Comanche Defense is the Heli Pilot's path 3 tier 4 upgrade in Bloons TD 6. This upgrade grants Heli Pilot the ability to summon mini Comanche sub-towers when Bloons reach certain thresholds along the track. Mini Comanches fly fast towards its targets, spawning from the edge of the map closest to them, and are equipped with faster-firing darts and high-damage missiles.
This upgrade also increases the damage of Heli Pilot's main darts from 1 to 2. The missile granted by MOAB Shove is enhanced, increasing its damage from 2 to 3, increasing the missle's pierce from 10 to 30, and reducing its attack cooldown by 66.67%, effectively tripling its attack speed. Comanche Defense also enhances the MOAB pushback of MOAB Shove.
Comanche Defense summons a number of mini Comanches when Bloons reach certain track thresholds:
Number of mini-Comanches
Track threshold
1
25%
2
50%
3
75%
Each summoning can only occur once in a round. Mini Comanches already present count toward the amount summoned: for example, if there is already one mini Comanche and Bloons reach 50% down the track, only one additional mini-Comanche is summoned to bring the total to two.
Mini Comanches follow the main Heli Pilot and last for 15 seconds. They have both a dart gun attack and a rocket launcher attack. Mini Comanche darts deal 1 Sharp-type damage, have 4 pierce, and an attack cooldown of 0.228 seconds. 3 darts are fired per shot, or 5 if Quad Darts is purchased.
Mini-Comanche rockets deal 4 Explosion-type damage with +2 Ceramic damage. They have 60 pierce and an attack cooldown of 3 seconds.
Mini Comanches also have 25 units more movement speed from the main helicopter.
This strategy section is empty or incomplete. See the strategy guidelines for more information on how to write strategy sections. The editor who added this notice elaborates: Verify synergies and usefulness on all game modes
Comanche Defense is a decent DPS tower when optimizing the timing of its mini-Comanches, especially with synergies that directly buff it and its mini-Comanches, such as Geraldo and Gwendolin. The improved shove is mild but does assist its capability to control blimps before the mini-Comanches trigger too soon. While its DPS is above average when all of them are active, it greatly struggles on rounds that are long, reaching usage caps sooner. Without mini-Comanches, its DPS is terrible.
Comanche Defense is mostly used as either a mid-game carry or simply for the damage burst when Bloons get far. It has a smooth transition to Comanche Commander, due to the low T5 cost. Comanche Defense still should be combined with defenses that account for its downtime. When used only for the burst, it can be spammed against Blastapopoulos during Boss Rush, or a few for casual Race conditions.
1-0-4 is preferred because it directly increases DPS of both Comanches, with 2-0-4 aiding automatic use so that other defenses can be micromanaged. 0-1-4's shove bonus and flight speed bonuses are minimal and the Heli doesn't gain extra DPS. 0-2-4 is only used specifically against Camo.
This article or section uses Cargo to generate its content. It will automatically fill up as other articles are completed. To add to this section, create the articles it is looking up. Do not add content to this section manually and do not remove this notice until you are sure this section is complete.
Mini Comanches now spawn based on Bloon progress during the round, instead of whenever there is at least 2,000 RBE on-screen with a 25s cooldown
Now spawns a variable number of mini Comanches depending on progress, refreshing the duration of existing Comanches each time a new threshold is reached per round, instead of always spawning three (duration remains 10s)
Spawns 1 mini Comanche the first time a Bloon crosses 25% of the track
Spawns 2 mini Comanches the first time a Bloon crosses 50% of the track
Spawns 3 mini Comanches the first time a Bloon crosses 75% of the track
Comanche will now spawn from the side of the map closest to where the triggering Bloon is located
Heli Pilot manages on pursuit far too easily without any need to consider Bigger Jets unless camo or downdraft is required. For more crosspath variety than just ‘camo’ we moved more of the base Heli speed out and back into Bigger Jets with an overall buff to Bigger Jets. This should allow Bigger Jets to scale a little better than other helis through early speed ramping. — Update notes
”
Overall cost reduced by $1,500 (due to cost changes for previous tiers)
MOAB Shove has had a missile attack similar to xx4’s mini comanches added to provide this path something extra for when the mini comanche are not active. — Update notes
”
Missile attack added, with increased damage and pierce compared to the previous tier
Comanche Defense mostly suffered during downtime and so the base Heli at T4 has had some general improvements made to power, but the mini helis have also gained a pierce increase to provide the darts with some improved crowd control — Update notes
”
Main Comanche dart attack: Damage increased ― 1 → 2
Main Comanche missile attack: Attack cooldown reduced ― 3s → 1s (attack speed increased by 200%)
Mini Comanche dart attack: Pierce increased ― 3 → 4
Faster Darts xx1 upgrade will now increase the attack distance of Heli Dart attacks in order to assist with cluttering issues where large numbers of Helis will push each other away from nearby targets. — Update notes
”
Overall cost reduced by $500 (due to cost changes for previous tiers)
Faster Darts now increases lifespan of dart attacks by 30%
ComCom is both lacking in pierce damage, and favors the 105 crosspath more than we’d like. This goal for this change is to improve the overall single target power for the missile AoE without such a high pierce number, with only a smaller damage buff for the main darts so existing pierce benefits that can be applied for the main attack remain valuable — Update notes
”
Heli 'patrol point' markers now visually update immediately after setting new points (bug fix)
Missile — main and mini: Pierce reduced ― 100 → 80
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
”
Mini-Comanche missile: Damage increased ― 1 → 4
Mini-Comanche missile: Pierce decreased ― 80 → 60
Mini-Comanche missile: Damage to Ceramics increased ― +1 → +2
Mini-Comanche missile: No longer does +2 damage to MOAB-class
As MOAB Shove introduced a supportive mechanic at T3 but never expanded on this again we want to start playing around with this some more, it’s quite strong for a T3 so the slow amount was reduced but we’ve made the T4 now better than the T3 was before. — Update notes
”
Shove: ZOMG/DDT speed while being shoved is lower ― 0.33× → 0.22×
Note: Also affects 0-1-X crosspath ― 0.22× → 0.11×.
Shove: MOAB speed while being shoved is higher ― -0.33× → -0.3×
Note: Also affects 0-1-X crosspath ― -0.44× → 0.41×.
MOAB Shove’s stalling potential was far too strong for how early and cheaply it becomes available, so we’re dialing back the ZOMG slow amount to keep its late-game impact more balanced. In return, Comanche Defense is getting an increase to these slowing capabilities, giving it the utility for controlling ZOMG movement. — Update notes
”
MOAB Shove: Multiplier for MOABs decreased ― ×−0.3 → ×−0.4
Note: This means MOABs will be pushed back faster while being shoved
MOAB Shove: Multiplier for ZOMGs/DDTs decreased ― ×0.22 → ×0.2
Note: This means ZOMGs/DDTs move slower while being shoved
0-1-4, 0-2-4
MOAB Shove: Multiplier for MOABs decreased ― ×−0.41 → ×−0.51
MOAB Shove: Multiplier for ZOMGs/DDTs decreased ― ×0.11 → ×0.09
MOAB Shove’s flexible stalling still stands out as particularly powerful through the whole game, we still want to take our time slowly nerfing this but to reduce single-target lockout we’re increasing the missile damage. — Update notes