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Bloons TD 6 News

Bloons TD 6 - Update 52.0





Update Video: https://youtu.be/gVaNbCIr2mY
Key New Features
  • New Legends DLC - Frontier Legends

YEEHAWW! Saddle up, partners! It is our incredible pleasure to introduce our second game-within-a-game Legends drop - Frontier Legends! This DLC is the longest and most robust long-form story game we’ve built at Ninja Kiwi, and we sincerely hope you enjoy the experience. If we were to describe it in BTD6 main game terms, it’s like an Odyssey Quest across 50+ maps in a huge 3D world, plus mini games, persistent currency and upgrades, and RPG-style Monkeys with prefix names that correspond to unique traits.

We have gotten so much fan art over the years about the maps being connected, we decided to pay homage to that in a pretty huge semi-open world. We love discussing canon with the community and often intentionally dodging questions of exactly what is canon, and we felt ready to tell a story that adds lore and whimsy to the Blooniverse.

Relative to Rogue Legends, the size of Frontier Legends DLC and the development effort behind it are both significantly larger and the slightly higher price of US$12.99 reflects that.

Check out all of the awesomerness included in Frontier Legends!
  • Build your Sheriff by mixing and matching Hats, Torso Equipment, Weapons, and Consumables - and don’t forget to bring along your favourite pet companion!
  • Mosey on over to the Saloon to recruit hired monkeys with their own unique names and randomized traits
    • Sometimes a Legendary Recruit may show up, so keep an eye out for them!
    • Multiple Heroes, as you journey through the Frontier world, you can increase the normal hero limit by earning Deputy Stars. I wonder how high this can go?
  • Face 6 new specialized Bloons unique to Frontier Legends introduced throughout all new round sets
    • Dynamite Bloons: Careful of that blast radius
    • Glass Bloons: Some projectiles bounce right off
    • Diamond Bloons: So shiny those high damage attacks lose their luster
    • Aura Bloons: These farm so hard nearby Bloons are inspired
    • Retribution Bloons: Sometimes what you hit can hit you back
    • Ringleader Bloons: So influential they shield nearby Bloons from damage
  • Diamondback, the new and terrifying multi-segment Boss Bloon
    • This boss will be exclusive to Frontier at launch, but we will be adapting it for inclusion in the base game next year
    • We’re sure players will work out all there is to know but we will share that it is a conglomerate boss inspired by Bloons Super Monkey 2
    • Core mechanics revolve around Pierce and deliberate attacks that cause the boss to debuff itself
  • A dozen unique Feats each with cool Cosmetic and other rewards
    • More new Feats will be tied to the Curse system that will be coming in a Frontier update next year
  • 3D menus that feature almost every tower in the game
  • Every pet in the game now has a walk cycle (or something equating a walk at least!)

So get ready to mosey on in and wrangle up some Frontier Legends, because this is an entirely new way to play Bloons TD, and we hope you enjoy it!
New Awesome
  • New Paragon - Herald of Everfrost, the Ice Monkey!
    • The Herald of Everfrost unleashes a shattering Ice Lance Beam to freeze everything it hits for 10 seconds. As the beam rips through the Bloons, it leaves a wake of icy shards in every direction as it passes, tearing apart Bloons while Frozen Bloons slice each other with razor sharp icicles
    • Alternating with this is a thunderous Snowstorm Roar attack that passively freezes everything below a BAD, applying Permafrost, removing all Camo & Regrow, and inflicting a brutal debuff causing targets to take +10 damage from all attacks, with an additional +40 taken from any Cold-type damage attacks
    • When all else fails, the Ice Paragon calls upon the Eclipse of Fimbulwinter, giving Boss Bloons brain freeze! Or skull freeze anyway. This ability has very limited use, but freezes EVERYTHING. Break a Boss Skull during its freeze, and the boss will thaw early, but that skull shatters, and its activation is completely nullified!
  • New Expert Map - Tricky Tracks!
    • Submitted by VillainSeven & _XLGamer10! This is the first of our winners from our last map competition, and we’re so happy to release this (and have it included inside Frontier Legends as well). So Tricky Tracks is finally here, and it’s tricky! Which tracks, considering the name.
  • New Quest - Frontier Legends Trial
    • Intro quest for the Frontier Campaign.
  • New Trophy Store Items
    • Bloons: Winter Hat Bloons
    • Game & UI: Winter Avatar, Winter Banner
  • New Limited Time trophy item (Note: Not available until the seasonal event begins!)
    • Monkeys: All Towers Winter Placement Effect
Game Changes / Additions
  • Rogue permanent artifacts page now has a total owned counter
  • Rogue permanent artifacts page now has a search bar, even without starting a new run
  • Due to Frontier being built off the same system we were able to retroactively apply improvements in texturing to the Terrain tiles in Rogue, allowing them to match the new and much fancier ones in Frontier! This should make the environments where you see below the surface tile feel much more alive, since we have now textured the bottom of all the Terrain tiles.
Bug Fixes & General Changes
  • Resolved an issue with guest accounts not recording pops correctly in co-op
  • Resolved an issue with missing animations for items placed in CT team island
  • Menu Navigation should no longer run at 3x speed after a data conflict
  • Resolved an issue with some projectiles not remembering their tower category after the parent tower is sold
Event changes
  • [Boss] Vortex’s Stun should now be correctly saved
  • [CT] Resolved an issue with Team Score Display
Map Specific changes
  • [Midnight Mansion] default music track set to Haunted House
  • [Lost Crevasse] Bloon Speed nodes have been slowed more to fit difficulty

Legends changes
  • [Rogue] Resolved a number of edge case crashes and performance issues
  • [Rogue] The Low Knowledge Curse should correctly disable MK upgrades
  • [Rogue] Rosalia’s movement should correctly match the category of her Workshop
  • [Rogue] The Quantum Leap Artifact should no longer expire Heli Crates too quickly
  • [Rogue] Resolved a crash with Rogue Legend profile stats
Tower Specific Fixes
Super Monkey
  • Temple Mini Sun Avatars should no longer stop attacking once the main tower is sold
Alchemist
  • Resolved a crash that could occur in co-op upon losing the game while an Alchemist's transforming tonic is active. Funny, I’ve been using transforming tonic in co-op and never crashed🤔
Mermonkey
  • x4x Ice Jet should no longer rebound off map borders independently
Banana Farm
  • Resolved an edge case crash linking Pro Farmer to a farm then selling the farm
Spike Factory
  • SFX from Bloons hitting spike piles should now be correctly rate limited
  • Resolved a crash that could occur with spike paragon spawning mini storms in invalid locations
  • 4xx & 5xx should no longer fail to deal their final instance of damage over time
Beast Handler
  • Resolved an issue where top path’s thrash rates differed for latched & destroyed targets
Hero Specific Fixes
Quincy
  • Trophy Placement Animation should no longer break after loading a save and restarting
Gwendolin
  • Resolved an issue where extra projectiles could not be gained from applicable levels
Admiral Brickell
  • Retry Last Round should no longer cause Brickell to become invisible with her Aerial Deployment placement animation
Corvus
  • Resolved some crashes with using & loading saves with Corvus
Silas
  • Resolved an issue where only standard MOABs received a slow penalty from Rime
  • Resolved an issue where Lv6 could attack in range of towers other than Ice Monkeys
  • Resolved a crash with Silas in Rogue Legend related to some artifact combinations
Balance Changes

We wanted to focus heads down on getting the Frontier’s Campaign out before the end of the year, and due to how large of a project this ended up being we did not have the time in this update to go over our usual balance process and had to make do with the light list of changes that had already been looked at. We can’t make any promises on this as there is not much longer until we wrap up for the year and we expect it will be very busy already, but we will try to consider more light lift (numerical-only) balance along with minor v52 patches as time permits.

