 Faster AttacksIncreases the attacks per second of the whole team by 5%. |
— |
Team Upgrade |
Tier 1 |
 MagnetismIncrease the range you can collect Blops from by 5%. |
— |
Team Upgrade |
Tier 1 |
 More DamageIncreases the damage of the whole team by 5%. |
— |
Team Upgrade |
Tier 1 |
 More PierceIncreases the pierce of the whole team by 5%. |
— |
Team Upgrade |
Tier 1 |
|
— |
Team Upgrade |
Tier 3 |
 Recover HealthRecover 1 Health. If already at maximum health, gain 1 Temp HP. |
— |
Team Upgrade |
Tier 4 |
|
Alchemist |
— |
Monkey |
 Chemical WagerEvery 3rd potion thrown has a randomised effect including slowing, burning, explosions, and increased XP. |
Alchemist |
Chaos Path |
Tier 1 |
 Chemical Wager Level 2Every 2nd potion thrown has a randomised effect including slowing, burning, explosions, and increased XP. |
Alchemist |
Chaos Path |
Tier 1 |
|
Alchemist |
Chaos Path |
Tier 2 |
 Make It RainThrow out 4 additional potions every fourth attack. |
Alchemist |
Chaos Path |
Tier 2 |
|
Alchemist |
Chaos Path |
Tier 3 |
|
Alchemist |
Chaos Path |
Tier 3 |
 Raising ChancesEvery potion thrown by the Alchemist Monkey now has a random effect applied. |
Alchemist |
Chaos Path |
Tier 4 |
 Raising Chances Level 2Every potion thrown by the Alchemist Monkey now has a random effect applied. Potions now also bounce. |
Alchemist |
Chaos Path |
Tier 4 |
|
Alchemist |
Chaos Path |
Tier 4 |
|
Alchemist |
Chaos Path |
Tier 4 |
 Berserker BrewStanding inside a potion pool increases attack speed of both hero and monkeys by 50% while inside. |
Alchemist |
Enhance Path |
Tier 1 |
 Berserker Brew Level 2Standing inside a potion pool increases attack speed of both hero and monkeys by 100% while inside. |
Alchemist |
Enhance Path |
Tier 1 |
|
Alchemist |
Enhance Path |
Tier 2 |
 Potent MixtureStanding inside a potion pool now also increases damage and pierce by 50%. |
Alchemist |
Enhance Path |
Tier 2 |
 One For The RoadEvery 15 seconds, give the benefits of Berserker Brew to a random monkey on the team, even if not standing in a potion. These last for 5 seconds. |
Alchemist |
Enhance Path |
Tier 3 |
 One For The Road Level 2Every 10 seconds, give the benefits of Berserker Brew to a random monkey on the team, even if not standing in a potion. These last for 5 seconds. |
Alchemist |
Enhance Path |
Tier 3 |
 Dream TeamOne for the Road gives the benefits of the Berserker Brew to all monkeys on the team, even if not standing in a potion. |
Alchemist |
Enhance Path |
Tier 4 |
 Dream Team Level 2One for the Road gives the benefits of the Berserker Brew to all monkeys on the team, even if not standing in a potion. |
Alchemist |
Enhance Path |
Tier 4 |
 Slippy PotionsRunning through an acid pool grants the whole team a +20% bonus to movement speed and a +50% bonus to evasion for 3 seconds. |
Alchemist |
Enhance Path |
Tier 4 |
 Slippy Potions Level 2Running through an acid pool grants the whole team a +50% bonus to movement speed and a +50% bonus to evasion for 7.5 seconds. |
Alchemist |
Enhance Path |
Tier 4 |
|
Alchemist |
Transmute Path |
Tier 1 |
|
Alchemist |
Transmute Path |
Tier 1 |
|
Alchemist |
Transmute Path |
Tier 2 |
|
Alchemist |
Transmute Path |
Tier 2 |
 Chem TrailRelease a cloud of fumes behind the Alchemist Monkey which coats Bloons that touch it in acid. Fumes last for 3 seconds before dissipating. |
Alchemist |
Transmute Path |
Tier 3 |
 Chem Trail Level 2Release a cloud of fumes behind the Alchemist Monkey which coats Bloons that touch it in acid. Fumes last for 4.5 seconds before dissipating. |
Alchemist |
Transmute Path |
Tier 3 |
 Beast ModeWhen the Alchemist Monkey has popped 100 Bloons it turn into a monster for 10 seconds, increasing its attack speed and range by 500%. |
Alchemist |
Transmute Path |
Tier 4 |
 Beast Mode Level 2When the Alchemist Monkey has popped 100 Bloons it turn into a monster for 10 seconds, increasing its attack speed and range by 750%. |
Alchemist |
Transmute Path |
Tier 4 |
 Detonative CompoundBloons popped by acid have a 5% chance to explode, creating another a [sic] cloud of fumes which also applies acid to Bloons that touch it. |
Alchemist |
Transmute Path |
Tier 4 |
 Detonative Compound Level 2Bloons popped by acid have a 10% chance to explode, creating another a [sic] cloud of fumes which also applies acid to Bloons that touch it. |
Alchemist |
Transmute Path |
Tier 4 |
 BoomerThrows a boomerang in an arc that cuts through Bloons. |
Boomer |
— |
