Upgrades in Bloons Blitz enhance Monkeys and Heroes during a run, or add new Monkeys to their team. Unlike in the Bloons TD series, upgrades in this game do not cost anything to purchase. Each time the player levels up, they can choose one of three upgrades, selected by the game at random from the pool of upgrades accessible at that moment.
All Monkeys and Heroes have three upgrade paths, each with 6 upgrades, for a total of 18 regular upgrades. Each path has one tier 1 upgrade, two tier 2 upgrades, one tier 3 upgrade, and two tier 4 upgrades. Tier 1 upgrades are accessible as soon as the player has that Monkey or Hero during a run, but higher-tier upgrades require the player to own at least one upgrade of the previous tier on the same path, and have a lower probability of appearing that depends on Luck. Additionally, every Hero has one secret upgrade that can appear if they own the tier 3 upgrade on the first and second path at the same time during a run.
Heroes can have up to 10 upgrades per run, while Monkeys can only have up to 5 (not counting upgrades that add Monkeys to the team). If the player runs out of upgrade slots for all their Monkeys, all future level-ups provide a choice of Team Upgrades instead, which apply minor stat buffs to the Hero or entire team. Unlike regular upgrades, the player can obtain duplicate Team Upgrades without limit.
By increasing a Monkey or Hero's level, the player can unlock Level 2 versions of tier 1, tier 3, and tier 4 upgrades. Most Level 2 upgrades enhance the base upgrades' effects or enable new effects that apply when the player picks them during a run. The player can only have Level 2 versions of one tier 1 upgrade, one tier 3 upgrade, and two tier 4 upgrades at a time for each Monkey and Hero.
The tier of an upgrade determines the odds of it appearing whenever the player levels up. Upgrades that add Monkeys to the team use a separate weighting system that changes depending on the team's level.
Name
Probability weight
Affected by luck?
Tier 1
100
Tier 2
60
Tier 3
30
Tier 4
15
List of upgrades
Upgrade
Monkey
Path
Rarity
Faster Attacks Increases the attacks per second of the whole team by 5%.
—
Team Upgrade
Tier 1
Magnetism Increase the range you can collect Blops from by 5%.
—
Team Upgrade
Tier 1
More Damage Increases the damage of the whole team by 5%.
—
Team Upgrade
Tier 1
More Pierce Increases the pierce of the whole team by 5%.
—
Team Upgrade
Tier 1
Better Criticals Increase the crit chance of the whole team by 1%.
—
Team Upgrade
Tier 3
Recover Health Recover 1 Health. If already at maximum health, gain 1 Temp HP.
One For The Road Every 15 seconds, give the benefits of Berserker Brew to a random monkey on the team, even if not standing in a potion. These last for 5 seconds.
One For The Road Level 2 Every 10 seconds, give the benefits of Berserker Brew to a random monkey on the team, even if not standing in a potion. These last for 5 seconds.
Chem Trail Level 2 Release a cloud of fumes behind the Alchemist Monkey which coats Bloons that touch it in acid. Fumes last for 4.5 seconds before dissipating.
Beast Mode Level 2 When the Alchemist Monkey has popped 100 Bloons it turn into a monster for 10 seconds, increasing its attack speed and range by 750%.
Detonative Compound Bloons popped by acid have a 5% chance to explode, creating another a[sic] cloud of fumes which also applies acid to Bloons that touch it.
Detonative Compound Level 2 Bloons popped by acid have a 10% chance to explode, creating another a[sic] cloud of fumes which also applies acid to Bloons that touch it.
Orbiting Glaives Creates 2 spinning glaives that orbits the team. They have 2x the pierce of the main attack and regenerate 1 pierce every 0.1 seconds.
Orbiting Glaives Level 2 Creates 3 spinning glaives that orbits the team. They have 2x the pierce of the main attack and regenerate 1 pierce every 0.1 seconds.
Ranging on the Run Increases the attacks per second of all Boomers by 10% for each second spent moving. Resets if stopped for more than 0.5 seconds. Caps at 100%.
Fuel Leak Leaves a trail of burning fuel on the ground which lasts for 4 seconds while the flamethrower is reloading. Bloons that touch the fire take 10 damage per 0.3s.
Fuel Leak Level 2 Leaves a trail of burning fuel on the ground which lasts for 6 seconds while the flamethrower is reloading. Bloons that touch the fire take 4 damage per 0.3s.
Hot Under Pressure Gain 1 Pressure per 0.5s spent not firing the flamethrower (including reload time), up to 20 Pressure. The next attack deals +0.5 damage per Pressure and resets Pressure to 0.
Hot Under Pressure Level 2 Gain 1 Pressure per 0.5s spent not firing the flamethrower (including reload time), up to 20 Pressure. The next attack deals +0.75 damage per Pressure and resets Pressure to 0.