Dart Monkey

Dart Monkey’s paragon is currently far too cost effective for being the cheapest paragon so we are lowering its power, but this is mainly directly against bosses so its base damage will also increase to compensate against non-boss targets. We also want to note that the Juggernaut is currently unintentionally rebounding even off map borders, we have not fixed this for this update though will still be monitoring it for now.
  • Dart Paragon attack cooldown increased 0.4s > 0.5s
  • Dart Paragon Boss damage bonus reduced 80 > 60
  • Dart Paragon damage increased 15 > 25
Bomb Shooter

Now that Bomb Blitz is much more reliable of a safety net we’re increasing its cooldown
  • xx5 Bomb Blitz ability cooldown 60s > 75s
Desperado

Top and Middle Desperado favour lower tiers too much so we’re doing a light shift on these to more favour upgrades without improving them too much. Bottom path desperado on the other hand suffers on trickier maps due to its low range design so we are bumping up the knockback at all tiers and reducing Avenger’s cost.
  • 4xx Twin Sixes price $4,800 > $5,800
  • 5xx The Blazing Sun price $17,500 > $16,500
  • 5xx The Blazing Sun To Burn stacks requirement reduced 55 > 50
  • x3x Deadeye Rifle damage reduced 12 > 10
  • xx4 Avenger Price reduced $8500 > 6500
  • Knockback Multipliers against MOABs, Heavy Bloons, Light Bloons
    • xx3 Enforcer knockback multi increased (0, 1, 2) > (0, 2, 2)
    • xx4 Avenger knockback multi increased (1.1, 2, 2) > (2, 3, 3)
    • xx5 The Desert Phantom knockback multi increased (2, 3, 3) > (3, 4, 4)
Heli Pilot

MOAB Shove heli’s still stall ZOMGs incredibly efficiently for such a cheap tower, so we are furthering the previous nerf to ZOMG slow amount, still leaving Comanche Defense unchanged
  • xx3 MOAB Shove ZOMG Shove 0.5 > 0.75
  • xx3 Heli BFB shove amount reduced 0.1 > 0.11
  • xx4 Comanche Defense shove amounts unchanged
Super Monkey

Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples
  • 300+ > 10,001+ (major)
  • 1001+ > 15,001+ (minor)
  • 2001+ > 20,001+ (major)
  • 4001+ > 25,001+ (minor)
  • 7501+ > 30,001+ (major)
  • 10,001+ > 35,001+ (minor)
  • 15,001+ > 40,001+ (major)
  • 25,001+ > 45,001+ (minor)
  • 50,001+ unchanged
  • Military missile minimum range increased from 80 > 100
Mermonkey

Last update many players felt blindsided when Brickell stopped applying her buff to Mermonkeys since there was no mention in the balance changes section. We would like to apologize for that - it was tasked internally as a bug as it was indeed unintended to work that way. We then left the issue alone for a long time, mostly due to other more pressing matters, and this issue fell through the cracks. In retrospect, it would have been better to treat this as balance rather than a simple bug fix due to how much time had passed. Reading through your feedback, we did consider just reverting the change, however the bigger issue that the feedback reinforced to us was that players considered Mermonkey to be so bad that it was only a "good" tower when used in combination with a single, water-only hero.
This sort of forced synergy goes against our design intentions - namely that Mermonkey being our signature amphibious tower should be able to stand on its own without being balance-locked to an interaction with a single hero. With all that in mind, we feel Mermonkey's highest priority right now is large sweeping buffs to each of the paths, so most of the following changes are our first step towards this starting from the low tier crosspaths.
  • 000 Mermonkey price reduced $375 > $275
  • 1xx Trident Efficiency rate bonus increased 15% > 20%
  • 2xx Trident Swiftness rate bonus increased 18% > 25%
  • 3xx Abyss Dweller pierce reduced 24 > 20
  • 4xx Abyssal Warrior pierce reduced 32 > 30
  • x2x Tidal Chill price reduced $300 > $225
  • x3x Riptide Champion price reduced $1900 > $1100
  • x3x Riptide Champion projectile speed increased 100 > 110
  • xx2 Echosense Network price reduced $380 > $280
  • xx2 Echosense Network range bonus increased 6% > 10%
  • xx3 Alluring Melody trance pierce increased 4 > 5
  • xx4 Symphonic Resonance trance pierce increased 8 > 10
Spike Factory

It seems we really overtuned Spike Paragon with its last changes, and it has dominated most boss events ever since, so it is being reeled back in again.
  • Spike Paragon attack cooldown increased 10s > 11s
  • Spike Paragon main attack damage reduced 140 > 100
  • Spike Paragon Small Mine explosion damage reduced 240 > 120
  • Spike Paragon Mini Spike Storm bonus MOAB damage reduced 160 > 100
  • Spike Paragon Carpet of Spikes bonus Boss damage reduced 1500 > 800
  • Spike Paragon Carpet of Spikes bonus MOAB damage increased 100 > 300
  • Spike Paragon Spiked-Mine bonus MOAB damage reduced 140 > 100

Buffs. Aura. Nerfs. Meta. Long ago, the four aspects lived together in harmony. Then, everything changed when the Ninja Kiwi Nerfs attacked. Only the Balancer, master of all four aspects, could stop them, but when Permaspike needed him most, he vanished. Two months passed and Scout and I discovered the new Balancer, a Buffer named Bubble O' Bill. And although his Buffing skills are great, he has a lot to learn before he's ready to save anyone. But I believe Bubble O' Bill can save Permaspike.
  • xx5 Permaspike unchanged by 100%
Engineer

Engi Paragon is too good across the board since the addition of its Overclock ability, we’re moving the Village Range buff in line with the normal overclock, and nerfing its ability cooldown so that higher degrees are required to keep a high uptime buffing other paragons. Since the AoE overclock is unique to the Engineer Paragon and not aimed at other Paragons that part of the ability is instead being improved on.
  • Engineer Paragon influence increase for Monkey Village reduced 25% > 15%
  • Engineer Paragon Power Glove cooldown increased 45s > 90s
  • Engineer Paragon AoE overclock radius increased 24 > 30
  • Engineer Paragon AoE overclock duration increased 15s > 30s
Beast Handler

The Middle Path beast handler is too effective at grouped popping for how much damage it can dish out and is having its pierce reduced.
  • x3x Velociraptor pierce reduced 14 > 12
  • x3x Velociraptor pierce scale reduced +21 > +18
Hero Balance
Striker Jones

