Upgrade (Bloons Blitz)

Revision as of 18:52, 1 October 2026 by Polavux (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Scoop's Tall Tale icon This article or section needs more screenshots.
See the screenshot guidelines for more information on what screenshots are needed and how to add them.

Upgrades in Bloons Blitz enhance Monkeys and Heroes during a run, or add new Monkeys to their team. Unlike in the Bloons TD series, upgrades in this game do not cost anything to purchase. Each time the team levels up, the player can choose one of three upgrades, selected by the game at random from the pool of upgrades accessible at that moment. All Monkeys and Heroes have three upgrade paths, each with 6 upgrades split into four tiers, for a total of 18 regular upgrades. Each path has one tier 1 upgrade, two tier 2 upgrades, one tier 3 upgrade, and two tier 4 upgrades. Higher-tier upgrades have a lower probability of appearing, which the Luck stat can raise.

Heroes can have up to 10 upgrades per run, while Monkeys can only have up to 5 (not counting upgrades that add Monkeys to the team). If the player runs out of upgrade slots for all of their Monkeys, all future level-ups provide a choice of Team Upgrades instead, which apply minor stat buffs to the Hero or entire team. Unlike regular upgrades, the player can obtain duplicate Team Upgrades without limit.

By increasing a Monkey or Hero's level, the player can unlock Level 2 versions of tier 1, tier 3, and tier 4 upgrades. Most Level 2 upgrades enhance the base upgrades' effects or enable new effects that apply when the player picks them during a run. The player can only have Level 2 versions of one tier 1 upgrade, one tier 3 upgrade, and two tier 4 upgrades at a time for each Monkey and Hero.

Mechanics

edit

Upgrade pool

edit
  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: Verify that rerolling always draws different upgrades from the first roll, or if it can reroll into upgrades that were chosen on the first roll

When the player's team levels up, the three upgrades that can appear are chosen from a pool of all upgrades that are accessible to the player and/or their Monkeys and Hero. When the player chooses an upgrade, it removes itself from the pool for that Monkey (meaning it will never appear again for that Monkey during the run, but not for other Monkeys of the same kind). Some levels may replace the upgrade options with upgrades that add Monkeys to the team if the player does not have three Monkeys in their team yet; depending on the level, this can either replace all upgrades (even after rerolling), have a 10% chance to replace each upgrade, or never replace upgrades. Team Upgrades do not exist in the pool; they only appear as a fallback option if there are fewer than three upgrades left in the pool (which usually occurs starting at level 30).

Tier 1 upgrades enter the pool as soon as the player has that Monkey or Hero during a run, but higher-tier upgrades require the player to own the upgrade of the previous tier on the same path first (tier 3 upgrades only require one of the two previous upgrades). Additionally, every Hero has one secret upgrade that can appear if they own two specific upgrades on the first and second paths during the run. If the player fills all upgrade slots for a Monkey or Hero, the pool removes all of its remaining upgrades. Tier 3 and tier 4 upgrades do not enter the pool until the player unlocks them by raising the Monkey's rank.

The player can spend Bloonstones or tokens to change their upgrade options. The player can only use each item once per level-up:

  • Rerolling replaces the upgrade options.
  • Banishing an upgrade removes it from the pool for the rest of the run.
  • Pinning an upgrade forces it to appear again on the next level-up. It does not stay pinned on subsequent level-ups if the player does not choose it, however.

Rarity

edit

The tier of an upgrade determines the odds of it appearing whenever the player levels up. Upgrades that add Monkeys to the team use a separate system that changes depending on the team's level.

Name Probability weight Affected by luck?
Tier 1 100  
Tier 2 60  
Tier 3 30  
Tier 4 15  

Icon frames

edit

Upgrades have different frames around their icons to indicate their path and which Monkey they belong to:

  • Path 1 upgrades have a circular frame.
  • Path 2 upgrades have a rhomus-shaped frame.
  • Path 3 upgrades have a square-shaped frame.
  • Secret upgrades and Team Upgrades have a star-shaped frame.
  • Hero upgrades have a yellow frame.
  • Upgrades for the first Monkey in the player's team have a blue frame.
  • Upgrades for the second Monkey have a green frame.
  • Upgrades for the third Monkey have a purple frame.
  • Upgrades that add Monkeys to the team do not have a frame, but do have a color.

List of upgrades

edit
Upgrade Monkey Path Rarity
 
Faster Attacks
Increases the attacks per second of the whole team by 5%.
— Team Upgrade Tier 1
 
Magnetism
Increase the range you can collect Blops from by 5%.
— Team Upgrade Tier 1
 
More Damage
Increases the damage of the whole team by 5%.
— Team Upgrade Tier 1
 
More Pierce
Increases the pierce of the whole team by 5%.
— Team Upgrade Tier 1
 
Better Criticals
Increase the crit chance of the whole team by 1%.
— Team Upgrade Tier 3
 
Recover Health
Recover 1 Health. If already at maximum health, gain 1 Temp HP.
— Team Upgrade Tier 4
 
Alchemist
Creates pools of corrosive acid.
Alchemist — Monkey
 
Chemical Wager
Every 3rd potion thrown has a randomised effect including slowing, burning, explosions, and increased XP.
Alchemist Chaos Path Tier 1
 
Chemical Wager Level 2
Every 2nd potion thrown has a randomised effect including slowing, burning, explosions, and increased XP.
Alchemist Chaos Path Tier 1
 
Faster Throwing
Increase attacks per second by 100%.
Alchemist Chaos Path Tier 2
 
Make It Rain
Throw out 4 additional potions every fourth attack.
Alchemist Chaos Path Tier 2
 
Applied Sciences
Potions now emit two effects from Chemical Wager.
Alchemist Chaos Path Tier 3
 
Applied Sciences Level 2
Potions now emit three effects from Chemical Wager.
Alchemist Chaos Path Tier 3
 
Raising Chances
Every potion thrown by the Alchemist Monkey now has a random effect applied.
Alchemist Chaos Path Tier 4
 
Raising Chances Level 2
Every potion thrown by the Alchemist Monkey now has a random effect applied. Potions now also bounce.
Alchemist Chaos Path Tier 4
 
Substance Manipulator
Every randomised effect caused by Chemical Wager is now buffed.
Alchemist Chaos Path Tier 4
 
Substance Manipulator Level 2
Every randomised effect caused by Chemical Wager is now buffed.
Alchemist Chaos Path Tier 4
 
