Activated Ability

Activated Abilities are a game mechanic introduced in Bloons TD 5. These are special attacks or powerful effects that certain towers can perform after obtaining a certain upgrade and must be activated manually. After being used, the abilities go into a period of time where they cannot be used again known as ability cooldown (to differentiate it from attack cooldown), and once this time expires, the ability can be used again.
Mechanics
In most Bloons TD games where they appear, Activated Abilities share a common set of mechanics with very few exceptions, for particulars on a specific game check their corresponding section below.
- All tower types have at least one Activated Ability, but is usually restricted to a specific upgrade, for example in games from the BTD5 generation, they are obtained from a path 2, tier 4 upgrade, meanwhile Heroes in the BTD6 generation gain an ability at Levels 3 and 10.
- After purchasing the upgrade, the game will show an icon on the screen with an image corresponding to the ability, and to activate it, the player must click on the icon.
- If the player has multiples of a tower which has an ability, each individual tower will be able to perform it independently from the rest, and the icon on the screen will show a number indicating the amount of uses that the player has available across all towers on the map.
- After using an ability, the tower it belonged to will start a timer where it cannot be used again, this is known as an ability cooldown and its duration might be different for each individual ability. In the user interface, the icon will change slightly to indicate that it is not available and present some sort of graphic to indicate the remaining time until it is recharged.
- When the upgrade is purchased, the ability may be instantly available or start in cooldown for game balance reasons, also they may or may not be used in breaks between rounds.
- Certain towers or game mechanics can provide buffs to decrease the amount of time needed to recharge an ability, but these are independent from the usual attack speed buffs.
Bloons TD 3 and Bloons TD 4
Although abilities were not formally introduced until the fifth entry of the series, a precursor of this mechanic is found in Bloons Tower Defense 3 by upgrading a Monkey Beacon into a Monkey Storm Beacon, and later in Bloons TD 4 by upgrading a Monkey Beacon into a Monkey Storm Beacon, which allows it to call a Super Monkey Storm on command by paying some cash.
Bloons TD 5
Activated Abilities were formally introduced in BTD5, and are obtained by upgrading towers to their path 2 tier 4 upgrade, with the exception of the Banana Farm. Certain Special Agents can also have an ability.
| Tower | Upgrade | Effect |
|---|---|---|
| Dart Monkey | Transforms itself and 10 Dart Monkeys into Super Monkeys for 10 seconds. | |
| Tack Shooter | Constantly shoots blades that cover the entire map. | |
| Sniper Monkey | Generates a crate that contains some cash. | |
| Boomerang Thrower | Increases the attack speed significantly for 10 seconds. | |
| Ninja Monkey | After its use, any new Bloons that enter the map for the next 15 seconds will have their speed permanently halved. It also affects Bloons that spawned during the last 10 seconds prior to the activation, but only during the duration of the ability. | |
| Bomb Tower | Launches a powerful missile that does heavy damage to the nearest MOAB-Class Bloon. | |
| Ice Tower | Freezes all small Bloons on the screen for 4 seconds and slows them down 50%, including MOAB-Class Bloons. | |
| Glue Gunner | Applies glue to all Bloons on the screen. | |
| Monkey Buccaneer | Hooks and takes down the strongest MOAB-Class Bloon on the screen. Does not affect ZOMGs. | |
| Monkey Ace | Drops a bomb that deals 350 damage to all Bloons on the screen. | |
| Super Monkey | Deals heavy damage to all Bloons within a short radius from the tower. | |
| Monkey Apprentice | Summons a Phoenix that files over the map that shoots flames to the Bloons. | |
| Monkey Village | Increases the attack speed, pierce, and range of all towers in the Village's range for 10 seconds. | |
| Mortar Tower | Immobilizes all Bloons on the screen and they take a some damage over time, small Bloons and MOABs are stunned 5 seconds, BFBs 2 seconds and ZOMGs 0.5s. | |
| Dartling Gun | Launches a set of missiles towards the nearest 100 Bloons on the screen. | |
| Spike Factory | Shoots 200 spike piles across the track. | |
| Heli Pilot | Has two abilities:
| |
| Monkey Engineer | Targets a tower in the screen and increases its attack speed significantly. | |
| Bloonchipper | Pulls all small Bloons towards it and keeps them in place until they are sucked by the tower for 8 seconds. | |
| Monkey Sub | Sends a missile towards the strongest Bloon on the screen that deals 6,000 damage to the Bloons on the blast radius. |
Bloons TD Battles
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Bloons Monkey City
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Bloons TD 6

In Bloons TD 6, activated abilities are usually obtained by upgrading towers into their middle path, usually on tiers 4 and 5, but a couple of tier 3 upgrades can also have abilities, also it is more common for towers to have more than one ability. Heroes on the other hand gain their abilities when they reach Level 3 and Level 10, but some of them also have a third ability at Level 7. Most abilities start with a third of its cooldown still remaining upon purchasing the upgrade.