Striker Jones’ Concussive Shell has been working as too much of a heavy carry for how quickly it recharges, it will now have a little less pierce & the reduced MOAB duration now applies from Lv3 instead of Lv9, and will have even less duration against higher tier MOAB-Classes.
  • Lv3 Concussive Shell pierce reduced 48 > 36
  • Lv9 Concussive Shell pierce reduced 58 > 48
  • Lv9 Concussive Shell MOAB-Class duration penalty now applies at Lv3 (-40% duration)
  • Concussive Shell duration penalty on DDT’s remains 40%
  • Concussive Shell duration penalty on BFB’s increased 40% > 55%
  • Concussive Shell duration penalty on ZOMG increased 40% > 70%
Obyn Greenfoot

As Obyn’s value has climbed significantly, we no longer feel his Wall of Trees needs to continue being as strong as it is to prop him up, and so its pierce is being reduced.
  • Lv10 Wall of Trees pierce reduced 3000 > 2500
  • Lv20 Wall of Trees pierce reduced 9001 > 7500
Psi

Psi should be quite strong given their position in the game, but is performing a little too well so we are slightly reducing their Lv3 ability cooldown rate.
  • Lv3 Psychic Blast cooldown increased 40s > 45s
Silas

This update resolved an issue where Silas’ Rime slow was only applying a reduced slow value to standard MOABs, meaning that all other MOAB-Class Bloons (outside of Bosses and BADs) were being completely slowed by the same amount as standard Bloons. Silas has been incredibly powerful so this fix felt entirely fair as a nerf, however we wanted to clarify this here as we mentioned there was little free time this update to review the impact of said fix in great depth so we may consider reducing the total MOAB penalty at a later date after this has time to settle

Admiral Brickell

We won’t repeat the Mermonkey explanation from above, so go back and read that if you haven’t. However for clarity Brickell has always been a ‘Military’ hero to us, there have only been 2 water-based towers in the Bloons series which are both military towers so it hadn’t felt necessary to explain this in further detail given her clear military title, but in hindsight this wasn’t as clear as it was to us. Brickell is in an awkward position where we see she is clearly problematic for us but we are always met with resistance when trying to do anything about this, but when we can get past this we would be more open to looking at her applying broader across military or other militarized options, though with such buffs as powerful as her Naval Tactics in particular they do need to stay limited in some regard

Known Issues - Frontier

We are aware of these issues and are working on fixes for them
  • If you run into a bug, look for the RESPAWN SHERIFF option. We’ve worked hard to prevent issues here, but this is the biggest open-world-like project that our team has ever worked on, so if you do find yourself stuck or out of bounds, do not delete your save, return to the main menu of Frontier, select the ‘Settings’ button, and there should be an option for ‘Respawn Sheriff’. This is a debug tool that will move you back to Sandytown, and we have decided to leave it in with no cost to use for Launch to help with any edge cases we may have missed.
  • The ‘Night’ toggle is currently purely cosmetic, we have many functional plans for this, though being low priority for launch these will be expanded on in a future update.
  • Overworld Quickdraw Bloon fights currently do not have a ‘shoot’ animation when you successfully win the minigame, we plan to add one here to make these events more satisfying
  • Sheriff’s information button currently does not provide any information. Sheriff’s abilities and what they do will be added to this button in the future.
  • The Firing Range tile is setup as a ‘Sandbox’ for this mode, however currently this is very unclear and we will be updating its tile card to reflect this more appropriately.
  • Geraldo, Benjamin & Banana Farms are not obtainable towers in Frontier. This is intended by design given the cash system works completely differently in this mode and they are not fun to use in this context which hampers most of their gameplay, so although some people may enjoy taking on the challenge we did not want average players to see them and expect them to work as well as other heroes so at least for launch they will not be available. Geraldo is still there manning the general store though!
  • Optional end game side missions including tiles featuring the core bosses from the base game appear as difficult optional endgame content, there are a few known issues with some of these currently (Namely Dreadbloon and Phayze), as our focus for launch was the base campaign experience these are much harder than intended right now in part due to these issues, we'll be looking into adjusting these health values and having a greater balance pass for post-campaign content soon, so tackle them at your own peril!
  • Boss models currently don’t animate in the Frontier Overworld.
  • Sandytown does not show a campfire on the World Map even though it does have one.
  • The "Quest Marker" and "You Are Here" markers will overlap each other on the map UI if you're currently in the same area the Quest Marker pin is at.
  • You can trigger popup prompts multiple times when interacting with a locked chest, or entering new areas.
  • When you unlock a new tower in the Saloon it'll say 1 of that tower will appear. This is a typo and simply means the tower now always has a chance to appear for hire.
  • The tower models in the Saloon sometimes won't spawn or despawn properly if you hit the refresh button too quickly, this is purely visual and won't affect your ability to recruit.
  • The Health and Stamina potions from Frontier are appearing as Powers in the Odyssey, also purely visual and we are working on a fix for this.
  • Campsites/Homestead don't currently visually update any added or removed Posse members until you re-fresh the UI.
  • Hero Icons aren't consistent between normal heroes and their skins for the tower hud in-game, some show only the head icon instead of the full body model.
  • On the Player profile, the play stats are showing incorrect descriptions for Frontier.
  • Purchasing new hero skins halfway through a campaign won't update these as available recruits in the Saloon. We intend to fix this so the skins get automatically added as options for hire upon purchase of the skin.
  • Black Borders on elite tiles don't have sparkles: We know the community loves the black borders, so we have some more visual polish coming for 52.1.
  • Deputy stars don't immediately update the UI when received.
  • Directional track arrows are not yet showing in Frontier.
Looking Forward

The last update of the year puts us in a grateful frame of mind - grateful to have pushed ourselves creatively in the several big updates this year (Rogue Legends, Desperado, Silas, 3 Paragons, She-Ra and Skeletor, 6 maps, and Frontier Legends) and grateful for the deep, thoughtful play and feedback we’ve had from all of you in the community. We continue to dig into the range of responses on balance, tier lists, things you want, things you don’t want, constructive criticism, map entries, and super cool fanart. We learned more about how much we can do in a given update, and where we stretched ourselves too thin.