Berserker Brew
Standing inside a potion pool increases attack speed of both hero and monkeys by 50% while inside.
Alchemist Enhance Path Tier 1
 
Berserker Brew Level 2
Standing inside a potion pool increases attack speed of both hero and monkeys by 100% while inside.
Alchemist Enhance Path Tier 1
 
Bulky Potions
Increase the size of pools by 50%.
Alchemist Enhance Path Tier 2
 
Potent Mixture
Standing inside a potion pool now also increases damage and pierce by 50%.
Alchemist Enhance Path Tier 2
 
One For The Road
Every 15 seconds, give the benefits of Berserker Brew to a random monkey on the team, even if not standing in a potion. These last for 5 seconds.
Alchemist Enhance Path Tier 3
 
One For The Road Level 2
Every 10 seconds, give the benefits of Berserker Brew to a random monkey on the team, even if not standing in a potion. These last for 5 seconds.
Alchemist Enhance Path Tier 3
 
Dream Team
One for the Road gives the benefits of the Berserker Brew to all monkeys on the team, even if not standing in a potion.
Alchemist Enhance Path Tier 4
 
Dream Team Level 2
One for the Road gives the benefits of the Berserker Brew to all monkeys on the team, even if not standing in a potion.
Alchemist Enhance Path Tier 4
 
Slippy Potions
Running through an acid pool grants the whole team a +20% bonus to movement speed and a +50% bonus to evasion for 3 seconds.
Alchemist Enhance Path Tier 4
 
Slippy Potions Level 2
Running through an acid pool grants the whole team a +50% bonus to movement speed and a +50% bonus to evasion for 7.5 seconds.
Alchemist Enhance Path Tier 4
 
Sticky Potions
Slow Bloon movement by 25%.
Alchemist Transmute Path Tier 1
 
Sticky Potions Level 2
Slow Bloon movement by 50%.
Alchemist Transmute Path Tier 1
 
Savage Concoction
Acid deals damage 50% faster.
Alchemist Transmute Path Tier 2
 
Stronger Acid
Increase duration of potion effects by 50%.
Alchemist Transmute Path Tier 2
 
Chem Trail
Release a cloud of fumes behind the Alchemist Monkey which coats Bloons that touch it in acid. Fumes last for 3 seconds before dissipating.
Alchemist Transmute Path Tier 3
 
Chem Trail Level 2
Release a cloud of fumes behind the Alchemist Monkey which coats Bloons that touch it in acid. Fumes last for 4.5 seconds before dissipating.
Alchemist Transmute Path Tier 3
 
Beast Mode
When the Alchemist Monkey has popped 100 Bloons it turn into a monster for 10 seconds, increasing its attack speed and range by 500%.
Alchemist Transmute Path Tier 4
 
Beast Mode Level 2
When the Alchemist Monkey has popped 100 Bloons it turn into a monster for 10 seconds, increasing its attack speed and range by 750%.
Alchemist Transmute Path Tier 4
 
Detonative Compound
Bloons popped by acid have a 5% chance to explode, creating another a[sic] cloud of fumes which also applies acid to Bloons that touch it.
Alchemist Transmute Path Tier 4
 
Detonative Compound Level 2
Bloons popped by acid have a 10% chance to explode, creating another a[sic] cloud of fumes which also applies acid to Bloons that touch it.
Alchemist Transmute Path Tier 4
 
Boomer
Throws a boomerang in an arc that cuts through Bloons.
Boomer — Monkey
 
Glaives
Rangs become glaives which are 50% larger, move 20% faster, and have +100% pierce.
Boomer Glaive Path Tier 1
 
Glaives Level 2
Rangs become glaives which are 100% larger, move 20% faster, and have +150% pierce.
Boomer Glaive Path Tier 1
 
Honed Edges
Increase glaive pierce by 100%.
Boomer Glaive Path Tier 2
 
Razor Sharp Glaives
Glaives have +10% crit chance and deal +100% crit damage.
Boomer Glaive Path Tier 2
 
Second Lap
Glaives fly twice around the team before returning to the Boomerang Monkey.
Boomer Glaive Path Tier 3
 
Second Lap Level 2
Glaives fly three times around the team before returning to the Boomerang Monkey.
Boomer Glaive Path Tier 3
 
Hungry Glaives
Each glaive increases in size by 10% for each Bloon it pops. Pierce increased by 50%.
Boomer Glaive Path Tier 4
 
Hungry Glaives Level 2
Each glaive increases in size by 15% for each Bloon it pops. Pierce increased by 50%.
Boomer Glaive Path Tier 4
 
Orbiting Glaives
Creates 2 spinning glaives that orbits the team. They have 2x the pierce of the main attack and regenerate 1 pierce every 0.1 seconds.
Boomer Glaive Path Tier 4
 
Orbiting Glaives Level 2
Creates 3 spinning glaives that orbits the team. They have 2x the pierce of the main attack and regenerate 1 pierce every 0.1 seconds.
Boomer Glaive Path Tier 4
 
Scraparangs
Boomerangs emit 3 fragments of shrapnel the first time they hit a Bloon. Each frag has 5 damage and 1 pierce.
Boomer Mecha Path Tier 1
 
Scraparangs Level 2
Boomerangs emit 3 fragments of shrapnel the first time they hit a Bloon. Each frag has 10 damage and 2 pierce.
Boomer Mecha Path Tier 1
 
Heavy Metal
Rang knockback and damage increased by 50%.
Boomer Mecha Path Tier 2
 
More Scrap
Rangs emit +3 shrapnel fragments on the first hit.
Boomer Mecha Path Tier 2
 
Dizzy Rangs
Bloons hit by rangs are stunned, preventing them from moving for 1 second.
Boomer Mecha Path Tier 3
 
Dizzy Rangs Level 2
Bloons hit by rangs are stunned, preventing them from moving for 3 seconds.
Boomer Mecha Path Tier 3
 
Concussive Rangs
Rangs explode when they run out of pierce or hit a boss, pushing Bloons back (including Bosses).
Boomer Mecha Path Tier 4
 
Concussive Rangs Level 2
Rangs explode when they run out of pierce or hit a boss, pushing Bloons back (including Bosses).
Boomer Mecha Path Tier 4
 
Mecha Rangs
Throws an additional powerful rang that flies directly at the strongest bloon, dealing continuous damage.
Boomer Mecha Path Tier 4
 
