“ | Throws hundreds of darts at hypersonic speed with a huge attack range. | ” |
~ In-game Description |
The Super Monkey is a Magic-class tower that was included in the initial release of Bloons TD 6. The tower retains its name and role from the Bloons TD 4, 5, and Classic game generations, with major additions. The Super Monkey did not receive any teasers prior to release, but was first shown when the game was made available to select YouTubers several days before BTD6's official release date.
The Super Monkey is the fastest attacking base tower in the game, throwing at approximately 22.22 darts per second (equivalent to 0.045s cooldown per shot) each with 1 pierce and 1 damage. The Super Monkey has the second largest footprint of any tower in the game at 11, making it difficult or impossible to fit on small platforms and map regions. As a very expensive high-DPS tower, being the most expensive base tower in the game, the Super Monkey is considered one of the strongest 0-0-0 towers.
It costs $2,125 on Easy, $2,500 on Medium, $2,700 on Hard, and $3,000 on Impoppable.
Contents
- 1 Description
- 2 Upgrades
- 2.1 Path 1
- 2.2 Path 2
- 2.3 Path 3
- 2.4 Total Costs
- 3 Strategy
- 3.1 Summary
- 3.2 Tips
- 4 Monkey Knowledge
- 5 Version History
- 5.1 Differences Between BTD5 and BTD6
- 5.2 Balance Changes
- 5.3 Bug Fixes and General Changes
- 6 Merchandise
- 6.1 Super Monkey Plush
- 7 Sounds
- 8 Gallery
- 8.1 Official artwork
- 8.2 Assets
- 8.3 Super Monkey Plush
- 9 Trivia
Description[]
The Super Monkey in Bloons TD 6 has a similar appearance to the Super Monkey in Bloons Super Monkey 2 Mobile. The "B" logo on its chest has been replaced with a dart symbol instead. It is one of the few towers where its upgrade paths from BTD5 carried over untouched to BTD6. In fact, not much has changed about the Super Monkey; it's still a high popping power tower with a high price.
Each path of the Super Monkey has the tower follow a different evolution from third-tier upgrades beyond.
The first path channels the energy of the Sun, turning the Super Monkey into an Avatar of the Sun God. Initially, energetic and plasmatic weaponry in the form of Laser Blasts and Plasma Blasts is utilized, still along the theme of a stereotypical superhero. Sun Avatar begins the path towards the Sun God, as merely a representative of the Sun God, shooting triple sunbeams from its eyes (including a hidden third eye). Sacrifices begin at the Sun Temple, accepting up to 3 categories of standard tower type to modify its attacks and localized support benefits to the defense's advantage. True Sun God becomes the epitome of all Tier 5 upgrades, among the most powerful in the entire game.
The second path transforms the Super Monkey through experimental cybernetics and weaponry. The first two upgrades (Super Range and Epic Range) focus on extra range and pierce, adding mechanical enhancements to the Super Monkey. Robo Monkey pursues the cybernetic pathway, now a half-robot who can shoot critting piercing projectiles from two different guns at once. Tech Terror transforms the monkey into a full robot of destruction, now shooting green plasma from two arm cannons and gaining the ability to annihilate nearby bloons in an instant. Finally, The Anti-Bloon epitomizes the technological prowess of enhancing every weapon, gaining much stronger plasma cannons and a significantly stronger and faster-cooling annihilation over a massive radius.
The new third path makes the Super Monkey a traditional anti-hero inspired by the Dark Knight iteration of Batman, contrasting with the original Super Monkey's Superman. The first two upgrades focus on special benefits to the Super Monkey; Knockback knocks back bloons hit, and Ultravision grants detection and extra damage to Camo Bloons. Dark Knight throws dark blades that specialize in MOAB-class damage, plus slightly stronger knockback and extra pierce, and the ability to teleport to a nearby location in an instant. Dark Champion enhances his attacks by alternating throwing with both hands and inflicting ricocheting high damage to all bloon types, plus the ability to teleport to any valid location. Legend of the Night offers the greatest raw strength of any Super Monkey outside of sacrifices, but also offers the capability to temporarily save the player from leaking within a brief timespan.
