The subject of this section is in development or has yet to release and may change dramatically over time. This article will likely become outdated as more information is released. You can help Blooncyclopedia out by keeping it up-to-date.
Bomb Paragon is in a spot it seems to perform well, but it still doesn’t see a good spotlight in boss events so we’ve scaled up the Boss Bonuses with a bump in price. — Update notes
”
Tiers
Changes
Paragon
Paragon cost increased ― $600,000 → $650,000
Main attack explosion: Bonus damage to bosses increased ― +2,500 → +3,500
With the 240 crosspath now providing MOAB Layer soaking, Glue Strike’s base ability will last through more layers before wearing off, but with a slower cooldown to match the T5 which already sits at a 40s cooldown. — Update notes
Ability: Number of Bloon layers affected by glue slowdown increased ― 3 → 5
Note: Other effects of the ability glue unchanged (damage debuff is ∞ layers and immunity debuff is 6 layers). 1-4-0 crosspath and further upgrades unchanged (∞ layers)
Mid-path desperado’s pistol was intended to be a soft ‘minimum range’, but implementation was confusing and frustrating to use, somehow again right after Wolfy’s recent struggles (fun videos those), we decided to work on improving the first timer's desperado experience for this path. The Rifle weapon will now always take priority and shoot first over the pistol if there are targets within Rifle radius, HOWEVER, pistol range is now a true deadzone that the rifle cannot target within. TLDR; The pistol now attacks when there are only Bloons within the pistol radius and nothing in the rifle radius. — Update notes
Buccaneer’s Merchantmen path will now gain a damage bonus based on how much spare cash you have on-hand. This introduces a fun trade-off where you can choose to hold onto cash for a combat boost at the cost of losing advantage from immediately snowballing into more economy. It’s kinda neat — Update notes
This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Verify the frontal bomb Ceramic bonus inheritances
“
Spectre was making the save-up into into a Flying Fortress too effortless so it’s single target power has been lowered with a raised upgrade cost, enough to make this not quite so easy — Update notes
The Wizard Paragon's Metamorph[sic] form bonus Boss damage from the main flamethrower attack has been reduced as it overperforms even without overclocking — Update notes
The Monarch’s Superstorm re-hitting has felt like a success though it over-buffed single target performance while over-nerfing the blowback due to rapid pierce consumption, so we are scaling back the damage but reducing pierce penalties to balance this out. Additionally, to reduce game lag from attack speed double-dipping, the Druid Paragon's Vinenado cooldown has been increased, while its economy has been buffed with higher base income and a stronger Boss Skull multiplier - though we don’t want to quickly jump into making this easily self-sustaining the Boss Skulls in particular should now grant 5x the cash they did previously. — Update notes
”
Tiers
Changes
All tiers
Main attack: Projectile spread can now be affected by accuracy buffs
Oh yea we have one more tower balance change. As the Engineer paragon moves to a more supportive role, we are toning down the direct boss damage and attack speed but also lowering the upgrade cost. — Update notes
”
Tiers
Changes
Paragon
Paragon cost reduced ― $650,000 → $600,000
Main attack: Bonus damage to Bosses reduced ― +300 → +100
Main attack: Attack cooldown increased ― 1.5s → 2.0s (attack speed reduced by 25%)
Note: Minimum attack cooldown after self-ultraboost unchanged (0.15s)
To smooth out Pat’s levelling progression, we’ve increased range earlier, added an extra mid-game damage step for Rallying Roar, increased his late-game pierce, and at Level 20 the Big Squeeze hug also hits the surrounding area with a powerful stun to provide leeway during Pat’s crush downtime. — Update notes
”
Levels
Changes
1-8
Range increased ― 24 units → 27 units
9-15
Range increased ― 27 units → 30 units
16+
Range increased ― 29 units → 30 units
9-13
Rallying Roar: Damage bonus increased ― +1 → +2
Note: Level 14+ unchanged (+3)
15-17
Main attack area of effect: Pierce increased ― 20 → 30
18+
Main attack area of effect: Pierce increased ― 30 → 40
20
Big Squeeze: Now produces an area of effect when used that stuns Bloons for 5s
Description changed:
Before
After
Big Squeeze can grab several big Bloons at once.