Mecha Rangs Level 2
Throws an additional powerful rang that flies directly at the strongest bloon, dealing continuous damage.
Boomer Mecha Path Tier 4
 
Rapid Rangs
Increases attacks per second by 100%.
Boomer Turbo Path Tier 1
 
Rapid Rangs Level 2
Increases attacks per second by 150%.
Boomer Turbo Path Tier 1
 
Aerodyrangics
Increases rangs speed by 50% and pierce by 20%.
Boomer Turbo Path Tier 2
 
Ranging on the Run
Increases the attacks per second of all Boomerang Monkeys by 10% for each second spent moving. Resets if stopped for more than 0.5 seconds. Caps at 100%.
Boomer Turbo Path Tier 2
 
Multi-Rang
Throws a second boomerang every attack. Flies the same trajectory but the opposite direction.
Boomer Turbo Path Tier 3
 
Multi-Rang Level 2
Throws 2 more boomerangs every attack. Flies the same trajectory but the opposite direction.
Boomer Turbo Path Tier 3
 
Red Hot Rangs
One rang per attack leaves a trail of small fires. Each fire deals 5 fire damage per 0.5 seconds, and lasts for 1 second.
Boomer Turbo Path Tier 4
 
Red Hot Rangs Level 2
One rang per attack leaves a trail of small fires. Each fire deals 10 fire damage per 0.5 seconds, and lasts for 1 second.
Boomer Turbo Path Tier 4
 
Turbocharge
Gains a 500% boost in attacks per second after 6 seconds of continuous movement.
Boomer Turbo Path Tier 4
 
Turbocharge Level 2
Gains a 500% boost in attacks per second after 3 seconds of continuous movement.
Boomer Turbo Path Tier 4
 
Bottle Rocket
Canister zooms around for 1.5 seconds after exploding. Any Bloon hit by the canister as it goes past is set on fire.
Gwen — Tier 4
 
Wide Nozzle
Flamethrower cone size increases by 20%.
Gwen Fire Spreads Path Tier 1
 
Wide Nozzle Level 2
Flamethrower cone size increases by 40%.
Gwen Fire Spreads Path Tier 1
 
Ultra Wide Nozzle
Flamethrower cone size increases by 40%.
Gwen Fire Spreads Path Tier 2
 
XL Tank
Flamethrower fires for 40% longer before reloading.
Gwen Fire Spreads Path Tier 2
 
Catching Fire
Bloons hit by the flamethrower are set on fire, taking 5 damage per 0.5s for 4 seconds.
Gwen Fire Spreads Path Tier 3
 
Catching Fire Level 2
Bloons hit by the flamethrower are set on fire, taking 5 damage per 0.5s for 6 seconds.
Gwen Fire Spreads Path Tier 3
 
Everything Burns
Each Bloon popped by the Flamethrower adds 0.1 seconds to the current attack duration.
Gwen Fire Spreads Path Tier 4
 
Everything Burns Level 2
Each Bloon popped by the Flamethrower adds 0.2 seconds to the current attack duration.
Gwen Fire Spreads Path Tier 4
 
Fuel Leak
Leaves a trail of burning fuel on the ground which lasts for 4 seconds while the flamethrower is reloading. Bloons that touch the fire take 10 damage per 0.3s.
Gwen Fire Spreads Path Tier 4
 
Fuel Leak Level 2
Leaves a trail of burning fuel on the ground which lasts for 6 seconds while the flamethrower is reloading. Bloons that touch the fire take 4 damage per 0.3s.
Gwen Fire Spreads Path Tier 4
 
Hot Under Pressure
Gain 1 Pressure per 0.5s spent not firing the flamethrower (including reload time), up to 20 Pressure. The next attack deals +0.5 damage per Pressure and resets Pressure to 0.
Gwen High Pressure Path Tier 1
 
Hot Under Pressure Level 2
Gain 1 Pressure per 0.5s spent not firing the flamethrower (including reload time), up to 20 Pressure. The next attack deals +0.75 damage per Pressure and resets Pressure to 0.
Gwen High Pressure Path Tier 1
 
Controlled Blaze
Flamethrower fires for +0.25s longer per Pressure.
Gwen High Pressure Path Tier 2
 
Extreme Pressure
Pressure builds at 1 per 0.2s spent not firing the flamethower and caps at 30.
Gwen High Pressure Path Tier 2
 
Explosive Canister
Throws an explosive canister to a random point nearby. The canister has 35 HP deals 60 damage to nearby Bloons when destroyed.
Gwen High Pressure Path Tier 3
 
Explosive Canister Level 2
Throws an explosive canister to a random point nearby. The canister has 12 HP deals 90 damage to nearby Bloons when destroyed.
Gwen High Pressure Path Tier 3
 
Heat Wave
Shoot an expanding wave of fire each time the flamethrower starts firing. The wave travels faster, lasts longer, and deals more damage the more pressure Gwen has.
Gwen High Pressure Path Tier 4
 
Heat Wave Level 2
Shoot an expanding wave of fire each time the flamethrower starts firing. The wave travels faster, lasts longer, and deals more damage the more pressure Gwen has.
Gwen High Pressure Path Tier 4
 
Pressurized Container
Canisters gain their own pressure. The blast radius of the explosion they create increases by 10% for each second it remained on the field before detonating.
Gwen High Pressure Path Tier 4
 
Pressurized Container Level 2
Canisters gain their own pressure. The blast radius of the explosion they create increases by 15% for each second it remained on the field before detonating.
Gwen High Pressure Path Tier 4
 
Molotov Cocktail
Unlocks the molotov cocktail which is thrown onto the densest area of Bloons. Creates 4 fires which spread over 2.5 seconds.
Gwen Molotov Cocktail Path Tier 1
 
Molotov Cocktail Level 2
Unlocks the molotov cocktail which is thrown onto the densest area of Bloons. Creates 5 fires which spread over 2.5 seconds.
Gwen Molotov Cocktail Path Tier 1
 
Non-Stop Cocktails
Throws molotov cocktails 50% faster.
Gwen Molotov Cocktail Path Tier 2
 
Overproof Fuel
Molotov fires spread 50% further.
Gwen Molotov Cocktail Path Tier 2
 
Another Round
Each attack fires 1 more molotov.
Gwen Molotov Cocktail Path Tier 3
 
