Bloons TD 6 - aaaron
Lay down a gauntlet of explosive spikes with the Spike Factory Paragon: Mega Massive Munitions Factory.

Then relax on the new beginner map, Spa Pits. Just don't go digging around too much or the soothing hot water may burn you!

New premium She-Ra skin for Adora along with new power, Sword of Protection.

Rogue Legends gets a bunch of new Artifacts, a marshmallow shop, revamped CHIMPS mode with Curses, and more!

Plus new quests, quality of life improvements, bug fixes, and balance changes.


Check the full patch notes and change log on Reddit.

Bloons TD 6 - aaaron
This soft, doughy, and round Dart Monkey is a Limited Edition item. Click the link or image to get one for yourself, and maybe even one for that special someone!



ninja.kiwi/ffrlb5


Bloons TD 6 - aaaron
Update: Bloons TD 6 v47.0 - Update Notes!

Available now for most platforms please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.
Key New Features - Legends
  • Legends heralds a new way of looking at designing and building updates for BTD6. The team has so many exciting ideas, many of which could be full standalone games, and Legends gives us a way to push forward with groundbreaking ideas while maintaining the continuity of BTD6 and its awesome community.
  • These DLC should be separate and unique enough not to feel required but to offer a very alternate way of playing. We will continue to focus on a huge variety of content that players get at no additional cost to the base game, but as these features get bigger and bigger, the team does need to keep new IAPs and DLCs coming into the game to support future development.
Rogue Legends!
You’re gonna want to turn your sound on for this one! The first Legend available along with this update is a BTD rogue-lite adventure, featuring a randomly generated replayable single player campaign.
  • Build a party as you progress through the campaign; with a hero, up to 10 accompanying pre-crosspathed towers, and Artifacts to enhance their power
  • More than 10 unique hand-crafted tile based campaign maps to explore
  • Campaign maps featuring multiple paths to plan your own route through to the world, then take on a multi round Stage Boss
  • Featuring an all new, fast-paced Rogue Bloons roundset to learn and master (new hints included!)
  • Challenge tiles with alternate conditions featuring Boss Rush, Races, Endurance Races & Least Cash; these are optional to play & but grant scaling rewards based on performance to boost your team through their journey, also no lives will be lost from your first attempt on any of these tiles so feel free to trial them!
  • Merchants & Campfires to engage in trades and enhance your party
  • Collect from over 60 unique Artifacts as you progress through the campaign, boosting towers with incredible power ups & unique mechanics
  • Make impactful choices mid-game with temporary Boosts choices that last until the end of the current match including stat buffs, insta-monkeys & powers. Bad options? No problem - reroll them for in game cash
  • Defeat the Stage Boss to find Legendary boss-only artifacts & extract any artifact from the current game to earn a permanent copy that can be applied right from the start of a new Campaign
  • Stage Boss defeated & want to keep going? Continue through up to 5 stages of increasing difficulty, and unlock the endless CHIMPS campaign.
  • Obtain Rogue Legend cosmetics on purchase & earned through full campaign gameplay
Check out our video rundown on Rogue Legends here: https://youtu.be/NerXoyaPCgg

Legends - Community Questions
  • We have seen quite a few common questions among the community so we’d like to try and answer as many of them as possible!
  • Why paid DLC?
    • We are dedicated to continuing to support and create free updates and content for the base game. Beyond that, for update ideas that deliver standalone content, require huge amounts of work, and would be creatively constrained by trying to fund them through Monkey Money, we need to rely on IAP and DLC paid models to fund the development.
  • Why does it cost more than the base game?
    • This may sound a bit more like a Quora answer, but here’s a quick history and market snapshot of paid games on mobile, and do keep in mind the game does cost more on PC and console. By 2018, once mobile gaming services were dominated by free-to-play games, the available price points for paid games became severely constricted, with Minecraft effectively setting the high water price at US$6.99. As BTD6 grew we actually increased the price from US$4.99 to US$6.99 in 2022 to better reflect what we see as the incredible gameplay value available. We believe this is still significantly underpriced, and think a fair market value is more like US$19.99 on both PC and mobile. We are not yet prepared to raise the price of the base game again, but that app store delimited undervalued price should not be seen as a high water mark for the fair value of the incredibly robust Rogue Legend DLC. We see US$9.99 as a reasonable price relative to the fair market value of the mobile game, which would be much higher if not constrained by app stores dominated by free to play games.
  • Will this make the base game pay-to-win or give players an advantage?
    • No. We want Legends to be fun self-contained experiences, as the game mode itself is the only exclusive content and does not reward anything that feeds back into the base game outside of cosmetics and Legend stats for your profile so there is no Team or Leaderboard advantage applied to base game content for accounts that purchase Legends DLCs
  • Will you continue to support and update this?
    • Yes! If this is popular, there are still a few features we want to add
  • Will future maps and content be usable in Rogue Legends?
    • Unless something goes wrong or certain maps are banned in certain modes, our goal is that all future maps, heroes, skins, etc., will slot into Rogue and future Legends. We want this to passively grow with every content update alongside the new features we will continue to offer for free in the base game.
  • Will this be on console/Netflix/Arcade?
    • The console team is focused on getting all console platforms up to date with the main game content, but that update is still a while away and concurrent with our plans for Switch release! For Netflix and Arcade, yes, it will be coming but will be a few weeks delayed to allow for the additional testing required on those platforms.
  • How will this affect normal updates, or will this make updates take more time?
    • We plan on having the same number of updates each year (5 or 6) and we still have a huge year of content updates planned for the base game in 2025 and beyond.
  • If I purchase this on one platform, will it be usable on my other platforms?
    • Yes! In the same way our Double Cash or Fast Track purchases work, your purchase will carry over whenever you swap to another device, except for the existing restrictions for walled garden data on Arcade, Netflix, and consoles.
New Awesome
  • New Hero Skin, Rosalia Tinkerfairy
    • The tinkering-est fairy around has come to play!
  • New Advanced Map, Enchanted Glade
    • Help Tinkerfairy defend her home from the approaching Bloon assault
  • New Quests
    • Rogue Legends Preview - Get a glimpse of the Rogue Legends campaign. A free taste of what the Rogue Legend has to offer
    • Moon Colony - Challenge Quest, Moon Landing transformed!
    • Raft Defense - Challenge Quest on Spice Islands with a pontoon raft and no water towers. No land placement is allowed.
  • New Trophy Store Items
    • Bloons: Hearts Pop FX, Heart Glasses Bloons decal
    • Game & UI: Corvus Summons banner, Blastapopoulos From The Past avatar

  • New Limited Time trophy items (Note: Not available until the seasonal event begins!)
    • Limited time - Lunar New Year avatar

  • New CT Team Store items
    • Team Banners: Team Effort Banner
Game Changes / Additions
  • Accessibility options now includes alternate tower range circles with High Contrast & Color Blind options
  • Accessibility options now includes an Ambient Map Effects on/off toggle
  • Quests will no longer track all profile stats (You can now happily keep 0 powers used, and we can make more quests using powers)
  • [Map Editor] Pips will now appear in editor leading players to paths that have errors
Bug Fixes & General Changes
  • Resolved a scrolling issue with the Odyssey editor map-edit UI
  • Ace Centered Path 'Advanced' hotkey will bring up the centered path position placement
  • Super Monkey Storm & Thrive powers should correctly count to victory screen stats
  • Resolved a crash that could occur when attempting to delete a custom Odyssey
  • Sniper chameleon pet now transitions its color changes more smoothly
  • Resolved a crash that could occur when reconnecting on co-op after starting the game during an internet disconnection
  • [Map Editor] When toggling ‘Show Variants’ the selected prop (if any) should remain visible in the scroll panel
  • Quincy should no longer fall stuck endlessly screaming at the player in a loop when closing the pause menu while adjusting hero volume
Event changes
  • [Boss Event] The Rewards sub-section of the Boss Leaderboards UI should no longer break when attempting to view it post-game
  • [Boss Event] Resolved an issue in which the leaderboard could fail to load scores
  • [Boss Rush] Resolved an issue where track length speed multiplier was not calculating correctly for multi-path tracks
  • [CT] Resolved an issue where other player CT scores wouldn’t appear on your teams roster until the CT World UI is viewed
Map Specific changes
  • Damaged Ceramics should no longer display beneath waterfalls on Adora’s Temple
  • Resolved Ice Monkey Snowstorm Layering Issues on the Ancient Portals map
Tower Specific Fixes
Mermonkey
  • 4xx Abyss Dweller should no longer slow Lead Bloons without the correct damage type
  • xx4 Totems should no longer be considered overclock targets
Engineer
  • 200 Sentries when un-crosspathed should no longer deal bonus damage to MOABs
  • xx5 Bloontrap Cooldown should no longer break depending on upgrade order
Hero Specific Fixes
Geraldo
  • [Map Editor] Resolved an issue where Dart Monkeys that were turned into Super Monkeys with Geraldo’s cape item would sell themselves immediately when an interactable next to them is used to show or hide something.
  • Geraldo’s action figure should no longer sometimes fail to increment price until 2nd round end after placement
Corvus
  • Resolved a crash with the Echo spell being used while Corvus is standing on Water
  • Resolved an edge case crash that probably doesn’t even happen unless you’re doing a handstand while playing
Platform Specific fixes
  • [MacOS] Resolved a game softlock when attempting to login via Twitch
  • [Netflix]: Game should no longer fail to localize when player selects Chinese (Traditional) Profile as default on initial launch
  • [Netflix]: No longer displays a grey screen on launch
Balance Changes
Tower Balance
Rogue Legends took up nearly all of our balance time for this update, however as we know many players look forward to the balance changes each update we’ve included a quick list of simpler changes that shouldn’t be too game breaking. Also get me pictures of spider monkeys!

Dart Monkey

Shuffle on lower tier upgrade costs & increased attack speed across middle path in order to offer these upgrades more value both in and out of Super Monkey Fan Club transformation.
  • 2xx Razor Sharp Shots price reduced from $220 > 200
  • 3xx Spike-o-pult price increased from $300 > 320
  • x3x Triple Shot price increased from $400 > 450
  • x3x Triple Shot also reduces attack cooldown 25%
  • x4x Super Monkey Fan Club price reduced from $7500 > 7200
  • x4x Super Monkey Fan Club reduces attack cooldown further 25% > 50%
  • xx3 Crossbow price reduced from $625 > 575
  • xx4 Sharpshooter price increased from $2000 > 2050
Boomerang Monkey

While the higher tier upgrades work well, Bionic Boomerang is often not as effective as expected for this price range.
  • x3x Bionic Boomerang price reduced from $1450 > 1250
Bomb Shooter

Nudging Bloon Impact price down, pushing it more in line with other early support options & as this is a support path. Frag damage is being greatly improved all the way up as there’s little reason to trade stun uptime for improved damage. Moving some cost up into MOAB Assassin so Maulers have more leeway early game & en masse. Cutting down roughly 10% on all bottom path upgrade costs as especially on Bomb Blitz even after recent buffs there are many downsides that need to be covered to use this path effectively.
  • 4xx Bloon Impact price reduced from $3200 > 2800
  • 202 Frag Bombs damage increased from 1 > 2
  • 302 Really Big Bombs frag damage increased from 3 > 6
  • 502 Bloon Crush frag damage increased from 24 > 36
  • x3x MOAB Mauler price reduced from $1100 > 1000
  • x4x MOAB Assassin price increased from $3350 > 3450
  • xx3 Cluster Bombs price reduced from $800 > 700
  • xx4 Recursive Cluster price reduced from $2800 > 2500
  • xx5 Bomb Blitz price reduced from $25500 > 23,000
Ice Monkey

A long time coming - Absolute Zero will finally be able to slow MOAB-Class Bloons within its radius, and additionally the main attack while it can’t initiate attacks without Bloons in radius will freeze non MOAB-Class Bloons over the entire screen for a short time! Nudging bottom path Ice Monkey to keep up with similarly priced support options, and Icicles especially doesn't feel versatile enough, which limits chances to go down this path so it is gaining the attack rate increase from the T5.
  • x5x Absolute Zero wind slow aura slows MOABs in radius 20%
  • x5x Absolute Zero’s attack gains a second radius freezing one layer of non-MOAB Class Bloons anywhere on the map for 0.75s
  • xx3 Cryo Cannon price reduced from $1950 > 1750
  • xx4 Icicles attack cooldown reduced from 1s > 0.75
  • xx5 Icicle Impale unchanged
Glue Gunner

Improved Ceramic Damage scaling up Bloon Dissolver compared to other support options, and a small price shuffling to make Glue Hose more favourable on the journey up to Glue Strike.
  • 3xx Bloon Dissolver bonus damage to Ceramic increased from 1 > 2
  • 4xx Bloon Liquefier unchanged
  • x3x Glue Hose price reduced from $2100 > 1950
  • x4x Glue Strike price increased from $3850 > 4000
Monkey Sub

Price reductions for Energizer to reduce the cost of related build synergies. Armour Piercing Darts subs are generally a tough choice as even though their single target damage is greatly improved the pierce is lacking for the cost, so price has been reduced at T4 and T5 has been granted extra airbursts to make it more desirable an upgrade for dealing with higher pierce itself
  • 5xx Energizer price reduced from $31,000 > 28,000
  • xx4 Armor Piercing Darts price reduced from $3000 > 2500
  • xx5 Sub Commander number of airbursts increased from 3 > 5
Monkey Buccaneer

We’re currently happy with Pirate Lord, but Monkey Pirates has been hit hard by changes so cost is being pushed out of it to encourage multi mid path building.
  • x4x Monkey Pirates price reduced from $4900 > 3900
  • x5x Pirate Lord price increased from $26,000 > 27,000
Monkey Ace

Upgrades to the basic Bombing run are never why you move up this path, so we’re improving these across the board while also reducing the cooldown of Ground Zero to match the T5.
  • x4x Ground Zero ability cooldown reduced from 45s > 35s
  • x4x Ground Zero bombing run damage increased from 10 > 15
  • x5x Tsar Bomba bombing run damage increased from 15 > 30
Heli Pilot

We’re raising move speed for Apache Dartship up to match Prime to improve skillful use in some more difficult situations mainly assisting on spread path maps
  • 4xx Apache Dartship max move speed increased from 50 > 60
  • 5xx Apache Prime unchanged
Mortar Monkey

Improvements made for the underused damage over time crosspaths, and improved damage for the T4 as it’s effective at what it does but not so versatile outside of shredding metal bands.
  • 4xx The Big One damage increased from 8 > 10
  • 402 The Big One damage over time increased from 7 > 12
  • 502 The Biggest One damage over time increased from 60 > 65
  • 032 Heavy Shells damage over time increased from 3 > 4
  • 042 Artillery Battery damage over time increased 4 > 6
  • xx4 Shattering Shells MOAB Burn damage increased 10 > 20
Dartling Gunner

Pushing around price for the underperforming T3, and pushing up the price further on the MAD that excels in MOAB destruction.
  • x3x Hydra Rocket Pods price reduced from $4800 > $4500
  • x4x Rocket Storm price reduced from $5550 > $5850
  • x5x MAD price increased from $60,000 > 65,000
Wizard Monkey

Archmage still seems to prefer the 502 crosspathing, so the fire attacks are being taken even further. Summon phoenix falls off in single target fairly early so we are lowering the cost back again to bring back options to let it fly before it has to deal with so many stronger targets. Shimmer struggles as a de-camo option due to the low consistency, so the attack rate is being improved.
  • 52x Archmage fireball bonus to MOAB-Class increased from 27 > 36
  • 52x Archmage wall of fire bonus to MOAB-Class increased from 4 > 8
  • 5xx Archmage dragon's breath bonus to MOAB-Class increased from 6 > 10
  • x4x Summon Phoenix price reduced from $7000 > 6000
  • x5x WLP dragon’s breath attack damage over time increased from 10 > 30
  • x5x WLP dragon’s breath damage over time duration increased from 3s > 15s
  • xx3 Shimmer camo pulse attack cooldown reduced from 2.5s > 2s
Ninja Monkey

Master Bomber is janky to build for given the high cost and the fuse time limits how much single target damage it can do as well, so we’ve given a massive rate boost to the sticky attack.
  • xx5 Master Bomber sticky bomb attack cooldown reduced from 4.5s > 2.25
Alchemist

Middle path alchemists have complicated use cases that don’t bring enough of a payoff for the effort so the price is being reduced. Instead of being only a niche income source, the Rubber to Gold debuff is being reworked to now expire after a duration but for that duration it will nullify Bloon properties. Some seriously interesting build options from this.
  • x3x Unstable Concoction price reduced from $3000 > 2800
  • x4x Transforming Tonic price reduced from $4500 > 4200
  • xx4 Rubber to Gold duration reduced from MAX > 7s
  • xx4 Rubber to Gold debuff also disables Lead property for duration
  • xx4 Rubber to Gold debuff also disables Black property for duration
  • xx4 Rubber to Gold debuff also disables White property for duration
  • xx4 Rubber to Gold debuff also disables Purple property for duration
Druid

Not a huge change on its own, but reduced price should add up and shave off some spending for full Poplust setups.
  • xx4 Poplust price reduced from $2500 > 2350
Mermonkey

Middle path pierce was lacking all through to T5, so pierce is now being matched to T5 across the path. Symphonic Resonance is powerful, but Alluring Melody is inconsistent for a Bloon-only stall, so pierce here is also being matched up to the same as T4.
  • x3x Riptide Champion pierce increased from 12 > 18
  • x4x Arctic Knight pierce increased from 12 > 18
  • x5x Popseidon pierce unchanged
  • xx3 Alluring Melody trance pierce increased from 3 > 4
Spike Factory

After much deliberation we still don’t particularly feel like making any large overhauls to the popular Permaspike upgrade right now, so we have decided that in order to follow through on this vision the best course of action would be to not do anything. This lack of attempt to make any change should in theory prevent any alterations from occurring to this particular upgrade in this update and thus leaves Permaspike extremely similar as to how it currently is. For now.
  • xx5 Permaspike unchanged
Engineer

This was becoming annoying screen clutter with large numbers of sentries, and feels unnecessary when you can overclock the engineer itself to create more sentries instead.
  • Sentries can no longer be targeted for Overclock
Beast Handler

As a quality of life improvement, Beast Handler movement cooldowns have now been separated
  • Fish & Dino upgrades now have individual repositioning cooldowns
Hero Balance
Gwendolin

