Master Bomber is the Ninja Monkey's path 3 tier 5 upgrade in Bloons TD 6. It improves many of Ninja Monkey's attacks, especially its Sticky Bomb. With this upgrade, sticky bomb attack cooldown is decreased by 50% (every 2.25 seconds), gains infinite range and has its main target damage increased from 450 to 3000. When attached onto a MOAB-Class Bloon, it stuns the target for 1 second, excepting BADs and Boss Bloons. The damage of sticky bomb's explosion is increased from 100 to 600.
This upgrade increases Stunned damage of its shurikens from +4 to +19, and grants +19 bonus damage to Bloons that have a sticky bomb of any tier attached. This upgrade allows flash bombs to stun MOAB-Class Bloons except for BADs and Boss Bloons for 0.325 seconds, and increases their damage from 3 to 10. This upgrade increases damage of its caltrops from 1 to 5, with increased Ceramic damage from +0 to +5.
When given lots of surrounding Shinobi Tactics, Master Bomber can deal plenty of damage to large groups of MOAB-class bloons while dealing decent single-target damage and stun support. It's recommended to have decent coverage of its main range so it can take advantage of its flash bombs and improved shurikens.
Top crosspaths are preferred for a consistent DPS boost, and for handling groups 2-0-5 is worth it due to the much higher shuriken damage to stunned and stickied Bloons. Middle crosspaths are no better than with Flash Bomb, which already has inferior pierce for the support provided.
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To try and allow more strategic use Ninja’s Sticky Bombs will now use the targeting of the main tower instead of always Strong. Additionally as they weren’t feeling good enough in general Sticky Bombs will now deal a smaller amount of damage in an AoE to anything surrounding the main target. — Update notes
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Sticky Bomb: Now follows the tower's current targeting instead of always targeting Strong
Sticky Bomb: Now generates an additional AoE on explosion that deals 300 damage
As ninja is the ‘Camo Specialist’ and has been since inception, it is the only tower that will unlock Camo Prioritization on the base tower. Master Bomber’s main flash bomb has also been buffed in damage slightly leading into the new Ninja Paragon. — Update notes
Ironing out Caltrop inconsistency & power a little on top and bottom T5s, but also as frequently unused caltrops clutter up the screen and cause extra lag we want to balance out their lifespan to reduce the number always on screen and make them no longer last longer than the base Spike Factory. — Update notes
We’re mindful that this has been in place since launch, but still think this change could lead to more balanced crosspath Ninja play for casual and for apex players. Ninja's 1xx feels like it does too much, granting both range and attack speed to all crosspaths, so these benefits are now being split apart. As Sticky feels like it’s doing a fair lot of work these days we’re somewhat reworking this path into a range path but taking away the free ‘bonus range’ that Sticky used to gain independent of the tower radius. — Update notes
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Range increased ― 40 units → 55 units
Ninja Discipline crosspath no longer increases range, but overall range is still larger ― 47 units → 55 units
Flash Bomb’s long time between bombs, without improvements on the main attack leaves this as quite a bad stepping stone, for now due to this long downtime we want to try increasing the stun duration. The recent bug fix for xx4 Sticky Stacking ended up hurting Master Bomber’s viability as it was relying on that bug to have any real single target impact, now that it can be balanced with intended functionality we’re trying out much higher damage per explosion with slower attacks for single target performance as it has Shinobi synergy to bring this rate back up. — Update notes
For an early game Distraction improvement the consistency of blowbacks is being averaged out more with increased minimum distance but reduced maximum, in many cases there would not actually be 250 units of track length in front of defenses to be blown back across anyway so the overall average distance is slightly lower. More at the mid to endgame we are also weakening distraction distance against Ceramics specifically as by this point Ninja have stacked so much speed and projectiles the consistency doesn’t matter anymore. Finally, distraction values for secondary projectiles are being modified, as Distraction chance as it has existed was never balanced around more than the main attack — Update notes
Flash Bomb has pierce too excessive for Shinobi Tactics to do anything for it but then lacks any actual damage output, so this high pierce is trading in for greater damage. Master Bomber’s MOAB stun was not changed when Flashbomb stun duration was previously increased, so it is now increasing to match — Update notes
Bottom path Ninja never does anything with the main shuriken projectile past the xx1 upgrade leaving it inconsequential on higher tiers. Given that Flash Bombs can feel lacking without heavy support, we’re trying out a change that makes Flash Bomb Ninja scale better with attack speed and pierce as something of a combo-attacker. Overall, this feels pretty ‘right’ for ninjas and more importantly it’s cool and sometimes that’s what matters most. — Update notes
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Flash Bomb should no longer fail to stun targets if damage is externally buffed (bug fix)
Shuriken: Deals more to stunned Bloons ― 0 → +9
Shuriken: Deals more to stickied targets ― +0 → +9
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. — Update notes
To allow Shinobi combos to scale more effectively with the Flash Bomb, the combo-attack pattern is being improved with more base Shuriken pierce & slightly larger bonuses to Stunned & Stickied targets – however the increased range at T4 is being removed. — Update notes
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Shuriken: damage to stunned targets increased ― +9 → +19
Shuriken: damage to stickied targets increased ― +9 → +19
Master Bomber is janky to build for given the high cost and the fuse time limits how much single target damage it can do as well, so we’ve given a massive rate boost to the sticky attack. — Update notes
Shurikens and Caltrops now deal +2 damage to Camo Bloons and Flash Bomb Explosion deals +4 (undocumented)
Note: The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.
Flash Bomb Explosion now deals +4 damage to Camo Bloons (undocumented)
Note: The effect of Counter-Espionage to remove camo gets priority over this bonus, so it doesn't get applied to regular Bloons, however it will work against Phayze while Radar Jam is active.
This article or section needs more screenshots. See the screenshot guidelines for more information on what screenshots are needed and how to add them. The editor that added this notice elaborates: An actual Master Bomber sticky bomb detonating (try placing it away from track, then it'll target Test MOAB and it would trigger explosion afterwards; flash bomb in the way)