Another Round Level 2
Each attack fires 2 more molotovs.
Gwen Molotov Cocktail Path Tier 3
 
Bouncy Bottle
Molotovs inexplicably bounce once on each throw, exploding on both impacts.
Gwen Molotov Cocktail Path Tier 4
 
Bouncy Bottle Level 2
Molotovs inexplicably bounce twice on each throw, exploding on all impacts.
Gwen Molotov Cocktail Path Tier 4
 
Hazmat Fuel
Molotov fires are 100% larger.
Gwen Molotov Cocktail Path Tier 4
 
Hazmat Fuel Level 2
Molotov fires are 150% larger.
Gwen Molotov Cocktail Path Tier 4
 
Mortar
Fires an explosive shell towards strongest Bloons.
Mortar — Monkey
 
Rapid Cannon
Increase attacks per second by 100%.
Mortar Barrage Path Tier 1
 
Rapid Cannon Level 2
Increase attacks per second by 150%.
Mortar Barrage Path Tier 1
 
Another One!
Every 3rd attack fires an extra shell.
Mortar Barrage Path Tier 2
 
Squad Orders
Increase attack speed by 100% for all Mortar Monkeys on the team.
Mortar Barrage Path Tier 2
 
Bombastic Retaliation
Taking damage drops 8 mortar shells around the team.
Mortar Barrage Path Tier 3
 
Bombastic Retaliation Level 2
Taking damage drops 16 mortar shells around the team.
Mortar Barrage Path Tier 3
 
Flying Landmines
Throws out 4 mines every 10 seconds. Mines explode after a few seconds with half the power of the main shell.
Mortar Barrage Path Tier 4
 
Flying Landmines Level 2
Throws out 4 mines every 5 seconds. Mines explode after a few seconds with half the power of the main shell.
Mortar Barrage Path Tier 4
 
Path of Destruction
Fire a line of 4 shells towards the strongest Bloon every 3.5 seconds.
Mortar Barrage Path Tier 4
 
Path of Destruction Level 2
Fire a line of 8 shells towards the strongest Bloon every 3.5 seconds.
Mortar Barrage Path Tier 4
 
Burny Stuff
Every attack leaves a burning patch of scorched earth for 2 seconds. Bloons that touch the fire take 5 damage per 0.55 seconds.
Mortar Burny Stuff Path Tier 1
 
Burny Stuff Level 2
Every attack leaves a burning patch of scorched earth for 2 seconds. Bloons that touch the fire take 5 damage per 0.55 seconds. Also increase projectile radius by 35%
Mortar Burny Stuff Path Tier 1
 
Roasted
Increase Burny Stuff duration by 200%.
Mortar Burny Stuff Path Tier 2
 
Violent Burn
Burny stuff now deals double damage.
Mortar Burny Stuff Path Tier 2
 
BBQ'd
Burny Stuff now causes Bloons to be set on fire, dealing 5 damage per 0.5 seconds for 3 seconds.
Mortar Burny Stuff Path Tier 3
 
BBQ'd Level 2
Burny Stuff now causes Bloons to be set on fire, dealing 10 damage per 0.5 seconds for 3 seconds.
Mortar Burny Stuff Path Tier 3
 
Stripped Defences
Burny Stuff also makes Bloons vulnerable, causing them to take 20% more damage from all sources while they are within the fire.
Mortar Burny Stuff Path Tier 4
 
Stripped Defences Level 2
Burny Stuff also makes Bloons vulnerable, causing them to take 25% more damage from all sources while they are within the fire.
Mortar Burny Stuff Path Tier 4
 
Thermite Shells
Burny Stuff now emits a blast of fire every time it lands, knocking back and setting fire to more bloons.
Mortar Burny Stuff Path Tier 4
 
Thermite Shells Level 2
Burny Stuff now emits a blast of fire every time it lands, knocking back and setting fire to more bloons.
Mortar Burny Stuff Path Tier 4
 
Extra Gunpowder
Increase size of explosions by 50% and the damage by 50%.
Mortar Payload Path Tier 1
 
Extra Gunpowder Level 2
Increase size of explosions by 75% and the damage by 75%.
Mortar Payload Path Tier 1
 
Direct Hit
Bloons directly in the middle of the explosion take the damage twice. Increase radius of explosions by 25%.
Mortar Payload Path Tier 2
 
Heavy Bombs
Mortar shells hit the ground 50% faster and create a 50% larger explosion.
Mortar Payload Path Tier 2
 
Shell Shock
Every 2nd shell stuns Bloons, preventing them from moving for 1.5s.
Mortar Payload Path Tier 3
 
Shell Shock Level 2
Every 2nd shell stuns Bloons, preventing them from moving for 3s.
Mortar Payload Path Tier 3
 
Mini Nuke'd
Every 4th shot, Mortar Monkey fires a mini nuke that gets stuck in the ground. Destroying it creates an explosion 2x stronger than a regular mortar.
Mortar Payload Path Tier 4
 
Mini Nuke'd Level 2
Every 2th[sic] shot, Mortar Monkey fires a mini nuke that gets stuck in the ground. Destroying it creates an explosion 2x stronger than a regular mortar.
Mortar Payload Path Tier 4
 
Raining Clusters
Bloons popped by the Mortar have a 25% chance of releasing 4 smaller bombs.
Mortar Payload Path Tier 4
 
Raining Clusters Level 2
Bloons popped by the Mortar have a 50% chance of releasing 4 smaller bombs.
Mortar Payload Path Tier 4
 
Spirits of the Forest
Howling while a glade is fully empowered creates another Wolf Spirit. The maximum number of wolves is 8.
Obyn — Tier 1
 
Nature's Power
The wolf gains 1 Nature Power per pop and gets +2.5% larger and +5% damage for each. Every 12 seconds, it howls and deals damage equal to its Nature Power to all nearby bloons, resetting it to 0.
Obyn Nature's Power Path Tier 1
 
Nature's Power Level 2
The wolf gains 1 Nature Power per pop and gets +2.5% larger and +5% damage for each. Every 12 seconds, it howls and deals damage equal to its Nature Power to all nearby bloons, resetting it to 0.
Obyn Nature's Power Path Tier 1
 
Swift Hunters
The wolf gains +50% move and attack speed.
Obyn Nature's Power Path Tier 2
 
Twilight Howl
Wolf howl's[sic] affect a 50% larger area.
Obyn Nature's Power Path Tier 2
 
