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True Sun God
Tremble before the AWESOME power of the TRUE Sun God!!
True Sun God is the Super Monkey's path 1 tier 5 upgrade in Bloons TD 6. Each sunbeam does 15 damage and has 20 pierce, and is shot every 0.06s at base. Its footprint is a 37x40 rectangle, like its predecessor, the Sun Temple.
When bought, all nearby towers (except Paragons, Heroes, Powers, and the Cave Monkey) are sacrificed, with their cash values absorbed, up to $50,000 per category. Each category of tower (Primary, Military, Magic, and Support) offer special modifications to the Temple. Unlike the Sun Temple, the True Sun God's sacrifices are additional to any preceding sacrifices, and can accept all four categories, but its previous Sun Temple sacrifices will only have up to three of the four categories.
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The projectile count of the current multitudes of mini avatars spawned by boosted temples in freeplay contributes to performance decay, so we’ve capped the spawn rate of these mini avatars. — Update notes
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Mini avatar spawn rate is no longer increased by attack speed buffs
In an attempt to reduce visual clutter, we have reworked the formula for Temple projectile size scaling to come out overall being smaller by roughly 25%. — Update notes
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Sun Temple Military sacrifice total projectile size increase formula has been reduced, for visual clarity ― +25% per bonus → +15% per bonus
Note: New max Military bonus decreased from +75% to +45% at 4xx; +100% to +90% at 5xx because capped at +100% benefit
Named monkey stats will track cash generation on super monkeys now
As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple. — Update notes
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Mini Sun Avatars: when placed will spawn with the same target prio as their parent tower
Super Monkey projectiles already travel most the map length so that total distance is being reduced and adding back via the range-focused middle crosspath. — Update notes
We haven’t looked much at Temples since the release of other paragons, as these have solidly carved out a place for themselves in Boss Events the original Temple has fallen behind, we wanted to try work on this again by improving upon the weaker temple sub-attacks, with this increased power we’ve also reduced the basic attack pierce gained on the main temple attack. We will be reviewing temple balance further soon so if, any of your feedback on this Rules, then we’ll take that under consideration for our next look. — Update notes
This is now a ‘part 2/3 temple rework', the actual bonuses have not been the focus of changes this time, instead we have shuffled around the different benefits gained from temple sacrifices to set the stage in balancing out the different categories. [...] We’re interested to hear your feedback in a few weeks, but for a future update we are now considering another step after this is to make temple sacrifices less wide but deeper. One possible option for this that we have discussed is reducing the max number of categories of sacrifice from 3 to 2, but raising the limits that can be invested in a single category to grant the same or more total power from investing in fewer categories. For this to work however each category needs to have a defined use case to pick it over the other categories, we’ve taken one step in this direction with the newly buffed Primary Blades attack dealing massive damage only at close range, and are considering doubling down on the Military category of sacrifices functioning much better at a far range while Magic sits well in the middle. — Update notes
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Temple Sacrifices: Category for main attack damage upgrades changed ― Primary → Military
Temple Sacrifices: Category for main attack pierce upgrades changed ― Primary → Magic
Temple Sacrifices: Category for main attack projectile size changed ― Military → Magic
Temple Sacrifices: Upgrade order of additional attacks and upgrades on the Temple's attacks changed. First sacrifice bonus adds a secondary attack, second bonus improves the main attack and further bonuses alternate between adding or improving a secondary attack or boosting the main attack
We’ve been wanting to give the Military path of the Temple more long-range focus for a while, so this update pushes toward that goal. Single-target damage is getting a big boost, while the Missile attack becomes a pure long-range damage dealer. Golden Spectres are also seeing a rework similar to the regular Spectre changes happening for Monkey Ace aimed as an overall single-target DPS improvement
Sun Temple - Magic
The baseline power of Magic sacrifice leaned far too heavily on Mini Sun Avatars (The category was... pretty bad... until reaching 100% sacrifice value), so we’ve shifted some of that strength into making Arcane Blast hits, while Mini Sun Avatars are toned down to balance things out while keeping the overall unbuffed damage of this path roughly the same. We will also note in advance there are a couple more buffs to lower tiers here that we found weren’t working right but will be fixed in .1 or v52, this will not impact max-powered temples. — Update notes
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Large missile: Projectile is visually larger
Note: Does not change the projectile radius
Large missile: Bonus damage to MOAB-Class Bloons increased ― +74 → +1999
Large missile: Pierce reduced ― 50 → 40
Large missile: Now has a minimum range of 75 units
Large missile ($300−$2,000 in Military sacrifices): Attack cooldown increased ― 3s → 6s
Large missile ($2,001−$15,000 in Military sacrifices): Attack cooldown increased ― 1.5s → 3s
Note: Attack cooldown unchanged for $15,001+ (1s)
Golden Spectre Darts: Pierce reduced ― 50 → 6
Golden Spectre Darts: Damage increased ― 10 → 25
Golden Spectre Bombs: Pierce increased ― 10 → 30
Golden Spectre Bombs: Now deal +20 bonus damage to Ceramic Bloons
Golden Spectre Darts and Bombs ($50,001+ in Military sacrifices): No longer gain any additional pierce or damage on this sacrifice tier (undocumented)
Note: Dart damage increased from 15 to 25, bomb pierce remains 30
Note: Version for $7,501+ in sacrifices unchanged (2.0s)
Storm Blast ($2,001−$10,000 in Magic sacrifices): Can now affect blue MOABs (bug fix)
Note: This change was implemented on version 51.0 but did not work correctly and was capped at Ceramics. Attack version for $10,001+ in sacrifices unchanged (BFBs).
Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples — Update notes
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Sacrifice value threshold for tier 1 benefits increased ― $300+ → $10,001+
Sacrifice value threshold for tier 2 benefits increased ― $1,001+ → $15,001+
Sacrifice value threshold for tier 3 benefits increased ― $2,001+ → $20,001+
Sacrifice value threshold for tier 4 benefits increased ― $4,001+ → $25,001+
Sacrifice value threshold for tier 5 benefits increased ― $7,501+ → $30,001+
Sacrifice value threshold for tier 6 benefits increased ― $10,001+ → $35,001+
Sacrifice value threshold for tier 7 benefits increased ― $15,001+ → $40,001+
Sacrifice value threshold for tier 8 benefits increased ― $25,001+ → $45,001+
Note: Max sacrifice value unchanged ($50,001+)
Ballistic Missile (all versions): Minimum range increased ― 75 units → 100 units
Note: Previous value was incorrectly stated as 80 in the patch notes
Mini-Sun Avatar: No longer stop attacking if their parent tower is sold (bug fix)
Temple is receiving some more changes in regards to balance and scalability based on recent feedback; while we would like to take time to balance the lower tiers out more, this should improve the overall top end category balance of sacrificing. — Update notes