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Revision as of 07:08, 4 August 2026 by Drgoku282(talk | contribs)(Can't wait for this to be obsolete tomorrow. Also added full list of benefits of the table for each tier.)
This article or section needs cleanup, either to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: Needs cleanup for grammar and/or spelling
"Temple Sacrifice" pop-up message for the Sun Temple
When created, Sun Temple and True Sun God sacrifice all the towers (excluding Heroes and Powers) within their range and their total value is used to either improve their main attack and add new attacks and bonuses.
The enhancements of the Temple depend on two factors: the cost and the category (Primary, Military, Magic or Support) of the tower. The Temple will not sacrifice Heroes, Powers and Paragons within its range. The higher the cost of the towers being sacrificed, the more benefits will be obtained and they are separated by tiers, which start at $10,001 and requires $5,000 extra cash per tier. Reaching a specific threshold will give all the benefits from previous tiers as well.
Sacrifice Tiers
Tier
Total cost of sacrificed towers
0
$0 – $10,000
1
$10,001 – $15,000
2
$15,001 – $20,000
3
$20,001 – $25,000
4
$25,001 – $30,000
5
$30,001 – $35,000
6
$35,001 – $40,000
7
$40,001 – $45,000
8
$45,001 – $50,000
9
$50,001 or more
Although Sun Temple sacrifices all towers in its range, it will only obtain benefits from 3 categories maximum at the same time, the category with the lower total cost among sacrifices is ignored. True Sun God will benefit from all categories. For Primary, Military and Magic benefits, each tier will alternate between improving the main attack of the temple and adding or upgrading a secondary attack.
All the benefits of the Sun Temple will carry over to the True Sun God or VTSG and the later two will apply their own benefits on top depending on the sacrifices offered for the upgrade. If the same benefit is obtained twice, they apply separately. Main attack bonuses are applied again, using the Temple's values as base. For new attacks and sub-tower spawns, they gain a second one, independent from the first one, they can even have different power depending on the sacrifice tier. For Support benefits, they gain a second independent one (affected towers will show two buff icons). Stack interactions with both buffs will be noted in the following section.
Blade Shooter: +100 Damage, +100 pierce and cooldown reduced by 0.5s
Notes
The Main attack cooldown multipliers are 0.9, 0.8, 0.7 and 0.6×, respectively. Bonus from Sun Temple and True Sun God stacks multiplicatively, at max sacrifices it will be a 0.36× multiplier (0.6 × 0.6), meaning the True Sun God / VTSG will use its main attack every 0.018s, a ~178% attack speed increase from base.
The Golden Glaives projectiles can ricochet seeking other targets in a 150 unit radius after hitting a target.
The Blade Shooter attack shoots in a circular pattern, in the same way as a Tack Shooter, the True Sun God's projectiles are shifted 22.5° compared to the Sun Temple, so they don't overlap.
Ballistic Missile can only target MOAB-Class Bloons and has a minimum range of 100 units (meaning it will not fire at all if all valid targets are inside of this radius). The explosion can damage any Bloon in the explosion radius, however it will only deal 1 damage to non-MOAB Class. The True Sun God's missile has higher flying speed but shorter lifespan so both versions can travel up to 2,000 units.
For the stat section, projectile speed bonuses stacks multiplicatively with each other, with the Epic Range upgrade changing the base value. At max sacrifices, it will be 2.25× multiplier (1.5 × 1.5).
Sun Temple's Mini Spectres fly in a circle figure with a radius of 80 units. True Sun God's Mini Spectres fly in infinite figure (two circles with a radius of 40 units).
Damage bonus a +2/+4 increase, at max sacrifices it will be +8 damage bonus.
This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Determine if the interaction between the Temple and TSG projectile size bonus is actually multiplicative as it was only determined by pixel counting the visual projectile increase in-game and may not be accurate or reflect the behavior of the projectile itself. Determine how distraction chance benefits interact with each other.