Leader of the Pack
Obyn howls along with the Wolf Spirit, dealing damage equal to it's[sic] Nature Power to bloons near him.
Obyn Nature's Power Path Tier 3
 
Leader of the Pack Level 2
Obyn howls along with the Wolf Spirit, dealing damage equal to it's[sic] Nature Power to bloons near him. Howls deal 150% of Nature Power as damage.
Obyn Nature's Power Path Tier 3
 
Pack Tactics
Obyn summons 2 more Wolf Spirits.
Obyn Nature's Power Path Tier 4
 
Pack Tactics Level 2
Obyn summons 4 more Wolf Spirits.
Obyn Nature's Power Path Tier 4
 
Thunderhowl
Howls shock bloons for 5 seconds. Affected Bloons are worth 2 Nature power when popped.
Obyn Nature's Power Path Tier 4
 
Thunderhowl Level 2
Howls shock bloons for 5 seconds. Affected Bloons are worth 3 Nature power when popped.
Obyn Nature's Power Path Tier 4
 
Sacred Glade
Summons a Sacred Glade containing a totem every 12 seconds. XP within the glade is automaticallly collected by the totem. Glades last for 30 seconds.
Obyn Sacred Glade Path Tier 1
 
Sacred Glade Level 2
Summons a Sacred Glade containing a totem every 9 seconds. XP within the glade is automaticallly collected by the totem. Glades last for 30 seconds.
Obyn Sacred Glade Path Tier 1
 
Bountiful Earth
Sacred Glades spawn every 6 seconds.
Obyn Sacred Glade Path Tier 2
 
Wild Harvest
Wolves now prioritise Bloons within Sacred Glades and move faster when hunting them.
Obyn Sacred Glade Path Tier 2
 
Empowered Totem
Standing in a glade increases its size by +20% per second. At +100% size, the glade becomes Empowered. Bloons popped within an empowered glade drop double the XP blops.
Obyn Sacred Glade Path Tier 3
 
Empowered Totem Level 2
Standing in a glade increases its size by +20% per second. At +100% size, the glade becomes Empowered. Bloons popped within an empowered glade drop double the XP blops.
Obyn Sacred Glade Path Tier 3
 
Nature's Bounty
Every 3000 XP collected by an empowered glades[sic] spawns 1 Banana collectable (Heal 1 HP).
Obyn Sacred Glade Path Tier 4
 
Nature's Bounty Level 2
Every 2400 XP collected by an empowered glades[sic] spawns 1 Banana collectable (Heal 1 HP).
Obyn Sacred Glade Path Tier 4
 
Wild Thorns
Empowered glades become filled with thorns which slow Bloons by 30% and deal 5 damage to them every 3 seconds.
Obyn Sacred Glade Path Tier 4
 
Wild Thorns Level 2
Empowered glades become filled with thorns which slow Bloons by 30% and deal 10 damage to them every 3 seconds.
Obyn Sacred Glade Path Tier 4
 
Tangleweed
Patches of weeds grow randomly near Obyn's every 10 seconds. Bloons that touch the weeds become stuck and cannot move. Weeds last 6 seconds.
Obyn Tangleweed Path Tier 1
 
Tangleweed Level 2
Patches of weeds grow randomly near Obyn's every 10 seconds. Bloons that touch the weeds become stuck and cannot move. Weeds last 6 seconds.
Obyn Tangleweed Path Tier 1
 
Rapid Sprouting
Weeds grow every 5 seconds.
Obyn Tangleweed Path Tier 2
 
Stinging Nettles
Weeds deal 2 damage per 0.2s to bloons stuck in them.
Obyn Tangleweed Path Tier 2
 
Force of Nature
Running through weeds starts a charge, granting a +30% speed boost and a shield which can pop 30 layers of Bloons. Charging lasts 3 seconds or until you stop moving.
Obyn Tangleweed Path Tier 3
 
Force of Nature Level 2
Running through weeds starts a charge, granting a +30% speed boost and a shield which can pop 60 layers of Bloons. Charging lasts 3 seconds or until you stop moving.
Obyn Tangleweed Path Tier 3
 
Explosive Growth
Force of Nature shields now deal 25 damage to bloons when they break. The damage increases by 1 and the size of the explosion increases by 3% for each Bloon Obyn popped while charging, up to 35.
Obyn Tangleweed Path Tier 4
 
Explosive Growth Level 2
Force of Nature shields now deal 25 damage to bloons when they break. The damage increases by 2 and the size of the explosion increases by 5% for each Bloon Obyn popped while charging, up to 50.
Obyn Tangleweed Path Tier 4
 
Overgrowth
Charging through a patch of weeds creates 1 more nearby. The maximum number of weeds that can exist at any time is 10.
Obyn Tangleweed Path Tier 4
 
Overgrowth Level 2
Charging through a patch of weeds creates 1 more nearby. The maximum number of weeds that can exist at any time is 15.
Obyn Tangleweed Path Tier 4
 
Triple Tricks
Additional arrows from Triple Shot gain all additional effects on the main arrow, including Bomb Arrow explosions.
Quincy — Tier 4
 
Storm Of Arrows
Fires a hail of arrows onto a dense area of Bloons, dealing a lot of damage over time.
Quincy Storm Of Arrows Path Tier 1
 
Storm Of Arrows Level 2
Fires a hail of arrows onto a dense area of Bloons, dealing a lot of damage over time.
Quincy Storm Of Arrows Path Tier 1
 
More Arrows
Storm of arrows affects a 100% larger area.
Quincy Storm Of Arrows Path Tier 2
 
Relentless Storm
Storm of Arrows fires 50% more often.
Quincy Storm Of Arrows Path Tier 2
 
Storm Again
Fires two Storms one after the other on each attack.
Quincy Storm Of Arrows Path Tier 3
 
Storm Again Level 2
Fires two Storms one after the other on each attack.
Quincy Storm Of Arrows Path Tier 3
 
Sea of Arrows
Storm of Arrows leaves behind debris which slows Bloons by 20%.
Quincy Storm Of Arrows Path Tier 4
 
Sea of Arrows Level 2
Storm of Arrows leaves behind debris which slows Bloons by 40%.
Quincy Storm Of Arrows Path Tier 4
 
Tempest of Arrows
Storm of Arrows hits a 200% larger area.
Quincy Storm Of Arrows Path Tier 4
 
