Oct 8
Bloons TD 6
Core Features

New Paragon, you asked for it, the Sniper Monkey Paragon!

  • This paragon posed interesting design challenges as completely bottlenecking Bloons at the entrance really doesn’t look cool, and if any tower is going to claim this title then Sniper should be THE single-target king. We’ve built something pretty awesome with its own fully automated barrage of Cash Drops, Intel from up high, slow high-damage attacks with conditional rate scaling, a temporary AoE buff ability for groups, and of course the big single-target pew pew.

  • Sitting atop a high watchtower with an unobstructed view, the paragon relays a view of the battlefield to other snipers through Elite Targeting. Other snipers can be set to follow command, focusing on the Paragon’s primary target, or left to fire independently.

  • Its main attack fires a powerful heavy-caliber shot that bounces to an extra target, with a slow rate that ramps up as Bloons approach the exit, and even faster while maintaining consecutive shots against the same target. On impact, shrapnel sprays outward and after a short delay whizzes toward nearby Bloons to explode and trim down large groups.

  • Speaking of shrapnel, this Paragon arrives alongside an upgrade to the T4 Supply Drop. This isn’t a crazy change as we’re quite happy with the upgrade, however they gain added purpose even in CHIMPS mode now by activating Offensive Supply Drop. This ability upgrades the next few attacks with fiery shrapnel that pierces more, damages more, lasts longer, and can pop all Bloon types. Both abilities on the sniper will share the same cooldown, so a toggle will swap between Classic or Offensive Supply Drop.

  • Ability 1 takes the new Offensive Supply Drop to a higher level, lasting without the limited shot count and supercharging nearby Shrapnel snipers. This provides a much needed AoE burst safety net for more dense Bloon rushes.

  • Ability 2 is no-nonsense target execution. This ability will focus in, lock onto the strongest Bloon on screen and charge up a powerful shot that grows in damage the longer it charges, then release a terrifying blast once enough power has been charged to break through to the next Boss Skull or annihilate the target in a single shot.

Insta Monkeys v2!

We’ve been wanting to update how Insta Monkeys are collected for the longest time, and while as card game players we love the idea of opening blind packs, world governments do not all agree about randoms for purchase. We understand and appreciate the intent behind growing regulations, but more importantly this shift offered us an excuse to improve the game for our own players by sprucing up and expanding the Insta-Monkey collection loop. This v2 Insta system provides more reliability for filling out your individual collections and combines that with paced global drops that the community can talk about.

  • All randomized insta-monkey IAP packs have been removed from the store.

  • A brand new icon and a fresh coat of paint for the ‘Instas + Powers’ menu

  • The Insta-Monkeys tab no longer looks so out of place, more cleanly fitting in this menu

  • Worst offenders for incorrect/outdated Insta Monkey icon art have been updated

  • Monkey Teams: Successfully beating round 100 without breaking a Monkey Team will attempt to roll one of the three monkeys from that team as the r100 Insta Reward.

  • Oh, also Sun Temple instas now place down with $40,001 in all sacrifice categories, for True Sun God instas Support is the only sacrifice category not doubled up on.

  • The Instas + Powers’ menu gains a new Insta collection building Featured tab

Featured Tab - Insta Store
Within the updated Instas + Powers menu, the Featured tab introduces 10 dedicated Insta-Monkey deals. Everyone sees the same deals on offer with the Instas in question fully displayed.

  • Offers unlock over the course of a week, and fully reset for a new set every 2 weeks.

  • Offers 1 through 9 feature individual insta-monkeys. These can be purchased for IAP directly, or with a short gameplay goal they can be claimed for Monkey Money instead. The IAPs will grant you 3 copies of the insta.

  • Most of these gameplay goals are balanced to take 1-game or less, though if a T5 shows up you can expect that to take more legwork! When progressing goals to unlock the Monkey Money purchase multiple goals can be simultaneously progressed.

  • Offer 10 rolls one from a selection of premade bundles with the intent that these are always fun drops

Featured Tab - Freeplay Challenge
The Insta-Store isn’t the only upgrade, as here you will also find a new Freeplay challenge, with a valuable reward for any dedicated insta-collection fanatics out there.

  • Identical for all players, with the goal to beat the final round with a limited selection of Heroes and a global tower limit. This challenge resets every 2 weeks along with the rest of the Featured tab.

  • Your highest freeplay round will also be noted for you to compete with friends. This is not ranked, however we hope it can spark some direction for friendly freeplay competition, and with enough interest we would like to consider future options for local Team & Friends rankings

  • Pushing freeplay isn’t the only thing you want from this though, as completing the goal unlocks a very special insta monkey chest with 3 insta rewards to choose from, and 2 of these options are custom-tailored to your personal insta monkey collection progress!

New Awesome
  • New Advanced Map - Ship Capture

  • Yar har fiddle dee dee, a community map from u/MrRoostee!

  • Great if you love to sail the seas, but watch out! With clear blue skies above and the wind at their backs, the crew was all aboard for adventure. But then Bloon pirates appeared to crash the party! Those rubbery rascals are attacking from port and starboard, and now it’s up to you to stop them raiding the Captain's Quarters and stealing our precious booty!

  1. New Quest - Mastery Mode

  • Take on a 3-part quest featuring a beefed up Mastery roundset!

  • If you recall classic Mastery Mode, you’ll feel right at home as you tackle a spin on the basic roundset with added layers or fortification for all Bloons!

New Cosmetics
  • New Trophy Store Items

  • Heroes: Jiangshi Sauda Coffin placement animation

  • Monkeys: Village Pirate Flag pet

  • Game & UI: Classic Sniper avatar

  1. New Social Seasons items

  • Team Banner, Camo Trap skin & All Heroes placement animation

  1. New Limited Time Halloween avatar (Not available until the seasonal event begins!)

  2. New CT Team Store items

  • Base Props: Dracula base prop

  • Flying Props: Flying Witch prop

  • Icons: Halloween Skull icon, Broomstick Icon

Other Game Changes & Additions
  • \[Trophy Store] New ‘Random Selection’ toggle under Favourites. When enabled cosmetics will be randomly selected from favourites at the start of new games

  • \[Monkey Knowledge] Owned points can be individually enabled / disabled.

  • Menu knowledge button has 3 display states On, Off, & Partly On

  • Knowledge Overview displays total invested points in Red with any disabled

  1. \[Store] Sauda Hero Pack; unlock Sauda with all her current skins & some related trophy items

  2. \[UI] New icons for ‘Damage’ and ‘Pops’, and the advanced info panel now allows selection for which one of these you wish to actively display

  3. \[UI] Maps Menu Badge locations for Apocalypse & Reverse mode swapped, this should make it much more obvious when Apopalypse has not yet been completed

  4. \[Boss] Double Cash, Knowledge & Fast Track can now be toggled within this menu

  5. The ‘Accessibility’ menu has been updated to ‘Accessibility & Advanced Options’

  6. \[Advanced Options] Numerical ability timers; will display number countdowns over abilities

  7. \[Advanced Options] Cash Spent counter, enabling will display a UI counter for total cash spent across most standard gameplay types including co-op

  8. \[Advanced Options] Memory Optimization toggle; more frequently run a memory cleaning function at the end of rounds, which briefly pauses the game simulation to free up memory before starting the next round. Significantly reduces memory consumption & reduces crashes on mobile devices.

  9. \[Rogue] Merchant tiles can re-roll their inventory up to twice per tile for a Token fee

  10. \[Rogue] Race/Endurance tiles now have a map banlist (details later in balance)

  11. \[Map Editor] Maximum map placeables increased from 1000 > 1500

General Fixes & Changes
  • Updated to Unity 6.3

  • Unity updates are when small random issues can arise so do let us know

  • \[Challenge Editor] Map names are now displayed next to the modes for the challenge

  • Resolved flat cost reduction Knowledge points calculating wrong outside of Medium

  • Resolved an elusive crash related to sacrificing a tower linked to Techbot Pro

  • Hype Boost Monkey 1xx should correctly increase tower range

  • Resolved a number of UI & Localization issues

  • Alchemist Possum pet shouldn’t be quite as noisy

  • Resolved edge case crashes with 2xx Chainlink Techbot Prime

  • Added additional info the the game version inconsistency error dialogue

  • Resolved a crash that could occur when Jukebox moves to the next song

  • Resolved a crash that could occur entering Custom Odyssey creation menu

  • Pets that are respawned should now regain their ability to move afterwards

  • Resolved some quests allowing too many Skywardens to be placed

  • Legends Achievements should no longer count for the Hidden Achievements on the profile stats

Event changes
  • \[CT] Bigger Bloon Sabotage no longer applies to Lych Soul

  • \[CT] But the Heartless Relic now will apply to Lych’s healing

  • \[CT] Resolved a visual issue duplicating Team Island props on menu interaction

  • \[Boss] Lych’s Souls should again animate properly while moving across the track

  • \[Boss] Diamondback should no longer load two 3D models at 10th Boss Rush kill

  • \[Boss] Resolved a visual inconsistency with Penalty Time after loading checkpoints

  • \[Boss] Resolved a Penalty Timer could visually remain flashing with no actual penalty

  • \[Social Season] Resolved issues with perks mixing and linking Tower IDs on game load

  • \[Social Season] Resolved the Season Champion achievement failing to update correctly

  • \[Social Season] Social Season Goal info buttons can now also be viewed with hover-states

  • Monkey Teams & Golden Bloons first time popups should appear every time they are valid

  • \[Odyssey] Toggling between difficulties should no longer immediately delete save

Map Specific changes
  • \[Bloody Puddles] Resolved broken art under rocks and vehicle

  • \[Lost Crevasse] Modified tracks to more suitably fit the map difficulty

Legends changes
  • \[Rogue] Power Creep achievement no longer requires an extra artifact collected to update

  • Legends achievements should not show up in the Hidden Achievements completion bar

Tower Specific Fixes
  • Dart Monkey - Super Monkey Fan Club should not stack with Total Transformation

  • Boomerang Monkey - Paragon orbitals no longer buffed by Extra Bounce knowledge

  • Tack Shooter - Began investigating reports from Beast Handlers regarding dinos disappearing near the inferno ring. Investigation remains inconclusive.

  • Glue Gunner - 140 Glue Strike damage bonus incorrectly soaks MOABs as intended

  • Sniper Monkey - Sniper Paragon should not be able to aim at the player

  • Monkey Ace - Accelerated Aerodarts knowledge should benefit Paragon frontal darts

  • Heli Pilot - Attempted to fix xx4 gaining a rogue Charles that ignores target prio

  • Heli Pilot - Resolved a crash that could occur on Erosion

  • Super Monkey - Temples should not retain Permabrew after sacrificing the Alchemist

  • Ninja Monkey - Resolved some visual inconsistencies with Paragon buffs

  • Alchemist - Total Transformation should not stack with Super Monkey Fan Club

  • Druid - Tiny Tornados MK should have the correct damage type

  • Skywarden - Wind Weaver can no longer knockback Diamond & Retribution Bloons

  • Skywarden - Gale Sage no longer blocks bonus damage to Camo Bloons

  • Skywarden - Gale Sage should correctly disable camo for first child Bloons of DDTs

  • Skywarden - x1x Storm’s Pulse now works

  • Skywarden - x2x Thundering Arc should no longer explode early before target

  • Skywarden - xx3 Coldchain now correctly applies Frozen asset to Frozen Bloons

Hero Specific Fixes
  • Admiral Brickell - Pistol should no longer be buffed by More Splodey knowledge

  • Etienne - Range buff should no longer be overwritten by another lower level Etienne

  • Geraldo - Can no longer target Master Builder sentries with Pickles which would then be deleted for no benefit

  • Corvus - Decryptor skin Lv19 Haunt now overlays properly on MOAB-Class Bloons

  • Rosalia - Scatter Missile ability no longer benefited by Big Bloon Blueprints knowledge

Platform / Device Specific fixes
  • \[Google Play] Added support for Google Play Rewards

  • \[Android] Resolved a Step 5 of 10 softlock that could occur on launch

  • \[Android] Resolved some devices freezing on loading Frontier: Sanctuary Overlook

  • \[Indeed] Corrected animation visual inconsistencies for number of effects between platforms

  • Added Mobile Storefront Age Confirmation in compliance with new regulations

Balance Changes

Tower Balance

Thanks to your feedback over the years, BTD6 has plenty of diverse tools to make anything work and many ways to play that shine. With the base game this solid it makes sense to focus on fewer but more impactful changes and Quality of Life improvements, while we get around to much requested polish items and bigger things you’ve been hoping for. Your feedback is important too, so dive in and let us know what you think! As always, thanks for playing!

Dart Monkey
Crossbow path is seeing modest improvements lining up closer to some similar priced options. Crossbow Master serves as an early entry level T5 and isn’t something we want scaling far, but multiple projectiles keeps the straightforward crossbow identity with more satisfying crit moments and some better scaling in particular with pierce which works well for Primary monkeys and is often noted to be lacking here.

  • xx3 Crossbow pierce 4 > 5

  • xx4 Sharpshooter crit damage 50 > 60

  • xx5 Crossbow Master Parallel projectile count 1 > 2

  • xx5 Crossbow Master attack cooldown 0.2375s > 0.475s

  • xx5 Crossbow Master pierce remains unchanged at 8

Bomb Shooter
Players were quick to point out Mauling Frags added far more power than expected, but the new baseline seems fun and fine, so Frag pierce scaling is cut back while otherwise mostly the same. We expected to regret this buff to Bomb Blitz, and were right 🥺, Bomb Blitz passive ability is now limited to one trigger per round. The look of missile travel from Bomb Shooters has been noted as ugly for a long time, so we have gone through every crosspath and adjusted projectile eject markers to make the attacks look cleaner - missiles previously spawned on a much higher layer to travel down which caused this, so the change will cause some differences to how they travel and what they hit.

  • 3xx Really Big Bombs frag pierce penalty remains 0

  • xx2 Frag Bombs frag all targets pierce penalty +1

  • xx2 Frag Bombs frag pierce 1 > 2

  • 042 MOAB Assassin ability frag pierce 2 > 4

  • 042 MOAB Assassin ability frag count 16 > 8

  • xx5 Bomb Blitz ability limited to once a round

  • Eject markers for all x2x bomb shooters modified to more naturally fire from the cannon

Ice Monkey
When Ice Monkeys gain extra damage through Artifacts, Perks or Traits, it can actually stop freezing at all due to dealing damage that exceeds the number of frozen layers.

  • 000+ Ice Monkeys apply Freeze after damage

Glue Gunner
As Glue Splatter crosspath still often feels unvalued, more cost shifts up into Glue Strike. Stickier Glue simply did too much as a Tier 1, with more than double glue duration that carried up into MOAB Glue.