Monkey |
 GlaivesRangs become glaives which are 50% larger, move 20% faster, and have +100% pierce. |
Boomer |
Glaive Path |
Tier 1 |
 Glaives +Rangs become glaives which are 100% larger, move 20% faster, and have +150% pierce. |
Boomer |
Glaive Path |
Tier 1 |
|
Boomer |
Glaive Path |
Tier 2 |
|
Boomer |
Glaive Path |
Tier 2 |
 Second LapGlaives fly twice around the team before returning to the Boomer. |
Boomer |
Glaive Path |
Tier 3 |
 Second Lap +Glaives fly three times around the team before returning to the Boomer. |
Boomer |
Glaive Path |
Tier 3 |
 Hungry GlaivesEach glaive increases in size by 10% for each Bloon it pops. Pierce increased by 50%. |
Boomer |
Glaive Path |
Tier 4 |
 Hungry Glaives +Each glaive increases in size by 15% for each Bloon it pops. Pierce increased by 50%. |
Boomer |
Glaive Path |
Tier 4 |
 Orbiting GlaivesCreates 2 spinning glaives that orbits the team. They have 2x the pierce of the main attack and regenerate 1 pierce every 0.1 seconds. |
Boomer |
Glaive Path |
Tier 4 |
 Orbiting Glaives Level 2Creates 3 spinning glaives that orbits the team. They have 2x the pierce of the main attack and regenerate 1 pierce every 0.1 seconds. |
Boomer |
Glaive Path |
Tier 4 |
 ScraparangsBoomerangs emit 3 fragments of shrapnel the first time they hit a Bloon. Each frag has 5 damage and 1 pierce. |
Boomer |
Mecha Path |
Tier 1 |
 Scraparangs Level 2Boomerangs emit 3 fragments of shrapnel the first time they hit a Bloon. Each frag has 10 damage and 2 pierce. |
Boomer |
Mecha Path |
Tier 1 |
|
Boomer |
Mecha Path |
Tier 2 |
 More ScrapRangs emit +3 shrapnel fragments on the first hit. |
Boomer |
Mecha Path |
Tier 2 |
 Dizzy RangsBloons hit by rangs are stunned, preventing them from moving for 1 second. |
Boomer |
Mecha Path |
Tier 3 |
|
Boomer |
Mecha Path |
Tier 3 |
 Concussive RangsRangs explode when they run out of pierce or hit a boss, pushing Bloons back (including Bosses). |
Boomer |
Mecha Path |
Tier 4 |
 Concussive Rangs Level 2Rangs explode when they run out of pierce or hit a boss, pushing Bloons back (including Bosses). |
Boomer |
Mecha Path |
Tier 4 |
 Mecha RangsThrows an additional powerful rang that flies directly at the strongest bloon, dealing continuous damage. |
Boomer |
Mecha Path |
Tier 4 |
 Mecha Rangs Level 2Throws an additional powerful rang that flies directly at the strongest bloon, dealing continuous damage. |
Boomer |
Mecha Path |
Tier 4 |
|
Boomer |
Turbo Path |
Tier 1 |
|
Boomer |
Turbo Path |
Tier 1 |
|
Boomer |
Turbo Path |
Tier 2 |
 Ranging on the RunIncreases the attacks per second of all Boomers by 10% for each second spent moving. Resets if stopped for more than 0.5 seconds. Caps at 100%. |
Boomer |
Turbo Path |
Tier 2 |
 Multi-RangThrows a second boomerang every attack. Flies the same trajectory but the opposite direction. |
Boomer |
Turbo Path |
Tier 3 |
 Multi-Rang Level 2Throws 2 more boomerangs every attack. Flies the same trajectory but the opposite direction. |
Boomer |
Turbo Path |
Tier 3 |
 Red Hot RangsOne rang per attack leaves a trail of small fires. Each fire deals 5 fire damage per 0.5 seconds, and lasts for 1 second. |
Boomer |
Turbo Path |
Tier 4 |
 Red Hot Rangs Level 2One rang per attack leaves a trail of small fires. Each fire deals 10 fire damage per 0.5 seconds, and lasts for 1 second. |
Boomer |
Turbo Path |
Tier 4 |
 TurbochargeGains a 500% boost in attacks per second after 6 seconds of continuous movement. |
Boomer |
Turbo Path |
Tier 4 |
 Turbocharge Level 2Gains a 500% boost in attacks per second after 3 seconds of continuous movement. |
Boomer |
Turbo Path |
Tier 4 |
 Bottle RocketCanister zooms around for 1.5 seconds after exploding. Any Bloon hit by the canister as it goes past is set on fire. |
Gwen |
— |
Tier 4 |
|
Gwen |
Fire Spreads Path |
Tier 1 |
|
Gwen |
Fire Spreads Path |
Tier 1 |
|
Gwen |
Fire Spreads Path |
Tier 2 |
 XL TankFlamethrower fires for 40% longer before reloading. |
Gwen |
Fire Spreads Path |
Tier 2 |
 Catching FireBloons hit by the flamethrower are set on fire, taking 5 damage per 0.5s for 4 seconds. |
Gwen |
Fire Spreads Path |
Tier 3 |
 Catching Fire Level 2Bloons hit by the flamethrower are set on fire, taking 5 damage per 0.5s for 6 seconds. |
Gwen |
Fire Spreads Path |
Tier 3 |
 Everything BurnsEach Bloon popped by the Flamethrower adds 0.1 seconds to the current attack duration. |
Gwen |
Fire Spreads Path |
Tier 4 |
|
Gwen |
Fire Spreads Path |
Tier 4 |