The Sun Temple and the True Sun God gains the following benefits from the Magic sacrifices:
Storm Blast attack which causes Blowback (33 − ∞ units, 500 pierce, 5s cooldown, can affect up to BFBs)
Spawns a Mini Sun Avatar every 30s with a lifespan of 65s.
Mini Sun Avatars shoot 3 Sun Blasts (2 Plasma damage, 6 pierce and 0.03s cooldown)
Starts spawning Mini Sun Avatars
Notes
Arcane Blast projectiles can seek targets, similar to the Guided Magic upgrade.
True Sun God version of the Storm Blast attack can affect Camo Bloons if a non-Camo Bloon is in range, as it still cannot target camo without Ultravision.
Storm Blast removes Glue and Frozen condition from Bloons, except from BADs and Boss Bloons.
For the stat section, projectile size bonuses are assumed to stack multiplicatively with each other. At max sacrifices, it will be a +110.25% projectile size increase (18.9225 units) (1.45 × 1.45). The visual size increase is half of the actual increase (+7.5% per stack).
If they stack additively, the combined effect would be a +90% projectile size increase (17.1 units).
Due to a bug, the True Sun God projectile size bonus for $45,001 or more is not applied, leaving it with no projectile size increase at all, so it will only reflect the Sun Temple benefits, if any. If the sacrifice is below this threshold, it works as normal.
Pierce bonus is a +5 / +10 increase, at max sacrifices it will be +40 pierce (60 total without crosspaths).
For the stat section, distraction chance is assumed to stack "multiplicatively" with each other (meaning two independent 20% rolls). At max sacrifices, it will would be a combined 36% chance.
However there is a chance that it can stack additively. At max sacrifices they would result in a combined 40% chance.
Mini Sun Avatar spawn cooldown can not be reduced with buffs. Therefore, the Temple can spawn a maximum of 3 at a time.
If the Mini Sun Avatar benefit is reached twice, there will be two independent spawners, effectively doubling the amount of sub-towers that are present at the same time.
New passive ability: Generates $500 cash at the end of the round
$15,001 – $20,000
Range increased by +5 (65 → 70 on a base Temple)
Produces $2,000 cash at the end of the round
Towers in range generate +50% cash by popping Bloons.
End of round cash: Amount increased by +$1,500 per round
New passive ability: Towers in range generate +50% cash by popping Bloons.
$20,001 – $25,000
Range increased by +5 (65 → 70 on a base Temple)
Produces $2,000 cash at the end of the round
Towers in range generate +50% cash by popping Bloons.
Attack cooldown of towers in range reduced by 10% (~11% attack speed increase)
New passive ability: Reduces attack cooldowns of towers in range (0.9× multiplier)
$25,001 – $30,000
Range increased by +5 (65 → 70 on a base Temple)
Produces $2,000 cash at the end of the round
Towers in range generate +50% cash by popping Bloons.
Provides a +10% discount on the cost of towers and upgrades purchased in the tower's range
Attack cooldown of towers in range reduced by 10% (~11% attack speed increase)
New passive ability: 10% discount on towers and upgrades purchased in range
$30,001 – $35,000
Range increased by +5 (65 → 70 on a base Temple)
Produces $2,000 cash at the end of the round
Towers in range generate +50% cash by popping Bloons.
Provides a +10% discount on the cost of towers and upgrades purchased in the tower's range
Attack cooldown of towers in range reduced by 10% (~11% attack speed increase)
Pierce of towers in range increased by +3
Range of towers in range increased by +20%
New passive ability: +3 pierce and +20% range bonus (1.2× multiplier) for towers in range
$35,001 – $40,000
Range increased by +5 (65 → 70 on a base Temple)
Produces $2,000 cash at the end of the round
Towers in range generate +50% cash by popping Bloons.
Provides a +10% discount on the cost of towers and upgrades purchased in the tower's range
Attack cooldown of towers in range reduced by 10% (~11% attack speed increase)
Pierce of towers in range increased by +3
Range of towers in range increased by +20%
Damage of towers in range increased by +1
New passive ability: +1 damage bonus for towers in range
$40,001 – $45,000
Range increased by +5 (65 → 70 on a base Temple)
Produces $2,000 cash at the end of the round
Towers in range generate +50% cash by popping Bloons.