  • x2x Glue Splatter price $970 > $650

  • x4x Glue Strike price $4000 > $4500

  • xx1 Stickier Glue duration 24s > 18s

Sniper Monkey
New toggle option ‘Ammo Swap’, this swaps which Supply Drop will be called down with the ability. The Ammo Drop will upgrade shrapnel for the next few attacks with all types popping, pierce, damage, and distance. Both Supply Drops will share the same cooldown.

  • x4x Supply Drop ability can now toggle between Cash Drop & Ammo Drop

  • xx3 Semi-Automatic Sniper pierce 1 > REALLY 1

Transparency on the Sniper change; outside of CHIMPS extra power was not needed, so we couldn’t make it too strong. However after testing in practice we like the idea of converting the bonus shrapnel pierce at x4x into higher power & uptime for this new ability. This change would simplify the upgrade, and making the damage/income decision much stronger would solve some hybrid identity issues. It was too late for us to be comfortable cramming this into v57 - but this is already in consideration for v58.
Super Monkey
The Temple is often called out for not seeing Camo, while happily ignoring its buffability and Camo crosspathing that has always been available. If you want Temple Camo, then there’s a camo toll to pay! Regardless, the Magic Sacrifice wind fart attack hasn’t been particularly valuable and we liked a suggestion for sacrifice choices to matter as a factor here, so it is changing to hit DDTs & work as an alternate way of dealing with Camo Bloons.

  • $20,001 Magic Sacrifice wind fart pierce reduced 500 > 100

  • $20,001 Magic Sacrifice wind fart removes Camo property from Bloons

  • $35,001 Magic Sacrifice wind fart now hits DDTs with pierce penalty +4

Alchemist
Some other changes needed to happen to address major concerns we had with how this would need to work, so the lucky Alchemist gets to serve as the guinea pig monkey! If this experiment works well, we plan to work through similar changes to more towers as needed.

  • xx3 Lead to Gold now keeps track of cash earned

  • xx4 Rubber to Gold now keeps track of cash earned

  • xx4 Rubber to Gold bonus cash is now distributed to Alchemist immediately on Bloon-pop (when popped by Bloon Trap or Wall of Trees)

Skywarden
For QoL cleanup, combos will be easier to hit in earlier rounds, and Red Bloons destroyed by a combo hit are now able to trigger any combo projectiles first before the Bloon is popped.

  • 333 All Combo debuff durations 2s > 3s

  • 333 Combos can be triggered from ‘popped Red Bloons’

Top Path
Tacking T1 Spam onto any strat for unrestricted range buffs was messy so Aerial Attunement has been rebalanced to cap out quicker with lower overall bonus but greater per tower, and now only applies to other towers up to 1 Tier higher. While this is meant to be the more introductory path for Skywarden it wasn’t hitting the mark, so prices for T3 and T4 have been lowered.

  • 1xx Aerial Attunement max stacks 5 > 3

  • 1xx Aerial Attunement range per stack 2 > 3

  • 1xx Aerial Attunement price $110 > $140

  • 2xx Zephyr Sense price $215 > $175

  • 3xx Wind Weaver price $1650 > $1200

  • 3xx Wind Weaver stage 3 combo 'vacuum' distance 150 > 250

  • 4xx Gale Sage price $3300 > $3000

  • 4xx Gale Sage no longer prevents towers dealing bonus damage to Camo

Middle Path
For higher crosspath value Thundering Arc’s pierce scaling is being improved, and damage type changing to Plasma with the ability to pop Lead. Middle path’s Higher tiers prove to be very powerful already and the T3/4 are seeing price nerfs, combo lightning damage reduced, and lowered ability duration.

  • x2x Thundering Arc pierce per interval 0.5 > 1

  • x2x Thundering Arc damage type Energy > Plasma

  • x2x Thundering Arc blast radius 8 > 10

  • x3x Galvanic Conduit price $1800 > $2500

  • x3x Galvanic Conduit lightning chain damage 5 > 3

  • x4x Thunder's Decree price $2000 > $3500

  • x4x Thunder's Decree ability duration 15s > 9s

  • x5x Stormwrath Archon price $35,000 > $32,000

Bottom Path
Skywarden’s change list was growing too big, but with many requests for Blastapopoulos cooling and improved damage from the T5 Frozen Remains we’ve made sure to include changes to these for now.

  • xx3 Coldchain reduces Blastapopoulos heat -30

  • xx4 Frozen Verdict reduces Blastapopoulos heat -100

  • xx5 Winter's Mercy reduces Blastapopoulos heat -500

  • xx5 Winter's Mercy icesplosive damage increased 5 > 10

  • From MOABs 25 > 50

  • From DDTs 50 > 100

  • From BFBs 75 > 150

  • From ZOMGs 200 > 400

Spike Factory
Now that Boss spawn projectile clear is properly functioning, we are improving the Spike Paragon’s mini spike storm’s bonus MOAB damage back up again.

  • Mini Spike bonus damage to MOAB-Class 100 > 200

  • We looked at the code.

  • The code looked back, 01100111 01101111 00100000 01100001 01110111 01100001 01111001

  • We closed the tab.

  • xx5 Permaspike unchanged

Monkey Village
As an overall improvement to clarity & ability usage that fixes some inconsistencies, CTA can no longer activate at all if it or Homeland Defense is already active, and Homeland can still apply over CTA but not over an existing Homeland buff. These improvements apply even if towers are sold, so players re-buying Homeland Defense no longer have to guess when it’s time to re-activate.

  • x4x Call to Arms can no longer activate if a CTA/Homeland buff is already active

  • x5x Homeland Defense will no longer activate if a Homeland buff is already active

Engineer Monkey
Bloon Trap stores money from Bloons it destroys to distribute later upon collection which has caused many many false bug reports and constant confusion over the years, this was only going to break when combined with Alchemist’s new cash tracking so it finally had to go. Bloon Trap pop cash now distributes immediately with only the bonus cash stored for collection, a basic unbuffed Bloontrap will obtain the same total cash with half of this being gained earlier acting as a slight buff. In testing this change we found Bloon Trap had previously benefitted more than intended from income buffs, which the rework actually resolved on its own, though as buff scaling always seemed weirdly high we are happy with this overall result.

  • xx4 Bloon Trap now distributes base cash gain from Bloons popped by traps immediately

  • xx4 Bloon Trap upon collection now only grants the ‘Bonus Cash’ without base cash gain

Hero Balance

Quincy
Even though Quincy doesn’t suffer from any sort of precision issues at all, just in case for those pesky early Yellow and Pink Bloons, from Lv4 he can now toggle to a Focused firing mode. This mode will gain more precise targeting, greater range & greater projectile speed with a slower attack rate tradeoff.

  • Lv4 Quincy gains a Focus toggle granting:

  • Precision shots towards initial target

  • Attack cooldown +25%

  • Projectile speed +25%

  • Attack range +20%

Admiral Brickell
Brickell being powerful already needed additional shifting & level simplification, but the synergy was very important to a lot of people so we’ve worked it back in. Brickell’s passive radial buff unlocks earlier at Lv4 and applies to all water towers right away. Naval Tactics now starts off weaker but upgrades to apply to all water towers at Lv8, and eventually becomes stronger than it was previously with bonus damage to affected towers for much-needed water-army setup support.

  • Lv1 Pistol damage 3 > 2

  • Lv6 Pistol damage unchanged

  • Lv3 Naval Tactics attack cooldown modifier 0.5x > 0.66x

  • Lv4 All Water Towers in radius gain pierce +1 (Was Lv8)

  • Lv4 No longer increases Sea Mine pierce (28 > 20)

  • Lv7 Blast chain mine delay multi 0.25 > 0.2

  • Lv8 Naval Tactics applies to any water towers in radius

  • Lv14 Naval Tactics also grants damage +1

  • Lv16 No longer grants Brickell range

  • Lv16 Naval Tactics attack cooldown modifier 0.66x > 0.5x

  • Lv10 Mega Mine duration 150s > 120s

  • Lv18 Mega Mine duration remains 150s

Other Balance

Paragon Degrees
Contribution from Tiers of extra towers was a strong visual fit to what we wanted out of Paragons, but with a lot more Paragons now and more frequent use of them it has become a tedious aspect of the process. Contribution from Tiers is being removed, and instead the maximum contribution for Damage & Cash is significantly increasing.

  • Extra Tiers max contribution 10,000 > 0

  • Cash max contribution 60,000 > 80,000

  • Damage max contribution 90,000 > 125,000

Boss Rush goals
Boss Rush has been too difficult for smaller teams to reach a point they feel invested, the milestones are shifting to a much more top-heavy requirement to make early stages more inviting.

  • Island 1 requirement 850 > 250

  • Island 2 requirement 1175 > 500

  • Island 3 requirement 1850 > 1100

  • Island 4 requirement 2850 > 3000

  • Island 5 requirement 3350 > 5225

Boss Rush stats
A number of base stat changes for Boss Rush versions of bosses to equalize them more.

  • Blastapopoulos initial health 350 > 325

  • Blastapopoulos base speed 1.25 > 1.20

  • Blastapopoulos base cash reward 1000 > 1100

  • Dreadbloon initial health 130 > 140

  • Bloonarius base speed 1.25 > 1.20

  • Lych base cash reward 1000 > 1100

  • Phayze base cash reward 1000 > 1100

  • Diamondback base cash reward 1000 > 1100

Legends
\[Rogue] New Artifact - Window Shopping

  • This artifact recovers a heart when you move on from a merchant without making any purchase, however this will only take effect if owned Tokens are below a (12,24) threshold!

\[Rogue] Added a maps banlist to Standard Race & Endurance Race tiles

  • Banned: Glacial Trail, Dark Dungeons, Ravine, Tricky Tracks, Bloody Puddles, Erosion

\[Frontier] Etienne could not benefit properly from the assigned Ricochet Trait

  • Book Wyrm Etienne starter trait swapped Ricochet 4 > Attack Speed 4

Looking Forward

Thanks for reading this far! We’re into our planning for next year, and we’ve been cheering our friends and teammates along as Bloons Blitz has launched and both the Bloons Monkey Tales cartoon and Zombie Assault: Resurgence game are nearing launch. It’s a very busy end of year for the whole team, and for BTD6 the upcoming update 58 will be chock full of awesome.

  • Version 58 is a credit to the team and the forward planning done, as we have kept all of our push goals intact for an ambitious end of year update!

  • An exciting new Monkey Tower that we’ve been thinking about for years that will give support towers a scrappy, highly dynamic addition.

  • Mod System v1 is on track and looking great. We’re being careful with scope so we can deliver, but we’ve managed to include a few things beyond Monkey Tower and Bloon modding, namely Hero modding and Round modding, giving much more flexibility to the launch version. We’ve shared a pre-launch build with a few select modders, including some of Tewtiy’s collaborators, and we had great feedback from them, some of which we’re trying to stretch into v1 without jeopardizing the launch.

  • Over 10 new Monkey Knowledges plus an increase to Player Level cap to educate some of our newest Towers and provide fun new build options in all but the most competitive game modes and events.

  • MOAB Mine Powers Pro version remains laying in wait for the biggest and baddest

  1. Social Seasons 4 and 5

  • We’re learning with each Social Season where players are having the most fun and where we’ve hit frustration, and we acknowledge in Season 3 one of our events complicated the intended goals

  • We’re leaning less on Events for Goals going forward but still trying to mix up types of targets in order to stimulate new build experimentation and new map play. Dovetailing Goals remains a design focus so players can optimize their play for progress against multiple Goals.

  1. Console News

  • V54 is out on Xbox and Switch. This build is in the pipe (submitted) for PlayStation, no ETA just yet.

  • The main branch baseline is already speeding things up.

  • One more console update to v56 is planned for all 3 platforms by the end of the year

  • We also have a demo version out on Switch to allow players to try a slice of the game, and we’re looking to bring this demo to Xbox and PlayStation next year

Now it’s time to work on those farming strats so you can have a play at S.P.I.D.E.R. Monkey Paragon! Have a blast with update 57 and the other new games from Ninja Kiwi, and we’ll see you back for Update 58 and a sneak peek at plans for 2027!

Bloons TD 6

Check these out! GO TO MAKESHIP

Each will include a bunch of in-game items. In-game items will be given via a code that will be emailed by Makeship within a month after the campaign ends.

With the DDT, you will get:

- 3000 Monkey Money (Battles 2)

- 2000 Monkey Money (BTD6)

- Lead Zeppelin Avatar (BTD6)

- Shark DDT Skin (BTD6)

- 4 regular Blitz Boxes (Blitz)

- 250 gold (Blitz)

With the Tack Shooter, you will get:

- 2000 Monkey Money (Battles 2)

- 1000 Monkey Money (BTD6)

- Hedgehog Pet (BTD6)

- Insta-Monkey: Tack Shooter 004 Overdrive

- Deluxe Blitz box (Blitz)

- 2 regular Blitz boxes (Blitz)

- 500 Gold (Blitz)

- 100 Bloonstones (Blitz)

Bloons TD 6

Social Seasons comes to Bloons TD 6! Team up to tackle a series of goals and unlock perks to power your play across Bloons TD 6! Contribute as a team for team based rewards and work together with the whole Bloons TD 6 community to unlock an exclusive profile banner, and Campervan MOAB skin and Bumper Stickers for Bloons!

