While we have been working to increase this niche with many new maps, Juggernaut’s functions sub-optimally for the majority of current maps in the game as the knockback doesn’t scale well without good rebound opportunities; to help with this we’re increasing their knockback force slightly with even more emphasis on the less-favored crosspath. We are slightly reducing the cost of Super Monkey Fan Club to overall improve the value of taking multiple to maintain higher uptime — Update notes
This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Get the *{{buff|name=Main attack|Projectile pierce increased|27|81|Crosspath pierce bonus increased|+5|+27}} to work as intended in this specific format
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Boomerang base price is being slightly reduced, already a decent start in many cases though this seemed enough to make slight game start changes and price it differently to other towers. The main attack for MOAB Domination has been scaled up as overall it is a good upgrade but the pierce on this main attack was previously unchanged from the T3. Glaive Lord’s main thrown attacks will now be able to bounce back again and hit the same target multiple times, this can be a very powerful effect so there is a cooldown on how frequently any single Bloon can be re-targeted. — Update notes
Bloon Crush does its job locking down all movement in an area, but we feel it could see more damage to reduce the stall time without the balance really changing much. Bomb Blitz was recently refitted to a cheaper price range while proportionally keeping a similar power level for the cost, however seeing it now in this spot we feel keeping higher damage will give it the edge it needs to feel more impactful than spamming Recursives. — Update notes
Tack is a very powerful base tower technically, but it is unable to achieve high uptime of that potential power in many early rounds, so some base cost is moving into the cheaper xx1 and xx2 upgrades to make it easier for other towers to start alongside the tack. Additionally, while we’ve held out on this change as there are strong use cases in prior upgrades, Blade Maelstrom lacks the single target punch to last late in Modern Bloons. While it is designed as a high pierce cleanup of low tier Bloons we want to try shifting some pierce to single target damage to feel good for longer. — Update notes
Increased duration has limited use on upgrades that completely destroy targets anyway, so a better crosspath benefit is being added onto 401 glue puddles. Bloon Solver’s pierce is being reduced as it is over-overkill for how many Bloons you realistically see at once, but this reduction should not be noticed for most players. Glue Splatter stands out as weirdly expensive for T2, and is rarely even needed so we’re significantly cutting its price to bring it down to a more affordable range with less pierce, we hope this should make it more worth considering for splatter coverage over piercing. Now that Glue Storm is extremely good for damage type & debuff support we’re removing the bonus speed reduction that should otherwise require xx2 crosspath and lowering the duration of the Glue Storm. New Relentless Glue finally offers something quite powerful so cost is slightly increasing. — Update notes
Lower tier Shrapnel crosspathing balance doesn’t feel great currently, so the damage crosspath benefits at T1 & T2 are improving. Even with the high damage per shot, Cripple MOAB still has low value outside of debuff capability, we feel that these shots pack enough of a punch now that they should do a little collateral damage - so lets do it! (we’ve also increased shrapnel pierce at this tier to not tip crosspath balance too far to one side). — Update notes
Bloontonium Reactor’s unsubmerged damage is increasing to encourage unsubmerged possibilities. The bonus to Lead on Reactor currently doesn't apply to T5, so this bonus is being carried up and improved along with a small price reduction to Energizer as strategies using it have fallen somewhat in viability. Nautic Siege Core’s hero buff is being improved as currently this is an under-utilized part of the tower. — Update notes
While buccaneer is technically already a very good starter tower for maps that happen to have ideal spots allowing it to attack in both directions we feel this situation isn’t common enough that the tower should be priced around that expectation - this reduced cost is added back to top and bottom T3 upgrades as they do not need the buff. As the paragon has exceptionally powerful scaling mechanics as well as being a paragon that continues to produce cash the XP Unlock requirement is increasing, this increase will not affect players who have already unlocked it. — Update notes
A lot of stats shuffled around here; this should keep the power level roughly similar overall but with proportionally more of that power coming from the seeking attacks, and less from micro aiming the faster firing frontal gun. — Update notes
Overall Comanche cleanup and stats shuffle; with the goal of improving baseline non-buffed performance and making it less demanding of Geraldo’s Pickle for high damage. — Update notes
Artillery Battery use has really exploded (!) and over the past few updates it has been sitting fairly steady in a great spot, the current power level feels good but we don’t want to create too big of a gap from the T3 yet so only a very slight cost increase. Blooncineration’s 025 crosspath currently works so much better with external buffs so we're tweaking the 205 crosspath to feel better in some situations. — Update notes