For balance reasons, specially in competitive modes, some abilities may have restrictions on how often they can be used:
- Have a limited amount of activations per round, this is specially evident on Cash-generating abilities.
- Can only be activated in 3 minutes from the round start.
- Needs to pay lives as a cost.
- Cannot be used during the break between rounds.
- Disabled during the penalty timer of Boss Bloon Events and Contested Territory Boss tiles.
Buffs that reduce the ability cooldowns stack additively, including the penalty from Blastapopoulos's passive abilities, but the cooldown can only be decreased by up to 70% from its normal amount (excluding challenge modifiers).
| Tower | Upgrade | Ability | Effect | Cooldown and restrictions |
|---|---|---|---|---|
| Dart Monkey | Super Monkey Fan Club | Transforms itself and 9 other Dart Monkeys (with up to 2-4-2 upgrades) to Super Monkeys for 15s. | 50s
16.67s initial | |
| Plasma Monkey Fan Club | Transforms itself and 19 other Dart Monkeys (with up to 2-5-2 upgrades) to Super Monkeys with Plasma Blasts for 15s. | 50s | ||
| Boomerang Monkey | Turbo Charge | Attacks 7× as fast for 10s. | 45s
15s initial | |
| Perma Charge | Increases damage of each boomerang by +8 for 15s. Replaces the previous ability due the attack speed increase is now permanent. | 45s | ||
| Bomb Shooter | MOAB Assassin | Launches a missile towards a MOAB-Class Bloons that deals 750 damage and 3 additional damage to other Bloons in the blast radius. | 30s
10s initial | |
| MOAB Eliminator | Increases the damage of the previous ability to 4,500. | 10s
0s initial | ||
| Tack Shooter | Blade Maelstrom | Shoots a series of very high pierce blades in a spiral pattern that cover the entire map during 3s. | 20s
6.67s initial | |
| Super Maelstrom | Compared to previous tier, the ability now lasts for 9s, shoots twice as many blades in the same amount of time, and have increased pierce. | 20s | ||
| Crucible of Steel and Flame | Doubles the lifespan of its projectiles, increasing their range and gains an additional attack that shoots fire around it dealing damage to nearby Bloons, both effects last 9s. | 20s
6.67s initial | ||
| Launches a meteor that upon impact deals 50,000 damage to its target and to every other Bloon in a large radius, then the meteor splits into 32 smaller fireballs that automatically seek other targets. | 60s
20s initial | |||
| Ice Monkey | Snowstorm | Deals 1 damage to all Bloons on the screen and freezes the smaller ones for 6 seconds (3 seconds for White, Zebra and Camo Bloons), while also slows down MOAB-Class Bloons. | 30s
10s initial | |
| Absolute Zero | Ability now applies the full effect to White, Zebra and Camo Bloons, slows down MOAB-Class Bloons even further and increases the attack speed of other Ice Monkeys by 50% for 10s. | 20s
0s initial | ||
| Glue Gunner | Glue Strike | Applies glue to all Bloons on the screen, slowing them down and making them take +2 damage from all attacks and effects for 11s. Lead and Frozen Bloons lose their immunities. | 30s
10s initial | |
| Glue Storm | Compared to previous tier, glue is applied constantly for 10s instead of only once. | 40s | ||
| Desperado | Deadeye | Targets one Monkey and increases its range by 25%, reduces the projectile spread by 50% grants Camo detection for 15s. | 30s
10s initial | |
| Bounty Hunter | Range bonus increased to 50%, projectile spread reduced by 80% and now the affected tower can pop Black, White and Purple Bloons. | 30s | ||
| Bounty Hunter | Quickly marks Bloons for 2s and then switches to and execution attack that quickly damages marked Bloons for 30 damage (before marked debuff) during 1s. Marked Bloons produce double cash when popped and take twice damage from Desperados. | 45s
15s initial | ||
| Golden Justice | The damage from the execution attack is increased to 300. | 45s | ||