Aug 5
Bloons TD 6


Key New Features
  • New Tower, the Skywarden!
    • Deep within the mountain forests stands a grand, mystical tree that has absorbed the energy of countless storms over centuries. It is here you will find the Skywardens - reclusive Monkeys living in harmony with nature and as dedicated guardians of the mountains and this grand tree. Few outsiders have ever passed the trials to be deemed worthy of their ancient ways. Through Obyn & Silas, who have earned their respect, we learned of one of their timeless traditions: after every storm the elders gather the strongest scattered branches gifted to them by the tree, and these branches are then carried to the mountaintop to be crafted into new Stormbows - tempered by the storm, and bound to the peak.
  • How does the Skywarden work?
    • Skywarden is a $205 small Magic Monkey that channels their own powerful BRANCH of Storm Magic directly into their Stormbows. Beginning with a slower attack they steadily grow faster the longer they remain attacking - which importantly feeds into their 3rd tier Combo attacks that also grow in potency against a target the more times it is struck
    • Wind Skywardens are deeply serene, patient, and attentive. By listening to the wind and feeling subtle shifts in air pressure, they can sense threats from a great distance & guide their shots to strike even Camo Bloons with precision. Through their air-manipulating Combo they apply a persistent blowback debuff, conjure windbursts of extra arrows, and force afflicted targets to drag other nearby Bloons backwards along the track. At the master level they seal off their own eyesight to become one with the wind, converting their immense range into raw damage
    • Lightning Skywardens exude a calm confidence, and even with raw electrical power surging through them, they remain as composed as the eye of a storm. Boosting their maximum fire rate and shot velocity, their arrows can target specific points along the track and arc cleanly over obstacles. Through their galvanizing Combo, they magnetize Bloons to pull in nearby Energy and Plasma attacks, charge targets with electricity that surges outward when struck by Sharp attacks, and stun Heavy Bloons with high damage lightning bolts. Their ability empowers surrounding towers to shatter Frozen Bloons and ricochet shots on impact. At the master level they channel devastating currents of chain lightning directly though their own spent arrows wherever they come to rest on the track.
    • Ice Skywardens are weathered and unyielding, hardened by a life embracing the mountain peak’s bitter cold. Their accurate, high pierce, ice-infused attacks deal increased damage to Frozen Bloons, even instantly shattering lower-tier Frozen Bloons. Through their chilling Combo, they slow down targets, freeze Bloons so solid that they emit a frigid aura to slow other nearby Bloons, and trigger a burst of razor-sharp freezing shrapnel to both damage and freeze groups of Bloons. Destroying Frozen Bloons litters the track with volatile frozen remains that detonate after a short delay. At the master level their power scales as more frozen targets surround them and as more are shattered within their radius, and frozen remains become powerful enough to detonate from broken MOAB Layers into ruinous icy explosions.
New Awesome
  • New Hero Skin, Decryptor Quincy!
    • Na just kidding, nothing may get past his bow, but he has enough skins for now
    • Alright, alright but it truly is like Benjamin’s highly anticipated 3rd skin is finally here, except that it’s - Decryptor Corvus! Yes after many long nights training (at the computer) with Benjamin, Corvus has harnessed the power of the Chaos Rift and wields reality warping algorithms alongside his GH05T companion to fight back the Bloons
  • New Advanced Map, Ascent
    • High above the clouds, on the highest peak of the tallest mountain, lies a tranquil sanctuary: the sacred training ground known as Ascent. For generations Skywardens have journeyed here, to the place closest to the sky, to hone their mastery of storms. But the tranquility of these heights is under attack from Bloons that have learned how to fly! For the first time in decades, the Skywardens have issued an urgent request for aid - are you ready to answer the call?
  • New Power Pro, the… Portable Lake!?
    • Have you been QUACK hankering for the Pro Portable Lake? No? Well never mind that, we’ve got some QUACK great stuff cooked up for it anyway - a luxury attraction that charges for entry to become a scaling farm? A hovering QUACKy pool ring? Oooh, a reQUACKxing Hotspring that recovers lives and even allows amphibious placement for land towers at no penalty? A mud bath that slows Bloons & buffs your towers with lead popping? How about reducing tower placement footprints and QUACK QUACK QUACK RELEASE THE QUACKEN!
  • Discord Bloons TD 6 Store!
    • We’ve partnered with Discord to bring the BTD6 in-game store directly into Discord! Browse through items, wishlist them or gift them to your Discord friends, all from within the Discord client. Then just jump in-game to claim your purchase!
    • With your first Discord purchase, you’ll also automatically unlock the exclusive Dart Monkey Wumpus Pet in-game!
    • For a very limited time, to celebrate the launch of the Discord Bloons TD 6 store, all items are 50% off within the Discord store only!
    • Please note that the rollout of the Discord store will happen gradually over the next couple of hours across different regions, so you may not see it immediately
  • New Quests
    • Quest of the Skywardens: A multi-stage quest where you follow a short journey and learn some of the secrets of the new Skywarden tower
    • Powers Pro Challenge: Just a simple game on Monkey Meadow, with some Powers Pro pre-placed with upgrades temporarily unlocked for you to try out!
  • Added 6 New Legends Achievements
    • In-game only (not on Steam) & not listed unless the associated DLC is owned
      • [Frontier] Full Strength Posse - Have a full Posse of 6
      • [Frontier] Gon' Fishin' - Catch 30 Fish
      • [Frontier] New Stuff, Same ol' Bloons - Win a game with a new weapon
      • [Rogue] Double Trouble - Win at least 1 stage with 2 different heroes
      • [Rogue] Marshmallow Maxing - Max out 1 buff in the Marshmallow Shop
      • [Rogue] Power Creep - Obtain a total of 250 Artifacts
  • Social Season 3
    • Coming with a whole list of new perks and cosmetic rewards, get ready for an awesome road trip through our third Social Season starting in a few weeks!
Game Changes / Additions
  • Frontier Legends price reduction from US$12.99 to US$9.99. We continue to hear feedback primarily about replayability relative to the overall scale of the world and we hope that the price change makes that feel more in balance. If you haven’t tried Frontier Legends, now is the perfect time to try it, and remember for a limited time it’s another 50% off that reduced price on the BTD6 Discord Store.
  • Trophy Store Favorites: You can now favorite any item in the Trophy Store! Favorited items will gather in their own dedicated "Favorites" tab for quick and easy access.
  • Team Store Tabs: This is somewhat self explanatory but the team store will now allow for the incubation of radioactive lizard eggs that*--hold on, what?* It doesn’t? Oh… man, but that’s so cool. Already been done? Nah man, we definitely should’ve gone with the rad eggs, just picture it. That woulda been way better.
  • Quests Search: Added a search bar to the Quest menu! Type here to find quests you are 100% certain exist, but can’t for the life of you find because ... WHICH TAB WAS IT IN AGAIN?!
  • Co-op Player Removal: Removing a disconnected player now includes a confirmation prompt to prevent accidental kicks, and double RSI stacks for any trigger happy kickers.
  • Co-op Lobby Code Hiding: We know on-screen lobby codes have been a bit of a hazard for some - so players can now hide the lobby code on-screen while still using the copy button to grab it safely. Try not to get stuck in any more private lobby loops!
  • Boss Penalty Warning: On Bosses, the penalty timer will now flash for 5 seconds right before any penalty time starts counting down.
  • Rogue Legends Nameplate Banners: Entering new zones in Rogue Legends now displays a stylish region nameplate banner.
  • Rogue Legends Hero Stats: Added a dedicated Hero Stats tab to Rogue Legends. As you play, this menu will populate with a variety of interesting stats to track your journey depending on what hero teams you play with.
  • Abilities Quickbar Stability: The abilities quickbar will now strictly order by tower placement and will no longer re-order itself during matches or on loading saves. We think this feels better - give it a shot and let us know.
  • Freeplay Smoothing: With detailed notes from Jessie Patch, adjustments have been made to existing Freeplay Bloon groups to smooth out the difficulty progression between Rounds 200–500. Yes, we do think about those rounds.
  • Expert Insta-Monkey Buff: Increased the Tier 4 Insta-Monkey drop chance on Expert Round 100 clears from 20% > 30%.
  • Insta-Monkey Collection Borders: Finally added brand-new Bronze and Silver borders for budding Insta-Monkey collection completionists! We love this and hope you do, too.
  • Re-ordering of Bloons menu in Sandbox, and fortification no longer re-orders the list
  • Within the Social Seasons menu you may now view your Global Goal contribution
Bug Fixes & General Changes
  • A number of localization & UI fixes
  • Resolved a number of exclusive co-op crashes reported by players
  • Immediately switching tabs in the trophy store no longer prevents all items loading
  • Resolved cases of one time IAP packs not displaying as ‘purchased’ after purchase
  • Resolved a crash that could occur for 1 in [Playerbase size] players when reaching the main menu on a child account with the Monklish language equipped
  • Added this sentence to the list of bug fixes for v56, added extra words to this Sentence.
  • [Map Editor] Resolved a crash that could occur when editing interactable water areas
  • [Map Editor] Trophy Store song tracks can now be set as defaults for custom maps
  • When in game, store tabs that do not have items to display should now be hidden
  • Techbot Prime now has a footprint, and shouldn’t crash when placed in corners
  • Resolved some background cases that may result in some improvements
  • Techbot Prime now actually utilizes its bonus range when range buffed
  • Techbot Prime should no longer crash when linked to a Techbot Prime
  • Resolved an issue where guests could be unable to make purchases
  • Ability cooldowns now remember their % progress when upgraded
  • The deposit cash farm hotkey should now correctly sync in co-op
  • Resolved a number of BAD issues where BADs could be slowed
  • Party Quest BAD should no longer be destroyable, again
  • Quests can now fit 5 rewards in their reward display
Event changes
  • Resolved a number of cases that could fail to count a games social season progress
  • [Boss] Diamond Bloons should properly be affected by speed modifiers
  • [Boss] Losings lives on Diamondback no longer crashes with 052 Boomerang on screen
  • [Boss] Lych can no longer suck Dan D’Monke’s level 10 ability off
  • [Jefe] Vortice nicht langer kraschar kiam mengacau omkring z tekbot mekaniği
  • [Social Season] Goals now have info buttons for tips & clarity
  • [Social Season] Resolved cases of wrong points being displayed visually
  • [Social Season] Resolved the wrong badge being awarded to late-claimers
Map changes
  • Slight height adjustments across maps to fix spike layering
  • Alternate-path maps no longer preference the alternate path for towers who target paths
  • [Glacial Trail] Resolved an issue where tower immunity buffs may not necessarily break towers out of their frozen state when they should be
  • [Skull Tweak] Monkeys can no longer be placed on the track in certain points
  • [Skull Tweak] Can no longer be transformed after the first round
  • [Mushroom Grotto] Removing all small mushrooms then loading save no longer locks out the larger central muushroom
Legends changes
  • [Frontier] Resolved a crash that could occur in Arabic
  • [Frontier] Resolved ranch hands stat tracking issues
  • [Rogue] Preview Quest should no longer be able to permanently softlock
  • [Rogue] Ancient Portal, Dark Castle & Castles Revenge blocked from boss tiles
  • [Rogue] Resolved a rare crash with Obyn placed near druids
  • [Rogue] Miniboss tiles can now go beyond round 300
  • [Rogue] Resolved some stat tracking issues
Tower Fixes
  • Ice Monkey - Resolved a case in which the Monkey attempted to imitate the Titanic upon upgrading into Paragon form
  • Desperado - Critical hits should no longer break through Boss Skull Immunity
  • Sniper Monkey - Elite Target Prio should work after round 80 again
  • Dartling Gunner - Resolved an issue where Gorgon Storm knowledge could stun BADs
  • Druid - Spirit of the Forest vines can now display on custom added track lanes
  • Mermonkey - 4xx+ Mermonkey shouldn’t display as weird during chinooking
  • Mermonkey - xx5 Final Harmonic now allows glue puddles to spawn
  • Spike Factory - Spike Paragon’s target priority list should no longer have a unique order
Hero Fixes
  • Obyn Greenfoot - Resolved some targeting issues with Nature’s Ward
  • Benjamin - Is not able to stack infinite Syphon funding layers in order to cause all Bloon spawns to cease existence immediately
  • Pat Fusty - If tootsies are planted on the ocean floor he should not gain an ice platform
  • Adora - Should no longer be able to crash the game by sacrificing a Lord of the Abyss whose platform is supporting a Carrier Flagship that is Supporting an Arctic wind that is supporting the initial Adora. Stop, why x.x
  • Etienne - Resolved an issue with Etienne double dipping or crashing with some artifacts
  • Geraldo - Items from the shop inventory now contribute to Geraldo’s ‘Cash Spent’
  • Rosalia - Resolved a crash that would eventually happen at some point after flight
  • Silas - Resolved incorrect interactions with perks causing some unintended nerfs
  • Dan D’Monke - Should no longer be able to break out of Polyphemous’ Eye
  • Dan D’Monke - Lv4 Net Trap should no longer be able to slow MOABs in collateral
  • Dan D’Monke - Can no longer teleport towers directly out of a Heli
  • Dan D’Monke - Resolved a crash that could occur with Techbot Prime
  • Dan D’Monke - Updates target range when moving Mermonkey between land and water
  • Dan D’Monke - Can now be buffed by the Sub Paragon
  • Dan D’Monke - Resolved quantum dantanglement
Platform Specific fixes
  • [Android] Resolved a crash that could occur when switching focus during a load screen
  • [iOS] Resolved an error that would occur when cancelling login
  • [Steamdeck] Cursor should be larger and much less crunchy
  • [Google Pixel 6] Is now able to go beyond round 120
  • [Aspect Ratio] 4:3 devices shouldn’t load extra assets for Dan D’Monke’s unlock screen
  • Enabled hotkey access for more tablet devices when a Keyboard is attached
Balance Changes
We’ve kept a more limited list of balance changes for v56 so the team could dedicate more time on fine-tuning other major features in this update, and have some time to see the impact that the new Skywarden has on general gameplay.

Tack Shooter
Hot Shots is historically far less popular than Tack Sprayer, to make it a more compelling alternative we’ve adjusted crosspath prices to allow room for Hot Shots to gain a damage increase while keeping those 302 and 203 total upgrade costs the same.
  • xx1 More Tacks price increased $110 > $150
  • xx2 Even More Tacks price increased $110 > $150
  • 2xx Even Faster Shooting price reduced $300 > $220
  • 3xx Hot Shots damage increased 2 > 3
Ice Monkey
With growing Ice Monkey value in powerful freeze synergies, Super Brittle’s attack rate is being lowered so it can’t quite do everything on its own so easily, and Snowstorm’s price is being raised slightly.
  • 5xx Super Brittle attack cooldown 1.2s > 1.56s
  • x4x Snowstorm price increased $4000 > $4750
  • x5x Absolute Zero ability freeze occurs after damage is dealt
Desperado
To make Desperado crosspaths feel smoother to play around, we’ve lowered the buff drop-off on both of the 2xx and xx1 crosspaths. Additionally Big Iron now pops Lead, allowing it to serve as an early round anti-lead option. Desert Phantom’s shrapnel pierce reduces as even unbuffed the group coverage is pretty crazy, though this doesn’t really change as much as it may look.
  • 2xx Standoff max stacks 4 > 6
  • 2xx Standoff penalty per stack 15% > 10%
  • 3xx Big Iron can now pop lead
  • xx1 Wanderer max stacks 3 > 5
  • xx1 Wanderer bonus per stack 15% > 9%
  • xx5 Desert Phantom shrapnel pierce 10 > 6 (same as xx4)
Monkey Buccaneer
Grape Shot's attack delay is slightly increased, and Cannon Ship explosion pierce is shifting more heavily into its bottom crosspath. These changes carry upward to tone down scaling power on Pirate Lord.
  • x1x Grape Shot attack cooldown 1.3s > 1.35s
  • x3x Cannon Ship cannon explosion pierce 28 > 20
  • 031 Cannon Ship cannon explosion bonus pierce 25% > 50%
  • x5x Pirate Lord price increased $27,000 > $29,000
Mortar Monkey
The path has struggled for relevance for a long time, and bottom-path Mortar is the anti-Camo path, so Increased Accuracy is being updated to now hit Camo Bloons directly as utility progression into Signal Flare.
  • xx1 Increased Accuracy can now damage Camo Bloons
Dartling Gunner
To improve its own internal synergy, Laser Shock damage bonuses can now be triggered by hitting Bloons shocked by any other tier of Laser Shock instead of only same-tier.
  • 2xx and higher Laser shock damage bonuses can now trigger when hitting Bloons shocked by other tiers of Laser Shock
Super Monkey
Super Monkey's base projectile speed is increasing slightly to help early tiers keep up, while keeping x2x Epic Range unchanged. Robo Monkey will now default to First & Strong target priority on first purchase, as this was vastly the preferred choice. For quality of life, Sun Avatar will now display an indicator in radius on towers primed for placement to assist with Temple sacrifice planning, and excessive projectile distances have been trimmed for Sun Temple sub-attacks.
  • 000 Super Monkey projectile speed 200 > 250
  • x2x Epic Range projectile speed remains 350
  • x3x Robo Monkey default target Prio First & Last > First & Strong
  • 3xx Sun Avatar shows a 'Can Buff' icon for towers placed in radius
  • 4xx Sun Temple Main sun blast attack projectile distance 300 > 200
  • 4xx Sun Temple Golden Blades projectile distance 500 > 350
  • 4xx Sun Temple Golden Planes projectile distance 500 > 350
  • 4xx Sun Temple Mini Avatar projectile distance 300 > 120
Druid
Monarch of Storms now has a maximum blowback cap to ensure ZOMG blowback penalty calculates correctly, alongside faster blowback speed to reduce map stalling. Due to popular demand the Druid paragon now pauses regrow globally, and it receives a damage increase for its primary single-target thorn attack.
  • 5xx Monarch of Storms superstorm blowback speed multi 1 > 2
  • 5xx Monarch of Storms superstorm max blow distance MAX > 400
  • Druid Paragon pauses regrow globally like a x1x village
  • Druid Paragon main attack damage 55 > 70
  • Druid Paragon main attack bonus damage to regrow 55 > 70
  • Druid Paragon main attack bonus damage to boss 110 > 130
Official Press Release from Perma-Spike Sourcing & Logistics

