We wanted to focus heads down on getting the Frontier’s Campaign out before the end of the year, and due to how large of a project this ended up being we did not have the time in this update to go over our usual balance process and had to make do with the light list of changes that had already been looked at. We can’t make any promises on this as there is not much longer until we wrap up for the year and we expect it will be very busy already, but we will try to consider more light lift (numerical-only) balance along with minor v52 patches as time permits. — Update notes
Dart Monkey’s paragon is currently far too cost effective for being the cheapest paragon so we are lowering its power, but this is mainly directly against bosses so its base damage will also increase to compensate against non-boss targets. We also want to note that the Juggernaut is currently unintentionally rebounding even off map borders, we have not fixed this for this update though will still be monitoring it for now. — Update notes
Top and Middle Desperado favour lower tiers too much so we’re doing a light shift on these to more favour upgrades without improving them too much. Bottom path desperado on the other hand suffers on trickier maps due to its low range design so we are bumping up the knockback at all tiers and reducing Avenger’s cost. — Update notes
MOAB Shove heli’s still stall ZOMGs incredibly efficiently for such a cheap tower, so we are furthering the previous nerf to ZOMG slow amount, still leaving Comanche Defense unchanged — Update notes
MOAB Shove: Speed multiplier for ZOMGs and DDTs increased ― 0.61× → 0.75×
Note: X-X-4 Comanche Defense unchanged (0× and 0.2× respectively). The previous value listed for the ZOMG multiplier in the patch notes has the Bigger Jets upgrades applied.
Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples — Update notes
Last update many players felt blindsided when Brickell stopped applying her buff to Mermonkeys since there was no mention in the balance changes section. We would like to apologize for that - it was tasked internally as a bug as it was indeed unintended to work that way. We then left the issue alone for a long time, mostly due to other more pressing matters, and this issue fell through the cracks. In retrospect, it would have been better to treat this as balance rather than a simple bug fix due to how much time had passed. Reading through your feedback, we did consider just reverting the change, however the bigger issue that the feedback reinforced to us was that players considered Mermonkey to be so bad that it was only a "good" tower when used in combination with a single, water-only hero.
This sort of forced synergy goes against our design intentions - namely that Mermonkey being our signature amphibious tower should be able to stand on its own without being balance-locked to an interaction with a single hero. With all that in mind, we feel Mermonkey's highest priority right now is large sweeping buffs to each of the paths, so most of the following changes are our first step towards this starting from the low tier crosspaths. — Update notes
It seems we really overtuned Spike Paragon with its last changes, and it has dominated most boss events ever since, so it is being reeled back in again. — Update notes
Engi Paragon is too good across the board since the addition of its Overclock ability, we’re moving the Village Range buff in line with the normal overclock, and nerfing its ability cooldown so that higher degrees are required to keep a high uptime buffing other paragons. Since the AoE overclock is unique to the Engineer Paragon and not aimed at other Paragons that part of the ability is instead being improved on. — Update notes
Striker Jones’ Concussive Shell has been working as too much of a heavy carry for how quickly it recharges, it will now have a little less pierce & the reduced MOAB duration now applies from Lv3 instead of Lv9, and will have even less duration against higher tier MOAB-Classes. — Update notes
As Obyn’s value has climbed significantly, we no longer feel his Wall of Trees needs to continue being as strong as it is to prop him up, and so its pierce is being reduced. — Update notes
Psi should be quite strong given their position in the game, but is performing a little too well so we are slightly reducing their Lv3 ability cooldown rate. — Update notes
Rime: Speed reduction for BFBs, ZOMGs and DDTs is less effective ― −50% → −5% (bug fix)
6+
Vision of Ice: Cannot longer attack in the range of towers other than Ice Monkeys (bug fix)
TLDR Boss Strategy Guide
This will beat the boss 83.3% of the time (screw you dreadbloon):
Step 1: Free dart
Step 2: Farm
Step 3: Elite Defender
Step 4: MAD
Step 5: Spam paragons
Step 6: ???
Step 7: Profit!
Hero selection
99% of the time will be Geraldo if he's available, otherwise Ben. A cheap hero if you just need early game defense (spoiler: will be Gwen or Ezili, maybe Quincy). Brickell or Adora for tower spam strategies. You can ignore the rest.
Bosses
Bloonarius
In lower tiers, just divide defenses between damaging the boss and dealing with the spawns. Once a paragon enters the field, it will just melt Bloonarius and its spawns.
Lych
Elite Defender erases tier 1. In the mid game you might also need to divide defenses between damaging Lych and dealing with resurrected MOABs. In later tiers the paragons will destroy everything on single lane maps but need to be careful with DDTs on multi-lanes.
Vortex
Just don't put all your defense on the same spot, attack from afar is really good.
Dreadbloon
Use primary towers to deal with the rock bloons. One main source of damage works well with a secondary defense to defend the immunity phase. Don't make paragons of the same category during the late game.
Phayze
See vortex. Don't use radar scanner or Etienne. On razor-thin defenses the last skull might be difficult due bloons being very close to the exit and Phayze loves to troll.
Blastapopoulos
Just ignore the heat mechanic and pray it doesn't come up at the wrong time. otherwise, just exit the game and retry the round.
Ranked Mode
Fastest Time
Min-max everything. Spam overdrives or carpet of spikes for lower tiers and just make OP paragons on the later tiers. Bloonarius can be insta-killed.
Least Cash
Single paragon tend to be the better strategies, low tier tower spam can get you far. Normal can be beaten without farming most of the time. Time will rarely matter.
Least Tiers
Farming is done by just one or two farms plus possibly monkeyopolis. Farm efficiency and overclock is important to use all the cash in a paragon. Normal will be solved pretty quickly and if the week is easy you'll see 2k+ players with the same score, looking at you 2024-11-23 Blastapopoulos and 2025-06-16 Phayze.