User:Drgoku282/Sandbox
User:Drgoku282/Template:BTD6 frontier area
Hello world
Things I have to maintain on a new version of BTD6 so I don't forget
| Thing | Updated |
|---|---|
| List of attack cooldown multipliers in BTD6 | Yes |
| Activated Ability list | Yes |
| Footprint | Yes |
| Targeting option | Yes |
| Camo detection | Yes |
| Double Cash Mode list | Yes |
| Strategy:Rogue Legends | Yes |
| Strategy:Bloonarius | Yes |
| Strategy:Lych | No |
| Strategy:Vortex | No |
| Strategy:Dreadbloon | No |
| Strategy:Phayze | No |
| Strategy:Blastapopoulos | No |
v52 attack type changes
Attacks that changed damage type
8 to 72
- Adora main
- Transforming Tonic eye laser
- A lot of Corvus stuff
- 4xx dartling
- PMFC ability
- 2xx+ druid lightning
- 4xx+ druid ball
- Champion Sentry attack and explosion
- Everything energy from master builder (modified sentries, green red mega sentry, explosions)
- Ezili main
- Genie Bottle
- Apache prime machine gun
- Gerry's Fire
- Alluring Melody Trance
- Obyn Main
- Psi main lv 6-10
- Rosalia laser lv 13+
- Mini Sun Avatar
- 040 Super
- 200, 201 to 203 and 210 to 240 Super
- 300 Super (check with MK)
- 400 and 500 Wizard (main)
- 030+ and 500 Wizard (Dragon's Breath)
- 040, 050 Phoenix (Lava Phoenix is still 8)
- Dungeon Statue
9 to 73
- Base Beast Handler
- A lot of Corvus stuff
- 3xx dartling
- Energy sentry
- Geraldo attack
- Apache prime main
- Psi main lv 1-5
- Rosalia laser lv 1-12
- 000, 100 to 300, 010 to 050, 001 to 005 (main attack) Wizard
Other stuff
- Middle Druid Vines and Psi main cannot grab Frontier Legends Bloons
- Ezili heartstopper removes glass immunity
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.
Traits are a game mechanic in the Frontier Legends DLC of Bloons TD 6. These are passive effects that all Towers have, and can be positive or negative and can range from raw stat modifiers to the ability to summon Zombie Bloons.
Mechanics
Traits are classified in two ways: Rarity and Tier. Rarity is a somewhat arbitrary classification, but usually traits with better effects tend to have a higher Rarity. Tier determines the potency of the effect and has four levels, with the first two being negative and the second two are positive. When Towers are generated at the Salon, the game randomly determines the amount, rarity and tier of those traits. Story Towers, Heroes and Legendary recruits have a fixed set of traits.
| Icon | Rarity | Chance | Effect |
|---|---|---|---|
| 1 | 10% | Very negative | |
| 2 | 15% | Negative | |
| 3 | 40% | Positive | |
| 4 | 35% | Very positive |
| Icon | Rarity | Chance |
|---|---|---|
| 0 | 40% | |
| 1 | 30% | |
| 2 | 20% | |
| 3 | 10% |
| Amount | Chance |
|---|---|
| 1 | 25% |
| 2 | 50% |
| 3 | 25% |
List of Traits
| Text | Tier | Rarity | Excluded towers | Effect |
|---|---|---|---|---|
| Cross-eyed
Shot spread 100% |
Boomerang Monkey, Spike Factory, Beast Handler | +100% projectile spread | ||
| Clumsy
Shot spread 50% |
Boomerang Monkey, Spike Factory, Beast Handler | +50% projectile spread | ||
| Straight Shooter
Shot spread -50% |
Boomerang Monkey, Spike Factory, Beast Handler | −50% projectile spread | ||
| Crackshot
Shot spread -100% |
Boomerang Monkey, Spike Factory, Beast Handler | −100% projectile spread | ||
| Laggard
80% Attack Speed |
1.2× attack cooldown multiplier, which is equivalent to a −17% attack speed decrease. | |||
| Encumbered
90% Attack Speed |
1.1× attack cooldown multiplier, which is equivalent to a −9% attack speed decrease. | |||
| Quickshot
115% Attack Speed |
0.85× attack cooldown multiplier, which is equivalent to a +18% attack speed increase. | |||
| Rapid-fire
130% Attack Speed |
0.7× attack cooldown multiplier, which is equivalent to a +43% attack speed increase. | |||
| Twister
Projectiles wiggle around with 20% Blowback chance (Not MOABs) |
Spike Factory | All projectiles from the Tower now have the stated chance to inflict a blowback effect to non-MOAB-Class Bloons which sends them back in the track a random amount between 10 and 50 units.