Upgrades[]
Path 1[]
Laser Blasts COST: $1,700 / $2,000 / $2,160 / $2,400 UNLOCK: 500 XP | ||
Description: Shoots powerful blasts of laser instead of darts.Effect: Gains +1 pierce and pops Frozen Bloons. Can no longer pop Purples, and cannot pop Leads. |
Plasma Blasts COST: $2,125 / $2,500 / $2,700 / $3,000 UNLOCK: 2,000 XP | ||
Description: Super fast plasma vaporizes almost everything it touches.Effect: Attacks 1.5x faster(0.03 second attack cooldown) and pops Lead Bloons. Cannot pop Purples. |
Sun Avatar COST: $17,000 / $20,000 / $21,600 / $24,000 UNLOCK: 7,000 XP | ||
Description: Channels power from the core of the Sun.Effect: Shoots three waves of sunbeams per shot. Each sunbeam pops up to 6 bloons. Can't pop Purple Bloons, unless the player has the Strike Down The False MK enabled. |
Sun Temple COST: $85,000 / $100,000 / $108,000 / $120,000 UNLOCK: 50,000 XP | ||
Description: Tower sacrifices enhance and modify the Temple's attacks.Effect: Sacrifices all towers within range and absorbs their power into its own special attacks based on both tower categorization and sacrifice values. |
True Sun God COST: $425,000 / $500,000 / $540,000 / $600,000 UNLOCK: 150,000 XP | ||
Description: Tremble before the AWESOME power of the TRUE Sun God!!Effect: Sacrifices all towers within range once again, again absorbing their power into its own special attacks based on both tower categorization and sacrifice values.
|
Path 2[]
Super Range COST: $1,275 / $1,500 / $1,620 / $1,800 UNLOCK: 300 XP | ||
Description: Super Monkeys need Super Range.Effect: Gains +10 range and +1 pierce. |
Epic Range COST: $1,615 / $1,900 / $2,050 / $2,280 UNLOCK: 1,300 XP | ||
Description: Why settle for super when you can have EPIC?Effect: Gains a further +12 range and extra +2 pierce. |
Robo Monkey COST: $5,950 / $7,000 / $7,560 / $8,400 UNLOCK: 6,000 XP | ||
Description: Half Super Monkey, half killer robot of death. Shoots from 2 guns at once and can crit!Effect: Gains +3 pierce and shoots from both arms at once. Arms have independent targeting and cannot both have the same target priorities. Does Crits every 15-20th shot that deals 10 damage. |
Tech Terror COST: $15,300 / $18,000 / $19,440 / $21,600 UNLOCK: 35,000 XP | ||
Description: Annihilation ability: Destroys most Bloons completely and utterly within blast radius.Effect: Base attack becomes dual plasma cannons that each shoot green plasma, for +2 pierce and +25% attack speed (x0.8 attack cooldown) per plasma ball. Ability instantly deals 2600 damage to up to 2000 bloons within the blast range, and every third use inflicts crits for 3900 damage. |
The Anti-Bloon COST: $76,500 / $90,000 / $97,200 / $108,000 UNLOCK: 85,000 XP | ||
Description: <Program Directive> <Eradicate Bloons> <INITIATE>Effect: Ability instantly deals 10,400 damage (15,600 with critical ability) to up to 2,000 bloons within a bigger blast range. Main attack becomes much stronger, gaining +4 damage, +5 pierce, pops any bloon type, and the Super Monkey gains +10 range. Does Crits every 13-17th shot that deals 50 damage. |
Path 3[]
Knockback COST: $2,550 / $3,000 / $3,240 / $3,600 UNLOCK: 550 XP | ||
Description: Bloons get pushed backwards or slowed after each hit.Effect: Push back non-Lead and non-Ceramic bloons by 25%, and slow down Leads and Ceramics (including their fortified variants) by 60%. MOABs are slowed by 30% (except BADs and Bosses, which cannot be slowed at all). |
Ultravision COST: $1,020 / $1,200 / $1,295 / $1,440 UNLOCK: 2,000 XP | ||
Description: Enables Super Monkey to shoot slightly further and to see Camo Bloons.Effect: +3 range, gains camo detection and deal +1 damage to Camo Bloons. With the X-Ray Ultra MK, allows the Super Monkey to see and shoot through any blocking objects. |
Dark Knight COST: $4,760 / $5,600 / $6,050 / $6,720 UNLOCK: 6,500 XP | ||