 Fuel LeakLeaves a trail of burning fuel on the ground which lasts for 4 seconds while the flamethrower is reloading. Bloons that touch the fire take 10 damage per 0.3s. |
Gwen |
Fire Spreads Path |
Tier 4 |
 Fuel Leak Level 2Leaves a trail of burning fuel on the ground which lasts for 6 seconds while the flamethrower is reloading. Bloons that touch the fire take 4 damage per 0.3s. |
Gwen |
Fire Spreads Path |
Tier 4 |
 Hot Under PressureGain 1 Pressure per 0.5s spent not firing the flamethrower (including reload time), up to 20 Pressure. The next attack deals +0.5 damage per Pressure and resets Pressure to 0. |
Gwen |
High Pressure Path |
Tier 1 |
 Hot Under Pressure Level 2Gain 1 Pressure per 0.5s spent not firing the flamethrower (including reload time), up to 20 Pressure. The next attack deals +0.75 damage per Pressure and resets Pressure to 0. |
Gwen |
High Pressure Path |
Tier 1 |
|
Gwen |
High Pressure Path |
Tier 2 |
 Extreme PressurePressure builds at 1 per 0.2s spent not firing the flamethower and caps at 30. |
Gwen |
High Pressure Path |
Tier 2 |
 Explosive CanisterThrows an explosive canister to a random point nearby. The canister has 35 HP deals 60 damage to nearby Bloons when destroyed. |
Gwen |
High Pressure Path |
Tier 3 |
 Explosive Canister Level 2Throws an explosive canister to a random point nearby. The canister has 12 HP deals 90 damage to nearby Bloons when destroyed. |
Gwen |
High Pressure Path |
Tier 3 |
 Heat WaveShoot an expanding wave of fire each time the flamethrower starts firing. The wave travels faster, lasts longer, and deals more damage the more pressure Gwen has. |
Gwen |
High Pressure Path |
Tier 4 |
 Heat Wave Level 2Shoot an expanding wave of fire each time the flamethrower starts firing. The wave travels faster, lasts longer, and deals more damage the more pressure Gwen has. |
Gwen |
High Pressure Path |
Tier 4 |
 Pressurized ContainerCanisters gain their own pressure. The blast radius of the explosion they create increases by 10% for each second it remained on the field before detonating. |
Gwen |
High Pressure Path |
Tier 4 |
 Pressurized Container Level 2Canisters gain their own pressure. The blast radius of the explosion they create increases by 15% for each second it remained on the field before detonating. |
Gwen |
High Pressure Path |
Tier 4 |
 Molotov CocktailUnlocks the molotov cocktail which is thrown onto the densest area of Bloons. Creates 4 fires which spread over 2.5 seconds. |
Gwen |
Molotov Cocktail Path |
Tier 1 |
 Molotov Cocktail Level 2Unlocks the molotov cocktail which is thrown onto the densest area of Bloons. Creates 5 fires which spread over 2.5 seconds. |
Gwen |
Molotov Cocktail Path |
Tier 1 |
|
Gwen |
Molotov Cocktail Path |
Tier 2 |
|
Gwen |
Molotov Cocktail Path |
Tier 2 |
|
Gwen |
Molotov Cocktail Path |
Tier 3 |
|
Gwen |
Molotov Cocktail Path |
Tier 3 |
 Bouncy BottleMolotovs inexplicably bounce once on each throw, exploding on both impacts. |
Gwen |
Molotov Cocktail Path |
Tier 4 |
|
Gwen |
Molotov Cocktail Path |
Tier 4 |
|
Gwen |
Molotov Cocktail Path |
Tier 4 |
|
Gwen |
Molotov Cocktail Path |
Tier 4 |
 MortarFires an explosive shell towards strongest Bloons. |
Mortar |
— |
Monkey |
|
Mortar |
Barrage Path |
Tier 1 |
|
Mortar |
Barrage Path |
Tier 1 |
|
Mortar |
Barrage Path |
Tier 2 |
 Squad OrdersIncrease attack speed by 100% for all Mortar Monkeys on the team. |
Mortar |
Barrage Path |
Tier 2 |
|
Mortar |
Barrage Path |
Tier 3 |
|
Mortar |
Barrage Path |
Tier 3 |
 Flying LandminesThrows out 4 mines every 10 seconds. Mines explode after a few seconds with half the power of the main shell. |
Mortar |
Barrage Path |
Tier 4 |
 Flying Landmines Level 2Throws out 4 mines every 5 seconds. Mines explode after a few seconds with half the power of the main shell. |
Mortar |
Barrage Path |
Tier 4 |
|
Mortar |
Barrage Path |
Tier 4 |
|
Mortar |
Barrage Path |
Tier 4 |
 Burny StuffEvery attack leaves a burning patch of scorched earth for 2 seconds. Bloons that touch the fire take 5 damage per 0.55 seconds. |
Mortar |
Burny Stuff Path |
Tier 1 |
 Burny Stuff Level 2Every attack leaves a burning patch of scorched earth for 2 seconds. Bloons that touch the fire take 5 damage per 0.55 seconds. Also increase projectile radius by 35% |
Mortar |
Burny Stuff Path |
Tier 1 |
 RoastedIncrease Burny Stuff duration by 200%. |
Mortar |
Burny Stuff Path |
Tier 2 |
|
Mortar |
Burny Stuff Path |
Tier 2 |