| Sniper Monkey | Supply Drop | Creates a crate with $1,100 cash. If other Supply Drop abilities are available, they all will be used at the same time. | 90s
90s initial 3 uses per round max Cannot be used after 180s since round start | |
| Elite Sniper | Increases the cash to $3,000 | |||
| Monkey Sub | First Strike Capability | Launches a missile to the strongest Bloon on the screen, dealing 10,000 damage to it and 350 to other nearby Bloons. | 60s
20s initial | |
| Pre-emptive Strike | Reduces the ability cooldown. | 45s | ||
| Nautic Siege Core | Stops all attacks and starts a 15 second countdown, when it reaches 5 seconds, it launches 3 missiles into the air which targets the First, Strongest and Close Bloons, dealing 60,000 damage to the targets and other nearby Bloons, creates a large aftershock explosion which deals an additional 15,000 damage and stuns most Bloons for 15 seconds, and additionally leaves a radioactive fallout that damages Bloons that pass over it for 36 seconds. | 240s
240s initial | ||
| Monkey Buccaneer | Monkey Pirates | Hooks a MOAB, BFB or DDT (if it has Camo detection) and takes it down, destroying it. | 45s
15s iniital | |
| Pirate Lord | Upgrades to 6 hooks instead of 1, and can take down a ZOMG (using 3 hooks), hooked Bloons produce doubled cash compared to popping them normally. Cooldown reduced. | 30s | ||
| Navarch of the Seas | Single hook that can take down BADs. (The Paragon will drag other MOAB-Class Bloons automatically with other hooks independent from the ability) | 30s
2 uses per round max | ||
| Monkey Ace | Ground Zero | Launches a bomb with a very high pierce explosion that does 700 damage. | 35s
11.67s initial | |
| Tsar Bomba | Abilitiy has increased pierce the pierce and now does 3,000 damage. Bloons that are not destroyed are stunned for 8s. | 35s | ||
| Goliath Doomship | Three planes fly over the screen dropping 8 bombs over a straight defined by the player, dealing 30,000 damage and stuns surviving Bloons for 8s. | 60s
60s initial | ||
| Heli Pilot | Support Chinook | Can change the position of most towers. | 45s
15s iniital | |
| Drops a crate with $1,550 and 10 lives. | 90s
90s initial 2 uses per round max Cannot be used after 180s since round start | |||
| Special Poperations | Increases the cash to $4,500 and the lives to 25. | |||
| Cooldown reduced. | 15s | |||
| Deploys a sub-tower which quickly fires darts at the Bloons with a machine gun, the Marine has a 30s lifespan. | 25s
8.33s iniital | |||
| It can target a tier 4 or lower tower to pick up with the helicopter, while aboard, the tower can keep attacking from the air. The tower can be drop off later, but while on use, the Heli Pilot cannot use the Reposition ability. Requires |
Cooldown is shared with Reposition. | |||
| Mortar Monkey | Artillery Battery | Quadruples its attack speed and increases the blast radius of its explosions by 15% during 8s. | 60s
20s initial | |
| Pop and Awe | Deals 20 damage per second to all Bloons on the screen and stuns most of them during 8 seconds. Replaces the previous ability due the attack speed increase is now permanent. | 60s
20s initial | ||
| Dartling Gunner | Rocket Storm | Sends a wave of 10 missiles every 0.5s during 7.5s and travel in a wave-like pattern which deal higher damage compared to its normal attack. | 40s
13.33s initial | |
| M.A.D | Compared to previous tier, missiles have increased pierce and deal much more damage to MOAB-Class and Ceramic Bloons. | 40s
13.33s initial | ||
| All | Switches all Dartling Gunners which are not on Normal / Follow Touch targeting to it and increases their rotation speed by 50% for 15s. Ability icon only shows if there are applicable Dartling Gunners and is not on cooldown. Requires |
15s
0s initial | ||
| Wizard Monkey | Summon Phoenix | Creates a Phoenix sub-tower that flies in a circle above the map that shoots fire every 0.1s to the Bloons on the screen, dealing 5 damage to it. The Phoenix has a lifespan of 20s. | 45s
