • Ignores blockers
  • Removes Camo
Trance
Damage typePlasma
Multiplier×3
Multiplier for MOAB-Class×1
Duration6s
Cooldown1s
Range buff
Range modifier+15%
Filters
  • Only affects category: Heroes
Ability cooldown buff
Ability cooldown modifier-15%
Filters
  • Only affects category: Heroes
Pierce buff
Pierce bonus+3
Filters
  • Only affects category: Magic
  • Does not affect parent tower

1-0-5

Attack
Cooldown1.2s → 0.96s
Offset (X, Y, Z)
-0.5, 3.4, 12
-0.5, 3.4, 7

Trance totem

Trance attack
Projectile
Rehit interval0.3s → 0.27s
Refresh pierce interval0.3s → 0.27s

2-0-5

Attack
Cooldown0.96s → 0.66s
Projectile
Speed200 units/s → 300 units/s
Seeking rotation speed260 °/s → 390 °/s
Lifespan1s → 0.6667s

Trance totem

Trance attack
Projectile
Rehit interval0.27s → 0.234s
Refresh pierce interval0.27s → 0.234s
Trance
Multiplier×3 → ×4.5
Multiplier for MOAB-Class×1 → ×1.5

0-1-5

Attack
Offset (X, Y, Z)
-0.5, 3.4, 12
-0.5, 3.4, 7
Projectile
Pierce2 → 3
Splash
Pierce18 → 21
Max pierce18 → 21

Trance totem

Trance attack
Projectile
Pierce12 → 14

0-2-5

Attack
Splash
Freeze
Multiplier×0
Duration0.5s
Layers4

Costs and sell values

Note: this list does not factor in Monkey Knowledge or other discounts.
Tiers Total cost Sell value
Easy Medium Hard Impoppable Easy Medium Hard Impoppable
0-0-5 $30,075 $35,380 $38,210 $42,455 $21,053 $24,766 $26,747 $29,719
1-0-5 $30,200 $35,530 $38,370 $42,635 $21,140 $24,871 $26,859 $29,845
2-0-5 $30,410 $35,780 $38,640 $42,935 $21,287 $25,046 $27,048 $30,055
0-1-5 $30,245 $35,580 $38,425 $42,695 $21,172 $24,906 $26,898 $29,887
0-2-5 $30,435 $35,805 $38,670 $42,965 $21,305 $25,064 $27,069 $30,076

Strategy

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This section was last updated for: version 52.0

Final Harmonic is a fairly inexpensive but reliable method of pulling in BFBs and ZOMGs into a specific area, especially on maps that have separated simultaneous lanes, in addition to a much higher limit to its damage-over-time (DoT) detonation. With many Echosense Network buffs, its trances can cover a very wide area and have no trouble reaching all lanes on most maps. Additionally, its special buffs in trance range can assist Magic synergies that have low flat pierce (this buff is a flat pierce bonus) and Heroes that depend on abilities and/or range, including Heroes that buff other towers.

To optimize the damage-over-time detonation, its best pairing for the cost is the 5-0-2 Bloon Solver. For higher-cost towers with stronger DoTs, Super Mines is an effective choice. Avoid mixing with low-damage DoTs (e.g. Hot Shot Buccaneers), as these may trigger first, wasting the DoT detonations.

2-0-5 crosspath is typically preferred for the faster DoT detonations and faster pickup of DDTs. 0-1-5 holds more, but since the trance already has reasonable pierce and Sharper Prongs adds only a small amount, it's less effective. 0-2-5 is no different to 0-1-5 except for the larger freezing tridents.

Update history

For a complete list of Mermonkey changes, see Update history:Mermonkey (BTD6).
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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
  • "Weapon model glitch with crosspathing resolved"
  • Buff Can now detonate damage over time effects on Dreadbloon (bug fix)
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
  • Nerf Overall cost increased by $2,075 (due to cost changes for previous tiers)
  • Buff Echosense: maximum stack count increased ― 5 → 10
    • Note: This means the maximum range buff has increased from +30% to +60%
  • Buff Totem: can now be redeployed by Support Chinook
  • Change Totem: should save location correctly on moving platforms (bug fix)
  • Buff Trident: projectile lifespan increased ― 0.5s → 1s
  • Trance: effects now update according to attack speed changes (bug fix)
0-1-5, 0-2-5
  • Buff Sharper Prongs now increases pierce of allure by +1
  • Neutral Totems should no longer be considered overclock targets (bug fix)
  • Neutral Trance: No longer has tighter orbit radius ― 20 → 30
0-1-5, 0-2-5
  • Buff Trance: Pierce increased ― 5 → 6
  • Buff Overall cost reduced by $100 (due to cost changes for previous tiers)
  • Buff Echosense Network now works with Mermonkeys converted by Total Transformation
  • Buff DoT detonation works correctly when crosspathed (bug fix)
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
  • Buff Trance: Pierce increased ― 4 → 8
0-1-5, 0-2-5
  • Buff Trance: Pierce increased ― 6 → 10
Mermonkey weren’t[sic] feeling they favoured their natural habitat enough, so their Water Placement bonus is getting a boost.
— Update notes
  • Buff Range bonus when placed in water increased ― +25% → +35%
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

  • Buff Overall cost reduced by $200 (due to cost changes for previous tiers)
  • Buff Trance: Pierce increased ― 8 → 10
0-1-5, 0-2-5
  • Buff Trance: Pierce increased ― 10 → 12
  • Buff Trance: Pierce increased ― 10 → 12
0-1-5, 0-2-5
  • Buff Trance: Pierce increased ― 12 → 14
  • Nerf Overall cost increased by $25 (due to cost changes for previous tiers)
  • Buff Resolved an issue where the Hero buff was not being applied (bug fix)
For more Mermonkey images, see Gallery:Mermonkey.

Screenshots

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Assets

In other languages

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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.