Description: Dark blades increase knockback and pierce and deal extra damage to MOAB-class Bloons. Gains Darkshift ability to shift to a nearby location.Effect: Gains +2 MOAB-class damage, Leads and Ceramics slowed by 90%, and gains +3 pierce. Can teleport onto any valid land location within range with a new ability. |
Dark Champion COST: $47,220 / $55,555 / $60,000 / $66,665 UNLOCK: 47,500 XP | ||
Description: Champion dark blades excel at puncturing and ruining all Bloon types. Darkshift ability extends mapwide.Effect: Gains +1 damage to all bloons, another +1 damage to Camos, another +1 damage to MOAB-class, +2 damage to ceramics, can completely lock Leads and Ceramics, doubles attack speed, gains another +4 pierce, and pops any bloon type. Projectiles now ricochet from Bloon to Bloon with a 0.1s delay. Ability now allows it to teleport to any valid land location on screen. |
Legend of the Night COST: $170,000 / $200,000 / $216,000 / $240,000 UNLOCK: 100,000 XP | ||
Description: We turn to him, when all hope is lost...Effect: If bloons reach the exit, a black hole is summoned on all exits, deleting any bloons passing through them. Black holes last for up to 7.5s with a 3 minute cooldown. Main attack gains +8 damage and +15 pierce, and additional +16 damage against MOAB-class, extra +2 versus Ceramics, and another +2 versus Camo. |
Total Costs[]
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Empty Cells Please fill out the costs and sell amounts for this tower |
Easy:
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | ||
---|---|---|---|---|---|---|
Path 1 | ||||||
Base Cost | $2,125 | $2,550 | $17,000 | $85,000 | $425,000 | |
Cumulative Cost | $4,250 | $6,800 | $23,800 | $108,800 | $533,800 | |
Base Sell | $1,488 | $1,785 | $11,900 | $59,500 | $297,500 | |
Cumulative Sell | $2,975 | $4,760 | $8,330 | $76,160 | $373,660 | |
Path 2 | ||||||
Base Cost | $850 | $1,190 | $5,950 | $16,150 | $76,500 | |
Cumulative Cost | $3,350 | $4,540 | $10,490 | $26,640 | $103,140 | |
Base Sell | $595 | $833 | $4,165 | $11,305 | $53,550 | |
Cumulative Sell | $2,345 | $3,178 | $7,343 | $18,648 | $72,198 | |
Path 3 | ||||||
Base Cost | $2,550 | $1,020 | $4,760 | $47,220 | $170,00 | |
Cumulative Cost | $4,675 | $5,695 | $10,455 | $57,675 | $227,675 | |
Base Sell | $1,785 | $714 | $3,332 | $33,054 | $119,000 | |
Cumulative Sell | $3,273 | $3,987 | $7,319 | $10,373 | $129,373 |
Medium:
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | ||
---|---|---|---|---|---|---|
Path 1 | ||||||
Base Cost | $2,500 | $3,000 | $20,000 | $100,000 | $500,000 | |
Cumulative Cost | $5,000 | $8,000 | $28,000 | $128,000 | $628,000 | |
Base Sell | $1,750 | $2,100 | $14,000 | $70,000 | $350,000 | |
Cumulative Sell | $3,500 | $5,600 | $19,600 | $89,600 | $439,600 | |
Path 2 | ||||||
Base Cost | $1,000 | $1,400 | $7,000 | $19,000 | $90,000 | |
Cumulative Cost | $3,500 | $4,900 | $11,900 | $30,900 | $120,900 | |
Base Sell | $700 | $980 | $4,900 | $13,300 | $63,000 | |
Cumulative Sell | $2,450 | $3,430 | $8,330 | $21,630 | $84,630 | |
Path 3 | ||||||
Base Cost | $3,000 | $1,200 | $5,600 | $55,555 | $200,000 | |
Cumulative Cost | $5,500 | $6,700 | $12,300 | $67,855 | $267,855 | |
Base Sell | $2,100 | $840 | $3,920 | $38,890 | $140,000 | |
Cumulative Sell | $3,850 | $4,690 | $8,610 | $47,500 | $187,500 |
Hard:
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | ||
---|---|---|---|---|---|---|
Path 1 | ||||||
Base Cost | $2,700 | $3,240 | $21,600 | $108,800 | $540,000 | |
Cumulative Cost | $5,400 | $8,640 | $30,240 | $139,040 | $679,040 | |
Base Sell | $1,890 | $2,268 | $15,120 | $76,160 | $378,000 | |
Cumulative Sell | $3,780 | $6,048 | $21,168 | $97,328 | $475,328 | |
Path 2 | ||||||
Base Cost | $1,080 | $1,510 | $7,560 | $20,520 | $97,200 | |
Cumulative Cost | $3,780 | $5,290 | $12,850 | $33,370 | $130,570 | |