Taking the opportunity to invest in some fire & water synergy
  • Lv9 Burn duration increased +1s per level
Obyn Greenfoot

As Benjamin & Geraldo dominate the main income strategies we want to push up another hero choice into the income mix, as Obyn’s druid benefits are currently applied the least effectively to middle path Druid we’re starting this off by giving a Cash Generation boost for Jungle’s Bounty.
  • Lv5 also grants increased income to Jungle’s Bounty ability used within radius +20%
Captain Churchill

Given how hard it is to get to high levels with Churchill, the Barrage ability needs much more high level payoff.
  • Lv13 MOAB Barrage damage increased from 200 > 250
  • Lv17 MOAB Barrage damage increased from 200 > 500
  • Lv20 MOAB Barrage damage increased from 500 > 1000
Benjamin

Early income snowballing has shifted favour greatly over to Geraldo, so Ben’s baseline cash generation is being increased more.
  • Lv1 Cash Generation increased from 80 > 90
  • Lv2 Cash Generation increased from 120 > 140
Rosalia

Rosalia doesn't fly strongly into high rounds so she is gaining more direct Grenade pierce, and Adrenaline Rush’s maximum is increasing to scale up into larger groups of Bloons.
  • Lv2 Grenade pierce increased from 8 > 10
  • Lv13 Grenade Cluster pierce increased from 8 > 10
  • Lv4 Adrenaline Rush max stacks increased from 20 > 25
  • Lv11 Adrenaline Rush max stacks increased from 30 > 40
  • Lv17 Adrenaline Rush max stacks increased from 40 > 60
Bosses

Blastapopoulos

Especially at lower tiers, Blastapopoulos' stuns are quite unforgiving, so we’ve lowered the baseline stun duration & scaled this up over the tiers instead of starting off so high immediately.
  • Heat Bar no longer fills immediately on Boss Spawn
  • Stun durations reduced
    • Overheating initial stun duration reduced from 5s > 4s
    • T1 Fireball stun duration reduced from 4s > 2s
    • T2 Fireball stun duration reduced from 4s > 2s
    • T3 Fireball stun duration reduced from 4s > 3s
    • T4 Fireball stun duration reduced from 4s > 3s
    • T5 Fireball stun duration reduced from 4s > 3s
Dreadbloon
  • T3 Elite Rock Bloons health reduced from 10,000 > 9,000
  • Rock Bloons now scale with boss HP/Speed modifiers
Looking Forward
Usually our first update for the year is a humble offering, but Rogue Legends in 47.0 gets 2025 off to a massive start, and we have big plans for the rest of the year. A huge part of our planning each year leans into what the team is excited to work on, and we have two experiences to share. The first is Legends itself, which saw the team working together in a whole new way, pushing art styles, design thinking, and code framework in untried directions and pushing ourselves to do some of our best work yet. The second was our end-of-year retrospective when we got very excited brainstorming new Monkeys of all kinds (Towers, Heroes, NPCs), which reminded us how much we enjoy the raw game mechanics and personalities that start with the Monkeys themselves. We hope to carry this inspiration throughout 2025 and beyond to create awesome updates that give you new ways to play, new challenges, and rich rewards for the time you share with this game we love making so much. Thank you for your continued support!
  • Legends
    • We hope everyone loves Rogue Legends and finds the DLC cost more than fair for the dozens of hours of replayable and progressive gameplay. Having new IAPs and DLCs is the best way for us to continue to deliver other big updates that don’t require additional spend. We won’t be satisfied unless players find the prices fair and the game experience rewarding, so we’ll be responsive to feedback.
    • As discussed when we first mentioned Legends last year, we are planning 2 Legends DLC campaigns per year (not counting Rogue, which was planned for last year). So some teasers…
    • Desperado Legends - explore the Monkey Wild West within a map that dynamically reacts to your actions and allows other customizations. Go fishing, watch Bloon races, recruit posse members, hunt bounties, and go after the targets on the Most Wanted list. Highly stylized and replayable, planned for mid-year.
    • Runic Legends - an epic crafting/modding-focused campaign, taking the raw elements of Monkey Knowledge and Artifacts and putting them in player’s hands. Find individual elements and combine them to create Monkeys with specializations far beyond their crosspaths. Get ready for mod-inspired madness with custom rounds to handle the power creep.
  • Monkey Focus
    • Many players love the additions we make to Paragons and Bosses and we are planning at least 1 Paragon and 1 Boss for the year, but given the team’s excitement around new Monkeys, we are going to spend more time on new Heroes and new Towers this year, and have plans for 1 of each.
    • We’re also thinking about Powers, in decidedly Monkeyish and path-based ways. That 0-0-0 Cavemonkey got the wheels turning. No firm plans for Powers Pro this year but a couple of us really want it.
  • Game Editor
    • The work on Tower-Game-Mod Editor is progressing well, but the goals are morphing, as we found that adding elements to make a complete mode wasn’t as fun to play with as getting into the scripts that make up each Monkey and playfield element. So we’re taking more time to focus on that, working with a few awesome community modders. This will not land as a .x update to 47 or in 48; please give us a bit more time, and we’ll give more details later about when this will be ready for a first version.
  • Console
    • Xbox players, please accept our apologies for the delay in getting the content patch out. We had to revert it when we saw login issues for some players. We are still working to fix this and will update as soon as possible.
    • The main push for all consoles is to get the console branch on “main” - merged and unified with the entire BTD6 game project. This will get us much closer to content parity, and it will allow controller support to move forward on all platforms, which is good news for Steam Deck as well.
    • Switch is making great strides and will launch alongside this main branch integration. We are hoping to have this work completed and have Switch submitted by June this year.
  • Crossovers
    • Our partnership with Mattel’s Masters of the Universe franchise continues, and we’re excited to introduce She-Ra and Skeletor Hero Skins into the game this year. As licensed content, these will be IAP-only skins as that is the only way we can pay for the license accurately.
    • You may have questions about why this brand, but do know that we have fans on the team, which makes a big difference to us. We also think it will make more sense to everyone once hype starts to build for the 2026 feature film.
    • We don’t have plans for any other crossovers this year, but we do see them as a good way to bring fans of other IPs into Bloons for the first time. We will be thinking about other crossovers when they excite the team and feel like fun and creative fits with the Monkeys.
  • Teams
    • We want to provide more to do with friends, either RL friends or cool people that you’ve friended up in game. One of the main blockers to Teams is the ownership model for Team Store items, so we’re planning to revamp that to allow more ability to keep items and display items on the Team Island.
    • We’ve also heard that many people want Team activities for the main game, so we are looking into a Social Goals feature that will provide multiple challenges and rewards for hitting Team targets across all types of BTD6 play.
    • And the biggest Team is everyone, so we’d also like to add some epic all players Goals to offer us a chance to truly all play together for fun event-based rewards!
We hope that sounds like a fun year ahead! As always, let us know what you think, as our discussion with our awesomer player community is one of the things we love most about building games. Cheers to 2025 and beyond!
Bloons TD 6 - aaaron
Available now please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.



Update Video: https://t.co/FnWy8W5NPx
New Awesome
  • New Tack Shooter Paragon, the Crucible of Steel and Flame. Tacks, blades, fire - what more could there be? Well, plenty actually, as the Monkeys realized they can cram blades full of hot tacks! We could leave it at that, but for those who’d like a little more detail, read on!
    • Constantly attacking with a short range maelstrom of white hot blades that burst into a nova of tacks when they expire, this paragon creates quite a spectacle to behold. The tack monkey inside (!) is unable to see unrevealed Camo Bloons, however with its 2 abilities this isn’t enough to hold back its power.
    • Maelstrom ability: given that the main attack already is a permanent maelstrom, this ability gives the tower a massive temporary increase to projectile lifespan & pierce in order to greatly expand the coverage of that local maelstrom. While this is occurring, high pierce jets of blue flame will periodically blast around the tower to wipe out any smaller targets. This is a coverage & cleanup ability, so it has an extremely short cooldown but is not a single target damage dealer.
    • Meteor Impact: As the Maelstrom ability is more of a utility, a second ability is here to bring the damage! Meteor Impact calls down a blast that deals high damage to an unfair area, and any Bloons foolish enough to withstand the initial impact will be wiped out when this meteor breaks apart into a ring of 32 homing fireballs
  • New Revenge Map, Last Resort!
    • For those who thought Resort was too much of a chill vacation. Although honestly it really doesn’t look all that bad to me, maybe everything’s fine and it’s just a nice winter resort?
  • Battle Cat Crossover!
    • Heralding our new integration partnership with the Masters of the Universe brand from Mattel, Battle Cat is featured as the first of several drops planned through 2026.
    • Check out Battle Cat in his very own Quest and on most platforms as a highly effective, single-target, purchasable Power.
    • More details: Using the Powers tab, place the timid Cringer and he’ll stick around untransformed for the whole game, meekly swiping at a few Bloons. You’ll notice he comes with an activated ability, though. Activate this and he transforms into Battle Cat, tearing into Bloons, knocking them back, and applying a powerful damage over time that also nullifies Bloon immunities. This ability is so powerful, it can’t last forever, so after a few rounds Battle Cat must portal back home to Eternia.
    • On most platforms, Battle Cat Powers can be obtained via the Battle Cat Prestige Pack that comes with tier 5 Beast Handler Insta Monkeys, an exclusive Avatar, and an exclusive Banner and for repeat use the Battle Cat Booster Pack that also comes with a selection of Insta Monkeys.
  • New Quests
    • Alternate CHIMPoppable - CHIMPS Rules. Impoppable prices. Alternate Bloon Rounds. Is it even possible?
    • Adora Explorer! - Discover Adora’s strengths and abilities
    • By the Power of Battle Cat! - Test out the exclusive new Battle Cat Power
  • New Trophy Store Items
    • Monkeys: Druid Holiday projectiles, wildly festive and available anytime the Druids feel the spirit
  • New Limited Time trophy items (Note: Not available until the seasonal event begins!)
    • Christmas Snowmonkey avatar, Magical Christmas banner
Game Changes / Additions
  • 2024 Hero Packs including all heroes and skins up to 2024 from the game start. This includes a full pack of every hero & skin, which is substituted for a small completion pack for players who already own many of these.
  • Blastapopoulos added to Contested Territory
Bug Fixes & General Changes
  • Resolved a number of localization issues
  • Hero hotkey should function again without a delay when restarting a game
  • Failing Quest objectives no longer shows a victorious monkey on the summary screen
  • Resolved an issue with certain high starting round challenges crashing with Fast Track
  • Having only "Selected Hero" in the Challenge Editor should no longer prevent the challenge from being played
  • Resolved an edge case that could cause heroes to gain less XP from Fast Track when also benefiting from Empowered Heroes
  • Owned Avatars within with profile selection menu will now order to the top
  • CHIMPS mode should no longer offer a ‘retry last round’ on the very first round
  • Resolved a crash that could sometimes eventually occur when rapidly placing and selling a heli then placing and selling a mortar then placing and selling a heli then placing and selling a mortar then placing and selling a heli then placing and selling a mortar, probably.’
  • Hero placement animations should display correctly when hero levels during placement
  • Resolved a bug that could cause attacks to bypass Vortex’s skull immunity window
  • Resolved a number of reported elusive game crashes that could occur
  • Resolved a number of prop texture issues in Map Editor
  • Removed a deal pixel from many text entry fields
  • Fixed a number of map texture issues
Events & Quests
  • The Slime Counter on the A Slimey Expedition quest should no longer break on restart
  • Resolved a case in which Collection Events could softlock while claiming rewards
  • Resolved an issue that could cause dialogue to not correctly display
  • Elite Blastapopoulos should now take extra damage from paragons
Map Specific
  • Ancient Portals resolved a case in which some towers retained buffs after being moved away from buff platforms
  • Engineer cleansing foam now layers correctly on Ancient Portal
Tower Specific Fixes
Dart Monkey
  • 502 Ultra Juggernaut should no longer have less knockback than the previous tier
Bomb Shooter
  • x5x MOAB Eliminator’s ability explosion correctly deals explosive damage
Monkey Sub
  • Sub Paragon should no longer keep its radiation attack when unsubmerged
Monkey Buccaneer
  • 510 Plane radial projectile speed should no longer decrease when upgraded (100 > 200)
Mortar Monkey
  • 032 Heavy Shells can now apply Burny Stuff to DDTs if it has camo detection
Druid
  • 032 Druid of the Jungle’s vine attack should now benefit from Heart of Vengeance
Mermonkey
  • xx4 Symphonic Resonance resolved a crash that could occur when repositioning the totem after spawning Blastapopoulos
  • Lord of the Abyss's radius should no longer cause new Mermonkey primed for placement to display incorrectly range circles
Banana Farm
  • xx1 EZ Collect bananas should be more effectively collected by Banana Farmers
Engineer
  • Paragon’s Green Sentry should no longer display a non-functional ‘first’ target prio when first placed
  • xx5 XXL Trap when created will clear any existing XXXL traps owned by the player, this will now allow the newly placed engineer to place its trap without requiring the old trap to be filled first
Beast Handler
  • Resolved an issue with Beast placement clipping through the void in some cases
Ezili
  • Lv3 Heartstopper can be used when Blastapopoulos is the only ‘Purple’ Bloon on screen
Pat Fusty
  • Kaiju Pat should correctly use his 'mechanized' voice lines at level 20
Geraldo
  • Gerry’s Fire should no longer gain its own range circle when attached to xx4 Mermonkey
  • Geraldo’s shop should correctly be stunned by Blastapopoulos
Rosalia
  • Resolved an issue with some of Rosalia’s attacks undercounting on stat tracking
Platform Specific fixes
  • [Android] Resolved a softlock that could occur on startup on some devices
  • [Arcade] Profile save slots should now correctly display Veteran stars when applicable

Balance Changes
Our past couple updates included massive widespread balance changes in order to dedicate balance time at the end of the year to working on our new Legends game mode for v46. However as the Rogue Legend has ended up being delayed we’ve gone ahead with a small focused list of balance changes mainly responding to a number of points raised by the community this year.
Tower Balance
Bomb Shooter’s base pierce is plenty for the early game but low enough that 1xx crosspath feels too important later, we’re shifting pierce out of crosspath into the base upgrade to alleviate this. Players found the recent increased coverage of 024 recursive too much, but we like the functionality so we’ve tightened the spread for the base xx4 recursive to make 024 about the same as it was before but 004 even tighter. Bomb Blitz has been upgraded to double attack rate from the previous tier.
  • 000 Bomb Shooter pierce increased from 14 > 22
  • 100 Bigger Bombs pierce increased from 20 > 28
  • 200 Heavy Bombs pierce increased from 30 > 38
  • 300 Really Big Bombs pierce remains 80
  • xx4 Recursive Cluster min cluster distance 30 > 20
  • xx4 Recursive Cluster max cluster distance 36 > 30
  • xx5 Bomb Blitz attack cooldown reduced from 1 > 0.75
Tack Shooter

Every Tack Shooter Tier 3 needed a different attack rate boost, so to tidy this up we’ve moved much of that rate to the base tack shooter. Given the bottom path Tack is slightly nerfed from this rate change, it is seeing additional pierce to make an overall buff. Finally Blade Shooter has always visually increased the projectile size considerably but not actually changed this value at all, Blades will now actually be bigger.
  • 000 Tack Shooter reload rate reduced from 1.4 > 1.12
  • 3xx Hot Shots reload rate remains 0.63
  • x3x Blade Shooter reload rate reduced from 1.19 > 1.12
  • xx3 Tack Sprayer reload rate increased from 1.05 > 1.12
  • xx5 The Tack Zone reload rate reduced from 0.2275 > 0.224
  • xx3 Tack Sprayer pierce increased from 1 > 2
  • xx4 Overdrive pierce remains 2
  • x3x Blade Shooter projectile radius increased from 0 > 4
  • x4x Blade Maelstrom ability projectile radius increased from 2 > 4
Sniper Monkey

Players have requested a bonus for the 025 Sniper shrapnel given it’s meant to be a pierce crosspath but struggles on anything non-MOAB, so we’d like to try moving the bonus MOAB damage on 024 shrapnel into base damage instead.
  • 024 Full Auto Rifle shrapnel damage increased 1 > 2
  • 024 Full Auto Rifle shrapnel MOAB bonus reduced 1 > 0
  • Applies to xx5 Elite Defender
Monkey Buccaneer

Instead of increasing the amount of cash generated, the Navarch will now increase the number of Merchantmen that can receive the benefit. This is an overall increase to cash generation though requiring more of a space investment to fully utilize.
  • Paragon cash per merchant reduced 15 > 10
  • Paragon number of merchants benefited increased 20 > 40
Monkey Ace

As efforts to improve the feeling of top path Buccaneer have gone relatively well, projectile seeking has now been greatly improved for the Bottom path Ace as well.
  • xx3 Neva-Miss radial darts no longer miss
  • xx4 Spectre targeted dart attack seeking improved
Dartling Gunner

Plasma Accelerator’s cost is shifting further down to improve upgrade progression. Rocket Storm is gaining a greater bonus to Ceramics for better cleanup breakpoints, and at T5 damage is being moved out from base attack into the ability for a more significant burst of damage when used as currently the ability is underwhelming compared to the main attack at T5.
  • 3xx Laser Cannon $3650 > $3000
  • 4xx Plasma Accelerator $11100 > $11750
  • x4x Rocket Storm ability deals bonus to Ceramic +1
  • x5x M.A.D ability bonus to Ceramic increased 4 > 5
  • x5x M.A.D bonus to MOAB-Class reduced 550 > 450
  • x5x M.A.D ability Bonus to MOAB-Class increased 18 > 250
Wizard Monkey

Archmage’s secondary attacks are gaining bonus MOAB damage increases as due to Archmage’s unique mechanics, nerfs building up from Dragon's Breath have also indirectly caused an impact for the Archmage. Prince of Darkness’ buff to other Zombies damage doesn't get much interest, so we’re buffing it. Though the expected dps should be high Magus doesn’t fit well into boss dps windows, so we’re reducing its mana drain rate to increase Metamorphosis duration.
  • 5xx Archmage fireball bonus to MOAB-Class increased 9 > 27
  • 5xx Archmage wall of fire bonus to MOAB-Class increased 1 > 4
  • 5xx Archmage dragon's breath bonus to MOAB-Class increased 2 > 6
  • xx5 Prince of Darkness buff to zombie damage increased 1 > 3
  • Paragon Metamorphosis mana drain reduced 5000 > 4000
Ninja Monkey