Explosive Canister Level 2 Throws an explosive canister to a random point nearby. The canister has 12 HP deals 90 damage to nearby Bloons when destroyed.
Heat Wave Shoot an expanding wave of fire each time the flamethrower starts firing. The wave travels faster, lasts longer, and deals more damage the more pressure Gwen has.
Heat Wave Level 2 Shoot an expanding wave of fire each time the flamethrower starts firing. The wave travels faster, lasts longer, and deals more damage the more pressure Gwen has.
Pressurized Container Canisters gain their own pressure. The blast radius of the explosion they create increases by 10% for each second it remained on the field before detonating.
Pressurized Container Level 2 Canisters gain their own pressure. The blast radius of the explosion they create increases by 15% for each second it remained on the field before detonating.
Burny Stuff Level 2 Every attack leaves a burning patch of scorched earth for 2 seconds. Bloons that touch the fire take 5 damage per 0.55 seconds. Also increase projectile radius by 35%
Stripped Defences Level 2 Burny Stuff also makes Bloons vulnerable, causing them to take 25% more damage from all sources while they are within the fire.
Mini Nuke'd Every 4th shot, Mortar Monkey fires a mini nuke that gets stuck in the ground. Destroying it creates an explosion 2x stronger than a regular mortar.
Mini Nuke'd Level 2 Every 2th[sic] shot, Mortar Monkey fires a mini nuke that gets stuck in the ground. Destroying it creates an explosion 2x stronger than a regular mortar.
Nature's Power The wolf gains 1 Nature Power per pop and gets +2.5% larger and +5% damage for each. Every 12 seconds, it howls and deals damage equal to its Nature Power to all nearby bloons, resetting it to 0.
Nature's Power Level 2 The wolf gains 1 Nature Power per pop and gets +2.5% larger and +5% damage for each. Every 12 seconds, it howls and deals damage equal to its Nature Power to all nearby bloons, resetting it to 0.
Leader of the Pack Level 2 Obyn howls along with the Wolf Spirit, dealing damage equal to it's[sic] Nature Power to bloons near him. Howls deal 150% of Nature Power as damage.
Sacred Glade Summons a Sacred Glade containing a totem every 12 seconds. XP within the glade is automaticallly collected by the totem. Glades last for 30 seconds.
Sacred Glade Level 2 Summons a Sacred Glade containing a totem every 9 seconds. XP within the glade is automaticallly collected by the totem. Glades last for 30 seconds.
Empowered Totem Standing in a glade increases its size by +20% per second. At +100% size, the glade becomes Empowered. Bloons popped within an empowered glade drop double the XP blops.
Empowered Totem Level 2 Standing in a glade increases its size by +20% per second. At +100% size, the glade becomes Empowered. Bloons popped within an empowered glade drop double the XP blops.
Tangleweed Patches of weeds grow randomly near Obyn's every 10 seconds. Bloons that touch the weeds become stuck and cannot move. Weeds last 6 seconds.
Tangleweed Level 2 Patches of weeds grow randomly near Obyn's every 10 seconds. Bloons that touch the weeds become stuck and cannot move. Weeds last 6 seconds.
Force of Nature Running through weeds starts a charge, granting a +30% speed boost and a shield which can pop 30 layers of Bloons. Charging lasts 3 seconds or until you stop moving.
Force of Nature Level 2 Running through weeds starts a charge, granting a +30% speed boost and a shield which can pop 60 layers of Bloons. Charging lasts 3 seconds or until you stop moving.
Explosive Growth Force of Nature shields now deal 25 damage to bloons when they break. The damage increases by 1 and the size of the explosion increases by 3% for each Bloon Obyn popped while charging, up to 35.
Explosive Growth Level 2 Force of Nature shields now deal 25 damage to bloons when they break. The damage increases by 2 and the size of the explosion increases by 5% for each Bloon Obyn popped while charging, up to 50.
The Zone Gains 1 Momentum for each attack that hits at least 1 Bloon. At 10 Momentum, Quincy enters "The Zone", gaining +50% attacks per second. Momentum resets if he misses.
The Zone Level 2 Gains 1 Momentum for each attack that hits at least 1 Bloon. At 10 Momentum, Quincy enters "The Zone", gaining +75% attacks per second. Momentum resets if he misses.
EMP Arrows Level 2 Arrows detonate for +100% damage when they hit a boss, shooting lightning at up to 24 nearby Bloons and dealing 20 damage to each of them.
Bouncing Bullet The sniper shot bounces from the target Bloon to the next strongest Bloon once. All Bloons along the bullet's path between the targets are hit.
Bouncing Bullet Level 2 The sniper shot bounces from the target Bloon to the next strongest Bloon once. All Bloons along the bullet's path between the targets are hit.