Base Sell | $756 | $1,057 | $5,292 | $14,364 | $68,040 | |
Cumulative Sell | $2,646 | $3,703 | $8,995 | $23,359 | $91,399 | |
Path 3 | ||||||
Base Cost | $3,240 | $1,295 | $6,050 | $60,000 | $216,000 | |
Cumulative Cost | $5,940 | $7,235 | $13,285 | $73,285 | $229,285 | |
Base Sell | $2,268 | $906.5 | $4,235 | $42,000 | $151,200 | |
Cumulative Sell | $4,158 | $5,065 | $9,300 | $51,300 | $202,500 |
Impoppable:
Tier 1 | Tier 2 | Tier 3 | Tier 4 | Tier 5 | ||
---|---|---|---|---|---|---|
Path 1 | ||||||
Base Cost | $3,000 | $3,600 | $24,000 | $120,000 | $600,000 | |
Cumulative Cost | $6,000 | $9,600 | $33,600 | $153,600 | $753,600 | |
Base Sell | $2,100 | $2,520 | $16,800 | $84,000 | $420,000 | |
Cumulative Sell | $4,200 | $6,720 | $23,520 | $107,520 | $527,520 | |
Path 2 | ||||||
Base Cost | $1,200 | $1,680 | $8,400 | $22,800 | $108,000 | |
Cumulative Cost | $4,200 | $5,880 | $14,280 | $37,080 | $145,080 | |
Base Sell | $840 | $1,176 | $5,880 | $15,960 | $75,600 | |
Cumulative Sell | $2,940 | $4,116 | $9,996 | $25,956 | $101,556 | |
Path 3 | ||||||
Base Cost | $3,600 | $1,440 | $6,720 | $66,665 | $240,000 | |
Cumulative Cost | $6,600 | $8,040 | $14,760 | $81,425 | $321,425 | |
Base Sell | $2,520 | $1,008 | $4,704 | $4,6665 | $168,000 | |
Cumulative Sell | $4,620 | $5,628 | $10,332 | $56,997 | $224,997 |
Strategy[]
- See also: Super Monkey (BTD6)/Strategies
Summary[]
Super Monkey is an expensive but powerful tower, with an amplified power gain at each tier to compensate its high base cost. It has incredible attack speed but generally low damage until its Tier 4 and 5 upgrades, and relies heavily on support to optimize its true power. The large footprint of the Super Monkey can make it hard to fit it into tight areas. With exception of Paragons, the Super Monkey contains the most powerful DPS upgrades in the entire game, particularly with a combination of a max-sacrifice True Sun God or its secret variant plus multiple Sun Temples.
Tips[]
- Super Monkey, as the most expensive tower, synergizes massively with Monkey Commerce Villages, as many of the Super Monkey's upgrades are very expensive for their tiers.
- All Super Monkeys have super high attack speed, making them not so good with Alchemist buffs. However, Sun Avatar works the best, as its 1-damage attacks in 3-spray attacks maximizes the power of brews and AMDs for individual shots of Alchemists below Permanent Brew. For Permanent Brew synergy, Sun Avatars are generally the most cost-efficient, unless opting for super late-game, in which Sun Temples and Dark Champions reign supreme.
Monkey Knowledge[]
This section displays Monkey Knowledge that has effects on Super Monkey and its changes when compared to one by default:
SUPER Range: Increased range for the Super Range upgrade.
- Increases range by 10% from original.
Lingering Magic: Projectiles fired from all Super Monkey have longer lifespan.
- Projectiles last 20% longer, from x seconds → x seconds.
Heavy Knockback: Bloons hit by Knockback from Super Monkey are knocked back slightly harder.
- Increases knockback potency by 5%. (normal bloons move backward at 30% speed instead of 25%, leads and ceramics move backward at 5% speed for Dark Knight or slowed to 35% speed, and MOAB-class are slowed to 65% speed)
Hot Magic: All Magic type towers can pop Frozen Bloons.
Strike Down The False: Sun Avatar can pop Purple Bloons.
X-Ray Ultra: Super Monkeys with Ultravision can see and shoot projectiles through any blocking objects.
There Can Be Only One: Unlocks Vengeful True Sun God.
Monkey Education: All Monkeys XP earn rate increased by 8%.
Better Sell Deals: All Monkeys sell for 5% more.
- Increases sell potency from 70% to 75%.
Veteran Monkey Training: All Monkeys reload time reduced by 3%.
Global Ability Cooldowns: All Ability cooldowns for all Monkeys reduced by 3%.
