Revision as of 10:52, 9 April 2026 by Redybird(talk | contribs)(Some error doesnt list that the Mermonkey was steep nerfed from 1400$ to a 2000$, basically reverting its price little above its 51 update one.)
This article or section is outdated and needs to be updated to reflect recent updates or newly available information. You can help out by editing this article. The editor who added this notice elaborates:Lifespan stuff (like calcing the main damage when max distance)
Riptide Champion
Mermonkey draws energy from the sea. Tridents can pop Lead Bloons, grow in power as they travel, and crash with devastating force.
Riptide Champion is the Mermonkey's path 2 tier 3 upgrade in Bloons TD 6. Tridents no longer produce multiple splashes on each impact, instead are single frigid-damage projectiles that grow in size and damage as they travel, and once expired produces two opposing wavelets that damage bloons. Like Tidal Chill, Riptide Champion freezes Bloons that are damaged, but for longer.
Each trident has 25 pierce and can pop Lead, but can no longer pop Purples or Whites (damage type changed from Shatter to Frigid), projectiles ignore White Bloons, deal 50% more base damage to Frozen, and have slower projectile speed but more lifespan. Once the trident reaches maximum pierce or lifespan, it splits into two splashes, which each have 25 pierce. Affected bloons are frozen for 0.8s through all layers, from the trident or tide splits.
The trident deals 4 damage, +2 Frozen damage, and scales damage at a steady rate of 50% per second as it travels (75% per second with 2-3-0) as it travels. Tide splits have 4 damage and do not scale damage, unlike the trident, and lose projectile size as they travel.
Tridents grow in projectile radius and damage at a steady rate of 50% per unit time, and create two wavelets at 180° spread that deal non-scaling damage and lose projectile size as they travel. Tridents have 25 pierce, 4 damage, +2 damage to frozen Bloons, and 1.8181 seconds projectile lifespan. It has a projectile speed of 110.
With Trident Swiftness (2-3-0), projectile speed increases to 165 but lasts 1.1212 seconds, resulting in about the same projectile distance, and scales damage at 75% per unit time, resulting in the same damage when expired by time.
Note: this list does not factor in Monkey Knowledge or other discounts.
Tiers
Total cost
Sell value
Easy
Medium
Hard
Impoppable
Easy
Medium
Hard
Impoppable
0-3-0
$2,315
$2,725
$2,945
$3,270
$1,621
$1,908
$2,062
$2,289
1-3-0
$2,440
$2,875
$3,105
$3,450
$1,708
$2,013
$2,174
$2,415
2-3-0
$2,650
$3,125
$3,375
$3,750
$1,855
$2,188
$2,363
$2,625
0-3-1
$2,485
$2,925
$3,160
$3,510
$1,740
$2,048
$2,212
$2,457
0-3-2
$2,725
$3,205
$3,460
$3,845
$1,908
$2,244
$2,422
$2,692
Strategy
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: Check again if crosspath prefs for top vs bottom are still true as of v51.0 with pierce buff
Riptide Champion's cheap cost gives it an edge at mid-to-late-game cleanup and support, freezing Super Ceramics while dealing high general damage in all stages. It's particularly effective in groups, being able to focus one area at a time, and can bolster DDT damage. Its only major downsides are being unable to pop Whites and Zebras, requiring additional cleanup, and adding an anti-synergy with sharp attacks.
The third-path crosspath is preferred to let the homing scale its damage more reliably, with Echosense Network potentially giving it massive range. However, the first-path crosspath's speed bonuses are used if Riptide Champion must deal with denser groups and cannot use the homing effectively.
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While we’re not jumping into any full on balance changes, there’s a few corrections that we wanted to make for type-fixes and other intended play. — Update notes
”
Sub-projectiles can now freeze Bloons in addition to the main projectile
While the Arctic Knight has been popular, Riptide Champion has major pierce issues and is seeing a price reduction as well as a pierce increase to make up for this. — Update notes
”
Upgrade cost reduced ― $2,800 → $2,300
Overall cost reduced by $625 (due to cost changes for previous tiers)
Riptide Champion’s damage type is being made consistent with the rest of the path to grant Mermonkey earlier Lead popping [...] — Update notes
”
Overall cost reduced by $300 (due to cost changes for previous tiers)
Resolved a build order issue that could override higher tier Mermonkey buffs (bug fix)
Damage type changed ― Energy → Frigid
Description changed ― Mermonkey draws energy from the sea. Tridents grow in size and power as they travel, and crash with devastating force. → Mermonkey draws energy from the sea. Tridents can pop Lead Bloons, grow in power as they travel, and crash with devastating force.
Mermonkey weren’t[sic] feeling they favoured their natural habitat enough, so their Water Placement bonus is getting a boost. Middle Path Mermonkey just isn’t putting in the work we hoped, so we’re giving a couple price adjustments, a pierce increase across all tiers [...] — Update notes
”
Upgrade cost reduced ― $2,300 → $1,900
Trident: Pierce increased ― 18 → 25
Range bonus when placed in water increased ― +25% → +35%
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
”
Upgrade cost reduced ― $1,900 → $1,100
Overall cost reduced by $975 (due to cost changes for previous tiers)
Note: Attack cooldown reduction from 0-0-0 increased from 15% to 20%. The patch notes do not specify that the attack speed buff is only for the main trident attack, all other attacks unchanged.
Note: Attack cooldown reduction from 1-x-x increased from 18% to 25%. The patch notes do not specify that the attack speed buff is only for the main trident attack, all other attacks unchanged.
Riptide Champion as an underappreciated star performed exceptionally well with recent changes which are now being scaled back and Popseidon which was also performing extremely well will likewise be scaled back — Update notes
Mermonkey ended up somewhat underrated and overbuffed, mid tiers for top and middle paths have really stood out here lately and need to be reigned back in line. — Update notes
”
Upgrade cost increased ― $1,400 → $2,000
Overall cost increased by $625 (due to cost changes for previous tiers)
Main attack: Freeze duration for Rainbow Bloons and below increased ― 0.8s → 1s
Main attack: Freeze duration for Ceramic Bloons decreased ― 0.8s → 0.5s