Provides a +10% discount on the cost of towers and upgrades purchased in the tower's range
Attack cooldown of towers in range reduced by 19% (~23% attack speed increase)
Pierce of towers in range increased by +3
Range of towers in range increased by +20%
Damage of towers in range increased by +1
New passive ability: Grants a second 10% attack cooldown bonus (0.81× multiplier combined)
$45,001 – $50,000
Range increased by +5 (65 → 70 on a base Temple)
Produces $5,000 cash at the end of the round
Towers in range generate +50% cash by popping Bloons.
Provides a +20% discount on the cost of towers and upgrades purchased in the tower's range
Attack cooldown of towers in range reduced by 19% (~23% attack speed increase)
Pierce of towers in range increased by +3
Range of towers in range increased by +20%
Damage of towers in range increased by +1
End of round cash: Amount increased by +$3,000 per round
Discount bonus: Increased by +10%
$50,001 or more
Range increased by +5 (65 → 70 on a base Temple)
Produces $5,000 cash at the end of the round
Towers in range generate +50% cash by popping Bloons.
Provides a +20% discount on the cost of towers and upgrades purchased in the tower's range
Attack cooldown of towers in range reduced by 19% (~23% attack speed increase)
Pierce of towers in range increased by +3
Range of towers in range increased by +20%
Damage of towers in range increased by +2
Damage bonus: Increased by +1
Notes
Range bonus a +5 increase, at max sacrifices it will be +10 range. It also affects the targeting range of Golden Glaives, Blade Shooter and Arcane Blast attacks. The area of effect of Storm Blast is also increased.
End of round cash from the Temple and Sun God stack with each other, at max sacrifices it will grant $10,000 per round.
Discount bonus stacks additively, at max sacrifices it will be a 40% discount (20% + 20%).
The 10% and 20% bonuses can stack with each other for a 30% discount, this requires 2 Temples with different sacrifice amounts. With the True Sun God, the discount can be increased to 50%.
The attack speed bonuses are implemented as two separate cooldown multipliers of 0.9×, resulting in a combined 0.81× multiplier. Bonus from Sun Temple and True Sun God stacks multiplicatively, at max sacrifices it will be a 0.6561× multiplier (0.81 × 0.81), meaning a ~52% attack speed increase from base.
Cash per pop bonus is stacked additively, at max sacrifices it will double the income (50% + 50%). The cash bonus also applies to the Temple / Sun God if their projectiles pop the Bloons inside of its radius.
At max sacrifices, Towers in range gain the following benefits:
0.6561× attack cooldwn multiplier
+6 pierce
+4 damage
+44% range (stacks multiplicatively with each other, 1.2 × 1.2 multiplier)
The discount, damage, attack speed, pierce, and range bonuses applies to any tower in range, including its sub-towers (Golden Spectres and Mini Sun Avatars) but not to the Temple / True Sun God itself. The additive damage bonus applies after the VTSG damage bonus on sub-towers.
This section is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: Determine if the range buff affects the minimum range of the Ballistic Missile attack
The projectiles spawn at different angles with respect to their intended target 40°, -40°, 80°, -80°, 120° and -120°, the last two directions are only used by the version of the attack with six projectiles.
Sun Temple and True Sun God sacrifices can interact in several ways, which will be listed in parentheses next to the cash amount and category, the options are:
Individual: Sacrifice was made for either Sun Temple and True Sun God, but not both, the benefit is the same regardless on which upgrade got the sacrifice.
Both: Sacrifice was made both Sun Temple and True Sun God.
Either: Sacrifice was made for either Sun Temple and True Sun God or both, which in this case the benefit is applied to their individual attack. In the case of support buffs, it is applied twice.
Temple: Sacrifice was made for Sun Temple but not for the True Sun God.
