A magical trident throwing Monkey of the sea that calls upon the power of the depths for damage, support, or Bloon clean up. Amphibious, but thrives in water.
The Mermonkey attacks by throwing tridents that create damaging splashes around each Bloon they hit, similar to Hydra Rocket Pods and Captain Churchill's explosives. Each trident can create two splashes by default. The Mermonkey can be placed on both land and water, but has 25% more range if placed in water. Its first upgrade path is deep sea-themed and focuses on improving its attack speed, buffing nearby towers' pierce, and empowering an Abyssal Creature that attacks Bloons with its tentacles. Its second path is Greek mythology-themed and focuses on improving its trident attack, as well as granting it the ability to freeze Bloons with its trident and its Activated Ability. Its third path is Siren-themed and focuses on Camo detection and seeking projectiles, improving its range, applying effects to Bloons, and buffing Heroes.
Coats tridents in a thick ink that slows bloons. Abyssal creature grows in power, destroying most Bloons with ease and enhancing nearby Monkeys with more pierce.
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.
Popseidon's Ice Jet ability draws such power that a rogue wave floods the map with supercooled water, freezing all Bloons and reclaiming the weak for the sea.
This 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.
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Pre-release
The Mermonkey was first confirmed in the update notes for version 42.0.[1] It was later given an extensive preview in the update notes and accompanying video for version 44.0.
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We were cautious with initial low tier Mermonkey upgrades, but as nothing seriously unexpected came up we’ve reduced the base cost and improved the projectile lifespan which should help with issues on some higher tier upgrades. — Update notes
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
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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Cost increased ― $275 → $300
Splash: Radius reduced ― 6 units → 3 units
Note: Stacks with X-2-X Tidal Chill ― 9 units → 4.5 units