Version History[]
Differences Between BTD5 and BTD6[]
Super Monkey base Tower price decrease ($3500 → $2500)
Laser Blasts price decrease ($3500 → $2500)
Plasma Blasts price decrease ($5000 → $3000)
Plasma Blasts no longer increase pierce
Sun Avatar (Or Sun God) price increase ($16500 → $20000)
Sun Temple (Or Temple of the Monkey God) now change different sacrifice category instead of just Tier
Super Range now increase pierce (1 → 2)
Epic Range price decrease ($1500 → $1400)
Epic Range now further increase pierce (2 → 4)
Robo Monkey Arms are now alternating depending on the right arm's targeting but both targeting cannot be same
Robo Monkey price decrease ($9000 → $8000)
Tech Terror (Or Technological Terror) price decrease ($25000 → $19000)
Tech Terror ability damage increased (1000 → 2500)
Tech Terror ability pierce decreased (infinite → 2000)
Balance Changes[]
Super Monkey base Tower price decrease ($3500 → $2500)
Laser Blasts price decrease ($3500 → $2500)
Sun Avatar (Or Sun God) price increase ($16500 → $20000)
Sun Temple (Or Temple of the Monkey God) now change different sacrifice category instead of just Tier
Epic Range price decrease ($1500 → $1400)
Robo Monkey Arms are now alternating depending on the right arm's targeting but both targeting cannot be same
Tech Terror (Or Technological Terror) price decrease ($25000 → $22000)
x-4-x Tech Terror ability radius increased from 40 to 60.
x-5-x The Anti Bloon ability radius increased from 90 to 100.
x-x-5 Legend of the Night pierce increased from 9 to 21.
x-x-5 Legend of the Night damage increased by 1.
[undocumented] x-x-5 Legend of the Night cost increased from $200,000 to $240,000.
1-x-x Laser Blasts price reduced from $2,700 to $2,500.
2-x-x Plasma Blasts price reduced from $5,000 to $4,500.
2-x-x Plasma Blasts pierce increase reduced from 2 to 1.
3-x-x Sun Avatar price increased from $21,000 to $22,000.
x-2-x Epic Range now gives attacks pierce +1.
x-2-x Epic Range now gives attacks projectile speed +25%.
x-3-x Robo Monkey pierce increased from 5 to 6.
x-x-3 Dark Knight pierce increased from 2 to 3.
x-5-x The Anti-Bloon damage increased from 4 to 5.
x-5-x The Anti-Bloon ability damage increased from 3000 to 3500.
x-x-1 Knockback effect on lead, fortified and ceramic reduced from -100% to -60% (xx3 not affected).
There Can Be Only One hidden effect now increases the damage of sub-powers by 3x.
There Can Be Only One hidden effect to no longer grants +50 damage to mini avatars.
4-x-x Sun Temple $7,501 Tier: End of round cash bonus reduced from $2,000 to $1,500.
4-x-x Sun Temple $25,001 Tier: End of round cash bonus reduced from $7,500 to $3,000.
x-x-3 Dark Knight gains the 'Darkshift' ability, allowing it to teleport anywhere within its radius.
x-x-4 Dark Champion gains an upgraded 'Darkshift' ability, allowing it to teleport anywhere on the map.
“ We were finally able to properly implement a popular suggestion for the Robo Monkey, and will be keeping an eye on it's performance more closely in this update. In addition to this, Dark Knight's reliance on Alchemist/Obyn to reach a reasonable pierce value made it too difficult to enjoy teleporting around using Dark Knight's new ability so we tried to cut out that dependency with a sizable pierce increase. ” ~ Ninja Kiwi x-3-x Robo Monkey is now able to independently set its arms to different target priorities instead of using the alternating First-Last, Close-Strong priorities.
x-x-3 Dark Knight pierce increased from 3 to 5 (xx4+ Dark Champion does not inherit this buff).
“ The projectile count of the current multitudes of mini avatars spawned by boosted temples in freeplay contributes to performance decay, so we've capped the spawn rate of these mini avatars. Additionally middle path has received some basic buffs with Robo-Monkey feeling unbalanced for the high price and difficult crosspathing, and Tech Terror not keeping up with other towers that perform a similar role. ” ~ Ninja Kiwi Sun Temple, True Sun God, and Vengeful True Sun God mini avatar spawn rate is no longer increased by attack rate buffs.
Robo Monkey price reduced from 9,000 to 7,000.
Tech Terror ability cooldown reduced from 60s to 45s. Also affects The Anti-Bloon.