Additionally, the projectiles now move in a curvy wave-like pattern which fixes their lifespan to 1s. | ||
| Dust-devil
Projectiles wiggle around with 50% Blowback chance (Not MOABs) |
Spike Factory | |||
| Zinger
Projectiles bounce off Blocking Objects and Map Borders |
Ice Monkey, Mortar Monkey, Spike Factory, Beast Handler | Projectiles can bounce from map objects and borders and also can re-hit Bloons after bouncing. | ||
| True-eye
Can see Camo and deals +1 Damage to them |
Grants Camo detection and all attacks now deal +1 / 2× bonus damage to Camo Bloons. | |||
| Red-wristed
Can see Camo and deals +100% Damage to them |
||||
| Boot-draggin'
Costs +50% Stamina to place |
Tower's Stamina is drained 6% when placed. | |||
| Slow-ridin'
Costs +30% Stamina to place |
Tower's Stamina is drained 5.2% when placed. | |||
| Itchin’
Costs -30% Stamina to place |
Tower's Stamina is drained 2.8% when placed. | |||
| Rarin’
Costs -50% Stamina to place |
Tower's Stamina is drained 2% when placed. | |||
| Keen-eye
Chance to crit for +100% Damage |
Glue Gunner | The Crit chance works in the same way as Bullseye starting at 5% and increases if the attack's target is further away from the Tower at a rate of 0.5% per unit of distance.
The Crit damage multiplier is 2× and 3×, respectively. | ||
| Razor-eye
Chance to crit for +200% Damage |
Glue Gunner | |||
| Feeble
60% Damage |
All attacks now have a 0.5× damage multiplier. Not 0.6× as the description says. | |||
| Weak
80% Damage |
All attacks now have a 0.8× damage multiplier. | |||
| Powerful
125% Damage |
All attacks now have a 1.25× damage multiplier. | |||
| Brutal
150% Damage |
All attacks now have a 1.5× damage multiplier. | |||
| Patient
Attacks faster the closer Bloons are to leaking up to 30% |
Increases its attack speed in the same way as Elite Defender. The bonus goes from +0% to +30% and +60% when the Bloons are about to leak, respectively. | |||
| Seein'-red
Attacks faster the closer Bloons are to leaking up to 60% |
||||
| Firestarter
Has a chance to set Bloons on fire for 1 Damage per second, for 4.5s |
Projectiles have a 20% chance of inflicting a damage over time effect, but the stats are different to what is stated in the trait's description:
The effect can be applied even if the main projectile does not damage the Bloon and affects all layers. | |||
| Guns-blazin'
Has a chance to set Bloons on fire for 3 Damage per second, for 6s |
||||
| Adhesive
Chance to coat Bloons in molasses, slowing by 40% for 1.5s. Less effective on MOAB-Class Bloons |
Projectiles have a 20% chance of applying a glue-like effect to the Bloons which reduces their speed 40% (0.6× speed multiplier) for 1.6 and 6.1s, respectively. It affects 3 layers. MOAB-Class (except BADs and Bosses) have their speed reduced 10% instead (0.9× speed multiplier). | |||
| Molasses
Chance to coat Bloons in molasses, slowing by 40% for 6s. Less effective on MOAB-Class Bloons |
||||
| Bananite glutton
Bananite earnt -10% while in Posse |
It affects all sources of Bananite in the DLC. If multiple towers have these traits, they stack additively. | |||
| Greedy
Bananite earnt -5% while in Posse |
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| Covetous
Bananite earnt +5% while in Posse |
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| Lustrous
Bananite earnt +10% while in Posse |
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| Pathfinder
Projectiles now seek out Bloons with turn strength 180 |
Ice Monkey, Mortar Monkey, Spike Factory, Beast Handler | Projectiles that travel in a straight line can now track their targets anywhere in the map with a turn speed of 180°/s and 270°/s, respectively. | ||
| Waymaker
Projectiles now seek out Bloons with turn strength 270 |
Ice Monkey, Mortar Monkey, Spike Factory, Beast Handler | |||
| Cold-leaded
Chance to Freeze non MOAB-Class Bloons for 1s |
Projectiles have a 20% chance of freezing Bloons for the stated amount of time. The freeze affects 3 layers. | |||
| Frostbrand
Chance to Freeze non MOAB-Class Bloons for 3s |
||||
| Bowie
Gains a 25% chance for projectiles to produce ricocheting blades |
When the projectiles of a Tower with this trait expire they have the stated chance of creating 2 blades at an angle of 45°.