With those things in mind, we hope you’ll accept this as our wishlist for 2026 - not commitments, but instead the areas where we want to add more and then update you in the new year as we commit to our planning as a team. Please give us feedback on which of these ideas resonates most with you.
  • Radical creative push - the work on Legends and mini-games has made us think about other fun ways to play with tower defense core mechanics and all of the abilities, artifacts, and items we’ve created in the game. Many of these dovetail with social and team-focused play, so there’s more to play with friends and family.
    • Mini-games: use Monkeys, props, abilities, and modifiers in different ways; still mainly tower defense play, but room to do a few that are just for fun
    • Monkey Me & 3D social hub: visualize the large concurrent playerbase we have and make it more fun to get into Co-op and Team play
      • Create your own 3D Monkey with customizable outfits, accessories, VFX, and pets
      • 3D space from which to hang out, start co-op games from a list of lobbies, and play mini-games, plus private 3D Team spaces
    • Safe chat and safe Discord integration for more ways to interact and have fun with others
  • More Monkeys - we’ll lean into the places where players consistently spend heaps of time and have the most fun, namely Monkey Towers and Paragons
    • This includes more game modes where players can reach and play with Paragons
    • Archer Tower, just thinkin’
    • He-Man Hero mid year to coincide with the major motion picture release
    • Corvus Skin!
  • Social Seasons - building out Sweepstakes-style Team-based milestone challenges where the whole Bloons player base pulls together to accomplish theme-based goals
    • Streamlined Team joining and management, including controls for active players to manage in the place of lapsed leadership
    • Perks system that allows you to earn several buffs that can be used for the duration of that season in non-competitive and non-prestige modes (Races, Competitive Boss Events, CT, CHIMPS)
      • Earn many Perks during a Season, but you can only equip a few for each game, so lots of mixing and matching to help you be more successful in single player and social co-op
  • Mod Maker/Mod System (aka Game Editor)
    • We continue to expand the capabilities of the system, which now encompasses the majority of game components and allows players to substantially remake Monkeys, Knowledge, Artifacts, Relics, and more
    • Major work has gone into the UI presentation of these elements to make them understandable and usable on all devices
    • We have pushed this back all year, but we’re ready to bring more people into this and deliver a first version in 2026, free to all and with Accolade support via nexus.gg so your favorite modders can be rewarded for their awesome mods
  • Switch and Console
    • We are near submission of the Switch version, but as noted previously, this is now a 2026 launch, including updates to Xbox and PlayStation to current content drops
  • Updates for Rogue and Frontier Legends
    • Rogue: more map layouts, lengths, and path options, further balance, and new additions
    • Frontier: known issues as noted above but also difficulty controls, Curses, and more

Thank you everyone for playing this game that we love to work on, and especially for being a thoughtful and supportive community who keep us focused on what’s most important to you in constructive and positive ways. We love what we’ve built together and we want to keep working on this for years to come. Happy Holidays to everyone and the very best wishes for a more awesomer 2026 from all of us at Ninja Kiwi!

Bloons TD 6 Sweepstakes Event!

[p]We're giving away real merch prize packs to Bloons TD 6 players![/p][p][/p][p]Complete a series of tasks each day to earn tickets to the Sweepstakes Competition for a chance of winning an awesome prize pack. The more tickets you can collect, the better your chances of winning![/p]

Limited Edition - Dart Monkey Hoodie

[p]Ready to get cozy? The brand-new Dart Monkey hoodie has officially launched with our friends at Makeship!
They are only available for a limited time, so get yours before you miss out!

https://ninja.kiwi/ffovs3[/p]

Bloons TD 6 51.0!



Update Video: https://www.youtube.com/watch?v=GO9QMlaVJRc
New Paragon
  • Bomb Shooter’s Ballistic Obliteration Missile Bunker is INCOMING, codename B.O.M.B. for short!
    • Anti-MOAB clustering stun bombs. MOABs? Gone.
    • Pop that BAD in only 3 shots? You got it!
    • Spammable Anti-Boss assassination missile? Consider it done.
    • All the small stuff?
    • ahem* weee-have backup for that
  • Ok, jokes aside we wanted to add something expensive but simple to understand into the primary category of Paragons, and the Bomb Shooter paragon feels like it accomplishes this with 1 attack, 1 active ability, and yes 1 passive ability.
    • Slow firing but heavy hitting main attack fires homing missiles that explode with force that stuns & pushes back Bloons and bursts into a cluster of powerful explosions, each of which will always burst into further clusters. The art for this oversized Monkey madness is incredible, and we hope you find it as hilarious as we do.
    • The Bomb Paragon’s ability fires an Indomitable Surface-to-Air Ballistic Missile (ISABM) which slowly travels through the air leaving a trail of explosions that would be pushing back any MOABs they pass over (If any MOABs were to somehow survive it passing over) until coming into contact with its designated target in one final powerful explosion. Also hey, leaking lives partially resets the cooldown, so go ahead and be a bit reckless!
    • Blitz Tactical Storm. Yea it’s Bombest Blitzier, just a wee bit stronger of a Bomb Blitz, nothing crazy here… Although, I guess we can mention early that Bomb Blitz itself has been balance changed so that it can now hit the leaking target that triggers it and can potentially prevent any life loss, and that of course carries up to this paragon version as well - this is exhilarating, get excited!
New Awesome
  • New Beginner Freeplay Challenge Map, Three Mines ‘Round!
    • One of the most popular freeplay maps of all time from Bloons TD5 is being re-imagined in BTD6 style!
    • This isn’t a revenge map, no if anything it’s a de-venge map. Ever wanted to get a Paragon in CHIMPS, but you just haven’t quite been able to save up the cash? Well spend enough spare time between Bloon pops mining for gold and you just might get the chance now, make sure to clear those obstacles out of the way!
  • New Quests
    • Skeletor Quest - Try out the new Skeletor Obyn Skin & Havoc Staff power
    • Ice To Meet You - Discover Silas’ strengths and abilities
  • New Achievements
    • No new achievements, but Black Bordering every map in the game should award you an overwhelming sense of great accomplishment
    • *Sense of accomplishment not guaranteed. Side effects may include carpal tunnel, loss of social life, and an unhealthy obsession with MOAB Glue
  • New Trophy Store Items
    • Monkeys: Ice Monkey Walrus pet (Honestly, you kinda need this)
    • Bloons: Mohawk Bloons decal (because this was clearly missing from your must have options)
    • Game & UI: Autumn Banner
  • New Limited Time trophy items (Note: Not available until the seasonal event begins!)
    • 2025 Halloween Avatar, 2025 Halloween Banner
Game Changes / Additions
  • Sandbox ‘Clear Pops’ button now also clears Cash Generation
  • Further changes to ‘ignore’ modded elements within save data instead of softlocking when returning to the base game after using certain mods
Skeletor Crossover

Have you had your daily dose of maniacal laughter? Do you long to insult your Monkeys when they let Bloons leak? Then this is the premium Hero Skin for you!

Continuing our Masters of the Universe crossover, we're excited to introduce a realm-conquering new Skeletor skin for Obyn, available through the Skeletor Prestige Pack where available. This pack also includes every usurper’s favorite Skeletor Power, the Havoc Staff! The Havoc Staff stuns all Bloons on screen for up to 10s while ghostly hands produce cash by dragging Bloons away into oblivion. The team had huge fun working on Skeletor and he is a blast to play, especially in co-op or in late rounds when the VO is triggering frequently.