“ While not considered an issue on the same level for Races, the Bloon Annihilation ability has preemptively had pierce reduced under the same reasoning as Ground Zero and Maelstrom, but by amounts that still likely won't be noticeable even under most Race conditions - but we're keeping an eye on it. Additionally the price of this upgrade has been reduced by a fair amount. ” ~ Ninja Kiwi Tech Terror price reduced from $22,000 → $19,000.
Tech Terror ability pierce reduced from infinite to 2,000.
The Anti-Bloon ability pierce reduced from infinite to 10,000.
“ As Super Monkey's range crosspath is too often considered unnecessary for Sun Avatar & Dark Knight we have chosen to move some of Robo Monkey's pierce down into a lower tier again ” ~ Ninja Kiwi Super Range now also increases Super Monkey pierce by +1. Also affects Epic Range. Robo Monkey pierce remains at 6.
“ Robo Monkey has never filled the super effective role it held in BTD5, so Dr Monkey has installed updated HUD targeting systems that now deal occasional critical hits. Additionally as the abilities on this path didn't match up to their history or other Monkey Tower options (like Ground Zero) so they have been improved significantly in damage and increased radius. ” ~ Ninja Kiwi Robo Monkey is now able to deal critical damage on its hits
Criticals occur every 20 shots within the 15th-20th shot
Criticals deal a damage increase from 1 -> 10
Robo Monkey price increased from $7000 -> $8400
The Anti-Bloon criticals occur every 17 shots within the 13th-17th shot
The Anti-Bloon criticals deal a damage increase from 5 -> 50
Tech Terror Bloon Annihilation ability damage increased from 1000 -> 2500
Tech Terror Bloon Annihilation ability radius increased from 60 -> 70
Anti Bloon Bloon Annihilation ability damage increased from 3500 -> 5000
Anti Bloon Bloon Annihilation ability radius increased from 110 -> 120
“ In an attempt to reduce visual clutter, we have reworked the formula for Temple projectile size scaling to come out overall being smaller by roughly 25%. Dark Knights have been feeling strong with their stalling power but we don't want to hit this too hard just yet so have reduced the slow amount slightly and restored it at the T4. ” ~ Ninja Kiwi Sun Temple Military sacrifice total projectile size increase formula has been reworked to give an overall reduction in size for the sake of visual clarity
Ultravision now grants Super Monkey the new Camo Prioritization filter
Dark Knight lead/ceramic slow amount decreased from 100% -> 90%. Dark Champion lead/ceramic slow remains at 100%
“ We wanted some more meaning to middle path being a pierce choice aside from just being cheaper, so we’ve lowered Plasma Blast pierce but reduced its price. Sun Avatar and Robo Monkey have had small price decreases while Dark Knight has had a small increase to line the T3s a little closer up. Dark Champion has had a ceramic bonus added to deal with super ceramics as it is priced only for use in that lategame range, and Legend has had a price reduction to compensate for a rework to the passive ability preventing chained use in deep freeplay. ” ~ Ninja Kiwi Plasma Blasts pierce 3 -> 2. Sun Avatar pierce remains at 6.
Plasma Blasts price $4500 -> $3000
Sun Avatar price $22,000 -> $20,000
Robo Monkey price $8400 -> $8000
Dark Knight price $5500 -> $5600
Dark Champion gains +2 bonus damage to Ceramic
Legend of the Night price reduced $240,000 -> $200,000
Legend of the Night passive ability cooldown will carry on if the tower is sold and rebought.