They deal 1 Shatter damage and have 5 pierce and cannot target or hit Camo Bloons unless their parent tower has Camo detection. Their lifespan is 0.4s and they travel in a straight line at 300 units/s upon creation and can bounce from obstacles, but if they hit a Bloon, the projectile instead starts a ricochet behavior which targets Close and it has minimum seeking distance of 5 units (infinite maximum), the movement uses Adora's seeking mechanics. | |||
| Fanged
Gains a 65% chance for projectiles to produce ricocheting blades |
||||
| Kickin'
Knocks back Bloons with 50% power. Heavier targets by 20% of that amount |
Projectiles now inflict a knockback effect that lasts 0.2s, with the following speed multipliers:
It also makes all projectiles 10% larger visually, but their collision radius stays the same. | |||
| Big-boot
Knocks back Bloons with 100% power. Heavier targets by 20% of that amount |
||||
| Exile
A Monkey on the outs. Attack Speed, Range, Accuracy, and Projectile Speed heavily reduced. |
+50% projectile spread, −13% attack speed (1.15× attack cooldown), −17.5% range, −25% pierce, −50% projectile speed, -20% projectile size | |||
| Outlaw
A Monkey who shuns good society. Attack Speed, Range, Accuracy, and Projectile Speed slightly reduced. |
+25% projectile spread, −7% attack speed (1.075× attack cooldown), -8.75% range, -17.5% pierce, -25% projectile speed, -10% projectile size | |||
| Renowned
A well liked Monkey 'round these parts. Attack Speed, Range, Accuracy, and Projectile Speed slightly improved. |
−25% projectile spread, +8% attack speed (0.925× attack cooldown), +8.75% range, +17.5% pierce, +25% projectile speed, +10% projectile size | |||
| Legend
A Legendary Monkey, known across the Frontier. Attack Speed, Range, Accuracy, and Projectile Speed heavily improved. |
−50% projectile spread, +18% attack speed (0.85× attack cooldown), +17.5% range, +35% pierce, +50% projectile speed, +20% projectile size, +50% tower size and grants Camo detection. | |||
| Red-eyed
Can pop all Bloon types. Stamina costs increased 200% |
Glue Gunner, Alchemist | All attacks can now pop any type of Bloon, but Tower's Stamina is drained 12% and 8% when placed, respectively. Stamina drain does not affect per round cost. | ||
| Hell-bent
Can pop all Bloon types. Stamina costs increased 100% |
Glue Gunner, Alchemist | |||
| Yellow-bellied
Deals 75% Damage to MOABs and Boss Bloons |
All attacks now have a 0.75× damage multiplier to MOAB-Class Bloons. | |||
| Take-down
Deals 125% Damage to MOABs and Boss Bloons |
All attacks now have a 1.25× damage multiplier to MOAB-Class Bloons. | |||
| Big-blimp-hunter
Deals 150% Damage to MOABs and Boss Bloons |
All attacks now have a 1.5× damage multiplier to MOAB-Class Bloons. | |||
| Cloudstride
Towers placed within 30 radius ignore Land & Water rules |
Creates cloud platforms for water towers in land (Lord of the Abyss) and land towers in water (Arctic Wind) in the stated radius around itself. The tower still needs to be placed in a valid location. | |||
| Skywalker