Date: Monkuary 7, Monke
Subject: Supply Chain Integrity and Quality Assurance Update
  • At Perma-Spike™ the primary mission is always to provide the Monkey Kingdom with the most resilient, unyielding rubber-popping end of the road defense. Perma-Spike™ takes great pride in the structural integrity of every defense laid down, however, after recent information has come to light regarding the aftermarket supply chain, management has made the difficult but necessary decision to sever ties with certain secondary markets.
  • Going forward we will be implementing a Vendor Compliance & Supply Chain Risk Mitigation Protocol in order to ensure our inventory complies with the highest standards of international tactical home defense laws. All Perma-Spikes stepped on whether in the dark at night or under the light of the sun will be supplied only from partners who agree to a zero tolerance policy on stolen spikes - suppliers found offering suspiciously sourced spikes will be immediately reported to the MIB.
  • We appreciate the community's patience and understanding as we clean up our stockpile - these things can last quite a while. Rest assured, our commitment to keeping the track safe from DDTs remains completely un-nerfed.
Signed,
The Perma-Spike Legal Defense Team

Beast Handler
The middle-path dinos now use a percentage multiplier for their stun bonus that scales into T4 and T5. For Giganotosaurus pierce is being exchanged for significantly higher damage scaling, note that due to Beast Power scaling mechanics, this results in a substantial overall damage buff right from the moment you purchase the upgrade.
  • x3x Velociraptor bonus damage to Stunned +3 > x1.5
  • Stunned change carries up to Tyrannosaurus and Giganotosaurus
  • x5x Giganotosaurus pierce 44 > 33
  • x5x Giganotosaurus pierce range 66 > 50
  • x5x Giganotosaurus base damage 750 > 500
  • x5x Giganotosaurus damage scale 800 > 1500
Hero Balance
Obyn Greenfoot
Obyn welcomes more nature loving friends with a suite of buffs specifically tailored to empower Skywarden upgrades.
  • Lv2 also grants for Skywarden in range pierce +1
  • Lv5 also grants for 3xx Skywarden increased Range +35%
  • Lv8 also grants for Skywarden Camo detection
  • Lv9 also grants for x3x Skywarden explosion radius +20%
  • Lv11 also grants for Skywarden in range pierce +1
  • Lv18 also grants for xx3 Skywarden low tier frozen shatter applies up to Zebra
Corvus
The perma-nourish gameplay loop has created an unhealthy gap between casual play and high-micro playstyles, rather than continuing to tweak XP numbers we’re removing the XP interaction entirely: Nourishment now directly grants cash per Mana spent across all levels.
  • Lv1 Nourishment instead of XP grants cash at all levels rounded up to nearest $5
  • Lv1 Nourishment now grants $0.5 per mana spent
  • Lv15 Nourishment now grants $2 per mana spent
  • Lv20 Nourishment remains $8 per mana spent
Rosalia
Rosalia’s lv13 stall utility was greatly overshadowing the rest of her identity, so we have reduced her Laser’s stalling in exchange for damage boosts to both of her primary weapons.
  • Lv13 Grenade Ceramic bonus 1 > 2
  • Lv13 Grenade Cluster damage 2 > 4
  • Lv13 Grenade Cluster Ceramic bonus 1 > 2
  • Lv13 Homing Plasma blast pierce 200 > 100
  • Lv13 Enhanced Doomsplosion pierce 40 > 30
  • Lv13 Enhanced Doomsplosion damage 70 > 120
  • Lv13 Enhanced Doomsplosion damage shock bonus 70 > 120
  • Lv13 Enhanced Doomsplosion radius 30 > 20
  • Lv13 Enhanced Doomsplosion light knockback 8 > 6
  • Lv13 Enhanced Doomsplosion knockback lifespan 0.5 > 0.35
Silas
Bottom-path Ice Skywardens excel at shattering pre-frozen targets rather than applying the freeze themselves - it only made sense to fit in direct Silas synergy here so we’ve added some between Silas and xx3 Skywardens to capitalize on frozen Bloon shattering combos.
  • Lv7 Frozen Cascade explosions will also count xx3 Skywarden
  • Lv8 Silas will also gain bonus XP per xx3 Skywarden
  • Lv8 Also grants this extra range to xx3 Skywarden
Masqued Macaque
The Lv8 Stomp wasn’t quite working as players desired, so occurrence has been lowered in favour of a larger impact when it does occur. His high level sword damage has also been increased as players found this wasn’t scaling up as much as they would hope.
  • Lv8 Stomp pierce 30 > 60
  • Lv8 Stomp blowback chance 50% > 100%
  • Lv8 Stomp max blowback 100 > 200
  • Lv8 Stomp occurrence rate 10 > 20
  • Lv16 Sword damage 8 > 9
  • Lv19 Sword damage 10 > 12
Other Game Balance
Monkey Knowledge
  • Lingering Magic now applies to Skywarden
  • Lingering Magic no longer applies to Ninja Monkey
Rogue Legend
Late-Game Scaling Changes
  • Stage 6+ health scaling 60% > 90%
  • Chimps goal requirements scale up faster 0.1 > 0.15
  • Least Cash Silver & Gold goal requirements increased
  • Boss Rush minigame base cash reward $500 > 600
  • Boss Rush minigame cash reward scale 2% > 1.5%
Artifacts
What in Tarnation
  • Reworked completely, give it a go before it gets nerfed
Cat’s Meow
  • Now also disables Mana Shield generation. Dan is more of a dog person
Essence of Lych
  • Basic Zombies are no longer spawned from subtowers
  • Basic Zombie internal spawn cooldown 0.5s > 5s
  • Basic Zombie pierce increased 1 > 2
  • Basic Zombie damage increased 1 > 5
Insider Trading
  • Now exists
Looking Forward
We’re now well into the back half of the year, and New Zealand says thank you to all of the Northern Hemisphere players for sharing the sun back. We’ve had heaps of fun with Update 56, pushing Skywarden to be as awesome as possible and Portable Lake Pro to be as usefully silly as possible, plus (finally) Corvus skin (he’s complicaaaaated) and quality of life changes that we hope are appreciated (and please keep these suggestions coming). Things are moving well, so here’s what’s still coming ahead…
  • Console News
    • With the release of Switch v53, our merge of the console branch back into the main game branch is finally complete, and it has made such a positive difference for console work going forward
    • Xbox is in release candidate for v54.3, so should be out in the next ~1-2 weeks given submission times
    • PlayStation and Switch v54.3 will follow as fast as possible but their submission times are longer
    • From there, we’ll begin work to bring v56 to all consoles by the end of the year, and our goal will be to bring every second update to consoles, so v58 would drop next in Q1 ‘27
    • With controller controls now merged into the main branch, we’ll also be looking to properly add controller support to all platforms that offer it. We don’t have a timeframe on this, so stay tuned.
  • Mod System
    • Great strides made here, with upgrade inheritance and cross pathing working, incredible improvements to UI, readability, and usability
    • While client side cooking along and data structures clearer, we are digging into the server side which is essential for handling sharing settings (open or closed usage), accolades, version compatibility, and significant changes to the Content Browser and how all player created content is displayed there.
    • We are incredibly motivated to get this out by end of year so are trying to lock client features by our v57 timeline (but nothing included in that version) and launch with v58
  • Social Seasons
    • Thanks to so many of you for digging into Social Seasons 1 & 2 and giving us great feedback. Teams have been reinvigorated and we’ve seen more CT and Boss Rush gameplay as a result. We continue to take feedback on chore-like repeat goals, so we’re continuing to tune away from those as well as making a reduction in Team star targets for the Season Ultimate in Season 3
  • Updates 57 & 58
    • No huge changes since the v54 Looking Forward, but we have had to adjust a few priorities as the business of gaming and worldwide regulations do give us a kick in the Monkey tail from time to time. New legislation in Brazil, some US states, and pending in the EU have brought forward our plans to revise our Insta Monkey system, as random Insta Monkey IAPs will no longer be viable. But we’ve been wanting to improve that system, so the kick is welcome. We aim to keep the fun of pack opens, but when buying an IAP, you’ll know exactly what you’re getting. Aside from that, it’s about making the collection system more fun, with daily and weekly drops, and some quest-based crafting. We have had to push some things back for this and shift others mentioned (new Hero) out of the year, but there’s plenty of fun to replace it - see below!
    • V57 Anchor Features
      • Improved Insta Monkey Collection System (as noted above)
      • New Paragon, Military as we said, taking the job of overwatch to an entirely new level
      • Community map: Ship’s Capture. Such a fun concept in theme and presentation, the team is loving it!
    • V58 Anchor Features
      • New Monkey Tower!
      • Powers Pro MOAB Mine - branches of boom!
      • Mod System v1!
      • Monkey Knowledge additions!
Thanks for reading all this way - we hope you have a fantastic time with Update v56 and look forward to what’s ahead. We also have a Super Secret New Thing that we can’t share yet, but keep your eyes and socials well tuned in September, as you won’t want to miss it!
Bloons TD 6

Each of these items comes with its own set of in-game rewards!

With the Hoodie, you will get:

  • 7500 Monkey Money (BTD6 AND Battles 2)

  • Action Dart Monkey Avatar (BTD6)

  • Pixel Dartling Banner (Battles 2)

  • Insta-Monkey: Dart Monkey 050 Plasma Monkey Fan Club


With the Plushie, you will get:

  • 2000 Monkey Money (BTD6 AND Battles 2)

  • Ninja Kiwi in-game Pet (BTD6)

  • OG Thumbs Up Emote (Battles 2)

  • Insta-Monkey: Ninja Monkey 400 Bloonjitsu


Accessed via code that will be emailed by Makeship within a month after the campaign ends.

Get yours at the link below!

http://ninja.kiwi/Makeship

Bloons TD 6

Social Seasons comes to Bloons TD 6! Team up to tackle a series of goals and unlock perks to power your play across Bloons TD 6! Contribute as a team for team based rewards and work together with the whole Bloons TD 6 community to unlock an exclusive profile banner, and Bombshooter Bestboy Pet.

Bloons TD 6

The Ninja Kiwi Plushie and the NK 20th Anniversary Hoodie have now launched with Makeship!

Get yours at the link below!

