Lord of the Abyss
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The fully unleashed wrath of the Abyssal Creature brings the power of the depths to the surface, annihilating most Bloons, and greatly enhancing the pierce of nearby Monkeys.
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Lord of the Abyss is the Mermonkey's path 1 tier 5 upgrade in Bloons TD 6. It gains many improvements to its tentacles and tridents, and gains ink platforms that convert nearby land into water for water placement. Also increases base range from 28 to 32.
- Tentacles have 66.67% more attack speed (attack cooldown reduced from 2.5s to 1.5s), deal +32 damage (from 18 to 50), have +25 pierce (from 25 to 50), and double radius (from 12 to 24).
- Tridents attack twice as fast (every 0.33s), deal +2 damage (from 8 to 10), and pierce increased by +7 (from 2 to 9), while not changing the splash pierce.
- The Abyssal's percentage pierce buff gives +40% pierce to nearby towers instead of 20%.
- The ink platforms, which convert land into water, have a fixed range of 32 that cannot be affected by range modifiers. Ink platforms only count for tower placement.
Mechanics
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This section is incomplete. You can help out by expanding it. The editor who added this notice did not specify a reason.
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This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Ink platform interactions with water buffs
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Lord of the Abyss creates an ink platform that allows placement of water towers. It has a fixed range of 32, which cannot be affected by range modifiers.
All towers can be placed and repositioned into ink platforms. However, the ink is not considered water for the sake of water-specific buffs. Additionally, moving a Lord of the Abyss with Support Chinook while there are water towers will sell all of the water towers after getting picked up.
Prior to version 49.0, Beast Handler's water beasts could only be repositioned into the ink if there would be no available real water, and could only be randomly placed to a new location around the Lord of the Abyss's ink platform range.
Stats
| Attack |
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| Splash |
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| | | Ink |
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| Multiplier | ×0.6 |
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| Multiplier for MOAB-Class | ×1.2 |
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| Duration | 10s |
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| Duration for MOAB-Class | 0s |
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| Duration for ZOMGs | 0s |
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| Duration for DDTs | 0s |
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| Layers | ∞ |
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| Tentacle |
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| Copies of this attack | 8 |
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| Cooldown | 1.5s |
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| Offset (X, Y, Z) | -0.5, 3.4, 12 |
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| Targeting | Depends on targeting option |
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| Targeting range | 32 units |
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| Filters | - Targeting angle: 45 deg
- Cannot target Camo
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5-1-0
| Attack |
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| Offset (X, Y, Z) | -0.5, 3.4, 12 ↓ -0.5, 3.4, 7 |
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| Tentacle |
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| Offset (X, Y, Z) | -0.5, 3.4, 12 ↓ -0.5, 3.4, 7 |
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5-2-0
| 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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5-0-1
| Attack |
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| Offset (X, Y, Z) | -0.5, 3.4, 12 ↓ -0.5, 3.4, 7 |
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| Filters | |
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| Projectile |
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| Seeking distance | 80 units |
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| Seeking angle | 360° |
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| Seeking rotation speed | 390 °/s |
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| Filters | |
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| Tentacle |
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| Offset (X, Y, Z) | -0.5, 3.4, 12 ↓ -0.5, 3.4, 7 |
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| Filters | |
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5-0-2
| Echosense Network |
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| Range modifier | +7.5% |
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| Max. stacks | 10 |
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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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| 5-0-0
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$25,240 |
$29,700 |
$32,075 |
$35,640 |
$17,668 |
$20,790 |
$22,453 |
$24,948
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| 5-1-0
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$25,410 |
$29,900 |
$32,290 |
$35,880 |
$17,787 |
$20,930 |
$22,603 |
$25,116
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| 5-2-0
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$25,600 |
$30,125 |
$32,535 |
$36,150 |
$17,920 |
$21,088 |
$22,775 |
$25,305
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| 5-0-1
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$25,410 |
$29,900 |
$32,290 |
$35,880 |
$17,787 |
$20,930 |
$22,603 |
$25,116
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| 5-0-2
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$25,650 |
$30,180 |
$32,590 |
$36,215 |
$17,955 |
$21,126 |
$22,813 |
$25,351
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Strategy
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This article or section is outdated and needs to be updated to reflect recent updates or newly available information. You can help out by editing this article. The editor who added this notice elaborates: must be reevaluated after echosense buff (some improvements done)
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Lord of the Abyss is a relatively weak cleanup T5 on its own but stands out for its strong synergy with towers that depend largely on pierce. The extra 20% pierce buff on top of Abyssal Warrior can help to improve DPS of Spike Factories, including Carpet of Spikes and Perma-Spike, and very effective for Spike Storm spam in Boss Events. The ability to place water towers on land is beneficial for extra water space, such as building and powering up water-based Paragons (especially Nautic Siege Core), as well as just generally adding a water-based support such as Energizer, though this benefit is mostly impractical in standard CHIMPS games.