 BBQ'dBurny Stuff now causes Bloons to be set on fire, dealing 5 damage per 0.5 seconds for 3 seconds. |
Mortar |
Burny Stuff Path |
Tier 3 |
 BBQ'd Level 2Burny Stuff now causes Bloons to be set on fire, dealing 10 damage per 0.5 seconds for 3 seconds. |
Mortar |
Burny Stuff Path |
Tier 3 |
 Stripped DefencesBurny Stuff also makes Bloons vulnerable, causing them to take 20% more damage from all sources while they are within the fire. |
Mortar |
Burny Stuff Path |
Tier 4 |
 Stripped Defences Level 2Burny Stuff also makes Bloons vulnerable, causing them to take 25% more damage from all sources while they are within the fire. |
Mortar |
Burny Stuff Path |
Tier 4 |
 Thermite ShellsBurny Stuff now emits a blast of fire every time it lands, knocking back and setting fire to more bloons. |
Mortar |
Burny Stuff Path |
Tier 4 |
 Thermite Shells Level 2Burny Stuff now emits a blast of fire every time it lands, knocking back and setting fire to more bloons. |
Mortar |
Burny Stuff Path |
Tier 4 |
|
Mortar |
Payload Path |
Tier 1 |
|
Mortar |
Payload Path |
Tier 1 |
 Direct HitBloons directly in the middle of the explosion take the damage twice. Increase radius of explosions by 25%. |
Mortar |
Payload Path |
Tier 2 |
 Heavy BombsMortar shells hit the ground 50% faster and create a 50% larger explosion. |
Mortar |
Payload Path |
Tier 2 |
 Shell ShockEvery 2nd shell stuns Bloons, preventing them from moving for 1.5s. |
Mortar |
Payload Path |
Tier 3 |
|
Mortar |
Payload Path |
Tier 3 |
 Mini Nuke'dEvery 4th shot, Mortar Monkey fires a mini nuke that gets stuck in the ground. Destroying it creates an explosion 2x stronger than a regular mortar. |
Mortar |
Payload Path |
Tier 4 |
 Mini Nuke'd Level 2Every 2th [sic] shot, Mortar Monkey fires a mini nuke that gets stuck in the ground. Destroying it creates an explosion 2x stronger than a regular mortar. |
Mortar |
Payload Path |
Tier 4 |
 Raining ClustersBloons popped by the Mortar have a 25% chance of releasing 4 smaller bombs. |
Mortar |
Payload Path |
Tier 4 |
|
Mortar |
Payload Path |
Tier 4 |
 Spirits of the ForestHowling while a glade is fully empowered creates another Wolf Spirit. The maximum number of wolves is 8. |
Obyn |
— |
Tier 1 |
 Nature's PowerThe wolf gains 1 Nature Power per pop and gets +2.5% larger and +5% damage for each. Every 12 seconds, it howls and deals damage equal to its Nature Power to all nearby bloons, resetting it to 0. |
Obyn |
Nature's Power Path |
Tier 1 |
 Nature's Power Level 2The wolf gains 1 Nature Power per pop and gets +2.5% larger and +5% damage for each. Every 12 seconds, it howls and deals damage equal to its Nature Power to all nearby bloons, resetting it to 0. |
Obyn |
Nature's Power Path |
Tier 1 |
|
Obyn |
Nature's Power Path |
Tier 2 |
|
Obyn |
Nature's Power Path |
Tier 2 |
 Leader of the PackObyn howls along with the Wolf Spirit, dealing damage equal to it's [sic] Nature Power to bloons near him. |
Obyn |
Nature's Power Path |
Tier 3 |
 Leader of the Pack Level 2Obyn howls along with the Wolf Spirit, dealing damage equal to it's [sic] Nature Power to bloons near him. Howls deal 150% of Nature Power as damage. |
Obyn |
Nature's Power Path |
Tier 3 |
|
Obyn |
Nature's Power Path |
Tier 4 |
|
Obyn |
Nature's Power Path |
Tier 4 |
 ThunderhowlHowls shock bloons for 5 seconds. Affected Bloons are worth 2 Nature power when popped. |
Obyn |
Nature's Power Path |
Tier 4 |
 Thunderhowl Level 2Howls shock bloons for 5 seconds. Affected Bloons are worth 3 Nature power when popped. |
Obyn |
Nature's Power Path |
Tier 4 |
 Sacred GladeSummons a Sacred Glade containing a totem every 12 seconds. XP within the glade is automaticallly collected by the totem. Glades last for 30 seconds. |
Obyn |
Sacred Glade Path |
Tier 1 |
 Sacred Glade Level 2Summons a Sacred Glade containing a totem every 9 seconds. XP within the glade is automaticallly collected by the totem. Glades last for 30 seconds. |
Obyn |
Sacred Glade Path |
Tier 1 |
|
Obyn |
Sacred Glade Path |
Tier 2 |
 Wild HarvestWolves now prioritise Bloons within Sacred Glades and move faster when hunting them. |
Obyn |
Sacred Glade Path |
Tier 2 |
 Empowered TotemStanding in a glade increases its size by +20% per second. At +100% size, the glade becomes Empowered. Bloons popped within an empowered glade drop double the XP blops. |
Obyn |
Sacred Glade Path |
Tier 3 |
 Empowered Totem Level 2Standing in a glade increases its size by +20% per second. At +100% size, the glade becomes Empowered. Bloons popped within an empowered glade drop double the XP blops. |