Tempest of Arrows Level 2
Storm of Arrows hits a 250% larger area.
Quincy Storm Of Arrows Path Tier 4
 
The Zone
Gains 1 Momentum for each attack that hits at least 1 Bloon. At 10 Momentum, Quincy enters "The Zone", gaining +50% attacks per second. Momentum resets if he misses.
Quincy The Zone Path Tier 1
 
The Zone Level 2
Gains 1 Momentum for each attack that hits at least 1 Bloon. At 10 Momentum, Quincy enters "The Zone", gaining +75% attacks per second. Momentum resets if he misses.
Quincy The Zone Path Tier 1
 
Feelin' It
Move 30% faster while in the Zone.
Quincy The Zone Path Tier 2
 
Hot Streak
+20% Crit Chance while in the Zone.
Quincy The Zone Path Tier 2
 
Triple Shot
Fires a spray of 3 arrows each attack while in the Zone.
Quincy The Zone Path Tier 3
 
Triple Shot Level 2
Fires a spray of 3 arrows each attack while in the Zone.
Quincy The Zone Path Tier 3
 
Adrenaline Rush
Gain +1 Momentum each attack per health below max.
Quincy The Zone Path Tier 4
 
Adrenaline Rush Level 2
Gain +2.25 Momentum each attack per health below max.
Quincy The Zone Path Tier 4
 
Untouchable
+20% Evasion while in the Zone. Perfect Evasion for 6 seconds after a successful dodge.
Quincy The Zone Path Tier 4
 
Untouchable Level 2
+30% Evasion while in the Zone. Perfect Evasion for 6 seconds after a successful dodge.
Quincy The Zone Path Tier 4
 
Homing Arrows
Arrows from Quincy's main attack seek out Bloons.
Quincy Trick Arrows Path Tier 1
 
Homing Arrows Level 2
Arrows from Quincy's main attack seek out Bloons and gain +100% pierce.
Quincy Trick Arrows Path Tier 1
 
Carbon Fiber Fletching
Increases pierce by +200%.
Quincy Trick Arrows Path Tier 2
 
Diamond Arrowheads
Each arrow deals +10% damage for each bloon it hits.
Quincy Trick Arrows Path Tier 2
 
Splitting Shots
Arrows split in 2 on first hit. The 2 new arrows continue to seek Bloons independantly.[sic]
Quincy Trick Arrows Path Tier 3
 
Splitting Shots Level 2
Arrows split in 3 on first hit. The 3 new arrows continue to seek Bloons independantly.[sic]
Quincy Trick Arrows Path Tier 3
 
Bomb Arrows
The main arrow creates an explosion on the first hit which deals 10 additional damage.
Quincy Trick Arrows Path Tier 4
 
Bomb Arrows Level 2
The main arrow creates an explosion on the first hit which deals 15 additional damage.
Quincy Trick Arrows Path Tier 4
 
EMP Arrows
Arrows detonate for +100% damage when they hit a boss, shooting lightning at up to 12 nearby Bloons and dealing 20 damage to each of them.
Quincy Trick Arrows Path Tier 4
 
EMP Arrows Level 2
Arrows detonate for +100% damage when they hit a boss, shooting lightning at up to 24 nearby Bloons and dealing 20 damage to each of them.
Quincy Trick Arrows Path Tier 4
 
Sniper
Fires a piercing, high caliber shot at the strongest Bloon.
Sniper — Monkey
 
Deep Strike Ballistics
Sniper deals additional damage based on how far away the target is from the sniper at the moment the shot is fired.
Sniper Precision Path Tier 1
 
Deep Strike Ballistics Level 2
Sniper deals additional damage based on how far away the target is from the sniper at the moment the shot is fired.
Sniper Precision Path Tier 1
 
Anti-Materiel Rounds
Boss Bloons hit by the Sniper become vulnerable for 1.5 seconds, causing them to take 15% more damage.
Sniper Precision Path Tier 2
 
Extended Barrel
Deal even more damage based on how far away the target is from the sniper at the moment the shot is fired
Sniper Precision Path Tier 2
 
Adaptive Caliber Rounds
Permanently increases shot width by 12.5% whenever a single attack reaches a new total damage milestone.
Sniper Precision Path Tier 3
 
Adaptive Caliber Rounds Level 2
Permanently increases shot width by 17.5% whenever a single attack reaches a new total damage milestone.
Sniper Precision Path Tier 3
 
Bouncing Bullet
The sniper shot bounces from the target Bloon to the next strongest Bloon once. All Bloons along the bullet's path between the targets are hit.
Sniper Precision Path Tier 4
 
Bouncing Bullet Level 2
The sniper shot bounces from the target Bloon to the next strongest Bloon once. All Bloons along the bullet's path between the targets are hit.
Sniper Precision Path Tier 4
 
Volatile Munitions
Bloons hit have a 50% chance to explode, dealing 10 damage to nearby bloons and stunning them for 3 seconds, causing them to stop moving and take 25% more damage for 3 seconds.
Sniper Precision Path Tier 4
 
Volatile Munitions Level 2
Bloons hit have a 50% chance to explode, dealing 10 damage to nearby bloons and stunning them for 3 seconds, causing them to stop moving and take 25% more damage for 3 seconds.
Sniper Precision Path Tier 4
 
Keen Eye
Gains a tracking device can detect hidden caches of intel. Finding intel unlocks stat increases for all Snipers in the team. Caches are worth more intel with more Keen Eye Snipers on the team.
Sniper Tactical Path Tier 1
 
Keen Eye Level 2
Gains a tracking device can detect hidden caches of intel. Finding intel unlocks stat increases for all Snipers in the team. Caches are worth more intel with more Keen Eye Snipers on the team.
Sniper Tactical Path Tier 1
 
Better Signal
Increase Intel Radius by 100%.
Sniper Tactical Path Tier 2
 
Enemy Knowledge
Finding intel now gives 200 XP.
Sniper Tactical Path Tier 2
 
Crucial Information
Increase Intel Value by 1
Sniper Tactical Path Tier 3
 
Crucial Information Level 2
Increase Intel Value by 2
Sniper Tactical Path Tier 3
 
Satchel Charge
Upon collecting intel, fire out satchels based on the amount of intel collected.
Sniper Tactical Path Tier 4
 
Satchel Charge Level 2
Upon collecting intel, fire out satchels based on the amount of intel collected.
Sniper Tactical Path Tier 4
 