Skeletor Prestige Pack
  • Obyn Hero Unlock
  • Skeletor Skin Unlock
  • 30x Havoc Staff Powers
  • Druid xx5 and Wizard xx4, xx5 Instas
  • Exclusive Avatar
  • Exclusive Banner

Havoc Staff Booster Pack
  • 30x Havoc Staff Powers
  • 4x Tier 4 Poplust Druid Instas
Bug Fixes & General Changes
  • Resolved a number of localization issues
  • Insta-Monkeys in-game should now appear following correct category order
  • Fast Track no longer fails in Co-op if you have Ranked mode selected on the Boss Event
  • Resolved an issue where quitting from Co-op did not immediately drop the player
  • Using the last insta of any tower type no longer leaves behind an empty panel
  • She-Ra Sword of Protection power’s audio should no longer be interruptible
  • Hero unlock animations should no longer skip when obtained through IAP
  • One time purchase IAPS should correctly be sorted to the back of the list
  • Resolved a number of edge case crashes
Event changes
  • [Boss] Lych Soul should now correctly be modified by boss modifiers
  • [Boss] Rock Bloons should now correctly be modified by boss modifiers
  • [Boss] Paragon limit restriction is now per-player
Map Specific changes
  • [Quad] Ice Platforms should correctly appear in the water
  • [Sanctuary] Resolved a number of edge cases with various track interactions
  • [Glacial Trail] Frozen Farms should no longer be able to produce Camo Bananas
  • [Dark Dungeon] Statue should no longer block tower placement after purchase
  • [Dark Castle] Resolved an issue with removables being treated as removed on restart

Legends changes
  • Resolved a crash when mentoring a tower while exceeding the current party limit
  • Resolved a possible infinite chain loop between some artifact generated projectiles
  • Resolved an issue where Monkey Meadow always displayed as practice mode save
  • Sale notification pip should correctly clear within Legends

Tower Specific Fixes

Ice Monkey
  • Arctic Wind aura should no longer break against regular Bloons on crosspathing
Desperado
  • Some desperadoes… they’ve taken the gloves off. And some? Well… they just put the gloves on. Either way… someone's gettin’ popped.
Monkey Buccaneer
  • Resolved a crash with x4x attempting to hook DDTs in a specific case
  • Buccaneer 012 no longer has more pierce than its 013 upgrade
Heli Pilot
  • Chinook should no longer be able to stack towers
Dartling Gunner
  • 5xx Ray of Doom now applies laser shock to the first target hit
Super Monkey
  • 140 Tech Terror projectile radius is no longer decreased by crosspath 5 > 10
  • 240 Tech Terror projectile radius is no longer decreased by crosspath 5 > 11
  • 4xx Sun Temple instas no longer ignore placement logic (Dang I wanted to leave that in)
  • 4xx Sun Temple magic Storm Blast fart attack no longer strips Glue from Boss/BAD
Ninja Monkey
  • Paragon no longer changes art at Degree 59 instead of 60
Druid
  • Resolved some animation issues with 130 Druid crosspath
Mermonkey
  • Map Border rebounds now allow projectiles to re-hit targets on the return bounce (previously this only applied for obstacle rebounds)
Obyn Greenfoot
  • Lv3 ability visuals should no longer be missing
Ezili
  • Ezili's MOAB Hex target prio tiebreaker should now work correctly
  • Sacrificial Totem should again correctly display life cost when used
Admiral Brickell
  • ‘Ampihibious Towers’ are no longer counted as ‘Water-based’ towards Brickell
Geraldo
  • Geraldo’s shop open/close button should update correctly when hero hotkey is used to open shop
Corvus
  • Lv11 should no longer be a downgrade to Aggression
Silas
  • Lv7 Frozen Cascade can no longer apply Frozen state to BAD Bloons
Platform Specific fixes
  • [Android] Resolved corrupted textures on some low-resolution devices
  • [Steam] Account Webview updated to an in-game account management page
Balance Changes

Did anyone else watch that entire 'Exceptionally Brief' feedback video on tower balance multiple times while taking notes? Well, some response to that are included here, we couldn't get around to it all at once but see if you can spot any.
Tower Balance
Bomb Shooter

Minor quality of life no one’s particularly fussed about outside of the multitude of requests
  • x4x MOAB Assassin ability no longer targets DDTs unless able to damage Black
  • xx5 Bomb Blitz passive activation can damage triggering Bloon and potentially prevent life loss if this damage is enough to completely destroy the target
Tack Shooter

As it is primarily a small Bloon cleanup tower path, Super Maelstrom has struggled to keep up in the lategame, mostly because Super Ceramics don’t care how fast you’re spinning if you can’t break them so we’ve added a Ceramic bonus to the attack and ability.
  • x5x Super Maelstrom main bonus damage to Ceramics +5
  • x5x Super Maelstrom ability bonus damage to Ceramics +8
Ice Monkey

Super Brittle’s never stood out on its own which was fine for a tower whose job was making other things better, but recently after the addition of Silas we've started to feel its value is really too niche even for a support piece, so we’re cranking the numbers so it can actually break a few things itself. Absolute Zero on the other hand has enjoyed being busted lately, and thanks to a crosspathing bug fix also included this update will be getting even better, since it’s currently freezing everything imaginable we’re counter-balancing that with a nerf of increased damage and higher cost.
  • 5xx Super Brittle attack cooldown reduced 1.8s > 1.2s
  • 5xx Super Brittle damage increased 1 > 5
  • 5xx Super Brittle bonus Ceramic damage +5
  • 5xx Super Brittle Ice Shard damage increased 5 > 10
  • x5x Absolute Zero price increased from $16,000 > $19,000
  • x5x Absolute Zero global freeze no longer freezes Camo/Lead/White without buffs
  • x5x Absolute Zero global attack bonus damage to Ceramic +3
  • x5x Absolute Zero global attack deals damage +1
  • x5x Absolute Zero ability bonus damage to Frozen +4
Glue Gunner

MOAB Glue’s always been a bit too clingy & its slow duration against MOABs has been further reduced while lasting longer at higher tiers to keep the base tower in check and give Glue Splatter & higher tiers more purpose in life. Meanwhile, Corrosive Glue now gains bonus MOAB damage so it can now try to serve as an alternate DPS hybrid. Super Glue’s baseline DoT is being replaced with a simple initial hit damage so it also requires the new 205 Crosspath to act as a DPS Hybrid
  • xx3 MOAB Glue AoE slow duration for MOAB-Class 12s > 9s
  • 203 MOAB Glue increased DoT damage to MOABs +4
  • xx4 Relentless Glue AoE slow duration for MOAB-Class remains 12s
  • 204 Relentless Glue increased DoT damage to MOABs +9
  • xx5 Super Glue AoE slow duration for MOAB-Class increased 12s > 18s
  • 205 Super Glue increased DoT damage to MOABs +19
  • 005 Super Glue no longer gains base Corrosive Glue (Still deals a +30 tic to moabs)
  • xx5 Super Glue deals a capped 1 damage to all targets on initial impact
Desperado

Some quality-of-life and consistency updates for base Desperado and its top path, we enjoyed the balancing act of trying to makeBlazing Sun's burn lead popping consistent but this didn't come through well so it is gaining base Lead popping. Avenger’s price is going down as it did too little damage for that price range. Meanwhile, The Desert Phantom gains extra initial damage to MOABs as well as Ceramic damage bonuses to the Burn mechanics so it can show up more prepared for Super Ceramics.
  • Desperado now automatically reloads burst shots at end of a round
  • 5xx The Blazing Sun damage type Sharp > Normal
  • xx4 Avenger price reduced from $9500 > 8500
  • xx5 The Desert Phantom buckshot MOAB bonus 10 > 20
  • xx5 The Desert Phantom burn DoT deals bonus to Ceramic +10
  • xx5 The Desert Phantom burn DoT AoE explosion bonus to Ceramic increased 5 > 15
Monkey Sub