15s initial | |
| Wizard Lord Phoenix | The Wizard transforms into the Lava Phoenix which attacks the Bloons with stronger flames and also spawns 8 Fireballs every second. Replaces the previous ability due the tower having a permanent Phoenix. | 45s
15s initial | ||
| Magus Perfectus | Consumes all Mana creating an explosion around it that causes a damage over time on the Bloons caught on the explosion, this deals 2,500 damage every 0.5s during 30s. Additionally, it creates a Zombie Servant ZOMG per every 9,000 Mana spent that travels backwards on the track, damaging Bloons it touches, the ZOMG splits into 4 Zombie BFB if all its pierce is consumed or when it expires after 7 seconds. | 40s
40s initial | ||
| The Paragon merges with its Phoenix, replacing the main attack of the Wizard with a much more powerful flamethrower that leaves walls of fire on the track. It consumes 4,000 mana per second until it runs out of Mana. | 90s
90s initial | |||
| Super Monkey | Tech Terror | Deals 2,600 damage to a large number of Bloons on its radius. Every 3rd use of the ability increases the damage to 3,900. | 45s
15s initial | |
| The Anti-Bloon | Increases damage to 10,400 and every 3rd use of is increased to 15,600. Increases is radius and lowers the cooldown. | 30s | ||
| Dark Knight | Can change its own location to any valid location within its range.
This tower and its upgrades are the only bottom path monkeys with an ability. |
20s
6.67s initial | ||
| Dark Champion | Can now move to any valid position on the entire map. | 20s | ||
| Ninja Monkey | Bloon Sabotage | Slows down most Bloons on the screen by 50% for 15s. | 60s
20s initial | |
| Grand Saboteur | Increases Sabotage duration to 30s, and during its duration new MOAB-Class Bloons spawns with 25% less health and grants a buff to all Ninja Monkeys with the Shinobi Tactics upgrade, increasing their range and grating extra damage to MOAB-Class Bloons. | 60s | ||
| Alchemist | Transforming Tonic | Converts the Alchemist into a monster with a eye laser attack with a very fast attack speed for 20s. | 60s
20s initial | |
| Total Transformation | Now also affects 5 nearby Monkeys in addition to itself. | 40s | ||
| Druid | Jungle's Bounty | Produces $320 plus $130 for every farm in the Druid's range. | 60s
60s initial 3 uses per round max Cannot be used after 180s since round start | |
| Spirit of the Forest | Produces 25 lives and $1,280 plus $130 for every farm in the Druid's range. | |||
| Destroys all the track vines causing explosions dealing 150 damage to the Bloons that were over them and stuns most Bloons for 7s. Vines need time regrow after using this ability. Requires |
60s
20s initial | |||
| Mermonkey | Arctic Knight | Replaces its regular attack with ice balls that are fired every 0.1s during 3s, each ice ball deals 20 damage and freezes small Bloons for 1.5. The Ice Ball can hit Bloons multiple times and bounce off from obstacles (but not map borders) and have a 10s lifespan. The attack can follow the Mermonkey's targeting or be directed to a specific point of the map. | 45s
15s initial | |
| Popseidon | When the ability is activated it first summons a wave that deals 70 damage and freezes all Bloons on the screen before starting to launch ice balls, which now deal 30 damage and have a lifespan of 15s. | 45s | ||
| Banana Farm | IMF Loan | Grants $9,000, but the player also receives the same amount of debt. After using the ability, they will only earn half cash from all sources and the rest is used to pay back the debt. | 85s
85s initial 2 uses per round max Cannot be used after 180s since round start | |
| Monkey-Nomics | Grants $9,000, but the player doesn't need to pay it back anymore. Reduced cooldown. | 60s
60s initial 2 uses per round max Cannot be used after 180s since round start | ||
