Bloonarius (BTD6)

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Revision as of 23:54, 1 June 2026 by ~2026-87 (talk | contribs) (It literally said in a patch it's six now, just fixing that.)
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Bloonarius iterations: BMC • BTD5 • BSM2 • BTD6
Bloonarius
The Inflator
Skulls 3 (normal)
7 (elite)
Theme Primal One
Introduced Version 27.0
Description
• Sludge-dwelling Bloonarius spews Bloons as it takes damage.
• When each skull on its health bar is reached, Bloonarius disgorges massive Bloon clusters onto the track.
• Bloonarius' sludge infused husk makes it slow but extremely tough.

Bloonarius, titled The Inflator, is a Boss Bloon in Bloons TD 6, introduced in version 27.0. It is the first boss introduced to the game, and has the simplest mechanics relative to other bosses.

Bloonarius has a high amount of health and it spawns Bloons across the track as it takes damage. It spawns especially large waves of Bloons right in front of it when a skull on its health bar is reached.

Mechanics

Scattered Bloons

Each time Bloonarius loses 1% of its health, it spawns a certain number of Bloons all over the track. The number and types of Bloons it spawns depends on Bloonarius's tier and whether it is in Normal or Elite mode. These Bloons are distinguished from normally spawning Bloons by being covered by a dark green sludge. These Bloons are briefly immune to damage upon spawning and provide no cash when popped, but they do still add to towers' damage counters.

Skull ability

Upon reaching a skull, Bloonarius stops moving for 0.5s, scatters a lot of Bloons across the map (using the same mechanic as its usual scattering), and additionally spawns a dense pack of Bloons directly in front of it. Like scattered Bloons, the number and types of Bloons it spawns depends on Bloonarius's tier and whether it is in Normal or Elite mode. These Bloons are also briefly immune to damage upon spawning and do not generate cash, but they do still add to towers' damage counters.

Damaging Bloonarius is meant to send a wave of 2 Scattered Bloons every time it loses 15% of its current health, but as version 54.0 this behavior is bugged and only sends them every 10 pops (10, 20, 30, etc.). Popping Bloonarius makes it send a stronger wave of 4 to 12 Scattered Bloons. Every 10 pops, it triggers its skull ability, sending a stronger wave of 8 Bloons.

Stats

Normal

Base health
Tier 1-player 2-player 3-player 4-player
1 20,000 24,000 28,000 32,000
2 75,000 90,000 105,000 120,000
3 350,000 420,000 490,000 560,000
4 750,000 900,000 1,050,000 1,200,000
5 3,000,000 3,600,000 4,200,000 4,800,000
Speed
Tier Base speed Red Bloon speed
1 1.25 0.05×
2 1.25 0.05×
3 1.25 0.05×
4 1.5 0.06×
5 1.5 0.06×
Bloons spawned
Tier Scattered per 1% health lost Scattered at each skull Spawned at each skull
1 Green Bloon ×8 Green Bloon ×30 Ceramic Bloon ×30
2 Yellow Bloon ×15 Yellow Bloon ×60 Ceramic Bloon ×60
3 Pink Bloon ×25 Pink Bloon ×100 MOAB ×6
4 Zebra Bloon ×15 Zebra Bloon ×60 ZOMG ×10
5 Rainbow Bloon ×25 Rainbow Bloon ×100 BAD ×1

Elite

Base health
Tier 1-player 2-player 3-player 4-player
1 50,000 60,000 70,000 80,000
2 300,000 360,000 420,000 480,000
3 2,000,000 2,400,000 2,800,000 3,200,000
4 8,000,000 9,600,000 11,200,000 12,800,000
5 40,000,000 48,000,000 56,000,000 64,000,000
Speed
Tier Base speed Red Bloon speed
1 1.25 0.05×
2 1.25 0.05×
3 1.25 0.05×
4 1.5 0.06×
5 1.5 0.06×
Bloons spawned
Tier Scattered per 1% health lost Scattered at each skull Spawned at each skull
1 Pink Bloon ×10 Pink Bloon ×40 Ceramic Bloon ×70
2 Rainbow Bloon ×10 Rainbow Bloon ×40 BFB ×16
3 Ceramic Bloon ×13 Ceramic Bloon ×50 BAD ×1, DDT ×9
4 MOAB ×8, BFB ×2 Fortified Ceramic Bloon ×100 Fortified BAD ×2, Fortified DDT ×20
5 DDT ×6, Fortified ZOMG ×2 MOAB ×30 Fortified BAD ×4

