Bloonarius (BTD6)

Revision as of 10:03, 23 August 2025 by Walker 91 (talk | contribs) (Normal Bloonarius Screenshots)
Bloonarius
The Inflator
Skulls 3 (normal)
7 (elite)
Theme Primal One
Introduced Version 27.0
Description
• Sludge-dwelling Bloonarius spews Bloons as it takes damage.
• When each skull on its health bar is reached, Bloonarius disgorges massive Bloon clusters onto the track.
• Bloonarius' sludge infused husk makes it slow but extremely tough.

Bloonarius, titled The Inflator, is a Boss Bloon in Bloons TD 6, introduced in version 27.0. It is the first boss introduced to the game, and has the simplest mechanics relative to other bosses.

Bloonarius has an immense amount of Health, and spawns Bloons all over the track as it takes damage. It spawns especially large waves of Bloons right in front of it when a skull on its health bar is reached.

Mechanics

Scattered Bloons

For each 1% of health Bloonarius loses, it spawns a certain type of Bloon all over the track depending on its type and tier. These Bloons can be identified by being covered by a dark green sludge. Upon spawning, these Bloons are briefly immune to damage. Bloonarius scatters additional amounts of these Bloons when it reaches a skull.

Skull Bloons

When a skull is reached, Bloonarius stops moving for 0.5s and spawns a more difficult wave of Bloons directly in front of it. Like Scattered Bloons, Skull Bloons are briefly immune to damage upon spawning.

All Bloons spawned by Bloonarius provide no cash when popped. However, they do add to towers' pop counts.

List of Scattered and Skull Bloons

Type Tier Bloons Spawned at Each Skull Bloons Scattered at Each Skull Bloons Scattered per 1% HP
Normal 1 Ceramic Bloon ×30 Green Bloon ×30 Green Bloon ×8
2 Ceramic Bloon ×60 Yellow Bloon ×60 Yellow Bloon ×15
3 MOAB ×6 Pink Bloon ×100 Pink Bloon ×25
4 ZOMG ×10 Zebra Bloon ×60 Zebra Bloon ×15
5 BAD ×1 Rainbow Bloon ×100 Rainbow Bloon ×25
Elite 1 Ceramic Bloon ×70 Pink Bloon ×40 Pink Bloon ×10
2 BFB ×16 Rainbow Bloon ×40 Rainbow Bloon ×10
3 BAD ×1
DDT ×9
Ceramic Bloon ×50 Ceramic Bloon ×13
4 Fortified BAD ×2
Fortified DDT ×20
Regrow Fortified Ceramic Bloon ×100 MOAB ×8
BFB ×2
5 Fortified BAD ×4 MOAB ×30 DDT ×8
Fortified ZOMG ×2

Boss Rush

  This section is incomplete. You can help out by expanding it.
The editor who added this notice elaborates: Elaborate more specifics of Boss Rush variant of Bloonarius

In Boss Rush, Bloonarius starts with 400 HP, and scales its health by +6.5% every tier. Bloonarius moves at the same speed at all tiers, which is a speed value of 0.75 (0.03x Red Bloon speed). Damaging Bloonarius produces a wave of Scattered Bloons, and beating a tier makes it send a stronger wave of Scattered Bloons. Every 10 tiers, it summons a wave of Skull Bloons. Players begin with $1800 (+$200 with   More Cash, +$250 with Starting Stash).

Stats

Normal

Base health
Tier 1-player 2-player 3-player 4-player
1 20,000 24,000 28,000 32,000
2 75,000 90,000 105,000 120,000
3 350,000 420,000 490,000 560,000
4 750,000 900,000 1,050,000 1,200,000
5 3,000,000 3,600,000 4,200,000 4,800,000
Speed
Tier Base speed Red Bloon speed
1 1.25 0.05×
2 1.25 0.05×
3 1.25 0.05×
4 1.5 0.06×
5 1.5 0.06×

Elite

Base health
Tier 1-player 2-player 3-player 4-player
1 50,000 60,000 70,000 80,000
2 300,000 360,000 420,000 480,000
3 2,000,000 2,400,000 2,800,000 3,200,000
4 8,000,000 9,600,000 11,200,000 12,800,000
5 40,000,000 48,000,000 56,000,000 64,000,000
Speed
Tier Base speed Red Bloon speed
1 1.25 0.05×
2 1.25 0.05×
3 1.25 0.05×
4 1.5 0.06×
5 1.5 0.06×

Round changes

When facing Bloonarius, several rounds are changed from the standard roundset.