Obyn |
Sacred Glade Path |
Tier 3 |
 Nature's BountyEvery 3000 XP collected by an empowered glades [sic] spawns 1 Banana collectable (Heal 1 HP). |
Obyn |
Sacred Glade Path |
Tier 4 |
|
Obyn |
Sacred Glade Path |
Tier 4 |
 Wild ThornsEmpowered glades become filled with thorns which slow Bloons by 30% and deal 5 damage to them every 3 seconds. |
Obyn |
Sacred Glade Path |
Tier 4 |
 Wild Thorns Level 2Empowered glades become filled with thorns which slow Bloons by 30% and deal 10 damage to them every 3 seconds. |
Obyn |
Sacred Glade Path |
Tier 4 |
 TangleweedPatches of weeds grow randomly near Obyn's every 10 seconds. Bloons that touch the weeds become stuck and cannot move. Weeds last 6 seconds. |
Obyn |
Tangleweed Path |
Tier 1 |
 Tangleweed Level 2Patches of weeds grow randomly near Obyn's every 10 seconds. Bloons that touch the weeds become stuck and cannot move. Weeds last 6 seconds. |
Obyn |
Tangleweed Path |
Tier 1 |
|
Obyn |
Tangleweed Path |
Tier 2 |
|
Obyn |
Tangleweed Path |
Tier 2 |
 Force of NatureRunning through weeds starts a charge, granting a +30% speed boost and a shield which can pop 30 layers of Bloons. Charging lasts 3 seconds or until you stop moving. |
Obyn |
Tangleweed Path |
Tier 3 |
 Force of Nature Level 2Running through weeds starts a charge, granting a +30% speed boost and a shield which can pop 60 layers of Bloons. Charging lasts 3 seconds or until you stop moving. |
Obyn |
Tangleweed Path |
Tier 3 |
 Explosive GrowthForce of Nature shields now deal 25 damage to bloons when they break. The damage increases by 1 and the size of the explosion increases by 3% for each Bloon Obyn popped while charging, up to 35. |
Obyn |
Tangleweed Path |
Tier 4 |
 Explosive Growth Level 2Force of Nature shields now deal 25 damage to bloons when they break. The damage increases by 2 and the size of the explosion increases by 5% for each Bloon Obyn popped while charging, up to 50. |
Obyn |
Tangleweed Path |
Tier 4 |
 OvergrowthCharging through a patch of weeds creates 1 more nearby. The maximum number of weeds that can exist at any time is 10. |
Obyn |
Tangleweed Path |
Tier 4 |
 Overgrowth Level 2Charging through a patch of weeds creates 1 more nearby. The maximum number of weeds that can exist at any time is 15. |
Obyn |
Tangleweed Path |
Tier 4 |
 Triple TricksAdditional arrows from Triple Shot gain all additional effects on the main arrow, including Bomb Arrow explosions. |
Quincy |
— |
Tier 4 |
 Storm Of ArrowsFires a hail of arrows onto a dense area of Bloons, dealing a lot of damage over time. |
Quincy |
Storm Of Arrows Path |
Tier 1 |
|
Quincy |
Storm Of Arrows Path |
Tier 1 |
|
Quincy |
Storm Of Arrows Path |
Tier 2 |
|
Quincy |
Storm Of Arrows Path |
Tier 2 |
 Storm AgainFires two Storms one after the other on each attack. |
Quincy |
Storm Of Arrows Path |
Tier 3 |
|
Quincy |
Storm Of Arrows Path |
Tier 3 |
 Sea of ArrowsStorm of Arrows leaves behind debris which slows Bloons by 20%. |
Quincy |
Storm Of Arrows Path |
Tier 4 |
|
Quincy |
Storm Of Arrows Path |
Tier 4 |
|
Quincy |
Storm Of Arrows Path |
Tier 4 |
|
Quincy |
Storm Of Arrows Path |
Tier 4 |
 The ZoneGains 1 Momentum for each attack that hits at least 1 Bloon. At 10 Momentum, Quincy enters "The Zone", gaining +50% attacks per second. Momentum resets if he misses. |
Quincy |
The Zone Path |
Tier 1 |
 The Zone Level 2Gains 1 Momentum for each attack that hits at least 1 Bloon. At 10 Momentum, Quincy enters "The Zone", gaining +75% attacks per second. Momentum resets if he misses. |
Quincy |
The Zone Path |
Tier 1 |
|
Quincy |
The Zone Path |
Tier 2 |
|
Quincy |
The Zone Path |
Tier 2 |
 Triple ShotFires a spray of 3 arrows each attack while in the Zone. |
Quincy |
The Zone Path |
Tier 3 |
|
Quincy |
The Zone Path |
Tier 3 |
|
Quincy |
The Zone Path |
Tier 4 |
|
Quincy |
The Zone Path |
Tier 4 |
 Untouchable+20% Evasion while in the Zone. Perfect Evasion for 6 seconds after a successful dodge. |
Quincy |
The Zone Path |
Tier 4 |
 Untouchable Level 2+30% Evasion while in the Zone. Perfect Evasion for 6 seconds after a successful dodge. |
Quincy |
The Zone Path |
Tier 4 |
|
Quincy |
Trick Arrows Path |
Tier 1 |
|
Quincy |
Trick Arrows Path |
Tier 1 |
|
Quincy |
Trick Arrows Path |
Tier 2 |
|
Quincy |
Trick Arrows Path |
Tier 2 |
 Splitting ShotsArrows split in 2 on first hit. The 2 new arrows continue to seek Bloons independantly. [sic] |