http://ninja.kiwi/Makeship

Bloons TD 6
Available now!
Update Video. https://www.youtube.com/watch?v=-5Uweu4vFds
New Awesome
  • New Hero & Skin Introduction
    • As the final piece of our collaboration with Mattel, we are excited to welcome the newest Hero - He-Man, the most powerful man (err, Monkey) in the universe!
    • As all well-versed Masters of the Universe fans know, He-Man is the alter ego of the noble Adam, Prince of Eternia. While He-Man is the eponymous hero, Prince Adam plays a huge role in the classic and more recent cartoons, so we went above and beyond to create 2 heroes in one with distinct attacks and abilities and the ability to transform between them!
    • Prince Adam is always the deployed hero, who attacks quickly as a large melee style sword wielder and is immune to negative effects like Stuns from Bloons or Bosses. But you don’t have to wait long (or at all with the right Knowledge), as the real magic happens at level 3 when he unlocks his iconic Transformation ability, allowing him to hold aloft his magic sword and swap to his super-powered alter ego who trades the attack speed for sheer devastating damage, by the power of Grayskull!
    • Now as many of you know from community discussions on She-Ra and Skeletor, the Mattel items must be presented as in-app purchases (IAPs) to fulfill our license obligations and do justice to this awesome, long-standing He-Man universe. We feel this full hero does that justice, and brings fun and exciting new mechanics that we want to make sure can be fairly used in all of our events and competitive modes.  After much discussion, we made the only logical and (in)sane conclusion - instead of doing 2 heroes in 1, let’s do 4 heroes in 1!
    • So we’re also introducing the noble Monkey of the Court, Dan D’Monke, and his secret identity, The Masqued Macaque! Technically identical for game balance but with entirely different 3d models, animations, descriptions, and voiceovers, Dan D’Monke fills the base Hero position on which the He-Man skin is applied, just as Adora and Obyn provide the base for She-Ra and Skeletor.
    • To support the release of the major motion picture release of He-Man, we are presenting the He-Man and Dan D’Monke bundle pack exclusively for 2 weeks only upon release of v55. After two weeks, Dan D’Monke will become available for Monkey Money purchase like any other Hero. Until Dan D’Monke is available for Monkey Money unlock, he will not be enabled in any events or competitive modes.
  • The Hero & Abilities
    • Level 3 Transformation - Activation will blast nearby Bloons with crackling lightning and leave a short lingering attack speed bonus while swapping him back and forth between a quick supportive base form and a solo wrecking ball with alternate attacks and abilities.
    • Level 7 Strategically allows another target tower to be teleported to another location. But when he’s transformed, he takes matters into his own hands and leaps across the battlefield to smash down at the target location himself in a devastating, stunning impact.
    • Level 10 Ability rallies nearby towers, inspires them to shrug off negative Bloon effects and deal increased damage for a short time (at the cost of a slower attack speed) and the cry even activates the effects of passive abilities in radius as if a life were just lost. While transformed however he unleashes a Berserk Warcry that sends him into a hyper-speed frenzy, dashing wildly between Bloons across a huge range, shredding them into confetti (that you definitely shouldn’t let your cats play with).
  • Hero Ultimate Survival Kit
    • While certain attacks and effects are limited to one form or the other, this hero is tough as nails built to survive the densest Bloon rushes.
    • Some of the mechanics that make this work are: the Net Trap catches and slows small groups of Bloons, the Magic Barrier where escaping Bloons cause a magical shield to burst out from the exit to reduce lives lost while shoving the Bloons back and stunning them, Taunt & Stomp to distract and reduce the damage of Bloons or confuse and scatter them, the Quick Thinking (pensive cooldown) clutch mechanic distracts Bloons on the verge of escape backwards, and First Aid will completely heal any damage from a leaked Bloon (assuming you survive the hit!) but only at a rate of 1 life healed per second for only one Bloon at a time - so try not to get hurt again until the healing is done! At the highest levels Mana Shield is generated just from popping Bloons, and his damage scales up the tougher the Bloon threat and the further they are through the track!
    • As noted before, He-Man & Dan D’Monke can be obtained from the He-Man Booster Pack, He-Man Prestige Pack or the new Masters of the Universe Mega Pack which contains the entire set of the Mattel collab items. He-man comes with his own absolute secret Banner & Avatar
    • Not to be forgotten, this bundle will also give a New Power - The Sword of Power. Throw the Sword of Power into the ground where it pulses periodically, generating Mana Shield and dealing damage while sending Bloons backwards. For the Power’s duration, both He-Man & She-Ra attack faster
  • New Beginner Map - Skull Tweak
    • The Iconic Skull from the legendary Skull Peak in Bloons TD5 makes a triumphant return, though slightly tweaked, who would’ve guessed it hadn’t yet reached its true peak? Originally a community made winning submission by Adriano Rossi released in 2014, this fan-favourite battlefield retains its classic layout, complete with rocky cliffside walls, deep fissures and Tim. Seeing this classic map come to life in a modern Bloons 3D setting is super rad!
  • New Quests
    • Another Path on the Park - A normal game of Bloons on Park Path. Except there’s another path for the Bloons to follow!
    • Middle of the Wild West - Middle of the Road against some wild, rampagin’ Bloons. Join a Posse of Monkeys and try to win with reduced income
    • Primary Power Pairs - Use Primary Monkeys to beat Underground with the Tier 5 limit increased by 1 for all paths!
    • He-Man Has the Power! - Help He-Man and She-Ra save the day
  • New Trophy Store Items
    • Monkeys: OG Wind Up Dart Monkey pet for the Dart Monkey
    • Game & UI: Classic Ninja Avatar, Classic Dart Monkey Avatar, Classic Monkey Ace Avatar, Wistful Quincy profile banner
  • New CT Team Store items
    • Building Props: JuiceBar 
    • Base Props: Sandcastle, Icecream monkey, Beach Umbrella, Volleyball Net, Monkey Drinking Coconut 
    • Water Props: Lifeboat, Swimming Monkey, Shark…
    • Flying Props: Paragliding Monkey, Seagull 
    • Team Banners: PArty Hands banner
    • Icons: Snoozing Cat icon, Fortified Castle icon
    • Frames: New Scroll frame
Social Seasons
Social Season #2 is coming up, aiming for late June-early July, and we’re excited about the changes that we’ve made based on our own play experiences and community feedback. Right off the bat, we agree there were too many ‘win games’ goals for the first season. We had already done a significant pare back of target numbers and repeat tasks, but the goals released in Season #1 were still more of a time investment than intended, especially for players who were not setting up their games to make progress on 2 or more goals at the same time. Season #2’s goals have been designed to reduce the time investment overall and also to help players make progress on multiple goals at once. Our hope for Social Seasons continues to be that we’re providing fun, themed events with cool Perk and Global rewards that also provide reasons to mix up your normal play and try new builds. More details:
  • For any ‘Win Games’ goal no single tier asks for more than 5-10 game wins
  • Season #2 goals list has a more varied tasks and more tasks that can be mixed together with others for those who like to plan out simultaneous task clearing with the fewest games possible
  • An indicator will now display when you have hit your daily contribution to global goals
  • Season #2 has 7 new Perks, including Global Jungle Drums & a Monkey Super Star
  • Of course, a new exclusive to Social Seasons Banner & Pet have been created for the Global rewards
  • Theme hint: moustache
Bug Fixes & General Changes
  • A number of localization & ui fixes
  • Resolved a number of minor analytic mis-counts found from Social Seasons
  • Odyssey Completion screen should now show the icon for the difficulty you beat
  • Resolved an issue with round budget generation in Apopaylpse / Freeplay rounds
  • Resolved issues with some towers double dipping certain Monkey Knowledge points
  • The ‘session token is invalid’ error popup now offers a "Logout" option to work around
  • Review Map should no longer hide the Social Seasons button from the end-game screen
  • Resolved a Dev build issue where if Quincy was level 7 at the start of round 25 - BOOM
  • [Co-op] Moved the Home button on the Rejoining screen to prevent accidents
  • [Powers] Hype Boost Monkey accuracy bonus no longer buffs 360° attacks
  • [Powers] Tech Bot Primes with Abilities can now be targeted by other Techbots
  • [Powers] xx3 Tech Bot Prime ability radius now increases with increases to tower range
  • [Powers] Tech Bot & Prime’s Link or Unlink abilities no longer count as abilities used
  • [Powers] Resolved a crash that would occur when placing a xx3 Techbot Prime, and then placing the other T3 Techbot Primes
Event changes
  • [Social Season] Resolved a conflict between multiple Social Season Medals
  • [Social Season] The global progress bar now swaps to display Team progress when full
  • [Boss Rush] Bloonarius should properly Bleed Bloons in Rush. If it bleeds we can pop it.
  • [Boss Event] The projectile clear on Boss Spawn & End of Round should now properly destroy projectiles rather than expiring them, which will prevent Sub-Projectile spawns
  • [Diamondback] Resolved a game crash that would occur in any game upon losing the first life of the game while using an ambidextrous 052 Boomerange monkey
  • [Diamondback] No longer completely blocks abilities with ‘max pierce’
  • [Lych] Corrected the Boss Roundset within Boss Challenge mode
  • [Lych] Skull damage thresholds should now work again
Map Specific changes
  • [Dark Castle] Removables should properly restore on map restart
  • [Adora’s Temple] Should no longer layer track items inside the temple in some areas
  • [Infernal] Resolved a visual issue with the background assets
  • [Figgens Creek] Hasn’t been found. Still doesn’t exist.
 

Legends changes
  • [Frontier] Temporary Traits 'remaining rounds' countdown should now live update
  • [Frontier] Frontier Bloons now list below all others in Sandbox & only after being seen
  • [Frontier] Temporary Traits boosting Bananite now work on Bannite Clusters & Chests
  • [Frontier] When already at full stamina, fishing will no longer play ‘Stamina Recovering’
  • [Rogue] Power Nexus and Master of All Trades artifacts should apply correctly together
  • [Rogue] The Slipped on the Peel Artifact no longer slows Bloons on Zebra Bloon Tiles
  • [Rogue] Resolved an issue with some Artifact produced projectiles not scaling in size
  • [Rogue] Bloons on Zebra Bloon Tiles now benefit from Freeplay Speed modifiers
  • [Rogue] The Tit for Tat Artifact will now speed up Bloons on Zebra Bloon Tiles
  • [Rogue] Bargaining Chip no longer costs more to purchase from merchants
  • [Rogue] All bosses should use their Elite Appearance in late stages
  • [Rogue] Optimizations made to legends save files
Tower Specific Fixes
  • Desperado - A weapon swap bug that no longer matters as weapon swap was changed
  • Super Monkey - Resolved an issue with temple not saving its full discount buff
  • Super Monkey - Resolved a visual placement issue with the temple’s creation animation
  • Ninja Monkey - Resolved an issue where x5x Grand Sabotage ability could be buffed
  • Alchemist - Resolved an issue with some transformed towers losing Camo detection
  • Alchemist - Alchemist Popssum pet can now be muted
  • Druid - Projectile spread can now be buffed by Accuracy improvements
  • Druid - Paragon should no longer consume cash while in Review Mode
  • Druid - Should no longer be able to count. Themselves for Poplust buff during placement
  • Mermonkey - xx5 Final Harmonic should no longer sometimes lose its hero buff
  • Monkey Village - Resolved a minor verbal dispute with Striker Jones
  • Beast Handler - Can no longer give a Merge button to Pro Farmers
Hero Specific Fixes
  • Quincy - just lost the game
  • Gwendolin - No longer loses her extra projectiles after being buffed after loading a save
  • Striker Jones - Should no longer cause x4x Bomb Shooters to not get the cooldown buff from 4xx Monkey Villages
  • Geraldo - Glue is no longer invisible if placed at the top of a map
  • Corvus - Resolved an issue where Camo Detection did not apply to the Repel Spell
Platform Specific fixes
  • [Netflix] Resolved a crash that could occur when loading Cloud Save mid-game
Balance Changes 