Wizard has a weaker base tower so the base cost is going down in exchange for a small price increase to the cost to value ratio for the effective Arcane Mastery. As Fireball becomes very forgotten at higher tiers and is hard to even see at Dragon’s Breath, we’re improving the crosspath and adding even more projectiles at T3 for wider explosive coverage. As Shimmer is the slowest de-camo in the game it is important that it not miss when it does trigger, so pierce is greatly increased. Wizard Lord Phoenix’s Wall of Fire hasn’t had any meaningful upgrade progression, so its damage is being increased. Magus is one of the more in-depth Paragons to use effectively so having it as one of the cheapest to unlock didn't feel right, the unlock XP requirements for this and Ninja are being swapped around. — Update notes
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. The recent Robo/Tech Terror nerfs had a larger impact on the Anti-Bloon, so it is seeing a larger compensatory price reduction. Legend of the Night’s special passive ability is being failsafe limited to 2 activations per round, per tower. — Update notes
While a great early game option, Ninja generally struggles with dominant crosspathing choices and also has relatively poor base tower value. Without going into every single change, T3s onward remain relatively unchanged with a lot of prices below T3 being moved around from less favorable crosspaths into better/higher tier upgrades. Ninja Paragon is very simple to use so unlock XP requirements for this and Wizard Paragon are swapping around so Ninja is the faster unlock. This increase will not affect players who have already unlocked it. — Update notes
Passive life generation is being removed in favor of the active ability being the only source of life generation, this allows druid-focus strategies to no longer ‘accidentally’ heal their Vengeance buffs away. Heart of Vengeance itself has been allowed to remain overpowered for a long time since life loss is not always an option in different challenges/modes, but with newer competitive modes being added over time that do allow for this mechanic to be, overindulged, shall we say, it feels due for substantial rebalance. — Update notes
Monkey Wall Street’s cost is being increased, but in return its special bonuses have been improved with more life generation and much more range for Banana collection. — Update notes
Spike Storm is now exceptionally strong so the ability cooldown is increasing a small amount along with the T5 cost. This comes along with a crosspath rebalance granting more 042 lifespan. Long Life Spikes can start creating a nice buildup of spikes in advance but most of the time feels fairly meh as a stepping stone into Deadly Spikes, a little price here is being shifted up to improve standalone upgrade value. — Update notes
Primary Expertise’s own attack is unreliable due partly to low bounce distance, so this is being increased. Base level Monkeyopolis continues to over perform, so the baseline cash generation is reducing. — Update notes
While better than many options, base Engineer still takes a lot of available starting cash so the cost is reduced slightly and being moved back up into Cleansing Foam & Bloontrap; also with a reduction to Double Gun’s price to reflect the lower value of the base tower. Sentry placements are slightly changing to improve their reliability, and will now spawn closer to the track depending on how much range the sentry has. Sentry Champion, while strong with them, is lacking without high buff support so we’re trying out an increase to the sentry damage on it. — Update notes
In going over our large list of price changes for Beast Handler’s lower tiers in 42 this change was received very positively, however we did not realize that in making this change we killed off all chance of dual-beast handlers being used as a round 1 starting option for under $650 in hard modes – So we gotta do that math all over again and convert it for difficulty, painful 😀 All T1 beast prices changed to allow 110 & 101 beast handler combos to be placed for under $650 in hard mode, all T2 & T3 prices shifted around to keep these same cost ratios. — Update notes
Orca is very strong currently but Great White doesn’t do so much outside of max merge MOAB Takedowns, so damage is increasing to improve these non-maxed situations. — Update notes
Dinosaurs: Now spawns within 30% of their range to the track
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Golden Eagle has stood out more than Condor against MOABs which has felt very wrong, last update it was nerfed against MOABs and now we are playing with the pierce & penalties to improve Golden Eagle further against non-MOAB-Class targets and for Condor more help with lower MOABs. — Update notes
We’re slightly reducing beast reposition cooldown as the tiny range leaves movement very tight, which is especially painful for Microraptor path given the low range. — Update notes
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Tiers
Changes
1-X-X Piranha and further upgrades X-1-X Microraptor and further upgrades