Based on the x5x ability Ninja Paragon will now grant bonus range to all non-paragon ninjas, it will provide the Shinobi Tactics buff to any other Ninja in radius, and its global camo detection will also apply to other paragons.
  • Paragon now grants increased range to all ninja +10
  • Paragon now provides the Shinobi Tactics buff for Ninja in radius
  • Paragon now bestows Camo Detection upon other paragons
Druid

As it’s really good, and it’ll still be really good.
  • 3xx Druid of the Storm tornado gains a ceramic pierce penalty of +1
  • further tiers unaffected
Mermonkey

While we were happy with Arctic Knight’s Ice Jet being a high pierce MOAB layer removal that could with other tower combinations be upgraded to a more effective full-clear, there is not currently enough varied ways of quickly dealing with White Bloon layers, so for a long cooldown based ability this heavy a weakness is too much for now. Bottom path Mermonkey is proving to be very high uptime for the strong support it provides, while still exceptional this is only seeing a light nerf for now.
  • x4x Arctic Knight ability projectiles pass over White Bloons unless can damage
  • xx3 Alluring Melody tranced Bloon cooldown increased 3 > 4
  • xx4 Symphonic Resonance tranced Bloon cooldown increased 3 > 4
  • xx5 Final Harmonic Trance Bloon cooldown unchanged
Spike Factory

While this won’t change the effective DPS of spike storm at all, the ability will now occur over a slightly longer duration to reduce the effective ‘instapop’ on many targets and give more time to see what’s going on.
  • x4x Spike Storm ability duration increased 1s > 2s
  • x4x Spike Storm ability attack cooldown increased 0.02 > 0.04
  • xx5 Permaspike unchanged
Monkey Village

Primary Expertise is gaining enough damage to allow it to continue to 1 shot MOABs until round 100, but in exchange it will attack slower for an overall power increase.
  • 5xx Primary Expertise bonus damage to Ceramic/MOAB increased 190 > 270
  • 5xx Primary Expertise attack cooldown increased 2.5 > 3
Engineer

Now that Ultraboost has an initial cooldown we are again allowing it to be used between rounds. Middle crosspath feels too good for Bloontraps because of the massive quality of life it brings, so we’re pushing the DPS more for top crosspath by allowing Double Gun to also double the projectiles of Sentries. The expensive XXL Trap's cash generation comes in too late given Bloontraps fall off as an income generator in the late game, so we’re reducing the upgrade cost and increasing the cash generation that it brings.
  • x5x Ultraboost can activate between rounds false > true
  • 103 Double Gun Sentries shoot twin projectiles
  • xx5 XXXL Trap collected Bloons cash multiplier increased 2 > 3
  • xx5 XXXL Trap price reduced 48,000 > 45,000
Beast Handler

Max power Great White drags in MOAB's too quickly which actually causes it to thrash less from this and overall perform worse, so a minimum drag time has been set. Megalodon's 'not 1 shotting' damage feels too low compared to when it is able to 1shot, so we’re increasing this damage.
  • 3xx Max MOAB grab time increased 0 > 6s
  • 5xx Megalodon damage increased 350 > 700
  • 5xx Megalodon damage range increased 400 > 1400
Hero Balance
Ezili

Ezili’s first bonus against MOABs is swapping forward to an earlier level so she can do something in time for the first MOAB on round 40.
  • Ezili Lv8 bonus MOAB damage moved to Lv6
  • Ezili Lv6 DoT duration/rate moved to Lv8
Etienne

Etienne's final level activated UCAV power is being increased
  • Lv20 UCAV ability active cast damage increased 10 > 12
Geraldo

Geraldo is coming into line with himself, though as he still feels too far ahead of other heroes we are scaling up some of the shop prices to more justify the power level.
  • Lv1 Creepy Idol price increased $100 > 120
  • Lv1 Jar of Pickles price increased $100 > 150
  • Lv4 Tube of Amaz-O-Glue price increased $100 > 150
  • Lv8 Gerry’s Fire price increased $600 > 650
  • Lv10 Pet Rabbit price increased $1500 > $2000
  • Lv12 Genie Bottle price increased $2000 > 2500
Corvus

We don’t want to knock him down hard before the holidays, but Corvus’ placement cost is being increased and Spirit move speed is being shifted from passive power into the Haste spell with Haste’s cooldown also being cut so it can almost always be available when required at the cost of active mana management.
  • Lv1 placement cost increased $925 > 1025
  • Lv1 Spirit maximum move speed reduced 125 > 100
  • Lv3 Haste cooldown reduced 15s > 5
Powers

While working on the new Battle Cat power we concluded a number of existing powers that haven’t had love since launch are no longer living up to a worthy level of power in the modern state of Bloons, so we’ve made modifications to some of these to make them more useful for the cost. In particular, we felt like there were very few times to ever use MOAB Mines over Super Monkey Storms so these have been given a considerably more powerful single target use case to use in situations in which Super Monkey Storm would normally struggle.
  • MOAB Mine damage increased 300 > 5000
  • MOAB Mine can now re-hit same target & children targets with cooldown 1s
  • Super Monkey Storm damage increased 2000 > 4000
  • Time Stop no longer slows tower attacks as much 70% > 40%
  • Energizing Totem range increased 40 > 54
  • Camo Trap grants 2 for every purchase
  • Glue Trap grants 2 for every purchase
Paragons

The Paragon formula applying a flat +100p to any attacks has been limiting our design in building low-pierce balanced attacks for Paragon upgrades, in particular we could not embody the design of the Tack Shooter’s 1 pierce meteor attack due to this, so we have lowered this flat pierce bonus for further review.
  • Paragon Formula: Flat pierce per degree reduced 1 > 0.1
  • Paragons still also receive an additional +1% pierce per degree
Powers Knowledge
  • Powerful Monkey Storm bonus damage increased 300 > +1000 (+25%)
  • Mauling MOAB Mines bonus damage increased 100 > 1250 (+25%)
  • Longer Boosts bonus duration increased 2s > 5s
  • Longer Time Stop bonus duration increased 3s > 5
Bosses

Blast has been quite unforgiving in Boss Rush events, so we’re squeezing in a reduction to both health and heat gain within this mode.
  • Blastapopoulos Boss Rush heat gain on kill reduced 0.02 > 0.015
  • Blastapopoulos Boss Rush starting health reduced 400 > 350
Super Monkey - The Monkey Temple

This is now a ‘part 2/3 temple rework', the actual bonuses have not been the focus of changes this time, instead we have shuffled around the different benefits gained from temple sacrifices to set the stage in balancing out the different categories.

Too much is changed here to fully detail every sacrifice tier, but for now the same bonuses exist but moved around:
  • Temple main attack damage increases have been moved from Primary to Military
  • Temple main attack pierce increases have all been moved to Magic
  • Temple main attack projectile size increases have been moved from Military to Magic
  • Temple Sacrifices follow a more consistent unlock pattern, first bonus adding a secondary attack, second bonus improving the power of the Temple’s main attack, third bonus adding or improving a secondary attack, and so on.
We’re interested to hear your feedback in a few weeks, but for a future update we are now considering another step after this is to make temple sacrifices less wide but deeper. One possible option for this that we have discussed is reducing the max number of categories of sacrifice from 3 to 2, but raising the limits that can be invested in a single category to grant the same or more total power from investing in fewer categories. For this to work however each category needs to have a defined use case to pick it over the other categories, we’ve taken one step in this direction with the newly buffed Primary Blades attack dealing massive damage only at close range, and are considering doubling down on the Military category of sacrifices functioning much better at a far range while Magic sits well in the middle.
Looking Forward
Huge thanks for another awesome year! We so appreciate you reading these notes, playing and replaying the game, giving us feedback, participating in community, sharing fanart, making memes, posting videos, streaming your best moments, and helping us remember who it is that we’re building this game for.

And double huge thanks for supporting us in the Pocket Gamer voting, where this amazing community threw incredible support behind Bloons TD 6 and selecting it as the Best Game of the Year. This is absolutely astounding, and while we feel immensely proud of the care and craft we’ve put into BTD6, we are equally grateful for and humbled by the outpouring of your support that made this award happen!

Here we are at the 45th major update to the game in 6.5 years, and next year we’ll hit the 50th update. We have big plans for 2025, which we’ll share in the new year after we’ve had time to confirm our schedules in the planning discussions that follow this release. Until then here are a few updates so that you are not left wondering about previously mentioned features.
  • Those who have been following along may note we planned to release our first Legends DLC along with version 46, but there was even more we wanted to add to truly make it a full game within the game, so we hope you won’t mind waiting until update 47 in early February.
  • Game Editor also continues to make great strides, adding both functionality and improved UI. Current thinking is to launch this as its own 47.x update in March.
  • Console content updates are out on PlayStation and in submission on Xbox.
As we head into the end of the year, we wish you and all of your favorite Monkeys lots of gaming time together, and absolutely awesomer holiday season, and the very best for 2025 - thank you from all of us at Ninja Kiwi!
Bloons TD 6 - aaaron
Update: Bloons TD 6 v45.0 - Update Notes!

Available now for most platforms please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.

Update Video: https://youtu.be/j3P5dBAHZyM
Key New Features
  • New Boss Bloon Blastapopoulos, the Demon of the Core has returned!
    • While in play, towers suffer from reduced range & ability cooldown rate.
    • Blastapopoulos passively burns off damaging effects applied to them, and has the Purple Bloon type property. Damage type enhancements can get around this as normal, but this doesn’t change projectile temperature!
    • Overheating! Most projectile hits heat up Blastapopoulos, with anything weak to purple (fire, lasers & plasma) increasing heat even more, so use these damage types at your own risk or bring along some Ice attacks to cool things back down! Whenever maximum heat is reached Blastapopoulos vents the excess, briefly stunning towers & increasing ability cooldowns then superheating the area for a short time, causing all projectiles to burn up faster than normal.
    • Skulls when triggered will fill up a portion of Heat, and spew out a number of Fireballs & Pyroclastic Rocks.
    • These Fireballs will target your towers & create debuffing pools of magma around their targets while the Pyroclastic Rocks land around Blastapopoulos to form impenetrable barrier rings around the boss until they expire
    • You’ll need to carefully manage your heat to avoid dire consequences!
New Awesome
  • New Advanced Map, Ancient Portal
    • Both ancient and modern, the portal has clearly moved this map through time, so they can easily shift Bloons from one path to another. With all of that energy at play, there is clearly explosive potential.
  • New Quests
    • 5 Minutes of Frozen Over - a reversed race! With a limit of 5 minutes send as many rounds as you can in this marathon-not-a-sprint to score as much damage as possible
    • One Sided - Beat half of Infernal, with half of the play space. Oh it’s the wrong half!
    • Fast Tracked - A trial quest that’ll give you a taste of the new Fast Track IAP (More detail on that below!)
  • New Trophy Store Items
    • Heroes: Pat Fusty Pet Pig
    • Monkeys: Buccaneer Flavored Trades projectiles
    • Game & UI: Spooky Night banner
  • New Limited Time trophy items (Note: Not available until the seasonal event begins!)
    • Tricky Ghosts avatar, Bat BFBs Bloon skin
  • New CT Team Store items
    • Flying Props: Haunting Ghoul
    • Icons: Carved Pumpkin Icon
    • Frames: Spider's Web Frame
Game Changes / Additions
  • Co-op overhaul (Part 1)
    • We are currently going through a large overhaul of the co-op code, which will happen over multiple updates. This first phase is already showing us greatly improved average performance and cleaner game state handling.
  • Revamped in game store
    • We really felt it was time to make our store nicer and easier to engage with. Please browse at your leisure, with separate sections to more easily find what you’re looking for and improved display of visuals and descriptions.
    • Along with this we’ve added a couple brand new packs to check out
  • Fast Track Pack! A returning favorite from BTD5, with dynamic improvements!
    • When enabled, skip the first 25% of rounds for the current game. This scales to match how long the mode is, so for any 300 round custom challenge enjoyers out there you will now be able to skip the first 75!
    • Starting Cash is updated to reflect these skipped rounds
    • Starting Hero XP is updated to reflect these skipped rounds
    • Double Cash & Fast Track can now be enabled/disabled from the play screen
    • Available in most areas, however will still not show in Competitive Modes or CHIMPS
    • Challenge Editor will support a ‘Fast Track Disabled’ option at launch for any challenge creators who wish to enforce the starting rounds in their challenges
  • Pets Pack IAP
    • This pack includes all current Hero & Monkey pets up to update v45
    • Exclusive Pack of Pets avatar & Gang’s All Here banner
  • Challenge Editor ‘modifiers’ have been redesigned
    • These now fit into a more understandable inclusions/exclusions list
    • Works similarly to how the tower exclusions/inclusions list currently does
  • Map Editor support added for a maximum up to 8 track paths, this shouldn’t be too crazy but we feel it still opens up significant room for new ideas.
Bug Fixes & General Changes
  • Refactored how all audio clips are played
  • Heavy behind the scenes updates & refactoring, we can expect some odd niche problems due to this
  • A number of localization fixes
  • Holding down the Hero hotkey without enough cash to place that hero will now prime your hero ready for placement as soon as enough cash is available
  • A full ability quickbar should now close properly on wide resolutions
  • Holding down the ‘Select Hero’ hotkey should no longer rapidly refresh the Hero UI
  • Sandbox no longer allow players to include crashy negative values or the brown note
  • Resolved a long-standing bug where the Empowered Heroes knowledge applied to heroes again after being sold
  • Fixed the moon
  • [Achievement] ‘When the going gets tough’ should track correctly again
  • The ‘Bats’ placement animation should display correctly again
  • Resolved a number of menu UI softlocks & visual glitches
  • The ‘Happy Holidays’ emote should now be grouped with other Text Emotes
  • Resolved an issue where restarting may not correctly count towards tower unlocks
Event changes
  • Resolved some inconsistencies with rule displays
  • ‘Boss Appears In’ counter should update correctly after continuing save games
  • Resolved a crash when submitting Boss Event scores with a poor internet connection
  • Scrolling while in the teams messages page no longer zooms the Boss Rush world UI
  • Users noticed that now we have 24 towers in the game, Collection Events will show the same featured monkeys at the exact same hour mark every time that the cycle loops. To break this up, the featured order will now increment forward by 1 upon every loop.
Map Specific changes
  • Resolved many cases of inconsistent alignment for text boxes attached to certain map Gizmos and Removables
  • Pre-game prep spikes should now position correctly on Luminous Cove in Reverse
  • Polyphemus eye mechanic should no longer sometime break with Retry Last Round
  • The Flooded Valley removable no longer bricks itself after restarting
  • Resolved a number of cases in which map-based Easter Eggs with weapons were not counting their damage to the end-game victory summary.
  • On Castle's Revenge Bloonarius bleed bloons should no longer immediately exit
  • Luminous Cove seaweed visual state is now co-op synced
Tower Specific Fixes
Boomerang Monkey
  • 5xx Glaive Lord should no longer apply DoT to DDTs without Lead power
Bomb Shooter
  • xx4 Recursive Cluster, resolved some weird stat population issues across crosspaths, this may unintentionally cause balance to work as intended
Ice Monkey
  • xx5 Icicle Impale should no longer fail to slow already Frozen targets
Glue Gunner
  • 500 The Bloon Solver can now correctly take buffs without needing a crosspath first
  • xx3 MOAB Glue can no longer slow Dreadbloon’s Rock Bloons
Sniper Monkey
  • 240 Supply Drop’s projectile bounce distance should now correctly increase with crosspath, more on this later.
Monkey Sub
  • Monkey sub should no longer display a paragon pip without all T5s unlocked
Monkey Buccaneer
  • 5xx Carrier Flagship crosspaths have had a number of inconsistencies resolved in how stats add together
Heli Pilot
  • x5x Special Poperations can no longer Door Gunner towers down on top of Helipads
  • xx4 Comanche Defense resolved a crash which re-broke another crash
  • Resolved the other crash again
Super Monkey
  • 4xx Temple when sacrificing towers with platforms, should no longer sell the towers on those platforms instead of sacrificing them
  • 052 Anti-Bloon’s left hand now correctly deals +1 damage to Camo. You’re welcome, lefties!
Alchemist
  • x5x Total Transformation should no longer cause a crash when transforming a tower with its own platform
Mermonkey
  • 120 should no longer have more range than 220
  • 3xx Abyss Dweller pierce buff should now stack correctly with other pierce increases
  • 5xx Lord of the Abyss resolved some inconsistencies applying buffs to supported towers
  • 5xx Lord of the Abyss should no longer have a weaker slow against MOABs than the T4
  • xx4 Symphonic Resonance totem can be redeployed, it’s neat so we’re not changing this
  • xx4 Symphonic Resonance totem can no longer place out of range with Drop & Lock
  • xx4 Symphonic Resonance totem should save location correctly on moving platforms
  • xx5 The Final Harmonic totem spawn cooldown 6s > 12s (This was hard capped at a 12s minimum makes no difference)
  • xx5 The Final Harmonic’s trance visual should now update to reflect attack rate changes
Obyn Greenfoot
  • Lv11 Nature’s Clarity no longer increases lifespan by a factor of acquisition range
Captain Churchill

This balance change was added last update although the wrong variable was being applied, this has now been corrected.
  • Lv13 armor piercing shells flat bonus damage increased from 1 > 3
  • Lv17 armor piercing shells flat bonus damage increased from 2 > 6
Benjamin
  • Benjamin’s cash counter now displays earnings from Skimming in Half Cash
Geraldo
  • Gerry’s Fire should no longer be placable on xx4 Mermonkey Totems
  • Geraldo’s Quincy Action Figure should no longer display Favoured Trades’ sell buff icon
  • Rejuv Potion should no longer cause some abilities to double up in a single use
Rosalia
  • Lv7 Flight Boost should no longer be drainable by Lych
Platform Specific fixes
  • [Steam Versions] Hotkey changes
    • Monkey Bank 'Collect' money: linked to the 'Monkey Special 1' key
    • Monkey Bank 'Deposit' money: linked to the 'Monkey Special 2' key
    • New Advanced Hotkey: Ace Centered Path
    • New Advanced Hotkeys: Selected tower Active Ability 1, 2 & 3
  • [Steam Versions] when using click and drop, moving cursor outside of window should no longer snap towers to the middle of the screen rather than deselecting it
  • [MacOS] Resolved an issue that could cause loading to get stuck at step 5 of 9
  • [MacOS] Added support for Retina resolutions
  • [Mods] Resolved crash that could occur after removing some modded maps
Balance Changes