Boomerang Monkey
With 052 Permacharge much preferred due to the ease of obtaining pierce externally, we have moved the ability’s extra damage bonus from crosspath into the base upgrade so that 250 can be more competitive
  • x5x Permacharge ability damage bonus increased 8 > 10
  • 052 Permacharge ability damage bonus remains 10
Bomb Shooter
Bomb Paragon is in a spot it seems to perform well, but it still doesn’t see a good spotlight in boss events so we’ve scaled up the Boss Bonuses with a bump in price.
  • Main attack boss damage 2500 > 3500
  • Primary Cluster boss damage 1000 > 1250
  • Recursive Cluster boss damage 500 > 600
  • Paragon upgrade price 600k > 650k
Glue Gunner
With the 240 crosspath now providing MOAB Layer soaking, Glue Strike’s base ability will last through more layers before wearing off, but with a slower cooldown to match the T5 which already sits at a 40s cooldown.
  • x4x Glue Strike layers glued by ability 3 > 5
  • x4x Glue Strike ability cooldown 30s > 40s
Desperado
Mid-path desperado’s pistol was intended to be a soft ‘minimum range’, but implementation was confusing and frustrating to use, somehow again right after Wolfy’s recent struggles (fun videos those), we decided to work on improving the first timer's desperado experience for this path. The Rifle weapon will now always take priority and shoot first over the pistol if there are targets within Rifle radius, HOWEVER, pistol range is now a true deadzone that the rifle cannot target within. TLDR; The pistol now attacks when there are only Bloons within the pistol radius and nothing in the rifle radius.
  • x3x Rifle takes priority on attacks but cannot target Bloons inside pistol radius
  • x3x Pistol range is now capped and will not scale with range buffs
  • x3x Pistol range increased from 28 > 40
Monkey Buccaneer
Buccaneer’s Merchantmen path will now gain a damage bonus based on how much spare cash you have on-hand. This introduces a fun trade-off where you can choose to hold onto cash for a combat boost at the cost of losing advantage from immediately snowballing into more economy. It’s kinda neat
  • xx3 Merchantman with cash above $10,000 damage +100%
  • xx4 Favoured Trades with cash above $10,000 damage +100%
  • xx4 Favoured Trades with cash above $50,000 damage +200%
Monkey Ace
Spectre was making the save-up into into a Flying Fortress too effortless so it’s single target power has been lowered with a raised upgrade cost, enough to make this not quite so easy
  • xx4 Spectre Frontal Bombs bonus to Ceramic reduced 5 > 4
  • xx4 Spectre Frontal darts damage reduced 8 > 6
  • xx5 Flying Fortress Frontal darts damage reduced 8 > 6
  • xx5 Flying Fortress price increased $85,000 > $90,000
Wizard Monkey
The Wizard Paragon's Metamorph form bonus Boss damage from the main flamethrower attack has been reduced as it overperforms even without overclocking
  • Flamethrower Boss bonus damage reduced from 1000 > 800
Druid
The Monarch’s Superstorm re-hitting has felt like a success though it over-buffed single target performance while over-nerfing the blowback due to rapid pierce consumption, so we are scaling back the damage but reducing pierce penalties to balance this out. Additionally, to reduce game lag from attack speed double-dipping, the Druid Paragon's Vinenado cooldown has been increased, while its economy has been buffed with higher base income and a stronger Boss Skull multiplier - though we don’t want to quickly jump into making this easily self-sustaining the Boss Skulls in particular should now grant 5x the cash they did previously.
  • Monarch of Storms 5xx storm damage 150 > 100
  • 5xx Superstorm attack MOAB Penalty 4 > 2
  • 5xx Superstorm attack BFB Penalty 14 > 8
  • 5xx Superstorm attack DDT Penalty 7 > 6
  • 5xx Superstorm attack ZOMG Penalty 44 > 32
  • (Paragon) Vinenado attack cooldown 6s > 18s
  • (Paragon) Base Cash Generation 120 > 240
  • (Paragon) Bonus Cash Generation from farm tiers doubled
  • (Paragon) Bonus Cash Generation from T5 farms doubled again
  • (Paragon) Cash Generation multiplier for Boss Skulls 2x > 2.5x (total 5x)
Spike Factory
It was a day like any other. Waiting behind the front lines, ready for an attack, sat a lone "Long Life Spikes" factory. Sitting there, alone, the tower thought to itself "Is this all I have? Is this all I am? A machine meant to destroy these floating fools if they break through our defenses? Is my purpose only to sit here as backup? I want glory. I want power!"
Alas, this was something it had thought about many times, though not once had it ever even seen a Bloon. This was the life given to those who defended the Monkey Meadows.
As time went on, the lone factory grew older. One day, while minding its own business, it noticed something coming along the road… There it was, a single floating red Bloon.
The Long Life Spikes instinctively prepared its spikes and finally claimed its first pop. While overjoyed by the accomplishment, that joy soon turned to dread at the sight of countless more Bloons following in the rounds ahead.
"What is happening on the front lines?" it muttered to itself. "Was Ryan AFK? No matter, I must stand my ground!"
And so countless rounds went by as the factory popped more and more Bloons… No longer just red, but innumerable variations of blue, green, yellow, and even pink.
After some time, the small factory realised it could not keep up spike production at this pace, it needed more power, but felt totally helpless.
Just as its last spikes were being destroyed and the end seemed near, it happened. Something shifted inside. "Long Life Spikes" blinked for the last time, and when its eyes reopened, "Deadly Spikes" was born. With ruthless efficiency, it tore through the incoming wave with ease.
After a few more rounds of chaos, it seemed the situation on the front lines had stabilized. For the first time since its awakening, it was able to cover the area with a pile of iron, 30 feet high!
"I will stand my ground till the very end.” it vowed. “I will not let a single Bloon pass."
Many, many more rounds passed. Every now and then the Bloons would return, and every time Deadly Spikes stood proud and victorious. No longer fighting mere Bloons, it now faced off against massive MOABs with pride.
Despite its newfound strength, feelings of dread began to grow as the rounds progressed. Its defences became increasingly easy for the Bloons to break through.
Deadly Spikes knew something was coming… something big, something B.A.D.
It began preparing for the worst, modifying itself into the ultimate machine. Amidst the constant onslaught, a transformation occurred. With beautiful gleaming yellow paint and spikes sparkling with raw power, "Perma-Spike" was born.
Empowered and fearless, all its past worries faded into a distant memory; this was its duty, and the Bloons were nothing but fodder against it now. 
It waited, bolstering its defences, and waited more.
After an uncomfortably small number of rounds, it arrived: A monstrous abomination of purple rubber, something akin to an eldritch horror.
Yet, despite the abomination slowly floating forward, Perma-Spike knew. Thinking back to the question it had asked itself as a lowly "Long Life Spikes," it finally understood:
"This... this is the reason I was created. This is my purpose, and I will not back down."
And that is exactly what it did. Despite the ruthless assault from the Big Airship of Doom, Perma-Spike stood strong, eliminating every layer.
After popping the very last red Bloon from the now-deflated B.A.D., the entire world fell silent.
Standing there, looking down at the fields of rubber, "Perma-Spike" looked towards the sky.
  • xx5 Permaspike Unyielding.
  • xx5 Permaspike Undefeated.
  • xx5 Permaspike unchanged
Engineer
Oh yea we have one more tower balance change. As the Engineer paragon moves to a more supportive role, we are toning down the direct boss damage and attack speed but also lowering the upgrade cost.
  • Main attack Boss Damage: 300 > 100
  • Main attack rate: 1.5s > 2s
  • Upgrade cost reduced: 650k > 600k
Hero Balance
Captain Churchill
For additional synergy potential, Churchill’s long list for damage bonuses will now include Stunned Bloons!
  • Lv15 Now Canonically deals bonus damage to Stunned Bloons +4
  • Lv15 Machine Gun bonus damage to Stunned as well +2
Pat Fusty
To smooth out Pat’s levelling progression, we’ve increased range earlier, added an extra mid-game damage step for Rallying Roar, increased his late-game pierce, and at Level 20 the Big Squeeze hug also hits the surrounding area with a powerful stun to provide leeway during Pat’s crush downtime.
  • Lv1 tower range 24 > 27
  • Lv9 tower range 27 > 30
  • Lv16 tower range 29 > 30
  • Lv9 increases Rallying Roar damage buff 1 > 2
  • Lv15 Also increases base attack pierce 20 > 30
  • Lv18 pierce increase 30 > 40
  • Lv20 Big Squeeze also deals a stun AoE to the area when used 5s
Adora
Since Adora’s final form was hurt by recent Overclock changes, we’ve buffed her Lv20 Ball of Light damage and just fun further boosted her True Adora form.
  • Adora 20 ball of light damage 15 > 20
  • Adora 20 ball of light fortified damage +15 > +20
  • True Adora Form damage boost 8 > 24
  • True Adora Form BoL damage boost 72 > 180
Powers
  • Hype Monkey Boost monkey money cost 400 > 300
  • Hype Monkey Boost buff radius 30 > 45
  • Tech Bot Prime monkey money cost 100 > 150
  • xx3 Super Monkey Beacon permanent increase per use 10% > 25%
  • xx3 Super Monkey Beacon damage max increase stacks 100x > 150x
  • xx1 Banana Farmer Pro also reduces upgrade cost of T1-3 Farms by per stack by 2%
  • Sword of Protection grants He-Man and She-Ra faster ability cooldown while active
Bosses
  • Diamondback Tail HP > 12.5% > 10%
  • [Boss Rush] Diamondback Tail HP 125 > 150
  • [Boss Rush] Blastapopoulos starting cash $2000 > 2500
  • [Boss Rush] Lych starting cash $2000 > 2500
  • Lych Undead MOAB: Leak Damage 200 > 70
  • Lych Undead MOAB: Base speed 25 > 20
  • Lych Soul Tier 1: Health 1000 > 750
  • Lych Soul Tier 1: Speed 18 > 17
  • Lych Soul Tier 1: Lych Souls 3 > 2
  • Lych Soul Elite Tier 1: Health 1600 > 1400
  • Lych Soul Elite Tier 1: Speed 23 > 21
  • [Boss Rush] Lych Tombstone Starting Health: 100 > 50
  • [Boss Rush] Lych Undead Moab starting health: 50 > 40
  • [Boss Rush] Lych Undead BFB starting health: 100 > 90
  • [Boss Rush] Lych Undead ZOMG starting health: 150 > 130
  • [Boss Rush] Lych Soul Starting health: 150 > 140
Rogue
  • Rogue Artifact: Charismatic Leader allows for additional recruitments at every campfire
  • New Rogue Boosts: Sword of Protection, Hype Boost Monkey, Techbot Pro
  • Map category thresholds have been tweaked by stage to push Expert maps further back
    • Stage 2 Beginner 45% > 50%
    • Stage 2 Expert 5% > 0%
    • Stage 3 Beginner 25% > 30%
    • Stage 3 Expert 15% > 10%
    • Stage 4+ unchanged
Bloons TD 6
Social Seasons comes to Bloons TD 6! Team up to tackle a series of goals and unlock perks to power your play across Bloons TD 6! Contribute as a team for team based rewards and work together with the whole Bloons TD 6 community to unlock an exclusive profile banner, and Alchemist possum pet.
Bloons TD 6

Update Video: https://www.youtube.com/watch?v=ItotzXvYK1E

New Awesome

New Paragon, the Root of all Nature for our beloved Druid

  • Bestows a suite of primordial blessings upon its most trusted BrObyn

  • Generates cash based on the size of Banana Farm empire at the end of each round, the end of each BAD Bloon and the end of each Boss Skull, NATUREPROVIDES!

  • Basic attack unleashes a jet of Electrified Thorns that ricochet between Bloons to tear powerful groups apart, and the longer it can keep attacking the faster its attack rate will scale

  • The track is reclaimed by a sentient forest that tears apart Bloons passively & with wrathful storm trees that grow around the track attacking nearby Bloons to deal damage and blow them back with Vinenados (yes Vinenados - next up, Vinenados on a Plane!). These trees also count as ‘Banana Farms’ for… Paragonical reasons

  • Primordial Wrath ability can be toggled on or off to enter a beautifully furious wrathful nature state, draining cash over time while providing a massive damage boost to the tower until disabled - but take note: no cash can be generated from towers during this time.

New Advanced Map, Mushroom Grotto

  • A community competition winning map from u/Oski_01, this map utilizes new lighting functionality from Frontier Legends to apply regions of spore filled darkness that towers are unable to see through, the Mushroom patches can be interacted with to illuminate more areas.

New Pro Powers

Tech Bot Prime, has a larger radius and Ambush Tech built in

  • Top path will boost the damage of abilities that it triggers, and trigger additional copies of the same ability, with a pinnacle upgrade that grants additional damage to all attacks from the linked tower for a few seconds after ability activation

  • Middle path can link up to multiple different Monkeys, trigger abilities in radius of the Techbot as well, and gains a massive radius with an option to toggle automatic activations off and instead trigger all linked towers and towers in radius at specific times with its own Activate All ability

  • Bottom path can set multiple Ambush points with mini ambush drones, causes linked abilities to cooldown faster, and can activate its own ability which triggers all abilities in Techbot radius regardless of their cooldown state with a 25% chance to reset their cooldown again

Monkey Boost Pro places a Hype Boost Monkey, who activates a Monkey Boost ability

  • Top Path grants towers extra range, Camo Detection, Accuracy, All damage type popping & even allows towers to shoot through walls!

  • Middle path gains a much shorter cooldown, longer duration, and immunity to any stun or interruption mechanics as well as breaking them out of any of these mechanics

  • Bottom path can store up to 3 ability charges & instantly replenish these with Monkey Money, increases attack speed for all towers in radius at all times, and grants bonus damage to towers

Key New Feature - Social Seasons

We are super excited to update Teams and provide a new reason to join them and play as Teams inside the new recurring Social Seasons event. Don’t let that Seasons word worry you - there are no Battle Passes and no new IAPs related to this - just fun Goals for you to achieve with your Team, and for the first time ever in BTD6, the entire community of Team players going after epic Goals! The Seasons umbrella merely provides a timeframe for your rewards to be active, until the next Season arrives with its own new Goals and rewards. Read on!

Social Seasons

  • Each Social Season is a new Team-focused event where participating Team members complete individual goals to earn points and progress toward special new Team rewards. Social Seasons have 2 Phases over two weeks each, with 5 stages of rewards. Goals are balanced to require some daily effort from most of a large team, with max rewards still being possible for a small dedicated Team. Don’t worry, slower teams and late joiners can still work on any incomplete Phase 1 tasks during Phase 2.

  • Rewards you say? Up to 5 temporary Perks can be unlocked through Team progress, and 2 extra from Global Goals. Some examples of Perks that can be unlocked are Anti-Camo Dust which grants an ability to de-camo Bloons, and Bouncy Projectiles to enable all of your towers to rebound off obstacles and map borders. Players can individually manage their unlocked perks to enable any 3 at a time to grant powerful bonuses in non-competitive modes (excludes CHIMPS, Ranked, and submitted Maps and Challenges). Any Perks earned during the Social Season will be usable by players until the next Social Season begins, when the next set of Goals and Perks will be revealed.

  • In co-op games these Perks will follow MK logic so that the same Perks don’t stack but each player will apply their own Perks for all players in the game - making a well coordinated co-op game the only way to see all 7 Perks active at once for added social fun. More sweet Badges! Earn stackable Season Team Badges that celebrate your progress, plus a unique Season Ultimate Team Badge and a completionist Season Champion badge. All Badges will be braggable on your profile page, and Team-earned Badges will also appear on Team profile pages

  • Saving the cutest for last - an exclusive pet! Awarded to all players who earn points during the Season for reaching the all-Teams Global Goal. Once claimed, these adorable exclusives are Trophy Store (not Team Store) items that the player owns forever and can activate individually. For launch, we have a Dr Monkey Teams banner and an unstable but adorable Possum pet for the Alchemist, and more will be coming for future social seasons. Go Teams Go!

  • Please note that the Social Season #1 will not start as soon as v54 launches. We want to give the rest of the content in each update time to shine, so Social Season events will usually start a few weeks after each update. Season #1 will start in late April.

Teams 2.0!

  • Massive, massive overhauls to how the Team Store works, how items are now owned by players but used by Teams, the Mayor of the Day helper feature for Teams with lapsed leadership, and a gorgeously expanded 3d Team island that allows every Team member to place multiple items!

  • Team Store: We’ve flipped crowdsourcing Team items on its head! No more contributions - players earn Team Trophies and spend them to buy the items they want. Those items stay with them permanently if they move to a new Team. Every player has individual decoration options, and the Mayor can choose buildings, frames, and emblems from everything owned by the Team

  • Team Island gets an amazing upgrade, allowing up to 15 land, 15 air, and 15 water decorations, one from each Team member. It’s gorgeous chaos perfectly suited to BTD6 and we can’t wait to see what well coordinated Teams will get up to. Mayors still set key elements like central building and Team iconography

  • Instant Teams for Social Seasons: in order to streamline participation in Social Seasons, players will be able to quick-join Public Teams with recent activity or quick-create a team. We’ve also lowered the cost of creating a team to 200MM for more access. For Teams wishing to control your membership, we recommend you set your Team status to Private before the Event starts.

  • Mayor for a Day: many of us have struggled on Teams with lapsed Mayors and Assistants, which prevents key interaction with Team tools and decorations. If Mayor and Assistants have been dormant for too long a ‘Mayor For A Day’ button appears for other Team members. This temporarily assigns Assistant permissions for decorating Team island and setting Team focus only (not promotion/demotion). After filling this role 5 times total a player is upgraded to full Assistant status. If the Team Mayor has been inactive for more than 90 days their team creation fee is refunded and they are demoted to Assistant with the most recently active Assistant promoted to the Mayor position. We hope this will help with the natural lifecycle of Teams and keep active players together.

  • Please note that the Social Seasons event will not be live when Update 54 launches. We always have plenty of new things to explore in each update, so the Social Seasons are intended to go live a few weeks after each update. Keep your eyes on the countdown and we hope you and your Team will have fun and win that Possum Pet!

More New Awesome

New Achievements

  • Season Starts: Achieve Tier 1 in any Stage in a Social Season

  • Mid Season: Earn 7,500 Stars in any Social Season

  • Season Champion: Earn a perfect 15,000 Stars in any Social Season

New Trophy Store Items

  • Game & UI: Bringing back 4 classic avatars and Spring Banner

New Limited Time trophy items (Note: Not available until the seasonal event begins!)

  • Spring Avatar

New Social Seasons items

  • Dr Monkey banner, Alchemist Transforming Possum pet

New CT Team Store items

  • Building Props: Hollow Tree

  • Base Props: Tiered Fountain, Terrarium, Shrooms, Nana

  • Water Props: Lily Pad Cat

  • Flying Props: Butterflies, Broomba Cat

  • Team Banners: 1x BCS Banner

  • Icons: 1x Emblem icon

  • Frames: 1x Emblem frame

Boss Changes

  • Bosses now only need to be completed in Normal mode once each to permanently unlock their Elite mode for all future events featuring that boss.

  • Diamondback - now unwinding into the full game! Look for this dastardly Boss in base game Boss Modes, Boss Rush, Contested Territory and Rogue Legend

  • Lych - No longer exists as you once knew it

  • Dreadbloon Elite - now has 7 skulls and loops through each immunity twice

  • Blastapopoulos - Heat builds up slower, Fireballs are now tied to the Heat mechanic with no fireballs cast below 25% heat and 1 extra fireball cast for each 25% fill. Using abilities that don’t reduce heat will now generate extra heat with more heat generated the longer the ability cooldown. Note Heroes & Powers will not generate extra heat from this.

  • Lych 2.0 - now exists and can finally appear in Boss Rush & Rogue Legends!

Lych has been a source of confusion and problems over the years, so we’ve finally decided to take the time to revamp it into Lych 2.0. This is the same Boss but rebuilt in some very different ways
Here are some of the details for the new Lych 2.0

  • Has Regrow property, causing it to passively regenerate a small amount of health on a 9s interval. This regeneration can be blocked or removed. Attacks that deal bonus damage to Regen Bloons will also apply to Lych.