Towers placed within 50 radius ignore Land & Water rules |
||||
| Rooted
Cannot retreat, Damage +0% & Attack Speed +0% |
The Tower cannot longer retreat after being placed. | |||
| Monkey-glue
Cannot retreat, Damage +20% & Attack Speed +10% |
The Tower cannot longer retreat after being placed. All attacks now have an 1.2× damage bonus multiplier and +11% attack speed (0.9× attack cooldown multiplier). | |||
| Banana-bond
Cannot retreat, Damage +50% & Attack Speed +20% |
The Tower cannot longer retreat after being placed. All attacks now have an 1.5× damage bonus multiplier and +25% attack speed (0.8× attack cooldown multiplier). | |||
| Hollow-iron
50% Pierce |
Pierce of all projectiles is reduced 50% | |||
| Soft-shot
70% Pierce |
Pierce of all projectiles is reduced 30% | |||
| Piercing
135% Pierce |
Pierce of all projectiles is increased 35% | |||
| Heavy-puncha
170% Pierce |
Pierce of all projectiles is increased 70% | |||
| Peashooter
60% Projectile & explosion size |
Collision radius of all projectiles is decreased 40%, it also affects the projectiles visually in the same amount. | |||
| Popgun
80% Projectile & explosion size |
Collision radius of all projectiles is decreased 20%, it also affects the projectiles visually in the same amount. | |||
| Slugga
120% Projectile & explosion size |
Collision radius of all projectiles is increased 20%, it also affects the projectiles visually in the same amount. | |||
| Cannonball
140% Projectile & explosion size |
Collision radius of all projectiles is increased 40%, it also affects the projectiles visually in the same amount. | |||
| Sluggish
50% Projectile Speed |
Mortar Monkey, Spike Factory | Speed of all projectiles reduced 50%. | ||
| Slovenly
75% Projectile Speed |
Mortar Monkey, Spike Factory | Speed of all projectiles reduced 25%. | ||
| Bullet-time
150% Projectile Speed |
Mortar Monkey, Spike Factory | Speed of all projectiles increased 50%. | ||
| Quicksilver
200% Projectile Speed |
Mortar Monkey, Spike Factory | Speed of all projectiles increased 100%. | ||
| Purple-coat
Can pop Purple Bloons, and deals +1 Damage to them |
All attacks deal +1 / 2× damage to Purple Bloons (including Blastapopoulos) and can damage them if they are immune to the attack but does not remove Glass Bloon immunity. | |||
| Purple-peacock
Can pop Purple Bloons, and deals +100% Damage to them |
||||
| Blind
70% Range |
Sniper Monkey, Monkey Ace, Heli Pilot, Mortar Monkey, Dartling Gunner | Range is reduced 30%. | ||
| One eye'd
85% Range |
Sniper Monkey, Monkey Ace, Heli Pilot, Mortar Monkey, Dartling Gunner | Range is reduced 15%. | ||
| Spotter
120% Range |
Sniper Monkey, Monkey Ace, Heli Pilot, Mortar Monkey, Dartling Gunner | Range is increased 20%. | ||
| Longshot
135% Range |
Sniper Monkey, Monkey Ace, Heli Pilot, Mortar Monkey, Dartling Gunner | Range is increased 35%. | ||
| Phantom
Stamina Costs +25% and retreating freezes most surrounding Bloons |
Tower's Stamina is drained 4.8%, 4.4%, 3.6% and 3% when placed, respectively. (Phantom is +20% Stamina despite what the description says).