As nothing else did what we wanted, we’ve created a new damage for middle path Mermonkey! This has also been adopted for use with the 3xx Druid Tornado & may see more later

Dart Monkey

Juggernaut attacks too slow to fully utilize its knockback, so we’re doubling the knockback to regular Bloons with a smaller increase also to Ceramics. Bottom path is seeing quality of life changes aimed at improved crosspathing and projectile speed progression as this path focusses on projectile range and speed.
  • 4xx Juggernaut Bloon light knockback amount increased 3 > 6
  • 4xx Juggernaut Bloon heavy knockback amount increased 1.5 > 2
  • xx1 Long Range Darts projectile lifespan multiplier increased 15% > 35%
  • xx2 Enhanced Eyesight projectile lifespan multiplier reduced 35% > 25%
  • xx2 Enhanced Eyesight projectile speed increased 330 > 350
  • 103 Crossbow pierce increased 4 > 6
  • 203 Crossbow pierce increased 6 > 9
  • Pierce crosspathing carries up to Sharpshooter
  • xx3 Crossbow acquisition range increased 56 > 60
  • xx4 Sharpshooter acquisition range remains 60
  • xx3 Crossbow projectile speed increased from 360 > 400
  • xx4 Sharpshooter projectile speed increased from 400 > 450
  • xx5 Crossbow Master projectile speed remains 450
Boomerang Monkey

With Glaive Lord being the big winner of recent balance, there is a price gap among towers that fill a similar gameplay role so instead of taking away too much power we’re pushing its price up slightly to fit into that gap. We were unhappy with the recent MOAB Press nerf, so this is being undone for further review. Boomerang paragon use has dropped in use recently so we are taking the opportunity to lower its price.
  • 5xx Glaive Lord DoT duration reduced from 15s > 10s
  • 5xx Glaive Lord price increased from $29,400 > $32,500
  • 104 MOAB Press pierce increased from 260 > 300
  • 204 MOAB Press pierce increased from 320 > 420
  • Glaive Dominus price reduced from $275,000 > 250,000
Bomb Shooter

Compared among similarly priced hybrid AoE/supports, Really Big Bombs is a lacking stepping stone so we’re improving its damage and granting much more pushback. Even without the ability popping Black, Eliminator has been doing fine, so we are finishing off removing the Normal type on the main projectile.
  • 3xx Really Big Bombs damage increased 3 > 4
  • 3xx Really Big Bombs Bloon pushback increased 10 > 20
  • 5xx Bloon Crush pushback amount to MOAB-Class Bloons unchanged
  • x5x MOAB Eliminator base attack type Normal > Explosion
  • 024 Recursive Cluster cluster projectile speed now scales with Missile Launcher
Ice Monkey

Embrittlement had too much going on at T4 without much reason to use T3, as Ice Shards alone is already similarly priced to other Camo removal options and with the Primary category lacking in Camo detection, we have split Embrittlement up and introduced Camo removal at T3 so we can leave Embrittlement to focus entirely on being a damage support upgrade. While we’re still considering future plans here, increasing layers frozen from 5 > 8 at least means that Absolute Zero’s freeze can now last through all standard Bloon layers from a single application. As similar choices are currently leveling out with higher power Cryo Cannon feels like it deserves to have some power brought back.
  • 3xx Ice Shards now also removes Camo & Regrow properties from targets
  • 050 Absolute Zero main attack layers frozen increased from 5 > 8
  • xx3 Cryo Cannon price reduced from 2250 > 1950
  • xx3 Cryo Cannon freeze duration 1.2s > 1.5s
Glue Gunner

Top path glue struggles with large numbers of targets until T5 where it suddenly has no trouble at all, to improve earlier tier cleanup we’re taking a small amount of power out of the T5 glue puddles but improving T4 puddles and increasing attack rate across lower tiers. As it only increases attack speed and Glue Splatter already hits the majority of targets with no trouble this leaves Glue Hose not feeling that compelling, as this path becomes the full map glue anyway we felt we could improve tower range along this path as well.
  • 3xx Bloon Dissolver price reduced from $2,500 > $2,000
  • 3xx Bloon Dissolver attack cooldown 1s > 0.5s
  • 4xx Liquefier attack cooldown reduced from 0.75 > 0.5s
  • 4xx Bloon Liquefier lingering puddles damage increased 2 > 4
  • 5xx The Bloon Solver price increased from $22,000 > $22,500
  • 5xx The Bloon Solver attack cooldown remains at 0.25s
  • 5xx The Bloon Solver track puddles damage reduced 20 > 15
  • x3x Glue Hose range increased from 46 > 58
Sniper Monkey

… and more on that now, the improved bounce distance crosspathing hasn’t ever been as useful as we hoped, so this benefit is being greatly improved.
  • 240 bounce distance increased 50 > 80
Monkey Sub

We’re improving Reactor’s attack cooldown to improve general consistency. Ballistic Missile struggles greatly against standard Bloons since almost all of its power is in the Ceramic/Moab bonus, so we’re also balancing this consistency out with greater damage to standard targets while retaining the same total MOAB-Class power at the cost of pierce. Sub Paragon unsubmerged form is overperforming, so we’re reducing the boss power of the main attack while greatly improving the less desirable submerged power.
  • 4xx Bloontonium Reactor attack cooldown reduced 0.3 > 0.28
  • x3x Ballistic Missile damage increased from 1 > 3
  • x3x Ballistic Missile bonus Ceramic/Moab damage reduced from 5 > 3
  • x3x Ballistic Missile pierce reduced from 60 > 40
  • Sub Paragon Main Dart bonus damage to boss reduced from 300 > 200
  • Sub Paragon Airburst bonus damage to boss reduced from 180 > 100
  • Sub Paragon Submerged radiation damage increased from 50 > 250
  • Sub Paragon Submerged radiation bonus damage to boss reduced 500 > 250
  • Sub Paragon Submerged radiation bonus damage to Ceramic 50 > 250
  • Sub Paragon Submerged radiation attack cooldown reduced 0.425 > 0.28
Monkey Buccaneer

Aircraft Carrier is too high power for the price so we are reducing plane attack speed but have left 420 path radials unchanged as it has been the less powerful crosspath after T3 for a while. MOAB damage stat buff for middle path's canons as a low portion of the total damage is dealt by these since the frags fix. Due to loud Lead tinking screams, all Navarch damage is been set to Normal instead of flowing up from lower tiers.
  • 4xx Aircraft Carrier forward darts attack cooldown 0.15s > 0.18s
  • 4xx Aircraft Carrier radial darts attack cooldown 1s > 1.2s
  • 410 Aircraft Carrier plane grapes attack cooldown remains 1s
  • 5xx Carrier Flagship main attack pierce increased from 4 > 7
  • 040 Monkey Pirates cannons bonus damage to MOABs 3 > 5
  • 050 Pirate Lord cannons bonus damage to MOABs 5 > 10
  • Paragon damage Type Sharp > Normal
Monkey Ace

Fighter Plane’s missiles often get stuck circling slower targets until they expire, since Ace can’t reasonably plan against this the missile turn acceleration has been tweaked to reduce chance of this happening. Tsar Bomba is a powerful ability that sees a decent lot of use for an ability heavy upgrade, but as it doesn’t really add to the tower outside of that ability we’ve decided to give the base bombs a boost so that well placed Bombing Runs can shred through Super Ceramics.
  • 3xx Fighter Plane missile attack max turn rate increased 400 > 500
  • 3xx Fighter Plane missile attack turn rate change reduced 160 > 150
  • x5x Tsar Bomba bombing run damage increased from 10 > 15
  • x5x Tsar Bomba bombing run deals bonus damage to Ceramic 8
Heli Pilot

Among technical players we’ve received feedback that the massive range of the Heli’s missiles causes problems with controlling what heli’s choose to attack & when so we’ve reduced the range of these missiles to a more reasonable number, this is still double the range of the Heli so the missiles will continue to fire first before other attacks but not quite from so far away. As MOAB Shove introduced a supportive mechanic at T3 but never expanded on this again we want to start playing around with this some more, it’s quite strong for a T3 so the slow amount was reduced but we’ve made the T4 now better than the T3 was before.
  • 4xx missile attack range reduced from 173 > 84
  • x3x Downdraft rate 0.225 > 0.2
  • xx3 MOAB Shove MOAB pushback reduced -0.33 > -0.3
  • xx3 MOAB Shove BFB pushback reduced 0 > 0.1
  • xx4 Comanche Defense BFB pushback increased 0.1 > 0
  • xx4 Comanche Defense ZOMG pushback increased 0.33 > 0.22
Mortar Monkey

General tweaks to top path upgrade flow, slightly moving up the costpoint but improving the power of this path. Middle Mortar is seeing improvements mainly for damage over time crosspathing, and we’ve also added Burny Stuff to the Pop & Awe ability with crosspathing. We had been happy with Shattering Shells for a while, but as the game has evolved outright removing Fortification isn’t as valuable anymore, so the price feels high for such a specific role compared to other supportive options.
  • 3xx Shell Shock price reduced from $900 > 825
  • 302 Shell Shock no longer reduces DoT duration 1.875 > 3.75
  • 302 Shell Shock DoT tic duration remains at the higher rate
  • 4xx The Big One price increased from $6500 > 7200
  • 4xx The Big One shockwave bonus damage to ceramic 1 > 2
  • 5xx The Biggest One center explosion bonus damage to Ceramic 20 > 30
  • 5xx The Biggest One center explosion bonus damage to MOAB 20 > 30
  • 502 The Biggest One DoT damage increased from 50 > 60
  • 032 Heavy Shells burning damage per tick 2 > 3
  • 042 Artillery Battery burning damage per tick 3 > 4
  • 052 Pop and Awe burning damage per tick 5 > 18
  • 052 Pop and Awe DoT duration increased from 3.75s > 7.5s
  • 052 Pop And Awe ability now applies Burning Stuff of damage 36
  • xx4 Shattering Shells price reduced from $10,500 > $9,500
Dartling Gunner

Since Plasma Accelerator is a heavily MOAB-Damage focussed upgrade so we want to introduce this niche somewhat better at the T3 with a little starting MOAB Damage, while only doing one change here already we also knocked a little price off from Ray of Doom
  • 3xx Laser Cannon now deals bonus damage to MOABs +2
  • 5xx Ray of Doom price reduced from 80,000 > 75,000
Super Monkey

It only scored 5/5 stars instead of a 6/5 in the Hall of Fame due to the high cost, so we’ve lowered that cost to see if this can be re-evaluated.
  • xx5 Legend of the Night price reduced from $200,000 > $165,650
We haven’t looked much at Temples since the release of other paragons, as these have solidly carved out a place for themselves in Boss Events the original Temple has fallen behind, we wanted to try work on this again by improving upon the weaker temple sub-attacks, with this increased power we’ve also reduced the basic attack pierce gained on the main temple attack. We will be reviewing temple balance further soon so if, any of your feedback on this Rules, then we’ll take that under consideration for our next look.
  • Magic Arcane Blast attack pierce increased 7 > 15
  • v1 Magic Arcane Blast attack damage 20 > 40
  • v2 Magic Arcane Blast attack damage 30 > 60
  • v3 Magic Arcane Blast attack damage 35 > 70
  • v1 Primary Golden Glaives attack damage 10 > 50
  • v2 Primary Golden Glaives attack damage 20 > 100
  • v3 Primary Golden Glaives attack damage 30 > 150
  • v1 Primary Golden Blades attack pierce 10 > 100
  • v2 Primary Golden Blades attack pierce 20 > 200
  • v1 Primary Golden Blades attack damage 15 > 150
  • v2 Primary Golden Blades attack damage 25 > 250
  • $300 Primary pierce buffs reduced 5 > 2
  • $10k Primary pierce buffs reduced 5 > 2
  • $15k Primary pierce buffs reduced 5 > 3
  • $25k Primary pierce buffs reduced 5 > 3
  • $1k Military pierce buffs reduced 5 > 3
  • $7.5k Military pierce buffs reduced 5 > 3
  • $15k Military pierce buff reduced 5 > 4
Ninja Monkey

To allow Shinobi combos to scale more effectively with the Flash Bomb, the combo-attack pattern is being improved with more base Shuriken pierce & slightly larger bonuses to Stunned & Stickied targets – however the increased range at T4 is being removed. Ninja Paragon’s Camo bonus has been interesting, but we want to scale this up in many places to feel like a more significant overall boost when it comes into play. Additionally this Paragon hasn’t scaled the best at high degrees as Stickies attacking faster than their Fuse Time would make the attack weaker at single target, we are slowing the sticky attack but giving it back proportionally more damage to resolve this with an overall buff.
  • xx3 Flash Bomb shuriken pierce increased 2 > 4
  • xx3 Flash Bomb shuriken bonus to stunned 3 > 4
  • xx4 Sticky Bomb shuriken bonus to stickied 3 > 4
  • xx4 Sticky Bomb no longer increases range
  • xx5 Master Bomber main shuriken bonus to stunned 9 > 19
  • xx5 Master Bomber main shuriken bonus to stickied 9 > 19
  • Paragon Main Attack bonus damage to Camo increased 6 > 16
  • Paragon Flash Bomb explosion bonus damage to Camo increased 20 > 48
  • Paragon Flash Bomb shuriken bonus damage to Camo increased 16 > 40
  • Paragon Main Attack bonus damage to Stunned/Sticked increased 15 > 64
  • Paragon Sticky Bomb attack cooldown increased from 5.5 > 6.5
  • Paragon Sticky Bomb explosion damage increased from 3500 > 4200
  • Paragon Sticky Bomb explosion bonus damage to Boss 1400 > 2100
  • Paragon Sticky Bomb explosion bonus damage to Camo 700 > 2100
Alchemist

As a small tax to low tier Alchemists we are moving cost from Stronger Stimulant into Berserker Brew, this shouldn’t hurt much for general play and keeps un-discounted Stimulant the same. As this was an oversight Total Transformation is now being enabled to transform mermonkey.
  • 3xx Berserker Brew price increased from $1,300 > $1,400
  • 4xx Stronger Stimulant price reduced from $2,950 > $2,850
  • x5x Alchemist can now transform Mermonkey
Druid

Now that Tornadoes are one of the more popular Bloon Stall choices we looked more into its upgrade progression, tornado projectile speed is being reduced as a benefit to Ball Lightning to prevent tornado outpacing the lightning ball so quickly, and to more suit it as a Cold/Magic themed upgrade plus differentiate from similar supports the weaknesses are changing. More directly to Ball Lightning we feel it needs a considerably higher freeze duration for the freeze to matter as it casts slowly. Our initial rework to Vine attack rate in v44 caused some issues at T4, to get around these issues T4 now improves the power of vines directly instead.
  • 3xx Druid of the Storm tornado projectile speed reduced from 90 > 72
  • 3xx Druid of the Storm tornado weakness changed from Lead > White, Purple
  • 4xx Ball Lightning freeze duration increased from 1.5s > 4.5s
  • 5xx Superstorm DDT pierce penalty reduced from 9 > 7
  • x3x Druid of the Jungle track brambles refresh rate can now receive buffs
  • x4x Jungle’s Bounty number of vines 2 > 1
  • x4x Jungle’s Bounty has a cooldown rate of 2.6s
  • x4x Jungle’s Bounty track brambles pierce refresh rate 0.3 > 0.2
  • x4x Jungle’s Bounty track brambles clear targets hit rate 0.3 > 0.2
  • x4x Jungle’s Bounty track brambles duration increased 4.5s > 9s
Mermonkey

We were cautious with initial low tier Mermonkey upgrades, but as nothing seriously unexpected came up we’ve reduced the base cost and improved the projectile lifespan which should help with issues on some higher tier upgrades.
  • 000 Mermonkey price reduced from $600 > 475
  • 000 Mermonkey projectile lifespan increased from 100 > 200
As the middle crosspath is currently less useful for higher tiers, we’ve upgraded Sharper Prongs to improve Tentacle pierce as well. As the main Trident’s damage falls behind and has caused annoying layer skipping for some more observant players the damage of this attack is increasing at T3 & T4. The % pierce buff is being improved at all levels since this has settled without causing too much of a stir, and finally Lord of The Abyss’s price is being greatly reduced as a heavily pierce built design it requires some single-target assistance to perform well.
  • 310 Abyss Dweller, Sharper Prongs grants tentacles pierce +35%
  • 3xx Abyss Dweller trident damage 2 > 4
  • 4xx Abyssal Warrior trident damage 2 > 8
  • 3xx Abyss Dweller pierce buff increased from 5% > 10%
  • 4xx Abyssal Warrior pierce buff increased from 15% > 20%
  • 5xx Lord of the Abyss pierce buff increased from 30% > 40%
  • 5xx Lord of the Abyss price reduced from $29,000 > $23,000
While the Arctic Knight has been popular, Riptide Champion has major pierce issues and is seeing a price reduction as well as a pierce increase to make up for this. Arctic Knight itself is receiving the brand new damage type added this update; as it is gaining a weakness to White Bloons from this and wasn’t too wild before we are increasing the power as well & allowing the ability to carry over 1 round to prevent projectiles timing out immediately when cast at the end of a round. Popseidon had unintentionally more pierce on the central trident’s split projectiles, so this pierce is being spread out for a total increase. Finally popseidon released with a very wide projectile arc to prevent the seeking projectiles from clumping immediately, we like how this has worked out but feel that only the 052 crosspath needs to have this increased arc.
  • x3x Riptide Champion price reduced from $2,800 > 2,300
  • x3x Riptide Champion pierce increased from 8 > 12
  • x4x Arctic Knight pierce increased from 14 > 15
  • x4x Arctic Knight weakness changed from Purple > White, Purple
  • x4x Arctic Knight ability weakness changed from Purple > White, Purple
  • x4x Arctic Knight ability damage increased from 15 > 20
  • x4x Arctic Knight ability projectiles last through 1 round end
  • x5x Popseidon central trident pierce increased from 16 > 18
  • x5x Popseidon side tridents pierce increased from 16 > 18
  • x5x Popseidon central trident split pierce reduced from 24 > 18
  • x5x Popseidon side tridents split pierce increased from 16 > 18
  • x5x Popseidon projectile arc reduced from 60 to 45
  • 052 Popseidon projectile arc remains at 60
Echosense Network hasn’t felt like it is doing all that it could, so we have increased the maximum number of stacks to raise the ceiling of use here as it is meant to be slow ramping with a high space & cost investment to build heavily into. Mermonkey’s trance was extremely powerful against MOABs but limited against regular Bloons, so we’ve shifted prices apart & improved T3 while raising the cost of T4 to a more appropriate level. Same as with Abyss Dweller the middle crosspath has shown to be less useful for higher tiers, so this also sees a pierce increase to the Trance attack.
  • xx2 Echosense Network maximum stacks increased from 5 > 10x
  • 013 Alluring Melody gains extra pierce from Sharper Prongs +1
  • xx3 Alluring Melody price reduced from $2800 > 2000
  • xx3 Alluring Melody base pierce increased from 2 > 3
  • xx4 Symphonic Resonance pierce unchanged
  • xx4 Symphonic Resonance price increased from $4600 > $7600
Spike Factory