Volatile Munitions Bloons hit have a 50% chance to explode, dealing 10 damage to nearby bloons and stunning them for 3 seconds, causing them to stop moving and take 25% more damage for 3 seconds.
Volatile Munitions Level 2 Bloons hit have a 50% chance to explode, dealing 10 damage to nearby bloons and stunning them for 3 seconds, causing them to stop moving and take 25% more damage for 3 seconds.
Keen Eye Gains a tracking device can detect hidden caches of intel. Finding intel unlocks stat increases for all Snipers in the team. Caches are worth more intel with more Keen Eye Snipers on the team.
Keen Eye Level 2 Gains a tracking device can detect hidden caches of intel. Finding intel unlocks stat increases for all Snipers in the team. Caches are worth more intel with more Keen Eye Snipers on the team.
Supply Drop Every 15 seconds a supply crate is dropped nearby. Opening the crate grants 1 Health, 100 - 500xp ,[sic] or a 100% boost to attack speed for the whole team for 5 seconds.
Supply Drop Level 2 Every 15 seconds a supply crate is dropped nearby. Opening the crate grants 1 Health, 100 - 500xp ,[sic] or a 100% boost to attack speed for the whole team for 5 seconds.
Critical Overdrive Popping a Bloon increaes[sic] the crit chance by 1%, up to 50% at which point the Sniper goes into Overdrive, increasing attacks per second and crit damage by 100% for 5 seconds. Crit chance resets when Overdrive ends.
Critical Overdrive Level 2 Popping a Bloon increaes[sic] the crit chance by 1%, up to 50% at which point the Sniper goes into Overdrive, increasing attacks per second and crit damage by 100% for 5 seconds. Crit chance resets when Overdrive ends.
Entrenched Fires 100% faster after 3 seconds without moving. Once this effect triggers, the Tack Shooter will remain in place until the the team moves away from it.
Entrenched Level 2 Fires 150% faster after 3 seconds without moving. Once this effect triggers, the Tack Shooter will remain in place until the the team moves away from it.
Arcane Pentagram Create an arcane pentagram on the ground every 20 seconds. Wizards with Twin Spell fire 2 additional bolts while inside the pentagram.
Arcane Pentagram Level 2 Create an arcane pentagram on the ground every 20 seconds. Wizards with Twin Spell fire 3 additional bolts while inside the pentagram.
Perfectagram Arcanum Level 2 Arcane Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. Bloons that enter them may pop into magic bolts.
Elemental Magic Bloons hit by bolts are frozen in place for 2s, set on fire for 2s, or create a static burst causing all nearby Bloons to move in a random direction for 2s. The effect changes on each magical bolt.
Elemental Magic Level 2 Bloons hit by bolts are frozen in place for 3s, set on fire for 3s, or create a static burst causing all nearby Bloons to move in a random direction for 3s. The effect changes on each magical bolt.
Elemental Pentagram Create an elemental pentagram on the ground every 20 seconds. Fire, freeze, and shock effects last 100% longer when cast from inside the pentagram.
Elemental Pentagram Level 2 Create an elemental pentagram on the ground every 20 seconds. Fire, freeze, and shock effects last 150% longer when cast from inside the pentagram.
Perfectagram Primordium Level 2 Elemental Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. Bloons that enter them may be affected by elemental magic.
Dark Magic Each Bloon popped gives the Wizard 1 Dark Magic, up to 25. Dark Magic reduces by 1 per 0.2 seconds after 1 second with no bloons popped. Magic bolts gain +5% damage and +1% crit chance per Dark Magic.
Dark Magic Level 2 Each Bloon popped gives the Wizard 1 Dark Magic, up to 25. Dark Magic reduces by 1 per 0.2 seconds after 1 second with no bloons popped. Magic bolts gain +7.5% damage and +2% crit chance per Dark Magic.
Unholy Pentagram Create an unholy pentagram on the ground every 20 seconds. While inside a pentagram, Dark Magic is worth +100% the normal amount (not affected by the cap).
Unholy Pentagram Level 2 Create an unholy pentagram on the ground every 20 seconds. While inside a pentagram, Dark Magic is worth +150% the normal amount (not affected by the cap).
Necromancy Bloons popped by the wizard while at max Dark Magic grant Souls. When the Wizard has 50 Souls they are consumed to create 20 Zombie Bloons around the team. Zombie Bloons deal 20 damage to up to 8 Bloons they touch.
Necromancy Level 2 Bloons popped by the wizard while at max Dark Magic grant Souls. When the Wizard has 25 Souls they are consumed to create 20 Zombie Bloons around the team. Zombie Bloons deal 20 damage to up to 8 Bloons they touch.
Perfectagram Profanum Level 2 Unholy Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. Bloons that enter them may turn into zombies.