Squeeze can hug several big Bloons at once, with such intensity nearby Bloons are left stunned!
7
Description changed:
Before
After
Increased popping power and damage.
Pat has increased pierce and deals more damage.
9
Description changed:
Before
After
Increased attack range.
Increased attack range, and Rallying Roar further increases damage of rallied Monkeys.
15
Description changed:
Before
After
Slap attack can affect more Bloons.
Slam and Slap attacks can hit more Bloons.
16
Description changed:
Before
After
Increased attack range and bonus damage to ceramics.
Since Adora’s final form was hurt by recent Overclock changes, we’ve buffed her Lv20 Ball of Light damage and just fun further boosted her True Adora form. — Update notes
”
Levels
Changes
20
Ball of Light: Damage increased ― 15 → 20
Ball of Light: Bonus damage to Fortified Bloons increased ― +15 → +20
True Adora
Main attack: Damage bonus increased ― +8 → +24
Note: Overall damage increases from 10 to 26
Ball of Light: Damage bonus increased ― +72 → +180
Note: Attacks with "infinite" pierce usually have 9,999,999 pierce internally. If these projectiles hit the head, their pierce will no longer be reduced to 0
Boss Rush: Rattle Tail base health reduced ― 125 → 150
UI: The ‘session token is invalid’ error popup now offers a "Logout" option to work around
Gameplay: Resolved an issue where Towers were being affected twice by certain Monkey Knowledge
Gameplay: Resolved a crash that happened when placing a 0-0-3 Tech Bot Prime, and then placing the other tier 3 Tech Bot Primes
Gameplay: Resolved a game crash that would occur in any game against Diamondback upon losing the first life of the game while using an ambidextrous 052 Boomerang Monkey.
Gameplay: Resolved an issue with Desperados changing weapons
Gameplay: Resolved a visual placement issue with the Sun Temple's creation animation
Gameplay; Root of All Nature should no longer consume cash while in Review Mode
Gameplay: Druids should no longer be able to count themselves for Poplust buff during placement
Gameplay: Geraldo's Glue is no longer invisible if placed at the top of a map
Audio: Alchemist Popssum pet can now be muted
Social Seasons: Resolved a number of minor analytic mis-counts
Social Seasons: Review Map should no longer hide the Social Seasons button from the end-game screen
Social Seasons: Resolved a conflict between multiple Social Season Medals
Odysseys: Completion screen should now show the icon for the difficulty beaten
Co-op: Moved the Home button on the Rejoining screen to prevent accidents
Tech Bot and Tech Bot Prime: Link and unlink abilities no longer count as uses of activated abilities for stats
Adora's Temple: Resolved a visual issue where track items were placed inside the temple in some areas
Infernal: Resolved a visual issue with the background assets
Sandbox: Frontier Bloons now list below all others in Sandbox & only after being seen
Banana Farmer Pro: Can no longer receive a Merge button from Beast Handlers
Rogue Legends: All bosses should use their Elite Appearance in late stages.
Rogue Legends: Optimizations made to the save files
Netflix version: Resolved a crash that could occur when loading Cloud Save mid-game
Update of Power! • New Beginner map, Skull Tweak. A rad remake of a BTD5 community contest winning map. • New Hero, Dan D'Monke and He-Man skin. Both with alternate forms! IAP only for a short time. • He-Man Quest and 3 new challenge Quests! • Plus balance changes, quality of life improvements, Trophy Store cosmetics, and more!
The update notes did not mention the addition of Insider Trading. According to the developers, this Artifact was supposed to be cut from the update due to it being unfinished, but was accidentally left in Gentlemonkey Gadgeteer's starting party.[3] His starting party was reverted in version 55.1, rendering it unobtainable.