Still very strong cleanup, Spiked Balls slowly approaches 10 pierce, while leaving Spiked Mines unchanged for more encouragement to upgrade past it. Permaspike is seeing a small crosspath fix, as the x2x rate change threw this balance out.
  • 3xx Spiked Balls pierce reduced from 12 > 11
  • 205 Permaspike pierce reduced from 90 > 85
Engineer

The Ultraboost ability is now starting on cooldown to put a limit on buy’n’resell issues, but this is to ease up on the use per round limit which was causing frustration. We felt the Master Builder's perma-buff-per-round wasn’t valuable enough to make use of building in advance, so we are reducing the base attack speed with increased power in return to more heavily improve the maximum scaled power from this.
  • x5x Ultraboost ability now starts on cooldown
  • x5x Ultraboost uses per round increased 3 > 10
  • Paragon attack cooldown increase per round increased 0.1 > 0.3
  • Paragon minimum attack cooldown increased 0.05 > 0.15
  • Paragon nail gun attack cooldown increased from 0.3s > 1s
  • Paragon nail gun attack damage increased from 100 > 300
  • Paragon nail gun attack boss bonus increased from 100 > 500
  • Paragon nail gun pin duration increased from 1 > 5
  • Paragon Green Sentry now has a Lock in Place target option
Beast Handler

Base handler's beast range felt too high starting off when considering the tower is built around sharing range between multiple Handlers so this range is being reduced.
  • 000 Beast Handler acquisition range reduced from 60 > 50
Top Handler is designed around huge inconsistent power, however Megalodon feels that it should be more reliable for the investment required so we are improving both thrash radius and reducing the cooldown. Fish RBE limit before being able to devour the target instantly is being increased to last further into freeplay.
  • 5xx Megalodon thrash radius increased from 36 > 48
  • 5xx Megalodon cooldown reduced from 1 > 0.8
  • 3xx Max Pull RBE limit increased from 250,000 > 500,000
Bottoms will now move slower but speed up as more beasts are merged into them, likewise they will attack slower at first but faster through their merges. This should add more merge value to lower tier birds while overall nerfing to the base level for currently overpowered higher tiers.
  • xx1 Gyrfalcon fly speed reduced from 110 > 80
  • xx2 Horned Owl fly speed merge range increased from 0 > 40
  • xx2 Horned Owl ceramic penalty reduced from 5 > 4
  • xx2 Horned Owl attack cooldown increased from 0.7s > 1s
  • xx2 Horned Owl attack cooldown merge range 0.28s > 0.4s
  • xx3 Golden Eagle attack cooldown merge range 0.28s > 0.52s
  • xx3 Golden Eagle attack cooldown increased from 0.6s > 1s
  • xx5 Pouakai attack cooldown increased from 0.6s > 0.8s
Captain Churchill

Lower attack rate hurt Churchill's early game too much so these lower tier rates have been improved. His range upgrade increases were too small considering the large base range, so these have also been improved. While useful when it comes online, Churchill's Machine Gun never scaled the best so needs further improvements to scale up with higher levels. & finally since it's very hard to get to Lv20 at all, we’ve given a nice bump to base damage here as well.
  • Lv1 Attack cooldown reduced from 1.8s > 1.5s
  • Lv8 Attack cooldown reduced from 1.5 > 1.2s
  • Lv1 Acquisition range increased from 63 > 65
  • Lv4 Acquisition range increased from 66 > 75
  • Lv5 machine-gun damage increased from 1 > 2
  • Lv7 machine-gun damage increased from 2 > 4
  • Lv12 machine-gun damage increased from 3 > 6
  • Lv14 machine-gun damage increased from 4 > 8
  • Lv18 machine-gun damage increased from 5 > 10
  • Lv15 machine-gun bonus damage to Fortified increased from 1 > 2
  • Lv18 machine-gun bonus damage to Fortified increased from 1 > 4
  • Lv20 Cannon damage 15 > 20
Ezili

Though we feel she is quite powerful already later in the game, Ezili has quite a hard time in the early game, we’ve given more initial damage over time to allow her to clean up early Green Bloons with one attack
  • Lv1 damage over time damage increased from 1 > 2
  • Lv8 damage over time damage remains 2
Sauda

Sauda's early game feels exceptional and is seeing a pierce reduction, however as her Sword Charge struggles to break super ceramics as they first begin to appear we’re also filling a gap and allowing her to sweep the path twice from Lv14, Sword Charge damage is also being reduced at lv16 but this is only to keep the overall same power level now that it hits twice.
  • Lv1 pierce reduced from 4 > 3
  • Lv14 Sword Charge sweeps the path twice
  • Lv16 Sword Charge damage reduced from 120 > 60
  • Lv20 Sword Charge damage remains 220
Corvus

We’re happy with how Corvus fits into his new XP curve, although a few edges do need to be smoothed out. First, Corvus early game is kinda broken, for now we’re not touching the spirit itself but have reduced the damage of the Spear spell. Frostbound is currently much better than Repel, so we have doubled Repel’s knockback against non-moabs & increased its radius along with some small nerfs to Frostbound - note that while Frostbound’s freeze on MOABs is being reduced the duration is still longer than the re-application rate so this will rarely be noticed. For Dark Ritual QoL, it will no longer eat up pierce on purple Bloons unless it is able to damage them. Finally, Overload & Might are still somewhat tuned around the higher XP curve and need some nips to their power.
  • Lv1 Spear spell damage reduced from 2 > 1
  • Lv5 Frostbound spell cooldown increased 45s > 50s
  • Lv5 Frostbound spell mana cost increased 170 > 190
  • Lv9 Frostbound spell reduced freeze duration to MOAB-Class 50% > 75%
  • Lv1 Repel knockback radius increased 8 > 10
  • Lv1 Repel knockback amount increased 4 > 8
  • Lv12 Repel knockback against MOAB-Class unchanged
  • Lv10 Dart Ritual filters out Purple targets unless can damage
  • Lv13 overload damage reduced 1500 > 1150
  • Lv20 overload damage reduced 3000 > 2250
  • Lv7 Ancestral might mana cost increased 440 > 550
  • Lv13 Overload mana cost increased 520 > 620
Rosalia

As Rosalia can’t properly attack while moving the repositioning speed has been increased, and we’ve given her extra attack range. Her abilities have also been noted as difficult to effectively utilize, so we’ve eased up on Scatter Missiles and increased the maximum damage on Kinetic Charge to have a higher potential payoff. Her main attacks also feel they start to fall off too early, so higher levels for these have both been improved at their respective strengths.
  • Lv1 Acquisition range increased 32 > 40
  • Lv1 Repositioning speed increased 0.7 > 1.5
  • Lv3 Scatter Missile initial target delay reduced 1s > 0.4s
  • Lv10 Kinetic Charge pierce increased from 100 > 500
  • Lv10 Kinetic Charge max additional damage 3000 > 4500
  • Lv20 Kinetic Charge max additional damage 8000 > 12000
  • Lv13 Cluster grenades pierce increased 5 > 8
  • Lv15 Grenade ceramic damage increased 5 > 6
  • Lv15 Grenade cluster ceram dmg increased 3 > 4
  • Lv12 Laser bonus damage to MOAB-Class increased 5 > 10
  • Lv15 Laser bonus damage to MOAB-Class increased 20 > 30
  • Lv19 Laser bonus damage to MOAB-Class increased 30 > 45
Relic Knowledge

We didn’t expect the last Deep Heat change to be too crazy of a shakeup, but now that we have new variables opened up for it and have tested these working in the wild we’re going to start improving on these values
  • Deep Heat freeze duration bonus increased from 10% > 30%
  • Deep Heat extra layers frozen increased from 1 > 3
These Bloon properties aren’t prevalent enough to justify such small bonuses compared to Raw Damage or MOAB/Ceramic Damage.
  • Fortified damage bonus to Fortified increased from 2 > 3
  • Broken Heart damage bonus to regrow increased 2 > 5
We don’t feel Rounding-Up was bad but with Thrive basically always giving significantly more total cash we wanted to close the gap a bit more between these Relics so that the actual fully custom Relic could feel a bit better in comparison to the Power Charge relic.
  • Rounding Up end-of-round cash bonus increased from $20 > 25
Boss Bloons

Previously we scaled Rock Bloon HP in Boss Rush faster than Dreadbloon in order to keep them relevant from start to finish within a rough 100 tier expectation. Players pushing beyond this expected range were finding obvious annoyance with this as the Rock Bloons would eventually outscale the Boss, so we’re reducing their scale to match in line with Dreadbloon but increasing the number of Rock Bloons that spawn.
  • Dreadbloon’s Rock Bloon HP scaling reduced 1.07 > 1.055
  • Dreadbloon Rock Bloons per spawn increased 3 > 6
Looking Forward

Going into the home stretch of the year with one massive update yet to come. With the Bloons Card Storm release coming next week, we’re feeling quite tactical, so let’s dig right into the details.
  • Game Editor
    • We have delayed this to give us more time to iterate and polish. This has become a very robust technical feature, with an emphasis on technical, as we are allowing interaction with the game’s baseline behavior scripts. The technical functionality is complete, but we have not had time to build enough games internally nor share with any modders, so we did not feel comfortable releasing as part of 45. We will complete this work in the next weeks and then decide whether to release as a 45.x update or hold until update 46, so please stay tuned.
    • Game Editor remains a highly technical feature for its first release, so it may only appeal to players with a solid understanding of code, modding, and/or game scripting. We will be working to improve accessibility in future updates, especially as we build the tower editing features that we’re still keen to offer.
  • Update 46
    • Tack Shooter Paragon still on track - this was already planned for 46 so no change there.
    • Legends is shaping up to be amazing and we’re eager to share more details (check back to the Update 44 Notes Looking Forward if you missed the explanation). We’ll plan on at least one dev diary during development to preview the art and gameplay of this super cool rogue-lite DLC.
    • Quests, a new “revenge” style map, and maybe some additional surprise content!
  • PlayStation and Xbox Content Update
    • Adding 9 maps, 5 hero skins, and 50+ trophy store items to bring the console version further up to date.
    • Changes are made and we’re working through the submission process.
Bloons TD 6 - aaaron
A magic wielding Wizard Monkey vinyl, and cute little MOAB and Tack Shooter pins are now available through our partnership with Makeship.

These are only available for a limited time so make don't delay if you think you want these for your collection.


Click the image or link below to go to the Makeship store!



http://ninja.kiwi/ffthd1
Bloons TD 6 - aaaron
Update: Bloons TD 6 v44.0 - Update Notes!

Available now please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.

Update Video: https://youtu.be/cb22AG0JIVw
Key New Features
  • New Tower, fresh out of ***MONKLANTIS***, the Mermonkey!
    • Smash them with abyssal tentacly creatures, freeze and wash them away with enchanted waves, and lead them astray with mystical melodies! The Bloons will tremble at the might of the Sea, even on land!
    • Players have been asking about new towers and the community has suggested the existence of a Mermonkey since BTD5, so yes we’ve done it! We are committed to adding new towers to the game when we see genuine spaces for unique tower design and gaps in existing tower synergies, especially in different game modes and Events. Mermonkey adds a valuable water tower outside of the Military category, and the designs relating to range from target, buffs, and ice synergy are intended to spark new placement strategies, fun combos, and interesting tier list discussions
    • Mermonkey starts as a low range amphibious tower with a large vision increase when placed in water. They throw a single trident that pierces twice and can damage up to 3 Bloons each time it does, making it effective during earlier dense rounds where this can overlap. Crosspathing choices include Attack & Projectile Speed, AoE & Freezing, or Seeking & Vision
    • Top path Mermonkey fights side by side with a mysterious sea creature that attacks in all directions, slows Bloons down with inky tridents, and enhances all towers within a radius with a percentage pierce increase
    • Middle path attacks with freezing waves that grow larger and more powerful the further they travel, with the wave eventually crashing to form a unique T-shaped attack! They deal increased damage to any Frozen targets, and with the Ice Jet ability, fire a quick barrage of bouncing ice projectiles
    • Bottom Path lures Bloons off track with an irresistible melody to dance around the Mermonkey for a short time while also detonating any damage-over-time effects on those Bloons to deal all the remaining DoT immediately
    • Final note for PC players; We plan to continue working on new towers after Mermonkey, and as we grow closer to maxing out standard keyboard space for reasonable hotkeys we realize it’s not going to be viable to start shuffling these around every time to maintain anymore. So we have decided not to assign any default hotkey for new towers going forward, however we have added the space for a hotkey to be assigned manually within the hotkeys menu.
New Awesome
  • New Hero Skin, Dreamstate Psi
    • Drift off into pleasant Bloon-popping dreams with the adorable new Dreamstate Psi skin. Cozy gameplay guaranteed!
  • New Intermediate Map, Luminous Cove
    • A mysterious cove with deep connections to Mermonkey kind. Help defend this ancient refuge against a two-path Bloon assault to uncover the secrets of these mystical, melodious Monkeys.
  • New Trial Quests! Both of these quests will allow players use of the towers even before unlocking them
    • Mermonkeys, Not Mere Monkeys - Learn about and trial the Mermonkey tower
    • Super Dartling Bros - Learn about and trial the Dartling Gunner tower
  • New Trophy Store Items
    • Monkeys: Safety Mole mortar pet, with a tip of the helmet to our new friends and colleagues from Legion TD 2
    • Bloons: Clown Wigs Bloons
    • Co-op: I’m The Problem text emote
    • Game & UI: Rosalia avatar
  • New CT Team Store items
    • Water Props: Adventure Whale
Game Changes / Additions
  • The Alternate Bloon Rounds round set has increased from 100 to 140 preset rounds, putting more All in Alternate
  • Tower Unlock System
    • We recognize that we have been inconsistent with how “new” Monkey Towers become available and want to streamline this going forward. Dartling Gunner’s more passive unlock giftbox has been reworked into a proper Tower unlock system, where all “new” Towers can be accessed in each player’s preferred order via pop count thresholds.
    • So that we can stop putting air quotes around “new”, we mean all Monkey Towers added after the Engineer: Dartling Gunner, Beast Handler, and Mermonkey…
    • All unlocked towers through older methods will stay unlocked, so there is no need to worry about having to unlock towers again.
    • Any Trial quests for Monkey Towers will now be optional tutorials and will allow you to play with the Tower before accessing it, but they will not permanently access the tower for you
    • Each of the 3 new Monkey Towers also comes with their own optional IAP available for players who want to start using the new Towers straight away or who like custom items. Each IAP immediately accesses the Tower, unlocks all upgrades through tier 5, and also comes with valuable exclusive items: a tier 5 insta for each path (5xx, x5x, and xx5), a custom profile banner, and a custom avatar themed around the related Tower
  • Map Unlock System
    • Our launch map unlock system became a constraint on design and players with requirements trickling down from the number of Beginner maps, so this system has been replaced with a much simpler ‘Full Category Unlocks’ system.
    • Each category (Beginner, Intermediate, Advanced, Expert) of maps will now require a total number of map wins from any other category in order to be permanently unlocked for all current and future maps within that category.
    • Intermediate: Unlocked after 5 unique map wins
    • Advanced: Unlocked after 12 unique map wins
    • Expert: Unlocked after 20 unique map wins
  • Unfortunately, we were not able to implement Retry Last Round for Co-op CHIMPS for this update. We have been trying to get this in for 44 but have run into unexpected problems that cannot be resolved in time, so we hope to have this ready for update 45.
Mod Users

Many players forget to remove mods when swapping back to their main account or otherwise intentionally use mods on their main accounts. This often leaves behind invisible data traces that can build up and cause conflicts and/or even brick accounts.
  • Previously, we attempted to prevent this account damage by turning off account saving whenever mods were detected, but as the mods themselves disable this feature anyway we’ve changed this to a warning prompt with the options: Close Game, Continue (at your own risk), or Logout.
  • Please create an alternate account if you wish to try out any mods. If you come across this warning when you are not intending to use any, then immediately close the game and confirm that you have disabled them.
Bug Fixes & General Changes
  • Track arrows now get destroyed immediately when the round starts
  • Resolved a crash that could occur when loading into a co-op game
  • Cleaned up the hitbox size of the ‘Named Monkeys’ section of player profiles
  • Resolved a crash that could occur when attempting to load remote data
  • Resolved a number of aspect ratio related UI issues
  • Added a scrolling indicator to the Heroes menu
  • Team Banner sizes adjusted to remove stretching
  • Resolved a number of edge case crashes
  • Development fixes, just for us, nothing behind the curtain
Event changes
  • Improved visuals of Dreadbloon’s ‘dash’ in Boss Rush
  • Resolved an issue where immediately entering the Social menu after launching the game could fail to load the CT Event and Co-op Daily Challenge
  • Odysseys should no longer break when the same map is set multiple islands in a row
  • Time Attack tiles in CT no longer reward Monkey Money unless the tile is captured
  • Resolved a number of visual issues with Boss Shields/Damage states in Boss Rush
  • Resolved an issue where CT could display some relics as available for teams that don’t actually have access to them
  • Bosses should no longer display bugged visuals when spawning the same tier again after being destroyed
  • Resolved Boss Rush sometimes showing incorrect error messages when failing to load
  • Boss Events may now have different scoring types set for normal compared to elite
  • Teams menu should now only show a boss in the background if Boss Rush is active
  • Lych’s healing should no longer be able to overflow
  • Improved art in Dreadblon & Lych’s 3D boss menus
  • Improved water ripple visuals in the Teams menu
Map Specific changes
  • Fixed some incorrect blocking on Glacial Trail
  • Resolved an issue where Ravine's Sword could be refreshed
  • Castle Revenge default music track changed to 'Jazz Theme'
  • Sulfur Springs default music track changed to 'Tribes and Tribulations'
  • Changes made to tower height level on Flooded Valley after flooding the valley
Tower Specific Fixes
Tack Shooter
  • 5xx meteor explosion no longer hits camo without detection
Ice Monkey
  • Bloons Frozen by Snowstorm or Absolute Zero should now function correctly when distracted or knocked back
Sniper Monkey
  • 5xx Cripple Moab explosion no longer hits camo without detection
Monkey Sub
  • 5xx Energizer should now correctly display a buff icon on x4x Beast Handlers
Monkey Buccaneer
  • 5xx Carrier Flagship planes should no longer occasionally pause attacks for no reason
  • xx4 Favoured Trades now has a buff icon for its Sellback Rate discount
Heli Pilot
  • 013 MOAB Shove should again correctly increase pushback amount
Druid
  • 4xx Ball Lightning can no longer freeze White Bloons
Spike Factory
  • 042 Spike Storm should now react to the current track on Workshop, rather than the one that was active when its last upgrade was purchased
Engineer
  • Placing a Master Builder turret at the very bottom of the screen should no longer crash
Hero Specific Fixes
Adora
  • Adora can no longer Blood Sacrifice an Arctic Wind that is supporting her on water
Sauda
  • Lv3 Leaping Sword should no longer fail to target when intended target is popped early
Geraldo
  • Changing ownership in co-op after a player has left the game should no longer prevent Geraldo from placing Rabbits
  • Resolved a number of issues with buffs not being correctly removed when upgrading Dart Monkeys with a Worn Hero’s Cape
Rosalia
  • Lv3 Scatter Missile should no longer target the workshop base if the intended target is completely destroyed at the same time as the ability is fired
  • Price buff icons should no longer disappear without enough cash to buy an upgrade
  • Lv7 Ace/Heli Flight Speed buff now correctly expires
  • Lv10 Kinetic Charge should no longer sometimes immediately explode when activated
Platform Specific fixes
  • [PC] The ‘Reset Cooldowns’ sandbox button should now correctly restore Geraldo’s item stock when activated from the hotkey
  • [MacOS] Fixes to a softlock that could occur for some on players launching the game
  • [Arcade] Resolved issues with displaying correct Game Center player name
  • [Netflix] Resolved a blank screen appearing before the Netflix splash screen on launch
  • [Netflix] Game title should no longer fail to localize when device language changes to a non-English supported language
Balance Changes