Supply Drop
Every 15 seconds a supply crate is dropped nearby. Opening the crate grants 1 Health, 100 - 500xp ,[sic] or a 100% boost to attack speed for the whole team for 5 seconds.
Sniper Tactical Path Tier 4
 
Supply Drop Level 2
Every 15 seconds a supply crate is dropped nearby. Opening the crate grants 1 Health, 100 - 500xp ,[sic] or a 100% boost to attack speed for the whole team for 5 seconds.
Sniper Tactical Path Tier 4
 
Semi-Automatic
Increase attacks per second by 100%.
Sniper Volume Path Tier 1
 
Semi-Automatic Level 2
Increase attacks per second by 200%.
Sniper Volume Path Tier 1
 
Burst Fire
Each attack fires +2 rounds.
Sniper Volume Path Tier 2
 
Double Tap
Each subsequent hit on the same Bloon increases damage by 5% (up to 25%). Also increase attacks per second by 200%.
Sniper Volume Path Tier 2
 
Point Shooting
Increase attacks per second by 200%. Sniper now targets closest Bloons.
Sniper Volume Path Tier 3
 
Point Shooting Level 2
Increase attacks per second by 250%. Sniper now targets closest Bloons.
Sniper Volume Path Tier 3
 
Crit Zone
Creates a Crit Zone around the player. If a bloon enters the range, the sniper has a guaranteed crit on that bloon.
Sniper Volume Path Tier 4
 
Crit Zone Level 2
Creates a Crit Zone around the player. If a bloon enters the range, the sniper has a guaranteed crit on that bloon.
Sniper Volume Path Tier 4
 
Critical Overdrive
Popping a Bloon increaes[sic] the crit chance by 1%, up to 50% at which point the Sniper goes into Overdrive, increasing attacks per second and crit damage by 100% for 5 seconds. Crit chance resets when Overdrive ends.
Sniper Volume Path Tier 4
 
Critical Overdrive Level 2
Popping a Bloon increaes[sic] the crit chance by 1%, up to 50% at which point the Sniper goes into Overdrive, increasing attacks per second and crit damage by 100% for 5 seconds. Crit chance resets when Overdrive ends.
Sniper Volume Path Tier 4
 
Tack
A short range spray of sharp tacks.
Tack — Monkey
 
Blade Shooter
Fires 2 large blades in opposite directions each time the Tack Shooter fires. Blades deal 10 damage, and have 10 pierce.
Tack Blades Path Tier 1
 
Blade Shooter Level 2
Fires 2 large blades in opposite directions each time the Tack Shooter fires. Blades deal 15 damage, and have 15 pierce.
Tack Blades Path Tier 1
 
Bigger Blades
Blades are 50% larger and can hit 100% more Bloons.
Tack Blades Path Tier 2
 
More Blades
Increases the number of blades fired per attack by 2.
Tack Blades Path Tier 2
 
Magnetic Blades
Blade target nearby Bloons and seek them out. Multiple blades can now hit the same target.
Tack Blades Path Tier 3
 
Magnetic Blades Level 2
Blade target nearby Bloons and seek them out. Multiple blades can now hit the same target.
Tack Blades Path Tier 3
 
Blade Maelstrom
Increases the number of blades fired per attack by 4.
Tack Blades Path Tier 4
 
Blade Maelstrom Level 2
Increases the number of blades fired per attack by 8.
Tack Blades Path Tier 4
 
Bouncing Blades
Significantly increase the blades ability to home in on Bloons.
Tack Blades Path Tier 4
 
Bouncing Blades Level 2
Significantly increase the blades ability to home in on Bloons. Increase pierce by 200%
Tack Blades Path Tier 4
 
Hot Tacks
Every third attack, tacks are superheated to deal 12 base damage.
Tack Hot Tacks Path Tier 1
 
Hot Tacks Level 2
Every third attack, tacks are superheated to deal 16 base damage.
Tack Hot Tacks Path Tier 1
 
Hotter Tacks
Hot tacks deal +200% damage.
Tack Hot Tacks Path Tier 2
 
Industrial Heaters
Hot tacks now fire every second attack.
Tack Hot Tacks Path Tier 2
 
Ring of Fire
Hot tacks are replaced by fireballs, which also set bloons on fire. Fire deals 5 damage per 0.5 seconds for 5 seconds.
Tack Hot Tacks Path Tier 3
 
Ring of Fire Level 2
Hot tacks are replaced by fireballs, which also set bloons on fire. Fire deals 5 damage per 0.5 seconds for 5 seconds.
Tack Hot Tacks Path Tier 3
 
Detonation Ring
Fireballs explode when they run out of pierce or expire.
Tack Hot Tacks Path Tier 4
 
Detonation Ring Level 2
Fireballs explode when they run out of pierce or expire.
Tack Hot Tacks Path Tier 4
 
State of the Art Heaters
Fireballs now fire every attack.
Tack Hot Tacks Path Tier 4
 
State of the Art Heaters Level 2
Fireballs now fire every attack and deal +50% damage.
Tack Hot Tacks Path Tier 4
 
More Tacks
Fires 4 additional tacks per attack.
Tack Swarm Path Tier 1
 
More Tacks Level 2
Fires 6 additional tacks per attack.
Tack Swarm Path Tier 1
 
Even More Tacks
Fires 4 additional tacks per attack.
Tack Swarm Path Tier 2
 
Tack Onslaught
Increase attacks per second by 200%.
Tack Swarm Path Tier 2
 
Entrenched
Fires 100% faster after 3 seconds without moving. Once this effect triggers, the Tack Shooter will remain in place until the the team moves away from it.
Tack Swarm Path Tier 3
 
Entrenched Level 2
Fires 150% faster after 3 seconds without moving. Once this effect triggers, the Tack Shooter will remain in place until the the team moves away from it.
Tack Swarm Path Tier 3
 
Cog in the Machine
All Tack Shooters gain +50% attack speed for each Tack Shooter in the team.
Tack Swarm Path Tier 4
 
Cog in the Machine Level 2
All Tack Shooters gain +75% attack speed for each Tack Shooter in the team.
Tack Swarm Path Tier 4
 
Tack Sprayer
Fires 8 additional tacks per attack.
Tack Swarm Path Tier 4
 
Tack Sprayer Level 2
Fires 16 additional tacks per attack.
Tack Swarm Path Tier 4
 