Round Change
40 MOAB replaced by 6 Ceramic Bloons
60 BFB replaced by 6 MOABs
80 ZOMG replaced by 6 BFBs
100 BAD replaced by 4 ZOMGs and 6 DDTs

Strategy

For more in-depth strategies, see Strategy:Bloonarius (BTD6).

Compared to other bosses, Bloonarius is the most simple in terms of its mechanics, but should not be underestimated, specially in the lower tiers, as the Bloons it spawns when damaged and after reaching a skull can easily overrun unprepared defenses.

Tier 1 and 2 defenses are usually split on towers that can reliably damage the boss and towers with very high pierce that can handle the spawns.

In the first category Elite Defender is always a reliable option on Tier 1. A combination of Embrittlement / Super Brittle with Overdrive / The Tack Zone or Poplust / Avatar of Wrath shine due Bloonarius low speed, meaning it can stay on the range of those towers for longer. Spike Storm / Carpet of Spikes and Sticky Bomb / Master Bomber are only effective also on longer maps due Bloonarius high HP. M.A.D can also be used with caution on its placement as the pierce on its rockets can be consumed by the spawns before it reaches the boss. Towers that are used for damaging the boss should have their targeting set to Strong if possible to avoid getting them distracted with the spawns or to First if their help is needed to deal with the spawns.

For defending the spawns in the lower tiers, specially after a skull, towers with very high pierce are needed, common examples are multiple M.O.A.R Glaives / Glaive Lord, The Big One, Bloon Liquefier / The Bloon Solver, Jungle's Bounty / Spirit of the Forest, the abilities of the Blade Maelstrom and Geraldo's Blade Trap.

Tiers 3 and higher can be handled with expensive towers and Paragons, the defenses used for the boss itself are also usually enough to handle the spawns with the only limiting factor being range.

In Boss Rush, Bloonarius can be handled using towers like Sauda, MOAB SHREDR, Overdrive, Embrittlement, Destroyer or Poplust during the early game with Glaive Ricochet, Druid of the Jungle or Recursive Cluster handling the spawns. During the mid-game the defense transitions into the upgrades of the mentioned towers and finish with Super Mines and Apex Plasma Master or a Glaive Dominus.

Update history

  This article or section uses Cargo to generate its content. It will automatically fill up as other articles are completed.
To add to this section, create the articles it is looking up. Do not add content to this section manually and do not remove this notice until you are sure this section is complete.
Elite Bloonarius’ ‘bleed’ Bloons effect becomes heavily outscaled in the higher elite tiers, dissolving into the stratosphere before having any meaningful impact. To correct, we are improving the types of Bloons that come out at these points to maintain appropriate Bossness.
— Update notes
  •   Elite tier 4: Bleed Bloons changed ― 25 ceramics → 12 MOABs
  •   Elite tier 5: Bleed Bloons changed ― 8 MOABs → 8 decamoed DDTs
  •   Bosses on spawn will now clear the map of all existing projectiles
  •   Resolved an issue with Bloonarius spawning too many bloons when health drops too far below 0 in a single frame (bug fix)
  •   Damage counters should count again for attacks against Bloonarius spawns & Lych Zombie Bloons (bug fix)
This is really just for fun, bringing increased variety of Bleed Bloons from higher tier Bloonarius
— Update notes
  •   Elite tier 4: Bleed Bloons changed ― 12 MOABs → 8 MOABs + 2 BFBs
  •   Elite tier 5: Bleed Bloons changed ― 8 DDTs → 6 DDTs + 2 Fortified ZOMGs
  •   Elite tier 5: Bleed DDTs now have Camo property
  •   Boss Rush: Bleed Bloons should now spawn correctly (bug fix)

Screenshots

  This article or section needs more screenshots.
See the screenshot guidelines for more information on what screenshots are needed and how to add them.

Assets

Template:Bloonarius nav