| Spike Factory | Spike Storm | Quickly launches spike piles all over the track every 0.04s during 2s. The spikes last from 9 to 11s. | 50s
16.67s initial | |
| Mega Massive Munitions Factory | Quadruples its mine production speed for 10s. | 10s
3.33s initial 1 use per round max | ||
| Launches mines along the track length in approximately equally spaced intervals which explode dealing massive damage to the Bloons in a large area, leaving 3 smaller mines. If the ability is used again after recharging and there are still mines from the previous activation, the remaining mines will explode instead. | 75s
25s initial | |||
| Monkey Village | Call to Arms | Increased the pierce and attack speed of all towers of the screen by +50% during 15s. | 45s
15s initial | |
| Homeland Defense | The pierce and attack speed bonus is increased to +100% and duration is increased to 20s. It cannot stack with Call to Arms and instead they override each other. | 45s | ||
| Engineer Monkey | Overclock | Targets a Monkey, increasing its attack speed 67% (if used on a Banana Farm, it increases its production on the same amount, on a Monkey Village, it increases its range by 25% instead). The duration depends on the tier of a tower, 60 seconds for Heroes and tier 3 and lower towers, 45s on tier 4 towers and 30s on tier 5 towers. | 45s
15s initial | |
| Ultraboost | It applies the overclock effect and in addition to that it also grants a permanent 4% increase in attack speed (or banana production, 2.5% range increase on Villages), this benefit can stack a maximum of 10 times on the same tower. Overclock duration remains at 60s, regardless of tier. | 35s
35s initial 10 uses per round max | ||
| Master Builder | Deploys a powerful sentry to the selected location, these Paragon Sentries can deploy its own Sentries. The ability cycles between three diferent sentries, the Green Sentry Paragon emits a laser similar to Plasma Accelerator, the Red Sentry Paragon emits 4 streams of plasma and the Blue Sentry Paragon launches a missile that causes damage and explosions with each collision. After deploying the three Mega Sentries, the ability will circle back to the first Sentry, and if deployed again, the one that was already on the map will explode dealing massive damage to nearby Bloons. The color of the icon will change according to which Sentry will be deployed next. | 20s
20s initial | ||
| Provides the Overclock buff to the selected tower for 60s on Heroes tier 3 towers, 45s on tier 4 and 30s for tier 5. Nearby towers to the target will also get the Overclock benefits for 15s. Cannot target itself but can affect other Paragons for 30s. | 45s
45s initial | |||
| Beast Handler | Tyrannosaurus Rex | Deals 150 damage to Bloons on a large area around it and stuns most Bloons for a few seconds. | 40s
13.33s initial | |
| Giganotosaurus | Stomp is now map-wide and stuns Bloons for longer. Cooldown reduced. | 25s | ||
| Quincy | Level 3 | Triples Quincy's attack speed for 8 seconds. | 60s
20s initial | |
| Level 10 | Drops a large number of arrows from the sky to a wide area following its targeting for 3 seconds. The arrows have a 5% chance of hitting a specific Bloon every 1/60 of a second, dealing 6 damage and +6 bonus damage to MOAB-Class Bloons. | 70s
23.33s initial | ||
| Gwendolin | Level 3 | Gwen throws a molotov cocktail to a specific point of the track, creating a wall of fire that lasts 12s. | 30s
10s initial | |
| Level 10 | Summons a firestorm that damages all Bloons on the screen and causes a damage over time effect to them for 8 seconds, while also applying her Heat it up buff to all towers in the map. | 60s
20s initial | ||
| Striker Jones | Level 3 | Launches a powerful projectile towards the strongest Bloon in the screen, dealing damage and stunning Bloons upon impact. | 16s
5.33s initial | |
| Level 7 | All Mortar Monkeys on the map switch its targeting to follow cursor/touch during 15 seconds. It also decreases their shot spread. | 45s