Quincy |
Trick Arrows Path |
Tier 3 |
|
Quincy |
Trick Arrows Path |
Tier 3 |
 Bomb ArrowsThe main arrow creates an explosion on the first hit which deals 10 additional damage. |
Quincy |
Trick Arrows Path |
Tier 4 |
 Bomb Arrows Level 2The main arrow creates an explosion on the first hit which deals 15 additional damage. |
Quincy |
Trick Arrows Path |
Tier 4 |
 EMP ArrowsArrows detonate for +100% damage when they hit a boss, shooting lightning at up to 12 nearby Bloons and dealing 20 damage to each of them. |
Quincy |
Trick Arrows Path |
Tier 4 |
 EMP Arrows Level 2Arrows detonate for +100% damage when they hit a boss, shooting lightning at up to 24 nearby Bloons and dealing 20 damage to each of them. |
Quincy |
Trick Arrows Path |
Tier 4 |
 SniperFires a piercing, high caliber shot at the strongest Bloon. |
Sniper |
— |
Monkey |
 Deep Strike BallisticsSniper deals additional damage based on how far away the target is from the sniper at the moment the shot is fired. |
Sniper |
Precision Path |
Tier 1 |
|
Sniper |
Precision Path |
Tier 1 |
 Anti-Materiel RoundsBoss Bloons hit by the Sniper become vulnerable for 1.5 seconds, causing them to take 15% more damage. |
Sniper |
Precision Path |
Tier 2 |
 Extended BarrelDeal even more damage based on how far away the target is from the sniper at the moment the shot is fired |
Sniper |
Precision Path |
Tier 2 |
 Adaptive Caliber RoundsPermanently increases shot width by 12.5% whenever a single attack reaches a new total damage milestone. |
Sniper |
Precision Path |
Tier 3 |
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Sniper |
Precision Path |
Tier 3 |
 Bouncing BulletThe sniper shot bounces from the target Bloon to the next strongest Bloon once. All Bloons along the bullet's path between the targets are hit. |
Sniper |
Precision Path |
Tier 4 |
 Bouncing Bullet Level 2The sniper shot bounces from the target Bloon to the next strongest Bloon once. All Bloons along the bullet's path between the targets are hit. |
Sniper |
Precision Path |
Tier 4 |
 Volatile MunitionsBloons hit have a 50% chance to explode, dealing 10 damage to nearby bloons and stunning them for 3 seconds, causing them to stop moving and take 25% more damage for 3 seconds. |
Sniper |
Precision Path |
Tier 4 |
 Volatile Munitions Level 2Bloons hit have a 50% chance to explode, dealing 10 damage to nearby bloons and stunning them for 3 seconds, causing them to stop moving and take 25% more damage for 3 seconds. |
Sniper |
Precision Path |
Tier 4 |
 Keen EyeGains a tracking device can detect hidden caches of intel. Finding intel unlocks stat increases for all Snipers in the team. Caches are worth more intel with more Keen Eye Snipers on the team. |
Sniper |
Tactical Path |
Tier 1 |
 Keen Eye Level 2Gains a tracking device can detect hidden caches of intel. Finding intel unlocks stat increases for all Snipers in the team. Caches are worth more intel with more Keen Eye Snipers on the team. |
Sniper |
Tactical Path |
Tier 1 |
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Sniper |
Tactical Path |
Tier 2 |
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Sniper |
Tactical Path |
Tier 2 |
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Sniper |
Tactical Path |
Tier 3 |
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Sniper |
Tactical Path |
Tier 3 |
 Satchel ChargeUpon collecting intel, fire out satchels based on the amount of intel collected. |
Sniper |
Tactical Path |
Tier 4 |
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Sniper |
Tactical Path |
Tier 4 |
 Supply DropEvery 15 seconds a supply crate is dropped nearby. Opening the crate grants 1 Health, 100 - 500xp , [sic] or a 100% boost to attack speed for the whole team for 5 seconds. |
Sniper |
Tactical Path |
Tier 4 |
 Supply Drop Level 2Every 15 seconds a supply crate is dropped nearby. Opening the crate grants 1 Health, 100 - 500xp , [sic] or a 100% boost to attack speed for the whole team for 5 seconds. |
Sniper |
Tactical Path |
Tier 4 |
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Sniper |
Volume Path |
Tier 1 |
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Sniper |
Volume Path |
Tier 1 |
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Sniper |
Volume Path |
Tier 2 |
 Double TapEach subsequent hit on the same Bloon increases damage by 5% (up to 25%). Also increase attacks per second by 200%. |
Sniper |
Volume Path |