“ Robo didn't need to lose pierce in the last Super Monkey T2 rework, and Dark Knight feels like it has too much pierce without ever considering the pierce crosspath. So to balance these together we’ve taken out pierce from Dark Knight and added it back into x2x carrying up into Robo Monkey. Dark Champion pierce is increased rather than decreased to push it further ahead of Dark Knight. ” ~ Ninja Kiwi Epic Range increases pierce further 3 -> 4
Dark Knight pierce decreased 5 -> 4
Dark Champion pierce increased 7 -> 8
“ Legend of the Night outside of very specific niche challenges isn’t worth the cost as any more than VTSG fodder ” ~ Ninja Kiwi Legend of the Night damage increased 5 -> 10
Legend of the Night ceramic bonus increased 2 -> 4
Legend of the Night moab bonus increased 3 -> 8
“ Ultravision is a lackluster crosspath with so many other ways to get camo detection cheaper &/or for more towers. The Anti-Bloon is expensive but as a quite underused tower feels it doesn’t live up to the super monkey name for that cost, for now the ability is seeing a cooldown decrease. We feel Legend of the Night’s base tower is more usable now after recent buffs, so without a total need to lean entirely on the passive ability for use we are increasing this cooldown to prevent some issues. ” ~ Ninja Kiwi The Anti Bloon ability cooldown reduced 45s -> 30s
Ultravision now grants +1 bonus damage to camo bloons
Legend of the Night cooldown increased 120s -> 180s
“ Tech Terror's ability runs into niche issues before r100 with some cases causing it to break BFBs into ceramic rushes instead of destroying them entirely, we found a very small damage buff resolves this up to r100, solving this problem for the base game modes, and while we were here added for the possibility for the ability to also deal consistant critical hits. ” ~ Ninja Kiwi Tech Terror ability damage increased 2500 -> 2600
Anti Bloon ability damage increased from 5000 -> 5200
Tech Terror now grant every 3rd ability to use crits for +50%
“ Tech Terror's ability runs into niche issues before r100 with some cases causing it to break BFBs into ceramic rushes instead of destroying them entirely, we found a very small damage buff resolves this up to r100, solving this problem for the base game modes, and while we were here added for the possibility for the ability to also deal consistant critical hits. ” ~ Ninja Kiwi Base attack speed increased 0.06s -> 0.045s
Robo Monkey price decreased $8000 -> $7000
Anti-Bloon Ability damage increased 5200 -> 10400
Anti-Bloon Ability crit damage increased 7,800 -> 15,600
“ Higher tiers on the bottom path have struggled to compare to clusters of T3s for a while now. To help with this we thematically really liked the idea of bottom path gaining a ricochet effect, possibly gaining teleport mechanic value repositioning for better ricochet angles, and a big improvement to the tower's camo path identity as higher tiers becomes far more effective at handling DDTs. ” ~ Ninja Kiwi Dark Champion projectiles now ricochet in a similar way to Quincy, 0.1s delay per bounce
Dark Champion cost reduced $60,000 → $55,555
Dark Champion Camo damage bonus increased +1 → +2
Legend of the Night Camo damage bonus increased +1 → +4
Legend of the Night MOAB-class bonus increased +8 → +13
“ As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple. ” ~ Ninja Kiwi Sun Temple's Magic Sacrifice mini Sun Avatars when placed will spawn with the same target priority as their parent tower. Also affects subsequent upgrades.
“ We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges. ” ~ Ninja Kiwi 041 Tech Terror's Bloon Annihilation ability now knocks back any surviving targets by a large amount: Knockback MOAB Multiplier 25, lifespan 0.2
“ Minor strategic balancing for temple builds, as Military is very much intended to be the more range-based sacrifices that are ignorant of vision blockers. ” ~ Ninja Kiwi Sun Temple mini avatars no longer ignore line of sight
“ We missed this for a while, but it seems that Robo for how cheap and versatile it currently is just stands out a little much across many stages of gameplay. Shifting up a little pierce to tech terror here to tone it down slightly for now. ” ~ Ninja Kiwi Robo Monkey pierce reduced (7 → 6). Does not affect Tech Terror pierce, which remains 9.
“ We weren't sure we'd see the day but the bottom crosspath is now quite used on all Supers, especially so it seems to make Robo Monkey very powerful currently so to address a few different concerns on Super Monkey we're moving costs from top to middle crosspath ” ~ Ninja Kiwi Laser Blasts price reduced from $2500 to $2000
Plasma Blasts price reduced from $3000 to $2500
Super Range price increased from $1000 to $1500
Epic Range price increased from $1400 to $1900
Tech Terror price reduced from $19,000 to $18,000
“ We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43) ” ~ Ninja Kiwi Robo Monkey price increased from $7,000 to $7,500
Tech Terror no longer increases attack speed by +25% (0.036s → 0.045s). Also carries over to The Anti-Bloon.
Tech Terror price increased from $18,000 to $25,000
The Anti-Bloon price reduced from $90,000 to $80,000
Bug Fixes and General Changes[]
This section is incomplete. You can help by expanding it. 4+-x-x Sun Temple can no longer prevent your hero from being placed again after it is removed.
4-x-x Sun Temple can no longer produce cash in CHIMPS mode.
4-x-x Sun Temple should no longer apply cost discounts to itself when placed on a raised platform.
0-3-1 Robo Monkey's arms will now both knockback for the same amount.