The update notes contain the following errors:
The Bloon Layer increase for Glue Strike is stated to affect the top crosspath (written as x4x in the notes), but this crosspath is not actually affected.
The damage of the Side Darts of the Flying Fortress is also reduced, not only the Frontal Darts.
The cash increase of Root of All Nature is not doubled for tier 2 and 3 farms, these are only increased $20.
There are a few changes where it is unclear if they are jokes or references to an actual bug fix:
"Resolved a Dev build issue where if Quincy was level 7 at the start of round 25 - BOOM"
"Monkey Village - Resolved a minor verbal dispute with Striker Jones"
The official update notes include a joke change for Perma-Spike:
It was a day like any other. Waiting behind the front lines, ready for an attack, sat a lone "Long Life Spikes" factory. Sitting there, alone, the tower thought to itself "Is this all I have? Is this all I am? A machine meant to destroy these floating fools if they break through our defenses? Is my purpose only to sit here as backup? I want glory. I want power!" Alas, this was something it had thought about many times, though not once had it ever even seen a Bloon. This was the life given to those who defended the Monkey Meadows. As time went on, the lone factory grew older. One day, while minding its own business, it noticed something coming along the road… There it was, a single floating red Bloon. The Long Life Spikes instinctively prepared its spikes and finally claimed its first pop. While overjoyed by the accomplishment, that joy soon turned to dread at the sight of countless more Bloons following in the rounds ahead. "What is happening on the front lines?" it muttered to itself. "Was Ryan AFK? No matter, I must stand my ground!" And so countless rounds went by as the factory popped more and more Bloons… No longer just red, but innumerable variations of blue, green, yellow, and even pink. After some time, the small factory realised it could not keep up spike production at this pace, it needed more power, but felt totally helpless. Just as its last spikes were being destroyed and the end seemed near, it happened. Something shifted inside. "Long Life Spikes" blinked for the last time, and when its eyes reopened, "Deadly Spikes" was born. With ruthless efficiency, it tore through the incoming wave with ease. After a few more rounds of chaos, it seemed the situation on the front lines had stabilized. For the first time since its awakening, it was able to cover the area with a pile of iron, 30 feet high! "I will stand my ground till the very end.” it vowed. “I will not let a single Bloon pass." Many, many more rounds passed. Every now and then the Bloons would return, and every time Deadly Spikes stood proud and victorious. No longer fighting mere Bloons, it now faced off against massive MOABs with pride. Despite its newfound strength, feelings of dread began to grow as the rounds progressed. Its defences became increasingly easy for the Bloons to break through. Deadly Spikes knew something was coming… something big, something B.A.D. It began preparing for the worst, modifying itself into the ultimate machine. Amidst the constant onslaught, a transformation occurred. With beautiful gleaming yellow paint and spikes sparkling with raw power, "Perma-Spike" was born. Empowered and fearless, all its past worries faded into a distant memory; this was its duty, and the Bloons were nothing but fodder against it now. It waited, bolstering its defences, and waited more. After an uncomfortably small number of rounds, it arrived: A monstrous abomination of purple rubber, something akin to an eldritch horror. Yet, despite the abomination slowly floating forward, Perma-Spike knew. Thinking back to the question it had asked itself as a lowly "Long Life Spikes," it finally understood: "This... this is the reason I was created. This is my purpose, and I will not back down." And that is exactly what it did. Despite the ruthless assault from the Big Airship of Doom, Perma-Spike stood strong, eliminating every layer. After popping the very last red Bloon from the now-deflated B.A.D., the entire world fell silent. Standing there, looking down at the fields of rubber, "Perma-Spike" looked towards the sky.
↑"yeah it should only be 1 new artifact this update, an extra one got in that wasn't fully finished yet and shouldn't be here" – JoeyRainStorm Ninja Kiwi (Wed, 3 Jun 2026). "Joey on the Ninja Kiwi Discord". Discord. Retrieved Tue, 9 Jun 2026.