Tier 2 |
 Point ShootingIncrease attacks per second by 200%. Sniper now targets closest Bloons. |
Sniper |
Volume Path |
Tier 3 |
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Sniper |
Volume Path |
Tier 3 |
 Crit ZoneCreates a Crit Zone around the player. If a bloon enters the range, the sniper has a guaranteed crit on that bloon. |
Sniper |
Volume Path |
Tier 4 |
 Crit Zone Level 2Creates a Crit Zone around the player. If a bloon enters the range, the sniper has a guaranteed crit on that bloon. |
Sniper |
Volume Path |
Tier 4 |
 Critical OverdrivePopping a Bloon increaes [sic] the crit chance by 1%, up to 50% at which point the Sniper goes into Overdrive, increasing attacks per second and crit damage by 100% for 5 seconds. Crit chance resets when Overdrive ends. |
Sniper |
Volume Path |
Tier 4 |
 Critical Overdrive Level 2Popping a Bloon increaes [sic] the crit chance by 1%, up to 50% at which point the Sniper goes into Overdrive, increasing attacks per second and crit damage by 100% for 5 seconds. Crit chance resets when Overdrive ends. |
Sniper |
Volume Path |
Tier 4 |
 TackA short range spray of sharp tacks. |
Tack |
— |
Monkey |
 Blade ShooterFires 2 large blades in opposite directions each time the Tack Shooter fires. Blades deal 10 damage, and have 10 pierce. |
Tack |
Blades Path |
Tier 1 |
 Blade Shooter Level 2Fires 2 large blades in opposite directions each time the Tack Shooter fires. Blades deal 15 damage, and have 15 pierce. |
Tack |
Blades Path |
Tier 1 |
|
Tack |
Blades Path |
Tier 2 |
 More BladesIncreases the number of blades fired per attack by 2. |
Tack |
Blades Path |
Tier 2 |
 Magnetic BladesBlade target nearby Bloons and seek them out. Multiple blades can now hit the same target. |
Tack |
Blades Path |
Tier 3 |
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Tack |
Blades Path |
Tier 3 |
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Tack |
Blades Path |
Tier 4 |
|
Tack |
Blades Path |
Tier 4 |
 Bouncing BladesSignificantly increase the blades ability to home in on Bloons. |
Tack |
Blades Path |
Tier 4 |
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Tack |
Blades Path |
Tier 4 |
 Hot TacksEvery third attack, tacks are superheated to deal 12 base damage. |
Tack |
Hot Tacks Path |
Tier 1 |
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Tack |
Hot Tacks Path |
Tier 1 |
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Tack |
Hot Tacks Path |
Tier 2 |
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Tack |
Hot Tacks Path |
Tier 2 |
 Ring of FireHot tacks are replaced by fireballs, which also set bloons on fire. Fire deals 5 damage per 0.5 seconds for 5 seconds. |
Tack |
Hot Tacks Path |
Tier 3 |
 Ring of Fire Level 2Hot tacks are replaced by fireballs, which also set bloons on fire. Fire deals 5 damage per 0.5 seconds for 5 seconds. |
Tack |
Hot Tacks Path |
Tier 3 |
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Tack |
Hot Tacks Path |
Tier 4 |
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Tack |
Hot Tacks Path |
Tier 4 |
|
Tack |
Hot Tacks Path |
Tier 4 |
|
Tack |
Hot Tacks Path |
Tier 4 |
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Tack |
Swarm Path |
Tier 1 |
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Tack |
Swarm Path |
Tier 1 |
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Tack |
Swarm Path |
Tier 2 |
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Tack |
Swarm Path |
Tier 2 |
 EntrenchedFires 100% faster after 3 seconds without moving. Once this effect triggers, the Tack Shooter will remain in place until the the team moves away from it. |
Tack |
Swarm Path |
Tier 3 |
 Entrenched Level 2Fires 150% faster after 3 seconds without moving. Once this effect triggers, the Tack Shooter will remain in place until the the team moves away from it. |
Tack |
Swarm Path |
Tier 3 |
 Cog in the MachineAll Tack Shooters gain +50% attack speed for each Tack Shooter in the team. |
Tack |
Swarm Path |
Tier 4 |
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Tack |
Swarm Path |
Tier 4 |
|
Tack |
Swarm Path |
Tier 4 |
|
Tack |
Swarm Path |
Tier 4 |
 WizardFires a high pierce magical bolt that seeks Bloons. |
Wizard |
— |
Monkey |
 Twin SpellFires 1 additional magic bolt each attack. |
Wizard |
Arcane Path |
Tier 1 |
|
Wizard |
Arcane Path |
Tier 1 |
 Arcane BlastMagic bolts are 100% larger and deal 100% more knockback. |
Wizard |
Arcane Path |
Tier 2 |
|
Wizard |
Arcane Path |