Energizer’s cooldown reduction for nearby water towers has always felt excessive, so we’re dialing it back to 40%, still strong just not quite double uptime strong. Pre-Emptive Strike’s ability is getting a serious boost, both in raw damage and AoE, so hopefully the upgrade can finally feel like a significant step up. Finally Armour Piercing Darts, the upgrade that has had fans yelling ‘it doesn’t actually pierce armor!’ for years – it still won’t hit Leads (Not sorry). Now it grants bonus damage against Fortified targets.
  • 5xx Energizer buff to water towers in radius reduced 50% > 40%
  • x5x Pre-Emptive Strike ability damage 10k > 20k
  • x5x Pre-Emptive Strike ability AoE damage 350 > 1000
  • xx4 Armour Piercing Darts bonus dmg to fortified +1
Monkey Buccaneer

Navarch’s sellback bonus is updating to match the new max stack value of Flavoured Trades so you don’t feel shortchanged on that bonus after upgrading. Cannon Boss Damage is also getting a bump as Navarch hasn’t been a popular pick for Bosses.
  • Paragon sellback bonus 10% > 12%
  • Paragon Cannon Batteries bonus Boss damage 60 > 80
Monkey Ace

Spectre is trying a new approach: darts are trading in pierce for higher single-target damage, while bombs lean more into AoE Ceramic cleanup to improve overall efficiency. These changes are mirrored on the Flying Fortress to keep the behavior consistent.
  • xx4 Spectre Frontal Darts pierce reduced 10 > 4
  • xx4 Spectre Frontal Darts damage increased 4 > 8
  • xx4 Spectre Frontal Darts bonus to Ceramic removed 1 > 0
  • xx4 Spectre Frontal Bombs bonus to Ceramic increased 3 > 5
  • xx5 Flying Fortress Frontal Darts pierce reduced 10 > 4
  • xx5 Flying Fortress Frontal Darts damage increased 4 > 8
  • xx5 Flying Fortress Frontal Darts bonus to Ceramic removed 2 > 0
  • xx5 Flying Fortress Frontal Darts bonus to MOABs increased 10 > 14
  • xx5 Flying Fortress radial darts type Sharp > Normal
Heli Pilot

MOAB Shove’s stalling potential was far too strong for how early and cheaply it becomes available, so we’re dialing back the ZOMG slow amount to keep its late-game impact more balanced. In return, Comanche Defense is getting an increase to these slowing capabilities, giving it the utility for controlling ZOMG movement.
  • xx3 MOAB Shove explosion damage increased from 1 > 2
  • xx3 MOAB Shove ZOMG Shove 0.33 > 0.61
  • xx4 Comanche Defense MOAB Shove -0.40
  • xx4 Comanche Defense ZOMG Shove 0.22 > 0.2
Mortar Monkey

No big shakeup for Mortar right now, but upon review of crosspaths we felt some low-end pricing wasn’t well balanced. These adjustments should improve early-game options without touching the core power of the tower.
  • 1xx Bigger Blast price reduced $500 > 300
  • 4xx The Big One price reduced $7200 > 7000
  • x1x Faster Reload price increased $300 > 400
  • xx2 Burny Stuff price reduced $500 > 400
  • xx3 Signal Flare price increased $1000 > 1100
Dartling Gunner

Ray of Doom was a hard carry through most rounds, but just never felt satisfying against round 100 for the price, so we’re giving the first target hit bonus a significant damage spike.
  • 5xx Ray of Doom first target hit damage 80 > 140
Wizard Monkey

The Wizard Paragon has been truly popping off with Master Builder's help, it is getting a slight price increase to match its power, but actually also Phoenix Rebirth is also getting a buff to its damage as we didn't feel it was getting enough of the spotlight compared to the rest of the tower’s kit. Max Mana has been reduced by 1 to remove a frustrating ‘perfect timing’ window in Metamorphosis activation.
  • Paragon price $750,000 > $800,000
  • Max Mana reduced from 100000 > 99999
  • Phoenix Rebirth damage over time 2500 > 3500
  • Phoenix Rebirth zombie ZOMG damage 4000 > 8000
  • Phoenix Rebirth zombie BFB damage 700 > 1400
Super Monkey

We wanted to try shifting more of Legend of the Night’s raw power from pierce into damage, giving it stronger single-target potential.
  • xx5 Legend of the Night pierce reduced 23 > 16
  • xx5 Legend of the Night damage to MOAB-Class Bloons increased 13 > 25
  • 4xx Sun Temple Primary Glaive projectile is visually larger

Sun Temple - Military

We’ve been wanting to give the Military path of the Temple more long-range focus for a while, so this update pushes toward that goal. Single-target damage is getting a big boost, while the Missile attack becomes a pure long-range damage dealer. Golden Spectres are also seeing a rework similar to the regular Spectre changes happening for Monkey Ace aimed as an overall single-target DPS improvement
  • Military Missile projectile is visually larger at all tiers
  • Missile explosion MOAB bonus damage increased at all tiers 75 > 1999
  • Missile now has a minimum range at all tiers of 75
  • Missile explosion pierce reduced at all tiers 50 > 40
  • T1 Military Missile attack cooldown increased 3s > 6s
  • T2 Military Missile attack cooldown increased 1.5s > 3s
  • T3 Military Missile attack cooldown remains 1s
  • Golden Spectre Dart pierce reduced 50 > 6
  • Golden Spectre Dart damage increased 10 > 25
  • Golden Spectre Bomb pierce increased 10 > 30
  • Golden Spectre Bomb bonus damage to Ceramic +20

Sun Temple - Magic

The baseline power of Magic sacrifice leaned far too heavily on Mini Sun Avatars (The category was... pretty bad... until reaching 100% sacrifice value), so we’ve shifted some of that strength into making Arcane Blast hits, while Mini Sun Avatars are toned down to balance things out while keeping the overall unbuffed damage of this path roughly the same. We will also note in advance there are a couple more buffs to lower tiers here that we found weren’t working right but will be fixed in .1 or v52, this will not impact max-powered temples.
  • Arcane Blast projectile speed reduced at all tiers 400 > 300
  • T2 Magic Arcane Blast damage increased 60 > 100
  • T3 Magic Arcane Blast damage increased 70 > 150
  • T2 Magic Storm Blast fart attack can hit up to MOAB > BFBs
  • Magic Storm Blast fart attack BFB pierce penalty +4
  • Magic Mini Sun Avatars damage reduced 4 > 2
Ninja Monkey

A few attacks had been missed on the Ninja’s last distraction change and have now had their distraction distance properly standardized. The Ninja Paragon is also seeing a set of light adjustments, most notably the much requested rebalance to Sticky Bomb now with a slower attack rate to scale properly against Bosses at high degrees, while the main attack now also hits much harder against any Stickied targets.
  • Distraction distances standardized from 10-300 > 100-150
  • Paragon main Shuriken bonus damage to Stickied targets 15 > 64
  • Paragon Flash Bomb pierce reduced from 50 > 40
  • Paragon Flash Bomb shuriken pierce reduced from 20 > 10
  • Paragon Sticky Bomb attack cooldown 6.5s > 8s
  • Paragon Sticky Bomb damage 16,000 > 50,000
  • Paragon Sticky bonus to Boss 32,000 > 25,000
  • Paragon Sticky bonus damage to Camo 3200 > 18,750
  • Paragon Sticky AoE explosion damage 4200 > 5000
  • Paragon Sticky AoE explosion bonus to Boss 2100 > 5000
  • Paragon Sticky AoE explosion bonus to Camo 2100 > 2500
Alchemist