This update we have kept to a sweep of only simpler balance changes in order to focus more directly on the development of other big features including Mermonkey and content coming in future updates, and although simple we still have quite a lot to go through. We are slowly dialing back some of the more excessive power creep while keeping a mix of mostly positive feeling changes as well, in order to pull back the top end of power while raising up the lower end as well over time.
Tower Balance
Dart Monkey

Spike-o-pult’s piercing power in the extreme conditions is too cost effective compared to the Juggernaut so we’re tweaking these slightly to keep Juggernaut as a proper upgrade in Races. Crossbow Master is shuffling around to a higher damage point that should work more effectively with top path’s pierce
  • 3xx Spike-o-pult pierce decreased from 22 > 18
  • 4xx Juggernaut pierce increased from 50 > 60
  • xx5 Crossbow Master attack cooldown increased from 0.16 > 0.24
  • xx5 Crossbow Master damage increased from 6 > 8
  • xx5 Crossbow Master crit damage increased from 50 > 80
  • 105 Crossbow Master pierce increased from 14 > 16
  • 205 Crossbow Master pierce increased from 21 > 24
Boomerang Monkey

The MOAB Press top crosspath is the ‘better’ crosspath for most cases due to having more than double the pierce as well as a stronger knockback amount on a tower that most effectively uses high pierce, as this is one of the better support towers in the game we are reducing that superior crosspath without nerfing the lesser one to even this more.
  • 104 MOAB Press crosspath pierce benefit reduced from 100 > 60
  • 204 MOAB Press crosspath pierce benefit reduced from 220 > 120
  • Carries up to higher tiers
Bomb Shooter

Base bomb price is now also lowering to allow more starting combinations to utilize it, this reduced price is moving up only into MOAB Assassin. MOAB Eliminator has solidified itself quite a strong position so price is increasing here, however as it still appears lacking Bomb Blitz which still is swapping with that cheaper price point. For a crosspathing trial we’re removing the limits on Frags buffability & also giving more of a range boost to Extra Range.
  • Bomb Shooter price reduced from $525 > 375
  • 1xx Bigger Bombs price reduced from $350 > 250
  • 3xx Really Big Bombs pierce increased from 60 > 80
  • x4x MOAB Assassin price increased from $3100 > 3350
  • x5x MOAB Eliminator price increased from $25,500 > $28,000
  • xx1 Extra Range bonus range increased from 7 > 12
  • xx2 Frag Bombs damage is now uncapped
  • xx2 Frag Bombs pierce is now uncapped
  • xx5 Bomb Blitz price reduced from $28,000 > $25,500
Tack Shooter

For a tower that functions best close-up anyway increasing range has questionable viability, Tack Shooter’s middle crosspath has always struggled due to this so we’ve decided to try out a more considerable pierce increase.
  • x2x Super Range Tacks now increases pierce by 1 > 3
  • x3x Blade Shooter pierce unchanged
  • 420 Ring of Fire pierce unchanged
Ice Monkey

Adding a lesser MOAB-Benefit to Icicles, leading into the stronger T5 Anti-MOAB capability
  • xx4 Icicles deals bonus damage to MOABs +8
Glue Gunner

Majority of Glue Gunner projectile eject points have been moved around to improve accuracy of their attacks. As the 20s active window for Glue Storm was a very important breakpoint for it to hit in the higher rounds; we've restored this duration but instead increased the ability cooldown by a larger amount as more gameplay strategy and synergies can be used to counter long durations. Small price increase for Relentless Glue as it’s just actually good now lol.
  • Glue Gunner projectile eject points moved for most upgrades
  • x5x Glue Storm ability duration increased from 15 > 20s
  • x5x Glue Storm ability cooldown increased from 30 > 40s
  • xx4 Relentless Glue price increased from $3400 > $4000
Sniper Monkey

Geraldo was the main power carry for Bouncing Bullet so performance has continued to drop with Geraldo synergies being less powerful now, but the save-up window from shrapnel into bouncing bullet has always been an annoying one so we’re happy to lower the price further to make this easier. Supply Drop’s crate value is staying matched to the total cost of the upgrade so it benefits from this small price buff as well.
  • x3x Bouncing Bullet price reduced from $2400 > $2100
  • x4x Supply Drop cash per crate reduced from $1200 > $1100
Monkey Sub

Given the long cooldown we want it to feel impactful in freeplay for longer, so all of the Nautic Siege Core’s ability boss damage is being converted to basic damage & bonuses to MOAB.
  • Sub Paragon ability explosion damage increased 50,000 > 60,000
  • Sub Paragon ability explosion boss damage reduced 10,000 > 0
  • Sub Paragon ability aftershock damage increased 10,000 > 15,000
  • Sub Paragon ability aftershock boss damage reduced 5000 > 0
  • Sub Paragon ability fallout damage to MOABs increased 60 > 90
  • Sub Paragon ability fallout boss damage reduced 30 > 0
Monkey Buccaneer

Aircraft Carrier has been performing well above its price point so this is being increased, though it is also worth noting due to a bug fix in Flagship’s AI also in this update we expect it may overall still be improved. Middle Buccaneer has had mixed feedback with much disappointment that the focus of its balance changes haven’t been improvements for the ability, given this path has again lost considerable power we want to look more on both of those aspects this time.
  • 4xx Aircraft carrier price increased from $6900 > $8000
  • x3x Cannonship grape damage increased from 2 > 3
  • x3x Cannonship cannonball damage increased from 1 > 2
  • x4x Monkey Pirates grape damage increased from 3 > 5
  • x4x Monkey Pirates ability cooldown reduced from 50 > 45s
  • x5x Pirate Lord ability number of hooks increased from 3 > 6
  • x5x Pirate Lord ability hooks required for ZOMG increased from 2 > 3
Monkey Ace

Even with the higher cost Goliath Doomship continues to pull too far ahead of other paragons, given that this is mostly an ability based paragon we’ve decided to nerf this ability greatly but also somewhat counterbalance this change for standard freeplay by converting all of the boss bonus on the ability into basic damage similar to our changes for the Sub Paragon.
  • Carpet Bomb cooldown increased from 50 > 60s
  • Carpet Bomb regular damage increased from 20,000 > 30,000
  • Carpet Bomb bonus damage to bosses reduced from 20,000 > 0
Heli Pilot

Players have noticed the life crate has more collection radius than the cash crate, and that this causes problems for some strategies / challenges as you don’t always want to increase lives, so these radius have been matched. Special Poperations struggles to fit into competitive strategies due to it serving a different purpose than the T4, so the cooldown of the Support Chinook ability at T5 is now being greatly reduced in order to continue building on what is good about the T4 even for strategies that may not need the Marine specifically.
  • x4x Support Chinook lives crate collection radius from 100 > 50
  • x5x Special Poperations, Redeploy ability cooldown reduced from 45 > 15s
Mortar Monkey

We’ve been happily taking our time on this since it's about time Mortar gets some spotlight, but the middle path has been overperforming far too much for a while now so it is about time to start pushing it up to a more reasonable price range for the power it brings.
  • x4x Artillery Battery price increased from $5,900 > $6500
  • x5x Pop and Awe price increased from $32,000 > 38,000
Dartling Gunner

402’s pierce increase is extremely hard to justify over fire rate which increases single target & grouped damage at the same time, so we’re giving it more pierce than it knows what to do with. Faster Swivel while a nice quality of life doesn’t add any power so also ends up difficult to justify on its own, we don’t expect this will change that too much but even faster swiveling should be much nicer for when you do desperately need that accuracy.
  • 402 Plasma Accelerator pierce increased from 75 > 150
  • xx1 Faster Swivel turn rate increased from 360 > 440
Super Monkey

Robo monkey still holds its own for too long, easily working into its also very powerful Tech Terror upgrade.
  • x3x Robo Monkey pierce reduced from 6 > 5
  • Carries up to higher tiers
Alchemist

Permabrew itself granting a range increase was annoying to prepare for and also somewhat hurt what was a very strong synergy for Chinook, so we’re taking away this bonus range but giving enough of a cash difference so that it can pair up with synergies like the Support Chinook more easily.
  • 5xx Permanent Brew price reduced from $60000 > $48000
  • 5xx Permanent Brew range reduced from 65 > 45
Druid

Druid of the Storm’s base pierce is being reduced to put it more in line with other group Bloon stalling supports, however at T5 MOAB-Class pierce penalties are being reduced and damage increased to reduce how much it slows down the game when purchased. Druid of the Jungle’s vine attack rate has always been possible to be influenced by buffs though the time taken to destroy any larger Bloons is simply longer than the base cooldown so this hasn’t been relevant to it, we’ve now given it a normal attack cooldown to the point where the 031 crosspath should make some difference when grabbing larger Bloons.
  • 3xx Druid of the Storm pierce reduced from 30 > 24
  • 5xx Superstorm ‘Super Storm’ BFB pierce penalty reduced from 19 > 14
  • 5xx Superstorm ‘Super Storm’ ZOMG pierce penalty reduced from 49 > 44
  • 5xx Superstorm ‘Super Storm’ damage increased from 12 > 120
  • x3x Druid of the Jungle vine attack now has a rate of 2.6s
Spike Factory

Spike Factory is currently overperforming on every path, and as it also happens to have one very dominant crosspath choice we’ve opted to nerf that crosspath as an overall nerf to every path. As Spike Storm stands out even moreso than the other paths it is the only one seeing an additional price increase ontop of this.
  • x2x Even Faster Production rate bonus reduced from 30% > 25%
  • x4x Spike Storm price increased from $5000 > $6000
Beast Handler

Now that the many T1-3 upgrade price changes are settling we’re looking at the next tier up. It does feel deserving of a fairly high level of power compared to other dps towers however the T-rex currently offers too much for the cost so its damage is decreasing. Condor’s value spiked quite high after being hit by buffs at the same time as big buffs to Golden Eagle so its price is being appropriately adjusted upwards, however the total pierce cost for grabbing DDTs is also being halved as previously the pierce penalty it had against DDTs was being shared with the ZOMG cost and was unintentionally nerfed along with that change.
  • x4x Tyrannosaurus Rex damage reduced from 30 > 26
  • x4x Tyrannosaurus Rex damage range reduced from 60 > 52
  • xx4 Giant Condor price increased from $7800 > $9000
  • xx4 Giant Condor Ceramic pierce penalty increased from 0 > 1
  • xx4 Giant Condor DDT pierce penalty reduced from 59 > 29
Hero Balance
Obyn Greenfoot

As Druid of the Storm’s own unbuffed power has jumped up so much now we don’t feel that Obyn needs to grant quite so high a buff to it anymore so this is being reduced.
  • Lv9 Tornado attack cooldown buff reduced from 30% > 25%
Captain Churchill

Churchill has propped another pillow ontop of their booster seat and is ready to do some serious damage. We felt the speed of the main cannon attack didn’t fit well for ‘a literal tank’, so main cannon damage is going up at all levels at the cost of attack speed. However even though the dps mostly averages out to something similar, this does make him more effective at utilizing his pierce and with the slower main attack the machine gun more properly performs its job of catching the faster Bloons in that downtime, so its damage is being buffed at all levels to be more helpful at this.
  • Lv1 Cannon damage increased from 1 > 3
  • Lv7 Cannon damage increased from 2 > 6
  • Lv12 Cannon damage increased from 3 > 9
  • Lv14 Cannon damage increased from 4 > 12
  • Lv15 Cannon fortified damage bonus increased from 1 > 3
  • Lv18 Cannon damage increased from 5 > 15
  • Lv1 Cannon attack delay increased from 0.7 > 1.8
  • Lv8 Cannon attack delay increased from 0.5 > 1.5
  • Lv16 Cannon attack delay increased from 0.3 > 0.9
  • Lv3 Armour Piercing Shells ability bonus to MOAB and Ceramic increased from 3 > 9
  • Lv13 Armour Piercing Shells bonus to MOAB and Ceramic increased from 7 > 21
  • Lv17 Armour Piercing Shells bonus to MOAB and Ceramic increased from 11 > 33
  • Lv13 Armour Piercing Shells flat bonus damage increased from 1 > 3
  • Lv17 Armour Piercing Shells flat bonus damage increased from 2 > 6
  • Lv7 machine-gun damage increased from 1 > 2
  • Lv12 machine-gun damage increased from 1 > 3
  • Lv14 machine-gun damage increased from 2 > 4
  • Lv18 machine-gun damage increased from 2 > 5
Adora

With hero power creeping up for a while now, Adora has been sitting ahead of most all other heroes due to her high level 20 potential so this max level power is being cut back
  • Lv20 Ball of Light duration reduced from 20 > 15s
Sauda

Yea we see what everybody has been doing… Sauda having such a huge MOAB-Class bonus right from lv3 was silly, and this has been lowered
  • Lv3 Leaping Sword bonus damage to MOAB reduced 80 > 60
  • Carries up through higher tiers
Psi

To give Psi’s Lv10 more breathing room we’ve moved some of the max blowback distance down into the minimum so it stays the same on average, but now with more time before the first Bloons start to get back to the track and reach your defense again.
  • Lv10 Psionic Scream knockback minimum increased from 50 > 100
  • Lv10 Psionic Scream knockback maximum decreased from 300 > 250
Geraldo

Geraldo has pushed the heroes up into a whole new level of power, and tales are being sung of his ability to dodge nerfs blindfolded, but we are cracking down on some of his interactions with a little bit of QoL consistency being added back in the case of creepy idol.
  • Lv1 Creepy Idol max stock increased from 2 > 4
  • Lv1 Creepy Idol rounds duration reduced from 4 > 2
  • Lv1 Creepy Idol rounds replenish interval reduced from 4 > 3
  • Lv3 Camo Potion Duration reduced from 10 > 5
  • Lv14 Camo Potion Duration reduced from 15 > 10
  • Lv4 Tube of Amaz-o-glue stock replenish interval increased from 3 > 4
  • Lv6 Worn Hero Cape price increased from $1500 > $1750
  • Lv13 Shooty Turret damage reduced from 6 > 5
  • Level 18 Genie Bottle bonus moab damage reduced from 5 > 0
Corvus

Corvus has taken some time off over the last update and his studies have now paid off! Corvus now has a greatly reduced time taken to reach max level, and his Spiritual Attunement buff has improved to grant much more power when he is not spending mana.
  • XP level up requirements lowered to match Ezili’s medium curve
  • Lv11 Spiritual Attunement maximum buff increased from 1.8x > 2.5x
Rosalia

We’re not jumping on any immediate changes that are too large for our latest hero, however we did want to include some quality of life tweaks & grenade damage to ceramics is increasing across the board as players noted few reasons to pick it over lasers, Aircraft efficiency’s benefit is increasing, and Scatter Missiles cooldown is being reduced so that it can meet some more common breakpoints.
  • Lv2 Grenade now deals bonus to Ceramic +1
  • Lv15 main grenade bonus to ceramic increased from 4 > 5
  • Lv15 grenade subclusters bonus to ceramic increased from 2 > 3
  • Lv3 Scatter Missile cooldown reduced from 60 > 45s
  • Lv16 Scatter Missile cooldown reduced from 45 > 30s
  • Lv6 Aircraft Efficiency price reduction increased from 5% > 10%
  • Lv10 Kinetic Charge deploy time reduced from 2 > 1s
  • Lv10 Kinetic Charge flight speed increased from 250 > 350
Event / Boss / Relic / Knowledge

Cross the Streams is a fun mechanic but largely forgotten about, so we want to see how it plays with more of a power bump.
  • Cross the Streams MK pierce increased from 5 > 8
  • Cross the Streams MK damage increased from 1 > 3
Easter Eggs
It’s important to us that map specific easter eggs aren’t an optimal primary dps carry, especially before they have become public knowledge as this would feel very unfair for events, since if the best way to win is built into the map that would likely become considered the ‘only’ real way to play that map. But now that these are relatively public knowledge and given the ‘entry cost’ is so high we have decided to improve upon these ones. If you didn’t know these existed, seek ye!