15s initial | ||
| Level 10 | Instantly recharges the abilities of all Bomb Shooters and Mortar Monkeys in the map. | 80s
26.67s initial | ||
| Obyn Greenfoot | Level 3 | Creates a bunch of brambles in the track that damage Bloons in a similar way to a Spike Factory. If there are Bloons in Obyn's range the brambles will be created in front of them, otherwise, they will be put in a random point of the track. | 30s
10s initial | |
| Level 10 | Creates some trees in a specific point inside of Obyn's range whcih capture Bloons that pass over them, like a Bloon Trap, when the Wall reaches its maximum capacity, it dissapears | 90s
30s initial | ||
| Rosalia | Level 3 | It launches a series of missiles from Rosalia's base to an area surrounding a Bloom based on Rosalia's targeting. The missiles explode upon falling, dealing damage to them and stunning small Bloons for a few seconds. | 45s
15s initial | |
| Level 7 | Rosalia flies above the entire map chasing Bloons (depending on her targeting) and attacking them with both laser and grenade weapons during 20s, and after that, Rosalia returns to her position. Also increases the flight speed of Ace Monkeys and Heli Pilots next to Rosalia's by 30%. | 45s
15s initial | ||
| Level 10 | Launches a bomb towards a MOAB-Class Bloon, and attaches to it and to its first children for 10s, until all MOAB layers are popped or after the Bloons it was attached to take enough damage whichever happens first. After that, the bomb detonates dealing heavy damage to nearby Bloons which is increased further the more damage was dealt to the Bloons it was attached to. | 75s
25s initial | ||
| Captain Churchill | Level 3 | Allows shells to damage Black Bloons (damage type is changed to Normal) and grants bonus damage to Ceramics for 9 seconds. | 30s
10s initial | |
| Level 10 | Launches missiles towards the 10 strongest MOAB-Class Bloons on the screen and can hit them up to 16 times each, dealing heavy damage to them. | 60s
20s initial | ||
| Benjamin | Level 3 | Buffs the four closest towers to Benjamin, granting them +1 damage during 6s, after that, the towers won't be able to attack for 2s. | 30s
10s initial | |
| Level 10 | For 10 seconds, most new Bloons will spawn with one less layer and generate twice as much cash when popped. | 65s
21.67s initial | ||
| Pat Fusty | Level 3 | Towers in Pat Fusy's range gain +1 damage during 8s. | 45s
15s initial | |
| Level 10 | Pat grabs and squeezes the biggest MOAB-Class Bloon in his range for 4 seconds and breaks the outer layer releasing back to the track their children, the children are stunned for 3 seconds. | 20s
6.67s initial | ||
| Ezili | Level 3 | Prevents the layer regeneration of Regrow Bloons and allows any attack to damage Purple Bloons and Blastapopoulos for 10s. Both effects are map-wide. | 45s
15s initial | |
| Level 7 | Creates a totem in a chosen location by paying 10 lives. Monkeys in the Totem's range have +1 pierce, +20% range, +25% projectile speed and a ~18% increase in attack speed. Wizard Monkeys receive +1 pierce and a ~5% increase in attack speed on top of the other benefits. The Totem lasts for 30s. | 90s
30s initial | ||
| Level 10 | Curses a MOAB-Class Bloon following Ezili's targeting (infinite range), causing a damage over time effect that deals 4% of the Bloon's health +1 damage every second lasting 25s, if the Bloon is destroyed by the curse it will spawn no children and the curse will jump to another MOAB-Class Bloon if the ability duration is not over. | 60s
20s initial | ||
| Adora | Level 3 | Doubles Adora's pierce and range, increases the size of the Divine Bolts by 50% and allows them to pop Puprle Bloons. The ability lasts 10s. | 45s
15s initial | |