Total Transformation can now transform Desperado, simple enough, & don’t worry transformed Desperado still gets all their usual damage bonuses against Marked Bloons, so we’re interested to see what people can do with that.
  • x5x Total Transformation can now transform Desperado
Mermonkey

Mermonkey weren’t feeling they favoured their natural habitat enough, so their Water Placement bonus is getting a boost. Middle Path Mermonkey just isn’t putting in the work we hoped, so we’re giving a couple price adjustments, a pierce increase across all tiers, and some light ability improvements to make it feel more rewarding.
  • Mermonkey's water placement buff increased 25% > 35%
  • x3x Riptide Champion price reduced $2300 > 1900
  • x3x Riptide Champion pierce increased 18 > 25
  • 240 Arctic Knight Ice Jet distance scales with projectile speed (2000 > 3000)
  • x5x Popseidon price reduced $52,000 > 48,000
  • x5x Popseidon ability fullscreen freeze duration 6 > 8
  • x5x Popseidon ability fullscreen bonus damage to Frozen +70
Spike Factory

Spike Paragon lost much of its punch against Bosses with the Mini-Storm rework, more than anticipated so we’re granting it adjustments to price, Controlled Burst duration, and the main projectile pierce is being halved while all damage values for this attack are at least doubled, overall improving performance and making sure the Paragon still feels impactful.
  • Spike Paragon price reduced from $800,000 > $750,000
  • Main projectile pierce 100 > 50
  • Main projectile damage 70 > 140
  • Main mini spike damage 20 > 40
  • Main mini spike bonus to MOAB 80 > 160
  • Main explosion damage 80 > 240
  • Main explosion bonus to Fortified 20 > 240
  • Perma-Carpet of Spikes: Bonus Boss Damage 800 > 1500
  • Ability 2 Controlled Burst duration/cooldown 10s > 15s
xx5 Permaspike

Smiles brightly, but eyes flick left twice, right once, left again. “Everything is totally unchanged,” the words come evenly. “It’s the same, like always. Nothing to worry about.” Hands tremble slightly while skimming over the changelog for the 3rd… 7th… 25th time. “It’s all completely unchanged.” A wink lingers too long, then another flickers quickly; a bead of sweat traces down a temple. “Nothing has changed. Permaspike is absolutely SAFE here, nothing to ALERT anyone about.” A soft laugh that then cracks, a glance toward the door, fingers tap in three short, three long, three short patterns on the desk before stopping. “The same. Perfectly normal. Like always.”

Pause. Eyes dart to the corner of the room, then back to the camera. “And if anything had changed” — a chuckle, shifting in the chair, a heel tapping nervously — "I’d be the first to say something. But I haven’t. So clearly… it’s all under control.” A wrist rubbed absently, faint red marks left behind; eyes no longer meet the camera.

“You know how I am,” added, with a smile too wide, too static. “Always thorough. Everything documented, every line, over and over. Absolutely nothing out of place.” Another shift, blinking too often now. “Even if there was, it wouldn’t matter. What could really go wrong?” Leaning in closer, voice lowering slightly. “Besides, the system… is working. Always working just like it should!” Fingers grip the edge of the table tightly for a beat, then let go, knuckles pale.

Long blink. A slow, deliberate smile.

“Just like we rehearsed.”

Monkey Village

Primary Mentoring has often felt like a low-value stepping stone, since its buffs are more situational than T3 or T5. To give it a bit more in the save up we’ve moved the T5 bonus range down into this upgrade.
  • 4xx Primary Mentoring range increased 48 > 55
  • 5xx Primary Expertise unchanged
Engineer

Engineer Paragon is no longer balanced due to its new ability, so we’re adjusting its base attack rate and range to bring it a little more back in line
  • Main nailgun attack rate 1s > 1.5
  • Paragon range 70 > 60
Beast Handler

Top Path Beast Handler relied heavily on grouping Bloons, which made it weak against Frozen Bloons which is a problem since Ice Towers are a nice way to set up those groups. To improve synergy, we’ve changed the Piranha’s damage type to properly motivate them at biting through ice like all Piranha do.
  • 1xx Piranha damage type Sharp > Shatter
Hero Balance
Striker Jones

Jones has been a little too effective among the starter heroes, so we’re evening out his attack speed scaling to keep him strong without letting him scale quite as much into obscenity.
  • Lv9 Striker Jones attack cooldown increased 0.9 > 1.0s
  • Lv11 Striker Jones attack cooldown increased 0.65 > 0.8s
  • Lv13 Striker Jones attack cooldown increased 0.5 > 0.6s
  • Lv16 Striker Jones attack cooldown increased 0.35 > 0.45s
  • Lv19 Striker Jones attack cooldown increased 0.2 > 0.3s
Obyn Greenfoot

Tried to nerf Obyn, but Clive decided to rise up and start throwing rice & fries at my eyes.
  • Lv5 bonus cash generation for druids 35% > 50%
Sauda

Sauda becomes quite strong for her simplistic play style, so we’re slightly reducing the power of her Lv20 abilities to keep things balanced at the high end.
  • Lv20 Leaping Sword damage 400 > 350
  • Lv20 Sword Charge damage 220 > 200
Geraldo

Geraldo’s Rabbit felt pricey given the requirement of 4, so we’re reducing the cost to make it more reasonable.
  • Lv10 rabbit cost $2000 > 1750
Rosalia

Rosalia’s pierce value is unrealistically high for most base game rounds, so it is getting an accuracy buff at the cost of some of this pierce. This change should help improve average performance without reducing her effectiveness in most cases.
  • Lv3 Scatter Missile target radius reduced from 40 > 35
  • Lv3 Scatter Missile explosion pierce reduced from 50 > 40
Silas

Silas’ launch felt solid overall but clearly a bit on the too-strong end, we’re reducing his attack wait time to improve its consistency while slightly reducing his power across many levels, keeping him strong without being quite so overwhelming.
  • Lv1 Main attack projectile wait time reduced 1s > 0.5s
  • Lv7 Frozen Cascade bonus to Frozen reduced 20 > 15
  • Lv10 Frozen Burial bonus to Frozen reduced 80 > 60
  • Lv15 Frozen Cascade bonus to Frozen reduced 50 > 30
  • Lv15 Frozen Burial bonus to Frozen reduced 300 > 200
  • Lv18 Rime Explosion damage reduced 20 > 15
  • Lv19 Ice Fragment bonus to Frozen reduced 10 > 8
  • Lv20 Ice Wall cooldown increased 5s > 7s
  • Lv20 Freeze Duration Buff reduced 200% > 150%
Powers

We have started experimenting with using Pro Powers within legends and scaling powers within Legends more in general, and after this testing we wanted to make a couple improvements to the new Pro Powers & Battle Cat to make them more impactful.
  • Super Monkey Beacon Pro base Beacon Storm cooldown 180s >120s
  • Battle Cat: transformed Battle Cat round duration 3 > 4
  • Farmer Pro: 2xx Banana Peel pierce 5 > 20
Boss Balance