3-x-x Sun Avatar no longer ignores blockers on High Finance.
Laser Blasts no longer shoots through some obstacles.
4-x-x Temple can no longer receive 'water tower' buffs unless it is placed in water.
Robo Monkey now remembers target priorities when loading saves.
Bloons no longer will pass through xx5 Legend of the Night's passive ability and leak lives.
4xx Sun Temple should no longer sometimes disable the main beam attack after absorbing another mini sun avatar
Merchandise[]
Super Monkey Plush[]
![Super Monkey (BTD6) (147) Super Monkey (BTD6) (147)](https://i0.wp.com/static.wikia.nocookie.net/b__/images/1/1e/Super_Quincy_and_Ninja_Plush.jpg/revision/latest/scale-to-width-down/180?cb=20220716004029&path-prefix=bloons)
Super Monkey Plush has been confirmed on July 1st 2022 on Ninja Kiwi's Twitter account, posting a teaser for his appearance. This is alongside Ninja Monkey and Quincy, who are receiving plushes of their own. It is confirmed on another post to arrive on 15th July 2022, alongside the other aforementioned plushes. After the official release of the plushes, Ninja Kiwi made an announcement on Twitter about it.
By the end of the campaign, 2088 Super Monkey Plushes were sold, equating to 1044% of the funds that the campaign was expected to get. Production began on August 6th 2022, shipping estimation was October 30th 2022.
Sounds[]
When upgrading to Sun Avatar:
- [Godlike sound]
When upgrading to Robo Monkey, or reloading a save with a Robo Monkey or above:
- [robotic voice] "Techno feel!"
When upgrading to Dark Knight, or reloading a save with a Dark Knight or above:
- [Bat screeching]
When upgrading to Sun Temple:
- [Godlike sound and constructing]
When upgrading to True Sun God:
- [Godlike sound, constructing and finalizing]
When transforming to Vengeful True Sun God:
- [Transforming, bat screeching and robotic voice]
When activating Annihilation Ability:
- [Robotic voice expressing an energetic pulse]
When activating Mega Annihilation Ability:
- [Extreme energetic pulse accompanied by a robotic voice]
When activating Darkshift Ability:
- [Teleporting]
Gallery[]
All Super Monkey upgrades (taken during the Version 1.x period)
Official artwork[]
Assets[]
Super Monkey Plush[]
Trivia[]
- The True Sun God in BTD6 can pop 50 BADs or more with sufficient sacrifices. This was tested by a YouTuber named Aliensrock in his video named (Bloons Tower Defense 6 - 5th Tier Temple - The True Sun God). At the end of the video, he tried the Perfect True Sun God in Sandbox mode which resulted in a lot of devastation. You can view the video here: https://www.youtube.com/watch?v=c_UMjc3HRMU
- All paths for the tower have at least two upgrades that increase its range.
- Only the middle path has three upgrades that increase range.
- The There Can Be Only One Monkey Knowledge allows the True Sun God to become a Vengeful True Sun God if an Anti-Bloon and Legend of the Night (the other 5th tiers for Super Monkey) are outside of the range of the sacrifice when the Temple is upgraded. This increases the damage of the tower and sub towers of it (i.e. Spectres). However, this prevents players from using the Anti-Bloon or Legend of the Night, as the Tier 5 upgrades of all paths are locked for as long as the VTSG is active.
- Super Monkey is the only monkey in BTD6 to have sounds when upgrading to Tier 3 and above.
- Super Monkey is the only non-primary tower to originate from Bloons Tower Defense 1.
- Dark Knight is the only Tier 3 tower to have an ability.
- Super Monkey is one of the few towers whose crosspaths change the model of the Tier 5's.
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Classic |
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BTD5 era |
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BTD6 era |
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Strategies |
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Related |
Towers in Bloons TD 6 | |
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Primary Monkeys | |
Military Monkeys | |
Magic Monkeys | Wizard Monkey · Super Monkey · Ninja Monkey · Alchemist (new to BTD6) · Druid (new to BTD6) |
Support Monkeys | Banana Farm · Spike Factory · Monkey Village · Engineer Monkey · Beast Handler (new to BTD6) |
Heroes (new to BTD6) | Quincy · Gwendolin · Striker Jones · Obyn Greenfoot · Captain Churchill · Benjamin · Ezili · Pat Fusty · Adora · Admiral Brickell · Etienne · Sauda · Psi · Geraldo |
Sub-Towers | |
Map-Specific (all new to BTD6) | |
Unused | |
Upcoming |