Wizard
Fires a high pierce magical bolt that seeks Bloons.
Wizard — Monkey
 
Twin Spell
Fires 1 additional magic bolt each attack.
Wizard Arcane Path Tier 1
 
Twin Spell Level 2
Fires 2 additional magic bolt each attack.[sic]
Wizard Arcane Path Tier 1
 
Arcane Blast
Magic bolts are 100% larger and deal 100% more knockback.
Wizard Arcane Path Tier 2
 
Rapid Casting
Increase attacks per second by 50%.
Wizard Arcane Path Tier 2
 
Arcane Pentagram
Create an arcane pentagram on the ground every 20 seconds. Wizards with Twin Spell fire 2 additional bolts while inside the pentagram.
Wizard Arcane Path Tier 3
 
Arcane Pentagram Level 2
Create an arcane pentagram on the ground every 20 seconds. Wizards with Twin Spell fire 3 additional bolts while inside the pentagram.
Wizard Arcane Path Tier 3
 
Perfectagram Arcanum
Arcane Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect.
Wizard Arcane Path Tier 4
 
Perfectagram Arcanum Level 2
Arcane Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. Bloons that enter them may pop into magic bolts.
Wizard Arcane Path Tier 4
 
Quadratic Mathmagic
Each magical bolt duplicates itself after consuming 50% of its pierce (rounded up).
Wizard Arcane Path Tier 4
 
Quadratic Mathmagic Level 2
Each magical bolt duplicates itself twice after consuming 50% of its pierce (rounded up).
Wizard Arcane Path Tier 4
 
Elemental Magic
Bloons hit by bolts are frozen in place for 2s, set on fire for 2s, or create a static burst causing all nearby Bloons to move in a random direction for 2s. The effect changes on each magical bolt.
Wizard Elemental Path Tier 1
 
Elemental Magic Level 2
Bloons hit by bolts are frozen in place for 3s, set on fire for 3s, or create a static burst causing all nearby Bloons to move in a random direction for 3s. The effect changes on each magical bolt.
Wizard Elemental Path Tier 1
 
Concentration Spells
Magic bolts have 100% more pierce.
Wizard Elemental Path Tier 2
 
Elemental Force
Magic bolts last 50% longer and fly 50% faster.
Wizard Elemental Path Tier 2
 
Elemental Pentagram
Create an elemental pentagram on the ground every 20 seconds. Fire, freeze, and shock effects last 100% longer when cast from inside the pentagram.
Wizard Elemental Path Tier 3
 
Elemental Pentagram Level 2
Create an elemental pentagram on the ground every 20 seconds. Fire, freeze, and shock effects last 150% longer when cast from inside the pentagram.
Wizard Elemental Path Tier 3
 
Elemental Harmony
All Bloons hit by magic bolts are frozen, set on fire, and create a shocking burst.
Wizard Elemental Path Tier 4
 
Elemental Harmony Level 2
All Bloons hit by magic bolts are frozen, set on fire, and create a shocking burst. These effects last 100% longer.
Wizard Elemental Path Tier 4
 
Perfectagram Primordium
Elemental Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect.
Wizard Elemental Path Tier 4
 
Perfectagram Primordium Level 2
Elemental Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. Bloons that enter them may be affected by elemental magic.
Wizard Elemental Path Tier 4
 
Dark Magic
Each Bloon popped gives the Wizard 1 Dark Magic, up to 25. Dark Magic reduces by 1 per 0.2 seconds after 1 second with no bloons popped. Magic bolts gain +5% damage and +1% crit chance per Dark Magic.
Wizard Unholy Path Tier 1
 
Dark Magic Level 2
Each Bloon popped gives the Wizard 1 Dark Magic, up to 25. Dark Magic reduces by 1 per 0.2 seconds after 1 second with no bloons popped. Magic bolts gain +7.5% damage and +2% crit chance per Dark Magic.
Wizard Unholy Path Tier 1
 
Eternal Darkness
Dark Magic never reduces, even if the Wizard doesn't maintain the popping streak.
Wizard Unholy Path Tier 2
 
Powerful Rituals
Raises the maximum amount of Dark Magic to 25.
Wizard Unholy Path Tier 2
 
Unholy Pentagram
Create an unholy pentagram on the ground every 20 seconds. While inside a pentagram, Dark Magic is worth +100% the normal amount (not affected by the cap).
Wizard Unholy Path Tier 3
 
Unholy Pentagram Level 2
Create an unholy pentagram on the ground every 20 seconds. While inside a pentagram, Dark Magic is worth +150% the normal amount (not affected by the cap).
Wizard Unholy Path Tier 3
 
Necromancy
Bloons popped by the wizard while at max Dark Magic grant Souls. When the Wizard has 50 Souls they are consumed to create 20 Zombie Bloons around the team. Zombie Bloons deal 20 damage to up to 8 Bloons they touch.
Wizard Unholy Path Tier 4
 
Necromancy Level 2
Bloons popped by the wizard while at max Dark Magic grant Souls. When the Wizard has 25 Souls they are consumed to create 20 Zombie Bloons around the team. Zombie Bloons deal 20 damage to up to 8 Bloons they touch.
Wizard Unholy Path Tier 4
 
Perfectagram Profanum
Unholy Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect.
Wizard Unholy Path Tier 4
 
Perfectagram Profanum Level 2
Unholy Pentagrams are significantly larger and last for 20 seconds, creating an almost permanent effect. Bloons that enter them may turn into zombies.
Wizard Unholy Path Tier 4

Removed

edit
  The subject of this section has been removed from the game and only exists in previous versions.
Upgrade Monkey Path Rarity
 
Monkey XP
Gain an additional 60 Alchemist[sic] XP after the game.
Alchemist Monkey — Tier 1
 
Monkey XP
Gain an additional 30 Boomerang Monkey XP after the game.
Boomerang Monkey — Tier 1
 
Monkey XP
Gain an additional 40 Mortar Monkey XP after the game.
Mortar Monkey — Tier 1
 
Monkey XP
Gain an additional 30 Sniper Monkey XP after the game.
Sniper Monkey — Tier 1
 
Monkey XP
Gain an additional 30 Tack Shooter[sic] XP after the game.
Tack Shooter Monkey — Tier 1
 
Monkey XP
Gain an additional 50 Wizard Monkey XP after the game.
Wizard Monkey — Tier 1
edit