  • Tower sellback value is passively reduced by a flat -35% while Lych is in play, but selling towers will no longer cause additional healing.

  • Periodically Lych drains buffs from surrounding towers & restores Regrow Property to itself if this has been removed. Lych no longer heals from this, only removes buffs from nearby towers. Upon the Regrow Property being restored the first time, the passive health restoration instead has a one time 3s interval on the Regrow Property before any health is restored. Make sure you have lots of regen stripping towers on the field to constantly keep it at bay.

  • Lych periodically spawns Tombstones on the track that can be targeted and attacked by towers but can also be ignored if you want to focus down the boss faster; beware though Tombstones block pierce for all projectiles passing through them and passively spawn Zombie MOABs of an increasing tier over time until the Tombstone is destroyed. Tombstones also have a higher danger priority than the Boss, so be careful when using Strong targeting!

  • Lych will still turn Ethereal on Skulls, but now spawns 3 weaker Lych Souls spaced out along the track that must be destroyed to return back to regular form. In Elite mode, 5 Lych Souls will spawn instead. Lych Souls no longer passively drain lives, but will spawn their own additional Zombie MOABs over time.

Frontier Update

  • Frontier now supports a second save slot, for players who want to keep their forever world while playing through new experiences.

  • Frontier now supports multiple difficulty choices when starting a campaign, it can also be changed on an existing save. If you have a Frontier save from before v54.0, it will automatically be set to “Normal”.

  • Story: Faster stamina regen, slower Bloons, slower Wild Bloons, no cash penalty on loss, Saloon Refresh cost reduced, easy mode pricing for towers.

  • Normal: Normal Stamina Regen, normal Bloon Speed, normal cash penalty on loss, normal Saloon Refresh cost, normal mode pricing for towers… Yea, normal.

  • Hard: Reduced passive stamina regen, Bloon Speed increased, Tower Tired penalty increased, Saloon Refresh cost increased, hard mode pricing for towers.

  • Extreme: No Life Regen at Campsites/Homestead, further reduced passive stamina regen, victory cash reward increased, Cash increased from Fishing & Bloon fighting, Stamina Regen from Fishing & Bloon fighting increased, Impoppable mode pricing for towers, games now restart on defeat, Towers will flee at 0 Stamina, and if you run out of lives your campaign ends immediately!

  • Custom: Unlocked by completing the campaign on any difficulty, allows you to mix and match difficulty modifiers, plus additional modifiers that are not available in the preset difficulties above.

  • New Feat for completing the campaign on Extreme without changing difficulty.

  • Fishing improvements, on average you should make a little more cash from fishing & also see a greater variety of fish.

  • At least 10 new fish, in fact 15 more than that - there’s 25 new fish!

  • Fish chances diversified so that you don’t always see the same few. Some fish are still rarer than others, but previously when the most common within each rarity were appearing about 25% of the time, the most common will now only appear about 10% of the time

  • 2 new Sheriff items that can be found by fishing up the associated trash fish

  • Location & Time of Day based fishing changes - certain fish are more likely to appear at either day or night, and some fish will also favour certain fishing locations over others

  • Tower recruitment costs now scale with their traits, negative traits will lower the cost of towers while positive traits will increase their cost

  • Whole new Quick Draw Minigame & Overworld Wild Bloons overhaul. We heard your concerns and have expanded and reworked the Quickdraw minigame, give it a fresh try!

  • Completely reworked how Wild Bloons spawn in the overworld with max & min spawns per area based on day, night & Bloon types

  • The minigame is different and rebalanced, we’ve reduced the reliance on reaction time, and loss no longer occurs after one mistake, and you can land crits!

  • Introduced more balance axes to make different Bloon Types feel unique

  • Punishment for losing reworked and reduced to not be so punishing with reduced stamina penalty and a life cost instead of a cash cost

  • New Sheriff gear - 4 new hats, 4 new armours, and 4 new weapons including the 2 new items found from fishing

  • Random Encounters - these random events will occasionally trigger and liven up the world. An encounter will prompt a dialog box with a situation and give you choices to resolve that situation. Your Posse members can get into all sorts of wacky situations, which may result in learning a new trait, or losing one, or completely changing all its traits! Your Posse can also gain temporary traits that last a few rounds, or you may get lucky and gain free resources.. Or lose them.

  • Collection Screen expanded - implementation of 100% completion tracking. Added a lot of collection stat tracking with over-100% bonus for Black Borders with Final Completion Total of 110% including black bordering. This is broken down into Story, Exploration, Items, Fishing & Quickdraw and progress can be viewed per region in your homestead

  • Homestead overbuff, recruits left in the Homestead (ie; your Ranch Hands menu) will continue recovering stamina past 100% at a reduced rate up to a max of 200% and also receive a rested buff when above 100% stamina

  • New Monkey Traits that can roll for any new recruits; Burst Fire, Re-hit, HUGE Slow Projectiles, Gambler, Lucky & Teleport

  • Legendary Monkeys are now cheaper, and there are more to find at the Saloon (Keep your eyes peeled for Bert!)

  • More Homestead space upgrades, with a LOOOOT more Monkey capacity, for the completionists who want to get all of those new Legendary recruits.

  • A bunch of general balance tweaks across the frontier

Rogue Update

  • Modified a number of existing maps, removing many standard Bloon encounters and adding more optional short paths to reduce the total length of many of the longer maps. Please continue to pass on any feedback about specific maps, as we plan to do more passes over this and it helps us out a ton narrowing down the fun/problem maps!

  • Added 9 new maps that can appear, with new biomes! Explore desert, lava & snowy rogue maps all with optional fast paths of roughly 5-7 standard Bloon tiles as well as long paths allowing you to choose your own pace.

  • As noted in the boss section, Diamondback & Lych will now appear in Rogue, along with their own unique Boss Artifacts!

  • More artifact support for Hero & Power builds

Bug Fixes & General Changes
  • Double Cash again works in Sandbox mode

  • Resolved an issue with UI Transition stutter on some devices

  • Resolved a crash that could occur backing out of Odysseys too quickly after starting a journey with an empty crew

  • Diamondback visual fx should now scale correctly with boss size changes

  • Resolved a crash that could occur when opening the mailbox with Monklish language

  • Paths & Areas can now be placed in Drop and Lock mode within Map Editor

  • Resolved some inconsistencies with how Powers counted towards tower limits

  • Heroes no longer gain experience in Sandbox

Map Specific changes

  • \[Spa Pits] Ninja Paragon should now correctly apply its Grand Sabotage effect

  • \[Sanctuary] Monkey Ace should now fly correctly when platforms move

  • \[Ancient Portal] Sauda & Corvus track wipe abilities should no longer affect only 1 path

  • \[Ancient Portal] has been moved from Advanced to Intermediate. Please note that we will not move maps up in difficulty, however as it seems appropriate we have decided that it is ok to move some down

Legends changes

  • \[Rogue] CHIMPS Mini Games should correctly be harder on CHIMPS instead of easier

  • \[Rogue] Resolved a crash from selecting rest tile before Rogue Monkey loads in

  • \[Rogue] Corrosive Torp-E-Darts should now correctly work with Sticky Situation

  • \[Frontier] Resolved some issues with certain Feats progress tracking

  • \[Frontier] Beast Handlers should no longer inherit the traits of all Monkeys in the Posse

  • \[Frontier] 4xx Glue Gunners can now attack Retribution & Diamond Bloons

  • \[Frontier] Bloons that spawn from Aura Bloons should now produce Children

  • \[Frontier] Now displays the correct price when discounted

  • \[Frontier] Frontier Bloons can now have their HP scaled

Tower Specific Fixes

  • Boomerang Monkey Paragon no longer loses ability stacks between rounds

  • Boomerang Monkey Paragon now correctly saves ability duration

  • Ice Monkey x5x Absolute Zero should no longer delete all towers on its frozen platform when upgraded into the Paragon

  • Ice Monkey, fixed a crash with total transformation sitting on its platform and transforming the host, yikes.

  • Ice Monkey paragon should no longer effect Dreadbloon during Primary immunity

  • Glue Gunner 203 can now correctly re-apply its glue on MOABs

  • Desperado xx1 Wanderer buff should correctly display 3 stacks again

  • Desperado should no longer benefit from certain Dart Monkey knowledge

  • Monkey Buccaneer xx4 Resolved an order of operations issue giving inconsistent cash values when buffed

  • Alchemist x5x Transformed Towers should now play a sell effect when sold

  • Alchemist x5x should no longer be able to permanently delete the info button from transformed towers, can you please stop deleting things?

  • Druid x4x Vine Crush ability starting cooldown has been fixed

  • Banana Farm x5x Monkey Nomics is now buffed by xx4 Village

  • Engineer x4x "Can Buff Indicator" removed

  • Engineer 014 Bloontrap now correctly moves on target point set after loading a save

  • Engineer xx5 XXXL Trap should now count cash generated correctly

  • Admiral Brickell should no longer buff Etienne’s Drones

  • Admiral Brickell’s Mega Mine can now be placed on top of 5xx Mermonkey

Platform Specific fixes

  • \[Netflix] Resolved a crash that could occur on changing profile

  • \[Netflix] Resolved an issue with incorrect medal rewards

Balance Changes

Boomerang Monkey
Ricochet struggles to find targets to bounce to due to its low range and projectile speed, this was a balancing factor for the upgrade’s low cost however we’ve decided to shift toward higher reliability in exchange for lower pierce. Since Boomerang Paragon’s new ability was ‘capping’ well before degree 100 we have adjusted the ability to be refreshable.

  • 3xx Glaive Ricochet projectile speed 175 > 220

  • 320 Glaive Ricochet speed 227.5 > 286

  • 3xx Glaive Ricochet bounce distance 60 > 80

  • 3xx Glaive Ricochet pierce 30 > 15

  • 4xx M.O.A.R Glaives speed 297.5 > 300

  • Paragon Overcharge can be used again before expiring to refresh stacks

Bomb Shooter
MOAB Assassin has traded the small ceramic bonus for MOAB-Mauling frag synergy, and to make things more frag-tastic the ability now also synergizes with frags for added flair.

  • 032 MOAB Mauler Frags gain bonus MOAB Damage +4

  • 042 MOAB Assassin Frags gain bonus MOAB Damage +9

  • 042 MOAB Assassin ability now creates Frags as well x16

  • x4x MOAB Assassin path no longer deals bonus Ceramic damage

  • x5x MOAB Elim Frags gain bonus MOAB Damage +29

  • x5x MOAB Elim price reduced $28,000 > $26,000

Ice Monkey
Much player concern has been voiced on Icicles performance. Since this issue stems from the projectile count we’re experimenting with fewer icicles that pack a stronger punch, making each individual projectile much stronger.

  • xx4 Icicles pierce 3 > 6

  • xx4 Icicles damage 3 > 6

  • xx4 Icicles occurrence chance 100% > 25%

Glue Gunner
Glue Gunner's 240 crosspath has merely shifted the crosspath balance problem instead of truly solving it. To make things more intuitive, Glue Soak crosspath will now grant this ability the much requested persistence through MOAB layers. Additionally, we're doubling the potency of MOAB Glue’s acid crosspath to provide more niche value on less dense track lanes.

  • 140 Glue Strike ability now soaks through MOAB layers

  • 240 Glue Strike ability no longer improves crosspath debuff

  • 050 Glue Storm ability re-application duration 10s > 20s

  • 052 Glue Storm ability re-application duration remains 20s

  • 203 MOAB Glue MOAB-Class damage bonus for DoT +4 > +9

  • 204 Relentless Glue MOAB-Class damage bonus for DoT +9 > +19

  • 205 Super Glue MOAB-Class damage bonus for DoT +19 > +39

  • xx4 Relentless Glue stun duration for DDT 0.25s > 0.2s

Desperado
Desperado’s middle path did too many things, so we’re streamlining its kit. The base stat improvements have been removed, instead ramping up its passive Bloon Marking debuff which refocuses the path on its bounty hunting identity and interactions.

  • x4x Bounty Hunter price reduced $6500 > $6000

  • x4x Bounty Hunter Mark Bloons attack pierce 1 > 2

  • x4x Bounty Hunter bonus damage to Fortified also applies to Ceramic

  • x4x Bounty Hunter pistol damage 16 > 6

  • x4x Bounty Hunter pistol ceramic damage +16 > +6

  • x4x Bounty Hunter rifle attack damage 24 > 10

  • x4x Bounty Hunter main attack fortified damage +24 > +10

  • x4x Bounty Hunter Mark Bloons attack cooldown 9s > 6s

  • x5x Golden Justice Mark Bloons attack cooldown 9s > 3s

  • x5x Golden Justice Mark Bloons attack minimum attack cooldown 3s > 1s

Sniper Monkey
Shrapnel defender has been doing too good a carry job early on across too many maps, so the flat damage has been reduced back to a ceramic bonus, keeping it quite good but not overstaying its welcome.

  • 025 Elite Defender shrapnel damage 2 > 1

  • 025 Elite Defender shrapnel gains Ceramic bonus damage 0 > 1

Monkey Buccaneer
The Aircraft Carrier has been both overpowered and unreliable, so we're tweaking plane movement for better consistency with a fire rate tradeoff. We’ve also improved the Flagship's Aircraft buff to give a more rewarding final payoff. Pirate Lord is seeing a stat reduction as it deals area damage too effectively to many targets.

  • 4xx Aircraft Carrier minimum flyover distance 90 > 75

  • 4xx Aircraft Carrier plane turn rate 0.025 > 0.035

  • 4xx Aircraft Carrier forward darts attack cooldown 0.18s > 0.21s

  • 5xx Carrier Flagship forward darts attack cooldown remains 0.18s

  • 500 Carrier Flagship upgrade cost $24500 > $26000

  • 500 Carrier Flagship attack speed buff 0.85x > 0.8x

  • 040 Monkey Pirates grapes damage 5 > 4

  • 050 Pirate Lord grapes bonus Ceramic damage 8 > 4

  • 050 Pirate Lord attack rate bonus 50% > 35%

Monkey Ace
Pineapple radius is scaling up to match x3x Bomber Ace’s explosion size, since there are virtually no recorded instances of these actually hitting a Bloon yet (Fingers crossed!)

  • x1x Exploding Pineapple explosion radius 25 > 35

Heli Pilot
Downdraft’s blowback rate is being increased to improve consistency and, while Support Chinook’s fire rate remains unchanged, to save you some clicks the cash and life generation will now trigger all instances at once. I just love pasta. Since players have noted the irony of a Marine being in the Chinook path but unmovable and awkward to place, so the Marine is now fully redeployable, enjoy! Finally, MOAB Shove’s flexible stalling still stands out as particularly powerful through the whole game, we still want to take our time slowly nerfing this but to reduce single-target lockout we’re increasing the missile damage.