When the tower retreats, it creates an explosion that can freeze up to 60 Bloons for 9s. It only freezes one layer and does not affect MOAB-Class Bloons. The explosion has a radius of 60 units, ignores blockers, has a lifespan of 1s and has a 51% chance of freezing any particular Bloon in radius. The Tower has to have Stamina remaining to trigger the explosion. Sub-towers are not affected by this trait. | |||
| Survivor
Stamina Costs +10% and retreating freezes most surrounding Bloons |
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| Ambusher
Stamina Costs -10% and retreating freezes most surrounding Bloons |
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| Escapist
Stamina Costs -25% and retreating freezes most surrounding Bloons |
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| Rebound
Tower projectiles now Ricochet off Bloons up to 2 times |
Ice Monkey, Mortar Monkey, Spike Factory, Beast Handler | If a projectile that flies on a straight line hits a Bloon, it starts a ricochet behavior which targets Close and it has minimum seeking distance of 5 units (infinite maximum). Rebound can only bounce once (despite what the description says) and Ricochet can do it up to 10 times. If the projectile has not depleted all its pierce after reaching its bounce cap, it will continue moving in a straight line after the last bounce. | ||
| Ricochet
Tower projectiles now Ricochet off Bloons up to 10 times |
Ice Monkey, Mortar Monkey, Spike Factory, Beast Handler | |||
| Medic
Gain +10 Mana Shield after every round |
At the end of every round the Tower creates a Mana Shield of the stated strength that absorbs lives lost from leaks, regardless of the trait, it is capped at 200 lives. | |||
| Doc
Gain +20 Mana Shield after every round |
||||
| Microscopic
50% Footprint |
Decreases the Tower's visual model and footprint by 50%. Range is also reduced by 25% | |||
| Tiny
75% Footprint |
Decreases the Tower's visual model and footprint by 25%. Range is also reduced by 15% | |||
| Oversize
125% Footprint |
Increases the Tower's visual model and footprint by 25%. Range is also increased by 15% | |||
| Big ol'
150% Footprint |
Increases the Tower's visual model and footprint by 50%. Range is also increased by 25% | |||
| Primer
Chance to attach bombs to Bloons, dealing 15 Damage after 3s |
Projectiles now have a 50% chance to attach a Sticky Bomb to any Bloon they collide with. The bomb is attached to all layers and will explode after 3s dealing 15 or 30 Explosion damage to the target, respectively. | |||
| Detonator
Chance to attach bombs to Bloons, dealing 30 Damage after 3s |
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| Nullifier
Can pop Black and White Bloons and deals +1 Damage to them |
All attacks deal +1 / 2× damage to Black (including DDTs), White and Zebra Bloons and can damage them if they are immune to the attack but does not remove Lead immunity from DDTs. | |||
| Neutralizer
Can pop Black and White Bloons and deals +100% Damage to them |
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| Friendly
Chance to spawn 2 friendly Zombie Bloons from projectiles |
When projectiles expire they have a 20% chance of summoning Zombie Bloons at the closest point of the track with a spacing of 0.5s. They deal 5 Normal damage to Bloons that collide with them and have 5 pierce. The Zombie Bloons travel backwards in the track at 50 units/s, they also have a collision radius of 6 units.
Particular differences between the trait tiers include:
| |||
| Undertaker
Chance to spawn 5 friendly Zombie Bloons from projectiles |
Hero traits
Each Hero has a unique set of traits, a certain starting level, and a cost in Bananite to hire. Hero Skins have different traits from regular Heroes, including those that cannot be purchased with Monkey Money.
Legendary recruits
| This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Add column with recruit cost |
There is a 5% chance that any possible recruit in the Saloon has a "Legendary" status, with powerful traits and some upgrades applied, but they are more expensive than their regular counterparts. Their tower type, upgrades, name and traits are fixed. Some of their names are a reference to popular Bloons content creators.
Update history
| 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. |
| Trait | Changes |
|---|---|
| Twister / Dust-devil |
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| Cloudstride / Skywalker |
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| Trait | Changes |
|---|---|
| Feeble |
|
| Firestarter |
|
| Guns-blazin' |
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| Phantom |
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| Rebound |
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| Undertaker |
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| Friendly / Undertaker |
|
| Trait | Changes |
|---|---|
| Phantom |
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| Survivor |
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| Escapist |
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- Temporary Traits: Remaining rounds countdown now displays in-game
- Temporary Traits: Now only counts down while the tower is placed (bug fix)
- Temporary Traits: Round countdown should now live update
- Temporary Traits: Covetous and Lustrous should now correctly work on Bananite crystals and chests (bug fix)