Tier 2 |
 Arcane PentagramCreate an arcane pentagram on the ground every 20 seconds. Wizards with Twin Spell fire 2 additional bolts while inside the pentagram. |
Wizard |
Arcane Path |
Tier 3 |
 Arcane Pentagram Level 2Create an arcane pentagram on the ground every 20 seconds. Wizards with Twin Spell fire 3 additional bolts while inside the pentagram. |
Wizard |
Arcane Path |
Tier 3 |
 Perfectagram ArcanumArcane Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. |
Wizard |
Arcane Path |
Tier 4 |
 Perfectagram Arcanum Level 2Arcane Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. Bloons that enter them may pop into magic bolts. |
Wizard |
Arcane Path |
Tier 4 |
 Quadratic MathmagicEach magical bolt duplicates itself after consuming 50% of its pierce (rounded up). |
Wizard |
Arcane Path |
Tier 4 |
|
Wizard |
Arcane Path |
Tier 4 |
 Elemental MagicBloons hit by bolts are frozen in place for 2s, set on fire for 2s, or create a static burst causing all nearby Bloons to move in a random direction for 2s. The effect changes on each magical bolt. |
Wizard |
Elemental Path |
Tier 1 |
 Elemental Magic Level 2Bloons hit by bolts are frozen in place for 3s, set on fire for 3s, or create a static burst causing all nearby Bloons to move in a random direction for 3s. The effect changes on each magical bolt. |
Wizard |
Elemental Path |
Tier 1 |
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Wizard |
Elemental Path |
Tier 2 |
|
Wizard |
Elemental Path |
Tier 2 |
 Elemental PentagramCreate an elemental pentagram on the ground every 20 seconds. Fire, freeze, and shock effects last 100% longer when cast from inside the pentagram. |
Wizard |
Elemental Path |
Tier 3 |
 Elemental Pentagram Level 2Create an elemental pentagram on the ground every 20 seconds. Fire, freeze, and shock effects last 150% longer when cast from inside the pentagram. |
Wizard |
Elemental Path |
Tier 3 |
 Elemental HarmonyAll Bloons hit by magic bolts are frozen, set on fire, and create a shocking burst. |
Wizard |
Elemental Path |
Tier 4 |
 Elemental Harmony Level 2All Bloons hit by magic bolts are frozen, set on fire, and create a shocking burst. These effects last 100% longer. |
Wizard |
Elemental Path |
Tier 4 |
 Perfectagram PrimordiumElemental Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. |
Wizard |
Elemental Path |
Tier 4 |
 Perfectagram Primordium Level 2Elemental Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. Bloons that enter them may be affected by elemental magic. |
Wizard |
Elemental Path |
Tier 4 |
 Dark MagicEach Bloon popped gives the Wizard 1 Dark Magic, up to 25. Dark Magic reduces by 1 per 0.2 seconds after 1 second with no bloons popped. Magic bolts gain +5% damage and +1% crit chance per Dark Magic. |
Wizard |
Unholy Path |
Tier 1 |
 Dark Magic Level 2Each Bloon popped gives the Wizard 1 Dark Magic, up to 25. Dark Magic reduces by 1 per 0.2 seconds after 1 second with no bloons popped. Magic bolts gain +7.5% damage and +2% crit chance per Dark Magic. |
Wizard |
Unholy Path |
Tier 1 |
 Eternal DarknessDark Magic never reduces, even if the Wizard doesn't maintain the popping streak. |
Wizard |
Unholy Path |
Tier 2 |
|
Wizard |
Unholy Path |
Tier 2 |
 Unholy PentagramCreate an unholy pentagram on the ground every 20 seconds. While inside a pentagram, Dark Magic is worth +100% the normal amount (not affected by the cap). |
Wizard |
Unholy Path |
Tier 3 |
 Unholy Pentagram Level 2Create an unholy pentagram on the ground every 20 seconds. While inside a pentagram, Dark Magic is worth +150% the normal amount (not affected by the cap). |
Wizard |
Unholy Path |
Tier 3 |
 NecromancyBloons popped by the wizard while at max Dark Magic grant Souls. When the Wizard has 50 Souls they are consumed to create 20 Zombie Bloons around the team. Zombie Bloons deal 20 damage to up to 8 Bloons they touch. |
Wizard |
Unholy Path |
Tier 4 |
 Necromancy Level 2Bloons popped by the wizard while at max Dark Magic grant Souls. When the Wizard has 25 Souls they are consumed to create 20 Zombie Bloons around the team. Zombie Bloons deal 20 damage to up to 8 Bloons they touch. |
Wizard |
Unholy Path |
Tier 4 |
 Perfectagram ProfanumUnholy Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. |
Wizard |
Unholy Path |
Tier 4 |
 Perfectagram Profanum Level 2Unholy Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. Bloons that enter them may turn into zombies. |
Wizard |
Unholy Path |
Tier 4 |