The 5-0-2 is generally preferred, even without considering innate camo detection from Echosense Precision, due to the huge range bonuses that Echosense Networks provide, allowing it to reach almost all of the map. In particular, placing on the middle of the water allows to cover all lanes of Quad. 5-2-0 is only needed for more pierce on the trident attack or the tentacles, but tentacles have huge pierce already.
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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Ink: Can now slow MOAB-Class Bloons (bug fix)
Ink platforms no longer prevent certain water-based buffs from applying (bug fix)
Tentacle attack: Cooldown reduced ― 2s → 1.5s
Tentacle attack: Damage type changed ― Sharp → Shatter
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As the middle crosspath is currently less useful for higher tiers, we’ve upgraded Sharper Prongs to improve Tentacle pierce as well. As the main Trident’s damage falls behind and has caused annoying layer skipping for some more observant players the damage of this attack is increasing at T3 & T4. The % pierce buff is being improved at all levels since this has settled without causing too much of a stir, and finally Lord of The Abyss’s price is being greatly reduced as a heavily pierce built design it requires some single-target assistance to perform well.
— Update notes
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Upgrade cost reduced ― $29,000 → $23,000
Overall cost reduced by $6,125 (due to cost changes for previous tiers)
Pierce buff increased ― +30% → +40%
Now has the same slowing effect as Abyssal Warrior instead of being weaker (bug fix)
Trident: damage increased ― 4 → 8
Trident: projectile lifespan increased ― 0.3333s → 0.6667s
- 5-1-0, 5-2-0
Sharper Prongs now increases pierce of tentacles by 35%
Ink: Should no longer slow Lead Bloons without the correct damage type (bug fix)
Overall cost reduced by $200 (due to cost changes for previous tiers)
Trident attack no longer ignores Lead Bloons if they have been buffed to damage them (bug fix)
Overall cost increased by $50 (due to cost changes for previous tiers)
Water platform: No longer extends beyond the Mermonkey's radius ― 33 → 28 (bug fix)
- 5-0-2
Echosense Network: Range bonus should no longer be lower than intended when placing the Mermonkey on water (bug fix)
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Abyssal Warrior will now have a slight startup cooldown to limit certain exploity tactics. Middle crosspath trident gains extra projectile pierce to improve early game value.
— Update notes
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Tentacle: Now begins with 0.5s initial cooldown
Water around the tower should be correctly removed when the tower is moved using Support Chinook's Redeployment ability (bug fix)
- 5-1-0
Trident: Pierce increased ― 9 → 10 - Note: Does not affect splash (6)
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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 ”
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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Overall cost reduced by $100 (due to cost changes for previous tiers)
Tentacle attack: Attack cooldown reduced ― 0.402s → 0.33s (attack speed increased by 21.82%)
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Top path Mermonkey’s pierce scaled up more than intended from applying its own pierce buff to its own already high pierce so this is being reduced but the T5 Lord of the Abyss will now gain a slight base range increase.
— Update notes
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Range increased ― 28 units → 32 units - Note: Also affects ink platforms
Tentacle attack: Pierce reduced ― 80 → 50
- 5-1-0, 5-2-0
Tentacle attack: Pierce reduced ― 108 → 67.5
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Mermonkey ended up somewhat underrated and overbuffed, mid tiers for top and middle paths have really stood out here lately and need to be reigned back in line.
— Update notes
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Overall cost increased by $225 (due to cost changes for previous tiers)
Tentacle: Now deals +6 damage to Ceramic Bloons
Splash: Radius reduced ― 6 units → 3 units - Note: Stacks with X-2-X Tidal Chill ― 9 units → 4.5 units
- Also affects all crosspaths up to 2-2-2.
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