Quincy’s Rapid Shot starts with an extremely short duration that slowly increases over levels, the difference between min and max is huge but it doesn’t feel too impactfully increased at any point through the leveling up process, so we are increasing the base duration and instead moving the buff up to max duration all into his Lv13 which currently doesn’t do much. — Update notes
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Levels
Changes
3–12
Rapid Shot: Duration increased ― 3.5s → 8s
4+
Rapid Shot: Duration no longer increases by 0.5s per level
13+
Now also increases Rapid Shot duration ― 8.5s → 12s
Gwendolin’s Heat it Up was recently reworked to allow for much more frequent triggering from attacks, however the 4.5s internal cooldown still limits it from being scaled up far so that internal cooldown is now also being reduced. Additionally, Heat it Up’s bonus buff to damage against Lead targets has been improved slightly so we can get more out of that niche. — Update notes
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Levels
Changes
4+
Heat it Up: Minimum delay reduced ― 4.5s → 1.5s
Heat it Up: No longer fails to apply if the attack runs out of pierce (bug fix)
17+
Heat it Up: Buff to Lead properties increased ― +1 → +2
Obyn isn’t necessarily the best support for every type of Druid to reach its highest DPS, but with his more easy reliable design it feels appropriate for him to solve Druid’s biggest weaknesses in a more laid back approach with: — Update notes
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Levels
Changes
8+
Nature's Wrath buff: Additionally grants camo detection to Druids in radius
Benjamin’s Cyber Security and Skimming levels have been swapped around so that the early game skimming cash snowball doesn’t come quite so soon, and Cyber Security can come in earlier where it will make a bigger impact proportionally to the lives being lost. — Update notes
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Levels
Changes
4–6
Level 6 (Cyber Security) swapped with level 4 (Skimming)
Etienne's drones are prone to missing due to very low projectile speed, this speed is increasing a fair amount to help with this as drones already have an inability to directionally aim well. — Update notes
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Levels
Changes
All
Faster projectile speed for all drones ― 150 → 250
Etienne should no longer consume the ‘Box of Monkey’ Relic Knowledge (bug fix)
Geraldo has been far too powerful for a while and all-round nerfs are coming to many outstanding aspects, however in return a little quality of life is coming with some more forgiving stock capacities and much more flexible Fertilizer; with the % benefit being reduced in return for improved replenish rate, maximum stock and the ability to now work on all Banana Farm types. — Update notes
Geraldo has been far too powerful for a while and all-round nerfs are coming to many outstanding aspects, however in return a little quality of life is coming with some more forgiving stock capacities [...]
Geraldo has been far too powerful for a while and all-round nerfs are coming to many outstanding aspects, however in return a little quality of life is coming with some more forgiving stock capacities [...]
Geraldo has been far too powerful for a while and all-round nerfs are coming to many outstanding aspects, however in return a little quality of life is coming with some more forgiving stock capacities [...]
Geraldo has been far too powerful for a while and all-round nerfs are coming to many outstanding aspects, however in return a little quality of life is coming with some more forgiving stock capacities and much more flexible Fertilizer; with the % benefit being reduced in return for improved replenish rate, maximum stock and the ability to now work on all Banana Farm types.
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Now usable on Monkey Banks, Marketplaces, and their further upgrades
As Corvus’s power is still considerably top-heavy the mid game performance is being improved with buffs to underused spells, but also top-end power of his 2 most powerful level 20 spells is being reduced to lessen the pressure to ‘need’ to get this far. — Update notes
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Levels
Changes
3+
Soul Harvest: Cooldown increased by 5s at all levels ― 35s → 40s
As Corvus’s power is still considerably top-heavy the mid game performance is being improved with buffs to underused spells, but also top-end power of his 2 most powerful level 20 spells is being reduced to lessen the pressure to ‘need’ to get this far.
As Corvus’s power is still considerably top-heavy the mid game performance is being improved with buffs to underused spells, but also top-end power of his 2 most powerful level 20 spells is being reduced to lessen the pressure to ‘need’ to get this far.
Some Relics required more functional changes. As more range is situational and sometimes detrimental Going the Distance has been merged with Durable Shots to also grant increased Lifespan, Durable Shots now instead increases the pierce of all towers. As ‘Popping White Bloons’ is also far too situational Deep Heat now also grants Frozen Bloon popping and improves the duration of Freezes. — Update notes
Now also increases the lifespan of all projectiles by 30%
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Minor tweaks to Heartless which feels it has no competitive edge over most other Relics & Monkey Boost which overperforms on all available tiles. — Update notes