  • x3x Downdraft blow rate 0.2s > 0.18s

  • x4x and x5x heli Cash Drop ability triggers all of them

  • x5x Special Poperations Marine is now a valid redeploy target

  • xx3 MOAB Shove missile MOAB damage 2 > 5

Dartling Gunner
For such an expensive tower we wanted to add a little more niche synergy so Ray of Doom’s DoT duration is increasing significantly. To better align with synergy cooldowns Rocket Storm’s ability will take slightly longer, though it receives small compensation buffs for this as well so it isn't hit hard on its own. Buckshot is statted high in theory but in practice requires far too much babysitting, since higher tiers are already heavy hitters we’re boosting up the base rate for the path with a damage tradeoff to make it less of a chore to use.

  • 5xx Ray of Doom DoT duration 5s > 30s

  • x4x Rocket Storm ability cooldown 40s > 45s

  • x4x Rocket Storm price reduced $5850 > $5000

  • 042 Rocket Storm ability missile explosion pierce 10 > 12

  • xx3 Buckshot upgrade cost $3400 > 3000

  • xx3 Buckshot damage 4 > 3

  • xx3 Buckshot attack cooldown 1.5s > 1.2s

  • 203 Buckshot shocked debuff strength +3 > +2

  • xx4 Bads fully affected by these changes

  • xx5 Bloon Exclusion Zone damage 8 > 6

  • xx5 Bloon Exclusion Zone attack cooldown 1.5s > 1.2s

  • 205 Bloon Exclusion Zone shock debuff +6 > +4

Wizard Monkey
Since its addition this synergy has been a problem for Paragon balance, so we’re implementing a special-case to make Overclock less effective on the Wizard Paragon; this allows us to buff that lost power back into the Powerglove Overclock. Since these changes are "magically" linked, we’re mentioning the Engineer buff here too—also to cast Confusion on anyone who skips this section and only reads the Engineer notes!

  • Wizard Paragon’s Metamorphosis will now deplete Mana faster when Overclocked

  • Engineer Paragon overclock duration penalty on Paragons reduced -85% > -75%

Druid
Storm Druid’s pierce is being increased past a key breakpoint that allows the tornado to sweep up every Ceramic from a BFB. Also expanding on the support capabilities of this path, we’ve given Ball Lightning’s freeze more than 0 radius so it can hit things, and have pulled Monarch’s Camo detection down to Tier 4 to allow early Camo assistance outside of Obyn strategies. Monarch’s superstorm now features re-hit capability so it can tear through strong targets faster, in particular round 100. Spirit of the Forest’s upgrade for Vine Crush wasn't particularly impactful, so instead we’re changing this to drop track brambles like true vine grabs.

  • 3xx Druid of the Storm pierce 24 > 35

  • 4xx Ball Lightning freeze radius from 0 > 8

  • 4xx Ball Lightning freeze type Cold > Frigid

  • 4xx Ball Lightning can now see Camo Bloons

  • 5xx Monarch of Storms superstorm attack can re-hit targets again every 1s

  • 5xx Monarch of Storms superstorm damage 120 > 150

  • 5xx Monarch of Storms superstorm Ball Lightning spawn rate 1s > 3s

  • x5x Spirit of the Forest Vine Crush pierce 60 > 20

  • x5x Spirit of the Forest Vine Crush drops track brambles from popped targets

Mermonkey
Mermonkey ended up somewhat underrated and overbuffed, mid tiers for top and middle paths have really stood out here lately and need to be reigned back in line.

  • 000 Mermonkey price $275 > 300

  • 000 Mermonkey AoE radius 6 > 3

  • 000 Mermonkey minimum trident AoE time difference 0.0375 > 0.05

  • 3xx Abyss Dweller upgrade cost $1600 > $1800

  • 3xx Abyss Dweller tentacle damage 9 > 8

  • 3xx Abyss Dweller tentacle pierce 20 > 15

  • 4xx Abyssal Warrior tentacle damage 18 > 12

  • 4xx Abyssal Warrior tentacle ceramic bonus damage +6

  • x3x Riptide Champion upgrade cost $1400 > $2000

  • x3x Riptide Champion attack cooldown 1.2s > 1.5s

  • x3x Riptide Champion freeze duration 0.8s > 1.0s

  • x3x Riptide Champion freeze ceramic duration penalty -50%

  • x3x Riptide Champion trident speed 110 > 130

  • x4x Arctic Knight projectile distance 2600 > 1950

Spike Factory
Regrettably we have no funny joke about Permaspike being unchanged this update as Permaspike was caught writing "67" on the tracks using spikes and is currently in time out.

  • xx6 Permaspike unsevened

Engineer
Overclock’s duration on level 20 heroes has been excessive; we’re cutting the jank and standardizing to a consistent 30s duration for heroes, with Ultraboost still providing the full 60s.

  • x4x Overclock now applies to Heroes regardless of level for 30s

  • x5x Ultraboost increases this up to 60s

  • Engineer Paragon overclock duration on Paragons 9 > 15s

Beast Handler
Beast Handler’s top path is smoothing out to +5 range per level improving early tiers. Middle Path handler has been a powerful carry that scales too well, we’ve decided to shift a portion of its damage into ceramic bonus to hit down its lategame MOAB dps while leaving its power against super ceramics.

  • 1xx Piranha range 25 > 30

  • 2xx Barracuda range 30 > 35

  • 3xx Great White range remains 40

  • x2x Adasaurus damage 3 > 2d +1 to Ceramic

  • x2x Adasaurus damage scale 3 > 2

  • x3x Velociraptor damage 8 > 4d +4 to Ceramic

  • x3x Velociraptor damage range 16 > 8

  • x3x Velociraptor pierce 12 > 9

  • x3x Velociraptor pierce range 18 > 14

  • x4x Tyrannosaurus Rex damage 26 > 20d +5 to Ceramic

  • x4x Tyrannosaurus Rex damage range 52 > 40

  • x4x Tyrannosaurus Rex pierce 22 > 18

  • x4x Tyrannosaurus Rex pierce range 33 > 27

Hero Balance

Striker Jones
Players have requested to have more control over Concussive Shell, so here it is

  • Lv3 Concussive Shell now follows target priority

Captain Churchill
Churchill is receiving a firepower boost for higher tiers, specifically with his MOAB Barrage ability scaling up more. Since Level 17 is tough to reach outside of freeplay, we’ve swapped it with Level 16 to ensure this upgraded MOAB Barrage can be relied on for tankier late-game threats.

  • Lv13 MOAB Barrage damage 250 > 300

  • Lv17 MOAB Barrage damage 500 > 600

  • Lv16 attack speed & Lv17 MOAB Barrage damage swapped

  • Lv18 machine-gun damage 10 > 12

  • Lv20 MOAB Barrage damage 1000 > 1200

  • Lv20 Cannon damage 20 > 25

  • Lv20 machine-gun damage 10 > 16

Ezili
Ezili is seeing a slight price reduction, and following a series of strongly worded letters mentioning curses (and a suspicious number of voodoo dolls appearing around the office) we’ve decided to stop 'slandering' Ezili’s figure and have updated her footprint to accurately reflect her true, more 'slender' figure, hopefully bringing out other enticing considerations in early hero selection and preventing our coffee machine from filling up with graveyard dirt. We’ve also simplified some of Ezili’s later levels, combining 2 small range increases and 2 other DoT focus levels to add in a dedicated Heartstopper improvement level to deal with late game purples.

  • Price reduced $600 > 550

  • Size <del>reduced</del> ‘corrected’ 7 > 6

  • Lv11 Range bonus increased 45 > 47

  • Lv14 Heartstopper duration 15s > 30s

  • Lv14 faster damage over time removed

  • Lv15 now grants the faster damage over time

  • Lv15 no longer grants range (remains 47)

Pat Fusty
Pat’s Rallying Roar buff radius has been a separate radius from his range, which has caused him to miss out on fun synergies like Desperado’s Take Aim buff. With this now matching and scaling from his range that should really give him something to really shout about.

  • Lv3 Rallying Roar will now always match Pat Fusty’s actual tower radius

Admiral Brickell
Brickell’s Mega Mine has had a MOAB Pierce penalty added to reduce dominant MOAB destruction without also filling up on Ceramics. Additionally she's received small Bloon cleanup buffs with her high powered revolver attack now piercing Bloons in the area, and Blast Chain reducing Sea Mine targeting delay even further.

  • Revolver attack gains pierce of 3

  • Lv7 Blast Chain ability duration 10 > 15

  • Lv7 Blast Chain sea mines seeking rate modifier improved 0.5 > 0.25

  • Lv10 Mega Mine gains MOAB pierce penalty +1

Rosalia
Rosalia’s Scatter Missile did far too much right away from level 3 and pierce has been reduced

  • Lv3 Scatter Missile pierce 40 > 30

Silas
Silas' offensive power brought too much heat for the supportively built hero, his Frozen damage bonuses have been cut to reduce damage, but his true support focus is also being improved with Ice Walls now able to hit DDTs and improved MOAB slow for Rime debuff at Lv11.

  • Lv4 Ice Walls can now hit Lead, including DDTs

  • Lv7 Frozen Cascade damage 20 > 12

  • Lv7 Frozen Cascade bonus damage to Frozen 15 > 8

  • Lv9 Ice Fragments bonus Frozen damage 3 > 2

  • Lv10 Frozen Burial bonus Frozen damage 60 > 40

  • Lv11 Now slows MOABs more (5% > 30,20,20,5% MOAB,DDT,BFB,ZOMG)

  • Lv15 Frozen Cascade bonus damage to Frozen 30 > 23

  • Lv15 Frozen Burial bonus Frozen damage 200 > 120

  • Lv16 Ice Fragments bonus Frozen damage 6 > 4

  • Lv19 Ice Fragments bonus Frozen damage 8 > 6

Boss Balance

Blastapopoulos
The full change was mentioned earlier, but we are also supporting the small Blastapopoulos rework with these numerical balance changes. A larger heat gauge makes it more lenient, passive range reduction on towers will be smaller, overall Heat generation from attacks has been reduced, and heat reduction from Ice attacks is now larger and scales up with higher tiers.

  • Heat gauge size per tier about +15%

  • Immune heat damage 3 > 2

  • passive range reduction 15% > 8%

  • Ice Base heat reduction 5 > (15,30,60,90,120)

  • Silas Lv7 Frozen Cascade heat reduction vs Blast 200 > 500

  • Silas Lv10 Frozen Burial heat reduction vs Blast 2000 > 8000

  • Ice x4x ability -1000 > -2000

  • Ice x5x ability -3000 > -6000

  • Ice xx4 reduction -2 > -50

  • Ice xx5 reduction -30 > -500

  • Mermonkey x4x ability -10 > -50

  • Mermonkey x5x ability -30 > -100

Looking Forward

We’re psyched to have pushed so many additional features into Frontier and we hope you find the replay value much improved. We’ve also made good on our prior notes about focusing our quality of life improvements, so if there’s a positive reaction to the multiple Boss tweaks, the Teams 2.0 changes, and the Frontier improvements in this update, we’ll look to repeat that approach with future updates. We’ve also made great progress in a couple of key areas that have been quite difficult to push forward, so we’re happy to share news of what’s ahead! We hope this update and Social Season #1, due to start in late April, will help you enjoy the start of Spring in the sunny north, or a cozy start to Autumn for those of us south of the equator.

Switch and Console

  • Switch is in testing with Nintendo! We have bugs to fix but we’re cranking through them and we’re feeling optimistic about releasing Switch in the next couple of months! The team is super excited about this and have been having fun testing this super flexible platform.

  • Do note that Switch entered submission and will launch with v53 content. Once released we’ll report back with our plans for the frequency of updates.

  • While going through the LotCheck process with Nintendo, we are also updating Xbox and PlayStation to the main branch so we can pick up all of the improvements and features available on Switch. We don’t have an update estimate yet on either platform but we will relay any updates on Discord and Reddit, and please stay tuned to these Looking Forward notes for Update 55.

Mod System

  • Also great progress on the Mod System! The technical features, version awareness, and data stability work are feature complete and into testing. The UI and making the incredible complexity of these systems navigable on multiple platforms and especially phones is our next big hurdle.

  • We have to make the UI navigable for internal testing, then share with some experienced modders, and see what the result is. We remain hopeful this major expansion of player-made content systems can land in v55, but past experience means we can’t be optimistic about it. We’ll do everything we can to deliver it, and at least work with our awesome Bloonstubers to create some prelaunch videos of the Mod System capabilities so that all of you who have been curious about what it does can get some answers.

Update 55

  • Double double Heroes - we’re excited to extend our partnership with Mattel and the Masters of the Universe with the launch of a full He-Man Hero, but since He-Man is also Prince Adam, we have a unique Hero experience where players can choose to transform between He-Man and Prince Adam for damage or support based play, with unique abilities and synergies based on which persona you choose at the time. The He-Man Hero will be an IAP, but we have also developed a second completely original Hero who shares a similar split personality that will allow players to experience this transformative gameplay via a Monkey Money unlock, after a short exclusive period for He-Man. As a bonus for players who buy the He-Man Hero during the exclusive window (roughly a month) they will also immediately unlock this new Monkey Hero in addition to He-Man and be the first to check out both of these double double Heroes.

  • Skull Peak returns! As a tribute to the oft-requested community designed maps from BTD5, we are updating Skull Peak with a sinister twist. But that’s such a long easy map, you say? Not if you do the thing, we say. Thanks again for the awesome design inspiration, Adriano!

  • Multiplayer coordination unlocked! We can’t share all of the details right at this moment but we are working on something that will make it way easier to coordinate in co-op games and events.

Update 56, 57, 58

  • Please leave us some room to adjust our plans in the last half of the year, but below we present our intentions and confirm things already mentioned in previous Looking Forward notes

  • Corvus skin! Amazing concept already in development, and yes a few people have guessed along the right lines.

  • New Tower. Archer or an evolution of the idea - we’re still working through the design discussions. Stay tuned!

  • Paragon - at least one more, probably of Military persuasion

  • One more new Hero, no hints for now

  • Powers Pros - we’re really enjoying designing and visualizing these, so 2-4 more

  • Possibly one more new Tower by end of year

  • Legends - no new ones this year. The next one will be sizeable, so we want to take a good long time with it, and continue to make improvements to Rogue and Frontier where we can

  • Quality of Life - we have a number of possibilities and won’t likely do all of these but top contenders are: co-op lobby 2.0, proper controller support, custom maps enabled for challenges, updated and new game modes, updated Insta Monkey collection and display, victory and defeat screen polish and comm options

As always, we appreciate you reading this far and giving your feedback about anything in these update notes! We hope you enjoy the heaps of awesome in update 54, and please do keep your eyes on the Socials Seasons event icon as that counts down to Social Season #1 starting in late April. Happy popping!

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