Dark Dungeons

Statue’s Ball
  • Price considerably reduced
Encrypted

Spooky aftermath
  • Quite a lot more powerful
Looking Backward
We often talk about what’s coming next, but we consistently look at what Ninja Kiwi has done in the past. There’s more backstory to Mermonkey than we could share in the topline notes, so for those of you who read to the end, this is for you.
  • The ‘Mermonkey’ name has been brought up over and over by different players over the years, and the community had already voted u/Cyliia’s Mermonkey banner into the game, so we knew there was energy around this idea!
  • Design-wise, we have no interest in adding a new tower that only borrows or reskins functionality. We always want to try big ideas and push the limits of our systems and strategies. That said, while Beast Handler had a complex design and we are happy with what we managed to ship with, it’s hard to ignore the challenging functionality and ‘out of place’ comments voiced by some players.
  • Mermonkey attempts to strike a balance between new and familiar. We’re sticking to our guns, avoiding that generic reskin feeling and having each path with strong potential to add interaction and strategic depth to the game in its own way, but we also feel that we have learned a lesson from our Beast Handler experiences and have created something new that fits well with existing gameplay and where we want it to go.
  • Given how many players have weighed in on how a Mermonkey could work, it was especially challenging to make a design live up to those ideas yet still feel special and surprising. We hope you find that Mermonkey freshens up gameplay in several fun ways, both by itself and in combos with other Monkeys!
Looking Forward
We’re well past the half-way mark for 2024 and feeling good about delivering the things we wanted to by this point, including getting an entire new Monkey Tower across the line on schedule and about our planning for the rest of the year. We continue to balance awesome new content alongside creativity systems that expand players’ ability to build their own gameplay, share it with the community, and share revenue through Accolades. Part of the good feels is that we’ve been able to do this work while keeping the team energy positive, being update-focused but avoiding crunch, and keeping the company stable when industry news is full of studio layoffs and closures. So please read these notes as a mid-year sincere thank you to all of our amazingly supportive players, community members, content creators, and player creators. We hope you love update 44 and are excited for what’s ahead.
  • Update 45
    • Blastapopoulos returns! Expect this Boss to have abilities you might recall from Bloons Monkey City but with a massive set of BTD6 upgrades that will challenge tower selection and placement in entirely new ways. Goal is to have Blastie enabled for Boss Rush Events, too!
    • Game Editor: we’ve been working on this since Update 42, and while it is a mountain of work, we are still pushing to have the first slice of tools releasing in 45.0. We’re starting with tools focused on classic arcade play, and we already have proof of concept versions of Bloons Super Monkey and Floaty Bloon working. Fundamental game object refactoring underpins this single player-character gameplay and opens up a crazy variety of player control, setting the stage for further expansion.
    • Store Changes: we haven’t updated the Store since launch, and the longer list of items is getting confusing, especially for new players. We’ll categorize items, surface new offerings more prominently, and unwrap purchases with a bit more flair.
  • Update 46
    • Tack Shooter Paragon! We’ve always known there’s a Monkey inside each one, and now we’ll all get to see what the Paragon-in-a-can can do!
    • Legends - this is our answer to player questions and business questions around BTD7. We’re not ready to build BTD7 as we see incredible technical and creative potential inside BTD6 without disrupting our awesome community. With Legends, our plan is to build challenging new content that’s worthy of being in a new game and offer it inside BTD6 for a reasonable price. PC and console players will recognize that these are DLCs (downloadable content), which are standard ways to expand content on those platforms, so we are bringing this approach across to mobile as well. Overall we’ll continue to focus updates on a huge variety of content that players get at no additional cost, but we do need to keep IAPs and DLCs coming into the game to support all of our development. Hopefully tempting, this first Legends will be a BTD rogue-lite adventure.
  • PlayStation - you heard it here first: PlayStation is now live as a PS4 game (fully playable on PS5)! Huge screen BTD, streamlined controller mapping, new co-op screens, and 4 player couch coop is now ready for you. Grab some friends and play!
  • Console Overall
    • PlayStation content is at parity with Xbox for cross-play, (update 32) but we already have an update well in motion! Our first console priority continues to be this content update - adding more recent maps, Heroes & skins, and other content that doesn’t require bespoke controller mapping.
    • We can’t reasonably expect Switch to ship this year because of the delays on PlayStation but we will begin work on it following the console content update.
  • Next Year - stay tuned for the Update 46 notes when we’ll share some of our plans for 2025!
Bloons TD 6 - aaaron
Have you missed out on a Plushie or two? Now's your chance to get a Bloons TD 6 Plush from a previous campaign.

We've also got two updated Plushies. Second Edition versions of the classic Dart Monkey and the formidable yet friendly Jumbo MOAB.

Click the image below to go to the Makeship site!


Bloons TD 6 - aaaron
Our latest collaboration with Makeship has arrived!

A Red Regrow Camo Fortified Bloon. Not particularly dangerous but at least it's got heart!

A happy Druid. So much potential, so much relax.

And a Pat Jumbo Plush. How else would we accurately depict the biggest monkey around?

These are only available for a limited time so order now to avoid disappointment!





Bloons TD 6 - aaaron
Update: Bloons TD 6 v43.0 - Update Notes!

Available now for most platforms please restart your storefront or be patient if it does not appear for you, these updates can take some time to be rolled out to every region due to how the storefronts are set up.

Update Video: https://youtu.be/97SrSDiSNfk
Key New Features
  • New Event, Boss Rush!
    • We are so psyched to release this event! We have heard the many requests for more Team activities, and after testing some functionality in Quests, we are so happy to release a very different way to play as a Team. Thank you for your feedback and patience, and we truly hope you enjoy!
    • Band together with allies to defend against the powerful Boss Rush threatening your Team. With multiple Boss threats looming on the horizon, you and your Team must work together to defend nearby islands from a variety of invaders!
    • To assist in pushing back the threat players are outfitted with Relic Knowledge to leverage and a number of Revive Shields that will recover you from 0 lives! But be careful, Revives are limited and each time one is triggered the Boss will rush closer to the exit.
    • These Bosses cannot be destroyed alone, so when defending any island your goal is to deal as much damage as you possibly can before they make it past. When your Team reaches enough combined total damage the island is successfully defended and you can progress to the next island, with a new Boss to defend against!
    • Between islands some monkey types must stay behind to defend, but additional Relic Knowledge will be acquired to assist in the next challenge.
    • Defend 5 islands, each with a fast paced Boss challenge against different Bosses out of the initial 3 available: Bloonarius, Dreadbloon & Phayze. (Vortex & Lych to be coming at a later date!).
    • Immediately after defending an island, all Team members can claim the island rewards!
    • For launch we are releasing with a pure Team focus without competitive leaderboards. This allows us to review balance and get feedback from players before making changes in future updates. Boss Rush has evolved to be much bigger than the minigame-like concept it was initially planned to be and we look forward to seeing all of your Teams defend their islands together!
    • The Event Timer shows when the next Boss Rush will start - less than a day after launch.
  • New Code Redemption System
    • This new system will allow us to create gift packs that can be redeemed by anyone with the code for free in-game rewards, so keep an eye out for any codes we may share (or hide…) in future!
    • Due to privacy requirements, certain platforms won’t be able to enter the codes directly in the game. Instead, you will need to visit a Ninja Kiwi website where you can log in to your LiNK account and redeem the code.
New Awesome
  • New Hero Rosalia! (responds to Lia for short!)
    • Jetpack Monkey joins the team! Try out Rosalia right away in her new trial quest! Rosalia is built to be a strong ‘set and forget’ hero who also happens to work well with a techbot. The ability to swap weapon to handle her own weaknesses exists for people who wish to play her as their sole DPS, but the power of both her weapons is balanced to scale up together at a fair rate so there's no reason not to pick a preferred weapon forever, and build the rest of your towers to cover any weakness left.
    • Rosalia freely jumps around her large workshop area, attacking faster the more Bloons are nearby while swapping between a powerful single target laser & bouncing cluster grenades to deal with different threats!
    • Enhanced special attacks for the 10th shot fired on either weapon, showering Bloons in a fog of explosions, or Shocking and pushing them back with powerful Plasma blasts
    • Reduce all upgrade costs for Monkey Ace & Heli Pilot, plus one other friend!
    • Lv3 Scatter Missile ability, to clean up Bloons with a barrage of powerful stuns
    • Lv7 Hover ANYWHERE and gain the Flight Boost ability to temporarily pursue Bloons everywhere around the track and temporarily boost the flight speed of Aces & Helis
    • Lv10 Kinetic Charge ability, which sticks MOAB-class Bloons with a charge that explodes after a short duration and amplifies this explosion based on the amount of damage that hits the target before the charge explodes. Focus fire!
    • You could try this code: ROSALIAROCKS
  • New Beginner Map Tinkerton
    • Explore Rosalia’s workshop and help defend it against Bloon incursion! Who knew orange juice had so many uses?
  • New Quests
    • Tinkerer’s Tutorial: discover Rosalia’s strengths and weaknesses
    • A Strange Bloonomaly: Dr. Monkey wants your help investigating some unusual Bloons
  • New Trophy Store Items
    • Heroes: Obyn Wolf Dance placement animation for Standard Obyn
    • Monkeys: Boomer ‘Roo pet for the Boomerang Monkey
    • Bloons: BAD Scarab skin
    • Game & UI: Boomer and ‘Roo profile banner, Distinguished Gentlemonkey avatar
  • Limited Time Trophy Store Item
    • Druid of the Rainbow avatar
  • New CT Team Store items
    • Icons: Battle Monkey Icon
    • Frames: Boss Rush Clouds Frame
Game Changes / Additions
  • Map Editor Beach items
    • It may be getting colder in New Zealand, but we know it’s getting back to beach weather for most of you!
    • Beach water path x1
    • Areas x2
    • Stamps x3
    • Props x22
  • Map Editor ‘full path’ settings to modify how entire paths work
    • Set paths to be alternating, sequential, or a specific pattern
  • Map Editor ‘path node’ settings to modify small sections within a path
    • Invulnerable MOABs: MOABs will not be targetable until the next node
    • Invulnerable Bloons: Bloons will not be targetable until the next node
    • All Bloon Speed: Speed modified by a set multiplier until the next node
    • Scale Bloon: Bloons will increase in visual size until the next node
    • Scale MOAB: MOABs will increase in visual size until the next node
  • FPS is no longer capped by default, instead a 60 FPS limit can be enabled from the screen resolution menu
Bug Fixes & General Changes
  • Endurance Roundset used in the Phayze One quest has been extended from 100 to 205 rounds, and now has naturally spawning Camo Bloons added
  • David Vs Goliath achievement now works in Boss Challenge
  • Resolved a crash that could occur when logging out
  • Resolved a crash that could occur when exiting out of the received accolades menu too quickly after entering
  • Resolved a case in which ‘login required’ could incorrectly display on arcade builds
  • Unlocking a new hero should always select that new hero
  • Resolved some UI overlap issues within Map Editor
  • Resolved some minor visual issues with quests forcing hero level ups
  • Map Editor vfx should no longer sometimes become locked to the player’s selection and block interaction / clicking on other items
  • Resolved an issue that could sometimes fail to load the ‘My Teams’ button
  • Resolved an issue where tower outlines would incorrectly misalign from the tower
  • Improved resolution of the default App icon
  • Restarting a game in the Content Browser should no longer render that run invalid for the ‘first winner’ slot
  • The ‘messages’ page is now loaded by default when interacting with the My Team button
  • Income modifiers used in challenge rules should correctly apply to all sources of income
Event bug fixes
  • Team island props should once again animate when interacted with
  • Game should no longer crash when in the Odyssey scene as the event ends
Map Specific Fixes
  • Protect the Yacht quest map’s Boss Spawn Point art has been corrected
  • Protect the Yacht quest map should no longer use the #ouch odyssey statue
Tower Specific Fixes
Tack Shooter
  • 5xx Inferno Ring’s fire aura is now visually disabled when VFX slider is set to 0%
Ice Monkey
  • x3x Arctic Wind ice aura is now visually disabled when VFX slider is set to 0%
Glue Gunner
  • x4x Glue Gunner can no longer debuff Dreadbloon in Primary Immune phase
Monkey Sub
  • x5x Pre-Emptive Strike now works on Castle’s Revenge
  • Resolved a crash that could occur when building a sub paragon as Vortex spawns.
  • 3xx+ Monkey Sub aura no longer shrinks with the VFX slider, but is disabled at 0%
Monkey Buccaneer
  • 4xx Aircraft Carrier planes now have camo restored when Polyphemus Eye is opened
  • xx4 Favored Trades no longer increases the sell value of towers in CHIMPS above $0
Heli Pilot
  • Swapping to Lock in Place while moving should no longer visually jam the rotation
Super Monkey
  • Resolved a hypersonic automatic blink teleport attacks issue that never happened in a live build but is kinda fun to talk about, and honestly less hype than i’m making it out to sound anyway.
Hero Specific Fixes
Gwendolin
  • Lv4 Gwendolin's Heat It Up buff no longer fails to apply if the attack runs out of pierce
  • Resolved a buggy visual that could occur when Heat It Up attacks too fast
Etienne
  • Etienne should no longer consume the ‘Box of Monkey’ Relic Knowledge
Geraldo
  • Resolved a rare crash that could occur when using hotkeys
  • Resolved an issue where Geraldo’s skin displayed the wrong portrait when viewing the full upgrades page
Corvus
  • Resolved a crash that could occur when sold at Lv2
Platform Specific fixes
  • [Vision Pro] Gentlemonkey Geraldo skin should now show on the Monkey Tray
Balance Changes
The combination of towers you are able to pass round 1 with can change quite a lot in any overall strategy, especially for more restrictive game modes, so for this update we have made an effort to open up new starter combinations with improvements to a number of initial placement towers.[/h1]
Tower Balance
Dart Monkey

While we have been working to increase this niche with many new maps, Juggernaut’s functions sub-optimally for the majority of current maps in the game as the knockback doesn’t scale well without good rebound opportunities; to help with this we’re increasing their knockback force slightly with even more emphasis on the less-favored crosspath. We are slightly reducing the cost of Super Monkey Fan Club to overall improve the value of taking multiple to maintain higher uptime
  • 4xx Juggernaut Knockback duration increased 0.1s > 0.15
  • 402 Juggernaut Knockback to heavy targets 1.5 > 2.25
  • 402 Juggernaut Knockback to light targets 3 > 4.5
  • x4x Super Monkey Fan Club price reduced $8000 > 7500
Boomerang Monkey

Boomerang base price is being slightly reduced, already a decent start in many cases though this seemed enough to make slight game start changes and price it differently to other towers. The main attack for MOAB Domination has been scaled up as overall it is a good upgrade but the pierce on this main attack was previously unchanged from the T3. Glaive Lord’s main thrown attacks will now be able to bounce back again and hit the same target multiple times, this can be a very powerful effect so there is a cooldown on how frequently any single Bloon can be re-targeted.
  • Boomerang Monkey price reduced $325 > 315
  • xx5 Moab Domination Main projectile pierce increased 18 > 54
  • 205 Moab Domination Main projectile pierce increased 27 > 81
  • 5xx Glaive Lord main attack can bounce back to the same target: cooldown 0.6s
Bomb Shooter

Bloon Crush does its job locking down all movement in an area, but we feel it could see more damage to reduce the stall time without the balance really changing much. Bomb Blitz was recently refitted to a cheaper price range while proportionally keeping a similar power level for the cost, however seeing it now in this spot we feel keeping higher damage will give it the edge it needs to feel more impactful than spamming Recursives.
  • 5xx Bloon Crush damage increased 12 > 24
  • 502 Bloon Crush Frags damage increased 12 > 24
  • 502 Bloon Crush Frags bonus damage to ceramic 12 > 0
  • xx5 Bomb Blitz damage increased 3 > 5
Tack Shooter

Tack is a very powerful base tower technically, but it is unable to achieve high uptime of that potential power in many early rounds, so some base cost is moving into the cheaper xx1 and xx2 upgrades to make it easier for other towers to start alongside the tack. Additionally, while we’ve held out on this change as there are strong use cases in prior upgrades, Blade Maelstrom lacks the single target punch to last late in Modern Bloons. While it is designed as a high pierce cleanup of low tier Bloons we want to try shifting some pierce to single target damage to feel good for longer.
  • Tack shooter price reduced $280 > 260
  • xx1 More Tacks price increased $100 > 110
  • xx2 Even More Tacks price increased $100 > 110
  • x4x Blade Maelstrom damage increased 1 > 2
  • x4x Blade Maelstrom pierce reduced from 200 > 100
  • x5x Super Maelstrom damage unchanged
  • x5x Super Maelstrom pierce reduced 500 > 300
Glue Gunner

Increased duration has limited use on upgrades that completely destroy targets anyway, so a better crosspath benefit is being added onto 401 glue puddles. Bloon Solver’s pierce is being reduced as it is over-overkill for how many Bloons you realistically see at once, but this reduction should not be noticed for most players. Glue Splatter stands out as weirdly expensive for T2, and is rarely even needed so we’re significantly cutting its price to bring it down to a more affordable range with less pierce, we hope this should make it more worth considering for splatter coverage over piercing. Now that Glue Storm is extremely good for damage type & debuff support we’re removing the bonus speed reduction that should otherwise require xx2 crosspath and lowering the duration of the Glue Storm. New Relentless Glue finally offers something quite powerful so cost is slightly increasing.
  • 401 Stickier Glue allows track puddles to last +1 round
  • 5xx The Bloon Solver pierce reduced 5 > 4
  • x2x Glue Splatter price reduced $1450 > 970
  • x2x Glue Splatter pierce buff reduced 3 > 2
  • x5x Glue Storm ability ‘storm’ duration reduced 20s > 15
  • x5x Glue Storm ability glue slow 75% > 50%
  • 052 Glue Storm ability glue slow 90% > 75%
  • xx4 Relentless Glue price increased 3000 > 3400
Sniper Monkey

Lower tier Shrapnel crosspathing balance doesn’t feel great currently, so the damage crosspath benefits at T1 & T2 are improving. Even with the high damage per shot, Cripple MOAB still has low value outside of debuff capability, we feel that these shots pack enough of a punch now that they should do a little collateral damage - so lets do it! (we’ve also increased shrapnel pierce at this tier to not tip crosspath balance too far to one side).
  • 120 Shrapnel Shot damage increased from 1 > 2
  • 220 Shrapnel Shot damage increased from 2 > 3
  • 320 Shrapnel Shot damage unchanged (4)
  • 520 Cripple MOAB’s Shrapnel Shot pierce increased from 2 > 3
  • 5xx Cripple MOAB now damages Bloons around the main target
    • Radius 8
    • Pierce 10
    • Damage 28
Monkey Sub

