Template:Upgrade row
Path 1
Greatly increases own range, and increases range for other Monkeys in radius stacking up to 5 times.
Can detect Camo Bloons, and can toggle long-range stance to attack slower with pinpoint accuracy over great distance.
- Attack cooldown increases by 25% (effectively reducing attack speed by 20%)
- Range increases by 35%
- Projectile lifespan increases by 10%
- Projectiles do not decelerate as they travel
- Projectiles home in on the target, then continue moving in a straight line after hitting it
Despite what the description implies, this stance does not affect the Skywarden's random projectile spread. This Monkey Special has a cooldown of about 5 seconds.
Wind Combo attack first causes Bloons to periodically be blown back, then produces extra arrows from the target, then pulls other Bloons backwards to the target.
- All Skywardens with this upgrade, Galesage, or Farwind Seer apply a circling green mark to all Bloons they deal damage to, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. Each arrow also applies an effect to the first Bloon it deals damage to, causing it to take 10–20 units of blowback every 0.5 seconds while marked, which all its child Bloons inherit. MOAB-Class Bloons do not take blowback, but still count as the first Bloon hit.
- Starting on the third hit, each arrow spawns two additional arrows, spread 45° apart from each other, which can hit the same Bloon as the main arrow. These arrows have the same damage and pierce as the arrow that hit the Bloon, but lack any of its additional effects.
- Starting on the fourth hit, each arrow spawns a vortex at the nearest point on the path. It has 4 pierce and inflicts 20–40 units of blowback. MOAB-Class Bloons do not take blowback from it, but still consume pierce.
Attacks in quick volleys and disables Camo from Bloons within radius.
True mastery of the wind knows no bounds. The arrow's sting grows deadlier the further the air currents reach.
Path 2
Arrows pulse with Energy, flying faster, and building even more attack speed from successfully hitting Bloons.
Arrows unleash a thunderous explosion that grows in size over distance. Can fire over walls and be set to target a location.
Lightning Combo attack charges hit Bloons to attract Energy and Plasma Projectiles, then to produce chain lightning when hit by Sharp or Shatter damage, then strikes the target with high damage stun.
- All Skywardens with this upgrade, Thunder's Decree, or Stormwrath Archon apply a circling yellow mark to one Bloon they deal damage to at a time, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. All affected Bloons attract projectiles that deal Energy- and Plasma-type damage within a 30-unit radius towards them.
- Starting on the second hit, affected Bloons that take damage from Sharp- and Shatter-type attacks create chain lightning that has 4 pierce, splits once (effectively hitting up to 6 Bloons), and does 5 damage with +4 damage to frozen Bloons. The lightning attributes its damage and pops to the tower that triggered it.
- Starting on the fourth hit, each arrow deals +10 damage and stuns the target for 3 seconds (1 second for MOABs and DDTs and 0.5 seconds for BFBs). It cannot stun ZOMGs and cannot refresh its stun duration on Bloons that are already stunned by it.
Combo attacks can stun ZOMGs. Thunder Charge Ability: Electrically charges nearby Monkeys, granting them faster, ricocheting projectiles that can pop Frozen Bloons.
When the Thunder's Decree activates its ability, towers within its range have their projectile speed increased by 200 units/s (equivalent to a Mermonkey trident's speed), can pop Frozen bloons, and their projectiles can ricochet twice to the closest Bloon. The ricochet occurs 0.05 seconds after the projectile hits a target, and targets Bloons up to 100 units away that have not already been hit. Projectiles that already ricochet gain 2 extra bounces. If the Skywarden's range changes mid-ability, towers can gain or lose the effect. This ability has a 15 second duration and a 45 second cooldown.
Spent arrows serve as volatile conduits, lashing out in crackling fury when nearby Bloons are struck by Energy or Plasma. Thunder Charge weaves a lethal web of lightning between all conduits, obliterating anything caught in the crossfire.
Attacks now leave behind lightning rods with a 3 seconds cooldown at the closest track segment to the target, which last 12 seconds and must be spaced at least 10 units apart. These can create lightning every 0.5 seconds when a Bloon within 26 units is struck by an Energy or Plasma attack. The lightning does 40 damage and has 5 pierce, capped at 5 pierce.
The ability's cooldown is reduced from 45 to 30 seconds and now also spawns a lightning bolt every 0.25 seconds, which deals 40 damage with 50 pierce and has a 35% chance of stunning affected Bloons for 2s. The bolt can jump between two lighting rods every 0.05s, consuming 8 pierce after each jump.
Path 3
Improved pierce and accuracy. Low tier Frozen Bloons are shattered instantly.
Arrows of ice more easily pierce through and deal bonus damage to Frozen Bloons.
Crosspathing increases its extra damage to frozen Bloons to the following:
- Galesage: +2 damage
- Farwind Seer: +5 damage
- Galvanic Conduit and Thunder's Decree: +4 damage
- Stormwrath Archon: +10 damage
Ice Combo attack first slows targets, then causes Bloons to slow other nearby Bloons, then will produce freezing shrapnel from the target.
- All Skywardens with this upgrade, Frozen Verdict, or Winter's Mercy apply a circling blue mark to all Bloons they deal damage to, which lasts for 2 seconds. If they damage a Bloon that already has a mark, it refreshes the duration and advances the combo. All projectiles that hit affected Bloons consume one less pierce (effectively losing zero pierce, unless they have pierce penalties or hit Bloons that consume extra pierce), including projectiles from other towers.
- Starting on the third hit, each arrow reduces the speed of all other Bloons within an 8-unit radius of the affected Bloon by 20%.
- Starting on the fourth hit, each arrow spawns two shrapnel projectiles, which move in a straight line from the point of impact towards the two closest Bloons in a 300 unit radius. These projectiles have 3 pierce, deal 3 Frigid-type damage and +3 damage to frozen Bloons, and have a 35% chance to freeze non-MOAB-Class Bloons for 1.5 seconds (affecting all layers).
Destroying a Frozen Bloon leaves volatile icesplosive remains on the track to slow Bloons and explode in an icy burst when they expire.
Whenever an arrow pops a frozen Bloon, it leaves behind an icesplosive remain that lasts anywhere from 2 to 4 seconds. It slows up to 6 Bloons, including MOABs by 50% for 3 seconds. When the remain expires, it does a 3 pierce explosion, dealing 3 Frigid damage and freezes 6 non-MOAB layers for 1 second.
Winter's bite deepens in the presence of more frozen Bloons, drawing a brief surge of damage from shattered foes. Frozen MOABs burst in ruinous iceplosions.
The icesplosive remain's blast radius is doubled from 12 to 24 units and its damage is increased from 3 to 5, and increases further if they originate from a popped MOAB: A base MOAB adds +25 damage, a DDT +50, a BFB +75, a ZOMG +200, and a BAD +10,000.