Boss Rush

Tiers Scattered per 15% health lost
(2 Bloons)
Scattered at each tier
(4-12 Bloons)
Spawned at the 10 tier milestone
(8 Bloons)
0–9 Blue Bloon Yellow Bloon Rainbow Bloon
10-19 Green Bloon Purple Bloon Ceramic Bloon
20–29 Yellow Bloon Zebra Bloon Fortified Ceramic Bloon
30–39 Pink Bloon Rainbow Bloon MOAB
40–49 Purple Bloon Ceramic Bloon Fortified MOAB
50–59 Zebra Bloon Fortified Ceramic Bloon BFB
60–69 Rainbow Bloon MOAB Fortified DDT
70–79 Ceramic Bloon DDT ZOMG
80–89 Fortified Ceramic Bloon BFB BAD
90–99 MOAB ZOMG Fortified ZOMG
100–109 Fortified MOAB Fortified BFB Yellow Bloon
110+ Fortified MOAB ZOMG Yellow Bloon

Round changes

When facing Bloonarius, some rounds are modified from the standard roundset.

Default Modified
Bloon groups Dur. Base RBE Base cash Bloon groups Dur. Base RBE Base cash
40 MOAB×1 1.00s 616 $381 Ceramic×6 18.00s 624 $570
60 BFB×1 1.00s 3,164 $762.5 MOAB×6 30.00s 3,696 $1,143
80 ZOMG×1 2.00s 16,656 $1,220.2 BFB×6 30.00s 18,984 $1,830
100 BAD×1 0.10s 51,544 $1,334.6 ZOMG×2
DDT×3
ZOMG×2
DDT×3
15.10s 62,288 $2,669

Strategy

For more in-depth strategies, see Strategy:Bloonarius (BTD6).
This section was last updated for: version 54.2

Compared to other bosses, Bloonarius is the most simple in terms of its mechanics, but should not be underestimated, specially in the lower tiers, as the Bloons it spawns when damaged and after reaching a skull can easily overrun unprepared defenses.

Tier 1 and 2 defenses are usually split on towers that can reliably damage the boss and towers with very high pierce that can handle the spawns.

In the first category Elite Defender is always a reliable option on Tier 1. A combination of Embrittlement / Super Brittle with Overdrive / The Tack Zone or Poplust / Avatar of Wrath shine due Bloonarius low speed, meaning it can stay on the range of those towers for longer. Spike Storm / Carpet of Spikes and Sticky Bomb / Master Bomber are only effective also on longer maps due Bloonarius high HP. M.A.D can also be used with caution on its placement as the pierce on its rockets can be consumed by the spawns before it reaches the boss. Towers that are used for damaging the boss should have their targeting set to Strong if possible to avoid getting them distracted with the spawns or to First if their help is needed to deal with the spawns.

For defending the spawns in the lower tiers, specially after a skull, towers with very high pierce are needed, common examples are multiple M.O.A.R Glaives / Glaive Lord, The Big One, Bloon Liquefier / The Bloon Solver, Jungle's Bounty / Spirit of the Forest, the abilities of the Blade Maelstrom and Geraldo's Blade Trap.

Tiers 3 and higher can be handled with expensive towers and Paragons, the defenses used for the boss itself are also usually enough to handle the spawns with the only limiting factor being range.

In Boss Rush, Bloonarius can be handled using towers like Sauda, MOAB SHREDR, Overdrive, Embrittlement, Destroyer or Poplust during the early game with Glaive Ricochet, Druid of the Jungle or Recursive Cluster handling the spawns. During the mid-game the defense transitions into the upgrades of the mentioned towers and finish with Super Mines and Apex Plasma Master or a Glaive Dominus.

Update history

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Elite Bloonarius’ ‘bleed’ Bloons effect becomes heavily outscaled in the higher elite tiers, dissolving into the stratosphere before having any meaningful impact. To correct, we are improving the types of Bloons that come out at these points to maintain appropriate Bossness.
— Update notes
  • Buff Elite tier 4: Bleed Bloons changed ― 25 ceramics → 12 MOABs
  • Buff Elite tier 5: Bleed Bloons changed ― 8 MOABs → 8 decamoed DDTs
  • Buff Bosses on spawn will now clear the map of all existing projectiles
  • Nerf Resolved an issue with Bloonarius spawning too many bloons when health drops too far below 0 in a single frame (bug fix)
  • Nerf Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons (bug fix)
This is really just for fun, bringing increased variety of Bleed Bloons from higher tier Bloonarius
— Update notes
  • Buff Elite tier 4: Bleed Bloons changed ― 12 MOABs → 8 MOABs + 2 BFBs
  • Buff Elite tier 5: Bleed Bloons changed ― 8 DDTs → 6 DDTs + 2 Fortified ZOMGs
  • Buff Elite tier 5: Bleed DDTs now have Camo property
  • Buff Boss Rush: Bleed Bloons should now spawn correctly (bug fix)

Screenshots

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Assets