Bloontonium Reactor’s unsubmerged damage is increasing to encourage unsubmerged possibilities. The bonus to Lead on Reactor currently doesn't apply to T5, so this bonus is being carried up and improved along with a small price reduction to Energizer as strategies using it have fallen somewhat in viability. Nautic Siege Core’s hero buff is being improved as currently this is an under-utilized part of the tower.
  • 4xx Bloontonium Reactor dart & airburst damage 1 > 2
  • 520 Energizer gains bonus damage to Lead +5 when submerged
  • 502 Energizer price reduced $32,000 > 31,000
  • Paragon Hero attack cooldown increase reduced 1.5x > 1.3
  • Paragon Hero damage multiplier increased 4x > 5x
Monkey Buccaneer

While buccaneer is technically already a very good starter tower for maps that happen to have ideal spots allowing it to attack in both directions we feel this situation isn’t common enough that the tower should be priced around that expectation - this reduced cost is added back to top and bottom T3 upgrades as they do not need the buff. As the paragon has exceptionally powerful scaling mechanics as well as being a paragon that continues to produce cash the XP Unlock requirement is increasing, this increase will not affect players who have already unlocked it.
  • Buccaneer price reduced $500 > 400
  • 300 Destroyer price increased 2950 > 3050
  • 003 Merchantman price increased 2300 > 2400
  • Navarch unlock XP increased 500,000 > 750,000
Monkey Ace

Minor catchup changes to some parts have fallen out of line slightly due to balance changes for other parts of the Ace.
  • x1x Exploding Pineapple attack cooldown reduced 1.7s > 1.6s
  • xx5 Flying Fortress radial dart damage increased from 3 > 6
Ace - Goliath Doomship

A lot of stats shuffled around here; this should keep the power level roughly similar overall but with proportionally more of that power coming from the seeking attacks, and less from micro aiming the faster firing frontal gun.
  • Seeking Radials projectile count increased 4 > 8
  • Seeking Radials damage increased 200 > 300
  • Seeking Radials boss bonus increased 200 > 300
  • Non-seeking Radials projectile count reduced 16 > 12
  • Non-seeking Radials damage increased 200 > 300
  • Non-seeking Radials boss bonus increased 200 > 300
  • Frontal Gun damage reduced 300 > 150
  • Frontal Gun boss bonus reduced 300 > 150
Heli Pilot

Overall Comanche cleanup and stats shuffle; with the goal of improving baseline non-buffed performance and making it less demanding of Geraldo’s Pickle for high damage.
  • x5x Special Poperations Marine can now be sold in CHIMPS
  • xx4 Comanche Defense mini's attack rate 0.151848 > 0.228
  • xx5 Comanche Commander mini heli dart damage increased 2 > 3
  • xx4 Comanche Defense mini's missile damage 1 > 4
  • xx4 Comanche Defense mini's missile pierce 80 > 60
  • xx4 Comanche Defense mini's missile ceramic bonus increased 1 > 2
  • xx4 Comanche Defense mini's missile moab bonus removed 2 > 0
  • xx5 Comanche Commander mini's missile ceramic bonus increased 1 > 10
  • xx5 Comanche Commander mini's missile moab bonus removed 8 > 0
Mortar Monkey

Artillery Battery use has really exploded (!) and over the past few updates it has been sitting fairly steady in a great spot, the current power level feels good but we don’t want to create too big of a gap from the T3 yet so only a very slight cost increase. Blooncineration’s 025 crosspath currently works so much better with external buffs so we're tweaking the 205 crosspath to feel better in some situations.
  • x4x Artillery Battery price increased $5500 > 5900
  • 105 Blooncineration walls of fire pierce increased 25 > 36
  • 205 Blooncineration walls of fire damage increased 2 > 3
Wizard Monkey

Wizard has a weaker base tower so the base cost is going down in exchange for a small price increase to the cost to value ratio for the effective Arcane Mastery. As Fireball becomes very forgotten at higher tiers and is hard to even see at Dragon’s Breath, we’re improving the crosspath and adding even more projectiles at T3 for wider explosive coverage. As Shimmer is the slowest de-camo in the game it is important that it not miss when it does trigger, so pierce is greatly increased. Wizard Lord Phoenix’s Wall of Fire hasn’t had any meaningful upgrade progression, so its damage is being increased. Magus is one of the more in-depth Paragons to use effectively so having it as one of the cheapest to unlock didn't feel right, the unlock XP requirements for this and Ninja are being swapped around.
  • Wizard price reduced $375 > 325
  • 3xx Arcane Mastery price increased $1300 > 1400
  • xx3 Shimmer pierce increased 200 > 500
  • 210 Fireball crosspathed damage increased 1 > 2
  • x3x Dragon's Breath fireball projectile count increased 1 > 3
  • x3x Dragon's Breath fireball damage reduced 9 > 3
  • x3x Dragon's Breath pierce reduced 4 > 3
  • x5x Wizard Lord Phoenix wall of fire attack damage 3 > 5
  • x5x Dragon's Breath fireball damage reduced from 27 > 9
  • Wizard Paragon unlock cost increased from 500,000 > 1,000,000
Super Monkey

Super Monkey projectiles already travel most the map length so that total distance is being reduced and adding back via the range-focused middle crosspath. The recent Robo/Tech Terror nerfs had a larger impact on the Anti-Bloon, so it is seeing a larger compensatory price reduction. Legend of the Night’s special passive ability is being failsafe limited to 2 activations per round, per tower.
  • Supermonkey projectile speed reduced 280 > 200
  • x2x Epic Range projectile speed bonus 25% > 75% (remains 350)
  • x5x The Anti-Bloon upgrade cost reduced from $80,000 > 70,000
  • xx5 Legend of the Night ability max uses per round: 2
Ninja Monkey

While a great early game option, Ninja generally struggles with dominant crosspathing choices and also has relatively poor base tower value. Without going into every single change, T3s onward remain relatively unchanged with a lot of prices below T3 being moved around from less favorable crosspaths into better/higher tier upgrades. Ninja Paragon is very simple to use so unlock XP requirements for this and Wizard Paragon are swapping around so Ninja is the faster unlock. This increase will not affect players who have already unlocked it.
  • Ninja Monkey price reduced $500 > 400
  • Ninja Monkey attack cooldown reduced from 0.7 > 0.62
  • 1xx Ninja Monkey attack cooldown reduced 38% > 30 (all attacks)
  • xx2 Caltrops attack cooldown reduced 4.4 > 3.9
  • xx4 Sticky Bomb attack cooldown reduced 5 > 4.5
  • 1xx Ninja Discipline price increased $300 > 350
  • 3xx Double Shot price increased $850 > 900
  • x1x Distraction price reduced $350 > 250
  • x2x Counter Espionage price reduced $500 > 400
  • x3x Shinobi Tactics price increased $900 > 1200
  • xx1 Seeking Shuriken price increased $250 > 300
  • xx2 Caltrops price increased $400 > 450
  • Ninja Paragon unlock cost reduced 1,000,000 > 500,000
Druid

Passive life generation is being removed in favor of the active ability being the only source of life generation, this allows druid-focus strategies to no longer ‘accidentally’ heal their Vengeance buffs away. Heart of Vengeance itself has been allowed to remain overpowered for a long time since life loss is not always an option in different challenges/modes, but with newer competitive modes being added over time that do allow for this mechanic to be, overindulged, shall we say, it feels due for substantial rebalance.
  • x4x Jungle's Bounty now generates 1 life per ability cast
  • x4x Jungle's Bounty no longer passively generates 1 life per round
  • x5x Spirit of the Forest no longer passively generates lives per round
  • xx2 Heart of Vengeance lost lives maximum rate bonus reduced 100% > 50
Banana Farm

Monkey Wall Street’s cost is being increased, but in return its special bonuses have been improved with more life generation and much more range for Banana collection.
  • xx5 Monkey Wall Street price increased $60,000 > 70,000
  • xx5 Monkey Wall Street range increased 60 > 75
  • xx5 Monkey Wall Street lives per round increased 10 > 15
Spike Factory

Spike Storm is now exceptionally strong so the ability cooldown is increasing a small amount along with the T5 cost. This comes along with a crosspath rebalance granting more 042 lifespan. Long Life Spikes can start creating a nice buildup of spikes in advance but most of the time feels fairly meh as a stepping stone into Deadly Spikes, a little price here is being shifted up to improve standalone upgrade value.
  • x4x Spike Storm cooldown increased 45s > 50
  • x4x Spike Storm ability spikes minimum duration reduced 10s > 9
  • x4x Spike Storm ability spikes maximum duration reduced 13s > 11
  • 041 Spike Storm duration bonus for ability spikes increased 50% > 100%
  • x5x Spike Storm ability spikes duration remains at 18-22s
  • x5x Carpet of Spikes price increased $40,000 > 42,000
  • xx3 Long Life Spikes price reduced $1400 > 1300
  • xx4 Deadly Spikes price increased $3500 > 3600
Monkey Village

Primary Expertise’s own attack is unreliable due partly to low bounce distance, so this is being increased. Base level Monkeyopolis continues to over perform, so the baseline cash generation is reducing.
  • 5xx Primary Expertise bounce distance increased 50 > 90
  • xx5 Monkeyopolis base cash amount reduced $1250 > 1000
Engineer

While better than many options, base Engineer still takes a lot of available starting cash so the cost is reduced slightly and being moved back up into Cleansing Foam & Bloontrap; also with a reduction to Double Gun’s price to reflect the lower value of the base tower. Sentry placements are slightly changing to improve their reliability, and will now spawn closer to the track depending on how much range the sentry has. Sentry Champion, while strong with them, is lacking without high buff support so we’re trying out an increase to the sentry damage on it.
  • Engineer price reduced $400 > 350
  • 1xx Sentries now spawn within 20% of their range to the track
  • 5xx Sentry Champagne damage increased from 2 > 3
  • x3x Cleansing Foam price increased $850 > 900
  • x4x Overclock foam pierce 10 > 15
  • xx3 Double Gun price reduced $500 > 450
  • xx4 Bloontrap price increased $3500 > 3600
Beast Handler

In going over our large list of price changes for Beast Handler’s lower tiers in 42 this change was received very positively, however we did not realize that in making this change we killed off all chance of dual-beast handlers being used as a round 1 starting option for under $650 in hard modes – So we gotta do that math all over again and convert it for difficulty, painful 😀 All T1 beast prices changed to allow 110 & 101 beast handler combos to be placed for under $650 in hard mode, all T2 & T3 prices shifted around to keep these same cost ratios.
  • 1xx Piranha price reduced 170 > 160
  • 2xx Barracutie price reduced 850 > 810
  • 3xx Great White price reduced 2075 > 2010
  • x1x Microraptor price reduced 195 > 175
  • x2x Adasaurus price reduced 890 > 830
  • x3x Velociraptor price reduced 2170 > 2065
  • xx1 Gyrfalcon price reduced 210 > 190
  • xx2 Horned Owl price reduced 940 > 860
  • xx3 Golden Eagle price reduced 3150 > 2120
Orca is very strong currently but Great White doesn’t do so much outside of max merge MOAB Takedowns, so damage is increasing to improve these non-maxed situations.
  • 3xx Great White damage increased from 8 > 12
  • 3xx Great White damage range increased from 16 > 24
Similar to Sentries, Beast spawn placement will now scale closer to the track based on how much range the beast has.
  • 1xx Piranha now spawn within 20% of their range to the track
  • x1x Microraptor now spawn within 30% of their range to the track
Golden Eagle has stood out more than Condor against MOABs which has felt very wrong, last update it was nerfed against MOABs and now we are playing with the pierce & penalties to improve Golden Eagle further against non-MOAB-Class targets and for Condor more help with lower MOABs.
  • xx3 Golden Eagle pierce increased from 15 > 30
  • xx3 Golden Eagle pierce range increased from 30 > 60
  • xx3 Golden Eagle MOAB pierce penalty increased from 44 > 1089
  • xx3 Golden Eagle attack cooldown range from 0.28679625 > 0.28
  • xx4 Condor Unchanged by any above changes
  • xx4 Giant Condor ceramic penalty reduced from 1 > 0
  • xx4 Giant Condor BFB penalty reduced from 44 > 29
We’re slightly reducing beast reposition cooldown as the tiny range leaves movement very tight, which is especially painful for Microraptor path given the low range.
  • Beast Handler move cooldown reduced from 3s > 2
Hero Balance
Quincy

Quincy’s Rapid Shot starts with an extremely short duration that slowly increases over levels, the difference between min and max is huge but it doesn’t feel too impactfully increased at any point through the leveling up process, so we are increasing the base duration and instead moving the buff up to max duration all into his Lv13 which currently doesn’t do much.
  • Quincy no longer gains 0.5s Rapid Shot duration per level
  • Lv3 Rapid Shot duration increased 3.5s > 8
  • Lv13 now also increases Rapid Shot duration 8.5s > 12
Gwendolin

Gwendolin’s Heat it Up was recently reworked to allow for much more frequent triggering from attacks, however the 4.5s internal cooldown still limits it from being scaled up far so that internal cooldown is now also being reduced. Additionally, Heat it Up’s bonus buff to damage against Lead targets has been improved slightly so we can get more out of that niche.
  • Lv4 Heat it Up minimum delay reduced from 4.5s > 1.5s
  • Lv17 Heat it Up buff to Lead type increased from +1 > 2
Obyn Greenfoot

Obyn isn’t necessarily the best support for every type of Druid to reach its highest DPS, but with his more easy reliable design it feels appropriate for him to solve Druid’s biggest weaknesses in a more laid back approach with:
  • Lv8 ‘Nature’s Wrath’ additionally grants camo detection to Druids in radius
Benjamin

Benjamin’s Cyber Security and Skimming levels have been swapped around so that the early game skimming cash snowball doesn’t come quite so soon, and Cyber Security can come in earlier where it will make a bigger impact proportionally to the lives being lost.
  • Swap the levels for Lv6 Cyber Security and Lv4 skimming
Admiral Brickell

We’ll probably regret this, but the nerf made people very sad, and that is not a life goal 😢
  • Lv18 Mega Mine cooldown 45s > 40
Etienne

Etienne's drones are prone to missing due to very low projectile speed, this speed is increasing a fair amount to help with this as drones already have an inability to directionally aim well.
  • Lv1 Faster projectile speed for all drones 150 > 250
Psi

Purple Popping is underwhelming with how late it comes online, so this is swapping around with level 11’s slightly faster pop speed.
  • Lv11 (Faster Popping) & Lv13 (Purple Popping) swapped
Geraldo

Geraldo has been far too powerful for a while and all-round nerfs are coming to many outstanding aspects, however in return a little quality of life is coming with some more forgiving stock capacities and much more flexible Fertilizer; with the % benefit being reduced in return for improved replenish rate, maximum stock and the ability to now work on all Banana Farm types.
  • Lv2 Action Figure price reduced $700 > 650
  • Lv6 Worn Cape restock rate reduced 5 > 7
  • Lv6 Worn Cape cape max stock increased 2 > 3
  • Lv7 Blade Trap max stock increased 3 > 4
  • Lv9 Fertilizer cash bonus reduced 25% > 20
  • Lv9 Fertilizer max stock increased 2 > 4
  • Lv9 Fertilizer rounds to replenish reduced 5 > 3
  • Lv9 Fertilizer will now work on all Banana Farms
  • Lv13 Shooty Turret v2 damage reduced 7 > 6
  • Lv8 Gerry’s Fire duration reduced 10r > 5
  • Lv16 Gerry’s Fire v2 duration remains 10r
  • Lv11 Jar of Pickles bonus to fortified removed 1 > 0
  • Lv16 Jar of Pickles bonus to fortified reduced 2 > 1
Corvus

As Corvus’s power is still considerably top-heavy the mid game performance is being improved with buffs to underused spells, but also top-end power of his 2 most powerful level 20 spells is being reduced to lessen the pressure to ‘need’ to get this far.
  • Lv1 Spear pierce increased from 3 > 4
  • Lv3 Soul harvest cooldown 35s > 40s
  • Lv5 Aggression initial mana cost 80 > 50
  • Lv7 Malevolence tick rate 0.5s > 0.3s
  • Lv14 Malevolence damage 3 > 5
  • Lv20 Might damage 400 > 300
  • Lv20 Overload damage 4000 > 3000
Relics

Minor tweaks to Heartless which feels it has no competitive edge over most other Relics & Monkey Boost which overperforms on all available tiles.
  • Heartless now ‘disables’ Regrow Bloons: Regrow rate increased 150% > 10,050%
  • Monkey Boost granted uses of the Monkey Boost power reduced 3 > 2
Some Relics required more functional changes. As more range is situational and sometimes detrimental Going the Distance has been merged with Durable Shots to also grant increased Lifespan, Durable Shots now instead increases the pierce of all towers. As ‘Popping White Bloons’ is also far too situational Deep Heat now also grants Frozen Bloon popping and improves the duration of Freezes.
  • Going the Distance now also provides Lifespan +30%
  • Durable Shots no longer grants increased lifespan
  • Durable Shots now grants towers increased pierce +25%
  • Deep Heat now also allows all attacks to pop 'Frozen'
  • Deep Heat now also grants Freezes longer duration +10%
  • Deep Heat now also allows Freezes to last extra layers +1
Boss Bloons

Bloonarius

This is really just for fun, bringing increased variety of Bleed Bloons from higher tier Bloonarius
  • Elite Tier 4: Bleed Bloons from 12 MOABs > 8 MOABs + 2 BFBs
  • Elite Tier 5: Bleed Bloons from 8 DDTs > 6 DDTs + 2 fort ZOMGs
Dreadbloon

Rock Bloons in the higher tiers of Normal Dreadbloon are very outscaled, and so their health values are being increased.
  • Normal Tier 4: Rock Bloon HP increased 5000 > 9000
  • Normal Tier 5: Rock Bloon HP increased 12000 > 22500
Phayze

In Elite mode Phayze’s speed bonus while shielded is being reduced by 5% across the board as it felt just a little too quick.
  • Elite Tier 1 shielded speed bonus reduced from 50% > 45%
  • Elite Tier 2 shielded speed bonus reduced from 55% > 50%
  • Elite Tier 3 shielded speed bonus reduced from 60% > 55%
  • Elite Tier 4 shielded speed bonus reduced from 65% > 60%
  • Elite Tier 5 shielded speed bonus reduced from 70% > 65%
...

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