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The Final Harmonic
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.
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 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.
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.
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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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"Weapon model glitch with crosspathing resolved"
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
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Overall cost increased by $2,075 (due to cost changes for previous tiers)
Echosense: maximum stack count increased ― 5 → 10
Note: This means the maximum range buff has increased from +30% to +60%
Totem: can now be redeployed by Support Chinook
Totem: should save location correctly on moving platforms (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
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 $200 (due to cost changes for previous tiers)