Sun God: Sacrifice was made for the True Sun God but not for the Sun Temple.
Due both Sun Temple and True Sun God sacrifices stacking over each other and having different results depending on the amount of value, their interactions are presented in a table for clarity, for a specific combination of tiers, the row represents the Temple sacrifice and the column the True Sun God sacrifice:
Main attack - Cooldown in seconds (Base: 0.05s, rounded to 4 decimals)
Sun Temple Sacrifice
True Sun God Sacrifice
No sacrifice
$15,001 − $25,000 Primary
$25,001 − $35,000 Primary
$35,001 − $45,000 Primary
$45,001+ Primary
No sacrifice
0.0500
0.0450
0.0400
0.0350
0.0300
$15,001 − $25,000 Primary
0.0450
0.0405
0.0360
0.0315
0.0270
$25,001 − $35,000 Primary
0.0400
0.0360
0.0320
0.0280
0.0240
$35,001 − $45,000 Primary
0.0350
0.0315
0.0280
0.0245
0.0210
$45,001+ Primary
0.0300
0.0270
0.0240
0.0210
0.0180
Main attack - Damage (Base: 15)
Sun Temple Sacrifice
True Sun God Sacrifice
No sacrifice
$15,001 − $45,000 Military
$45,001+ Military
No sacrifice
15
17
19
$15,001 − $45,000 Military
17
19
21
$45,001+ Military
19
21
23
Main attack - Projectile speed in units/s (Base: 400 units/s, rounded to nearest integer)
Sun Temple Sacrifice
True Sun God Sacrifice
No sacrifice
$15,001 − $25,000 Military
$25,001 − $35,000 Military
$35,001 − $45,000 Military
$45,001+ Military
No sacrifice
400
448
496
544
600
$15,001 − $25,000 Military
448
502
556
609
672
$25,001 − $35,000 Military
496
556
615
675
744
$35,001 − $45,000 Military
544
609
675
740
816
$45,001+ Military
600
672
744
816
900
Main attack - Pierce (Base: 20)
Sun Temple Sacrifice
True Sun God Sacrifice
No sacrifice
$15,001 − $25,000 Magic
$25,001 − $45,000 Magic
$45,001+ Magic
No sacrifice
20
25
30
40
$15,001 − $25,000 Magic
25
30
35
45
$25,001 − $45,000 Magic
30
35
40
50
$45,001+ Magic
40
45
50
60
Main attack - Projectile size (Base: 9 units, rounded to two decimals) Assumes buffs stack multiplicatively
Sun Temple Sacrifice
True Sun God Sacrifice
No sacrifice
$15,001 − $25,000 Magic
$25,001 − $45,000 Magic
$45,001+ Magic (bug)
No sacrifice
9
10.35
11.7
9
$15,001 − $25,000 Magic
10.35
11.9
13.46
10.35
$25,001 − $45,000 Magic
11.7
13.46
15.21
11.7
$45,001+ Magic
13.05
15.01
16.97
13.05
$20,001+ Magic (Either)
Main attack
Projectile
Blowback
Min distance
0 units
Max distance
∞ units
Cannot apply to
MOAB-Class Bloons
Main attack - Blowback chance (Base: 0%) Assumes independent chances
The blades from the True Sun God Blade Shooter are shifted 22.5° with respect to the Sun Temple blades, if both are present, it will look like a 16 projectile attack.
Removes Glue and Frozen status from affected Bloons.
The True Sun God version of the attack can affect Camo Bloons if another non-Camo Bloon triggers the attack (still can't target camo without Ultravision crosspath).
To describe the sacrifices done to create a VTSG, they are written in a similar way to Tower crosspaths but with 4 numbers, indicating the categories (Primary, Military, Magic, Support, in that order) which have maximum sacrifices. For example a 2-2-2-1 VTSG means that Primary, Military and Magic sacrifices were maxed for the Temple and Sun God upgrades, but Support sacrifices were not used to create the Temple as it can only receive sacrifices from 3 categories at the same time. This is the system that the stats section below will use for simplicity.