| Level 7 | Targets a Monkey on the map and removes it from the game (like selling, but no cash is returned) to provide a buff to Adora and any Sun Avatar, Sun Temple or True Sun God on her range. Range is increased 10% and attack cooldown is reduced 10% with and additional 1% bonus for every $100 worth of value from the sacrificed tower. The buff lasts 10s and is capped to a value of $1,500 providing a 25% range / attack cooldown bonus. Adora also receives XP equal to 4 times the total cost of the sacrificed tower. | 90s
30s initial | ||
| Level 10 | Spawns a ball of light that flies on a circular pattern over Adora, it shoots lasers to the Bloons following Adora's targeting but with infinite range, dealing 3 damage every 0.05 seconds and additional +3 damage to Fortified Bloons. The ball has a lifespan of 12s. | 60s
20s initial | ||
| Etienne | Level 3 | Spawns four additional drones lasting 18.5s and increases 0.5s per Level. The drones' targeting is independent from Etienne, one targets Fist, other Last and the remaining two Strong. | 80s
26.67s initial | |
| Level 10 | Etienne's UAV fires volleys of 10 missiles towards the Bloons on the track ever 0.6s during 18s. Each missile deals 2 damage in a small area. The missiles target First. | 90s
30s initial | ||
| Sauda | Level 3 | Sauda jumps towards a Bloon on the screen to attack it with both swords (follows Sauda's targeting with infinite range), dealing 20 damage upon impact to with +60 extra damage to MOAB-Class Bloons, then, a pair of swords will remain on the track, dealing 2 damage every 0.1s to the Bloons that pass over them. The swords will last 6.5s on the track. | 80s
26.67s initial | |
| Level 10 | Sauda charges with a large sword sweeping all tracks at the same time in reverse direction from the exit, dealing 30 damage to any Bloon she touches. | 45s
15s initial | ||
| Admiral Brickell | Level 3 | All water towers in Brickell's range (including herself) attack twice as fast for 8s. | 50s
16.67s initial | |
| Level 7 | Brickell's Sea Mines attacks twice as fast and also double their projectile speed for 10s. | 45s
15s initial | ||
| Level 10 | Brickell deploys a large mine at any water location chosen by the player. When a MOAB-Class Bloon comes close to it, the mine will charge towards it and will explode on contact dealing 4,000 damage to any Bloon in the blast radius and stuns survivors for 5s. The mine will last for 150s or 4 rounds, whichever happens first. | 60s
20s initial | ||
| Psi | Level 3 | Psi emits a pulse around it that stuns small Bloons for 6s and MOAB-Class Bloons for 1.5s. | 40s
13.33s initial | |
| Level 10 | Psi targets up to 2,000 Bloons on the entire screen and has a 50% chance of destroying them with its Psionic Vibrations (also triggers Destructive Resonance) and 50% chance of pushing them back 100−200 units. | 40s
13.33s initial | ||
| Corvus | Level 3 | Corvus emits a blast that deals 20 damage to Bloons close to him and restores 100 + 1 mana for every point of damage dealt. | 40s
13.33s initial 8 uses per round max Cannot be used after 180s since round start | |
| Level 7 | Teleports Corvus to any valid location in the map, chosen by the player. | 20s
6.67s initial | ||
| Level 10 | Creates an aura around Corvus that deals 1 damage (affected by its Haunt passive ability) to nearby Bloons every 0.2s for 10s. Restores 1 mana per every point of damage inflicted. | 90s
30s initial | ||
| Tech Bot | Targets a tower in the map that has an ability, the bot then will continuously activate most abilities as soon it is ready. | Does not apply | ||
| Battle Cat! | Transforms Cringer into the Battle Cat, grating camo detection, a more powerful attack that can knock back Bloons and inflicts a damage-over-time effect, removes immunities and strips Camo and Regrow properties from Bloons. The transformation lasts for 3 rounds and after that the tower disappears. | Does not apply | ||
Notes:
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Bloons TD Battles 2
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