This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Add more efficient sacrifices using 2 or more towers and situations where players should not max the sacrifices (e.g. Least Cash Bosses)
The table below presents the most efficient single-tower solution to achieve maximum sacrifice benefits:
1 Tower Temple Sacrifice
Category
Monkey
Knowledge
Easy
Medium
Hard
Impoppable
Primary
5-0-0 Bomb Shooter ($51,145)
5-0-0 Tack Shooter ($50,310)
5-0-0 Tack Shooter ($54,340)
2-5-0 Boomerang Monkey ($50,005)
5-0-0 Tack Shooter ($60,375)
Military
5-0-0 Heli Pilot ($58,860)
2-0-5 Heli Pilot ($50,300)
2-5-0 Heli Pilot ($50,440)
5-0-0 Sniper Monkey ($51,000)
5-0-0 Heli Pilot ($58,800)
2-0-5 Heli Pilot ($50,225)
0-5-0 Mortar Monkey ($50,020)
5-1-0 Sniper Monkey ($50,280)
Magic
0-5-0 Wizard Monkey ($51,550)
0-5-0 Alchemist ($53,275)
0-0-5 Ninja Monkey ($52,275)
0-5-0 Druid ($50,340)
0-5-0 Druid ($50,240)
Support
0-5-0 Monkey Village ($60,305)
0-0-5 Engineer Monkey ($50,070)
0-0-5 Engineer Monkey ($54,075)
0-0-5 Engineer Monkey ($60,085)
0-5-0 Monkey Village ($60,285)
If the player used Support sacrifices for the Sun Temple, then the towers will be discounted for the True Sun God, requiring sacrifices whose cost is higher than $62,500 without discounts:
1 Tower Temple Sacrifice with Sun Temple discount (20%)
Category
Monkey
Knowledge
Easy
Medium
Hard
Impoppable
Primary
0-5-0 Boomerang Monkey +
0-0-5 Glue Gunner ($50,115)
5-0-0 Bomb Shooter +
3-0-0 Bomb Shooter ($50,040)
5-0-0 Bomb Shooter ($51,990)
0-5-0 Desperado ($50,210)
0-5-0 Boomerang Monkey +
0-0-5 Glue Gunner ($50,075)
Military
0-0-5 Dartling Gunner ($51,400)
5-0-0 Heli Pilot ($55,400)
5-0-0 Heli Pilot ($59,835)
0-1-5 Mortar Monkey ($50,110)
0-0-5 Dartling Gunner ($51,380)
5-0-0 Heli Pilot ($55,340)
5-0-0 Heli Pilot ($59,770)
0-1-5 Mortar Monkey ($50,085)
Magic
5-0-0 Wizard Monkey +
0-5-0 Ninja Monkey ($50,160)
0-5-2 Mermonkey ($50,065)
0-5-0 Wizard Monkey ($52,405)
0-5-0 Alchemist ($51,145)
5-0-0 Wizard Monkey +
0-5-0 Ninja Monkey ($50,140)
Support
0-5-0 Engineer Monkey ($59,400)
0-5-0 Monkey Village ($56,760)
0-5-0 Monkey Village ($61,305)
0-5-0 Spike Factory ($50,785)
0-5-0 Monkey Village ($56,745)
0-5-0 Monkey Village ($61,285)
0-5-0 Spike Factory ($50,785)
Notes:
The sacrifices listed are not the most efficient possible, just the best using a single tower.
In the second table, the total price may not be fully accurate due rounding after discount.
Due this interaction, a small safety margin is used for results very close to $50,000.
If table cell has more than one tower, it means a single tower solution does not exist or is too inefficient, it may also not be the most efficient pair.
Monkeyopolis sacrifice value is considered with only a single Farm sacrifice ($5,000 upgrade cost regardless of difficulty).
The Storm Blast attack has been named "fart attack" in official patch notes[1][2].
The Distraction effect that is provided by Magic sacrifices is always present in the Main Attack behavior, however, the chance of happening is set at 0%.