Phayze

Phayze has been very strong while also too random in its Bloon-pulling antics, so we’ve tightened the pull offsets and dialed back other stats.
  • Base speed 0.9 > 0.8
  • Bloon pull mechanic Min offset 5 > 1
  • Bloon pull mechanic Max offset 40 > 10
  • T1 Normal health 10,000 > 9500
  • T2 Normal health 37,500 > 35,000
  • T3 Normal health 175,000 > 160,000
  • T4 Normal health 375,000 > 350,000
  • T5 Normal health 1,500,000 > 1,450,000
  • T1 Elite health 20,000 > 19,000
  • T2 Elite health 120,000 > 110,000
  • T3 Elite health 800,000 > 770,000
  • T4 Elite health 3,200,000 > 3,100,000
  • T5 Elite health 16,000,000 > 15,500,000

Blastapopoulos

I’ve finally memorized how to spell it: 'Blastapopoulos'. & I've been here since the concept was first added back in Bloons Monkey City 😅. Also the boss is kinda hard
  • Normal Fireball Tower stun: Tiers 1-3: 2s > 1.5s
  • Normal Fireball Tower stun: Tiers 4-5: 3s > 2s
  • Elite Fireball Tower stun: Tier 3: 3s > 2s
Rogue Legend
General
  • [Boosts] Super Monkey Beacon can now appear as a Boost in Rogue Legend, however will not be able to pay monkey money to recharge its ability.
  • [Artifact] Blitzing Ape Barrage Emitter; grants (na,1,2) Super Monkey Beacon powers
  • [Artifact] Unspoken Heroes has been replaced with Unspoken Heroes (v2)
  • [Artifact] Gluesplosion improved; glue lifespan 1s > 6s, and glue radius 12 > 24
  • [Curse] Choice Starved; reward selections reduced by 2 > 1
  • [Curse] Small Party; party size reduction reduced 5 > 4
Bloon Balance
  • [Roundsets] Reduced the number of Camo Bloons that appear in early rounds (r1-15) smoothening the curve before Camo Detection needs to be completely solved
  • [Freeplay] Bloon HP scale per stage after 5 increased 0.5 > 0.6
  • [Boss] Phayze base health reduced 15,000 > 13,500
  • [Boss] Dreadbloon speed reduced 0.4 > 0.36
  • [Boss] Blastapopolous speed reduced 0.4 > 0.34
  • [Boss] Blastapopolous health increased 15,000 > 17,000
  • [Minigame] Least Cash Bronze goal 0.85 > 0.8
  • [Minigame] Least Cash Silver goal 0.7 > 0.6
  • [Minigame] Least Cash Gold goal 0.5 > 0.4
Starting Team Artifacts

As T1 artifacts can easily be filled in with selected starting artifacts we felt a lot of starter teams didn’t stand out from the rest in too meaningful a way (other than starting towers), so to improve on this we’ve gone over a lot of the worse performing starter teams and upgraded their starter artifacts to higher tiers.
  • Cyber Quincy; Cold Steel tier 1 > 3
  • Gwendolin; Flaming Hot Punch-A-Rang tier 1 > 3
  • Scientist Gwen; Alchemic Engineering tier 1 > 2
  • Obyn Greenfoot; BB Gatling Gun tier 1 > 2
  • Benjamin; Slipped on the Peel tier 1 > 3
  • Ben Jammin; Starting Strong tier 1 > 3
  • Sushi Bento; Mighty Mulligan tier 2 > 3
  • Pat Fusty; Heightened Perception tier 1 > 3
  • Fusty The Snowman; Frosted Tips tier 2 > 3
  • Etienne; Splody Darts tier 1 > 2
  • Book Wyrm Etienne; Absolute ability tier 2 > 3
  • Sauda; Sticky Situation tier 1 > 3
  • Viking Sauda; Ceramic Chunker tier 1 > 3
  • Jiangshi Sauda; Home Brew Alchemy tier 1 > 2
  • Voidora; Enchanted Rebuttal tier 1 > 3
  • Psi; Ability Stacking tier 1 > 3
  • Geraldo; Extra Change > Bargaining Chip 3
  • Gentleman Geraldo; Trick Shot A-tacks > Innate Ability 3
  • Corvus; Confuddling Spelling tier 1 > Tit for Tat tier 3
  • Silas; Esoteric Elementalist tier 1 > 2
Starting Team Monkeys

In addition to artifact changes, we have upgraded the towers for a number of starting teams that were struggling too much early on
  • Quincy Boomer Monkey xx2 > Sniper Monkey xx2
  • Obyn Greenfoot Druid xxx > x2x
  • Sushi Bento Dart Monkey xxx > x2x
  • Sushi Ben Banana Farm xxx3 > Monkey Sub xx2
  • Rosalia Desperado 2xx > xx2
  • Etienne Desperado xx2 > 2xx
  • Boot Wyrm Etienne Wizard xx1 > x2x
  • Adora Alchemist xxx > 2xx
  • Psimbals Dart Monkey xx2 > x3x
  • Gentleman Geraldo Sniper Monkey x2x > Tack Shooter x3x
  • Gentleman Geraldo Glue Gunner x1x > Wizard Monkey x2x
  • Corvus Bomb Shooter 2xx > Sniper Monkey 2xx
Looking Forward

Congratulations on being here for the drop of the 50th major content update for BTD6, and heartfelt thanks from everyone at Ninja Kiwi for supporting us with your playtime, suggestions, reviews, competitive spirit, purchases, community participation, Bloonstuber video watching, and for overall being the most supportive, creative, understanding, and most awesomest community imaginable. We are humbled by your appreciation and support, and we continue to love doing what we do because we have a genuine sense of partnership with our creators and players. Go eat some cake or a healthy banana equivalent!
  • Sweepstakes
    • Get ready for round 2. Based on the participation and positive feedback from the first Sweepstakes, look for the next one to drop in early November. A whole new set of challenges, with increased top tier difficulty by popular demand, and a groovy collector's item for a hundred lucky winners! What kind of groovy, you ask? The ones that play music - a colorful, limited edition, collector's vinyl record with 13 of Tim Haywood’s amazing melodies! The prize pack also includes awesome merch like a BTD6 hoodie, beanie, and more!
  • Update 52
    • Frontier Legends continues to be an amazing project that the team is super proud of. Core mechanics are in place, 6 new Bloon types working, custom-named Monkey with special traits, an entirely new system for Monkey and Hero persistent progress, and bespoke encounters are already incredible to play. So clearly, it’s almost time to show some sneak peeks. Keep an eye on BTD6 Discord, Reddit, and our NK social media in the next few weeks as we share our first visuals and gameplay!
    • Ice Monkey Paragon confirmed! Don’t worry, we didn’t use up all of our ice-based puns on Silas.
  • Console
    • We are super appreciative of our dedicated console players, who have been so understanding of this complex development process. While we have made some huge strides and progress, we do have some sad news to share. The launch of Switch and updates for PlayStation and Xbox are now scheduled for Q1 2026 at the earliest. We apologize for this further delay and continue to appreciate your patience as we work hard to get this out!
    • We have noted the adding team members to console, so reiterating that our studio tech lead and two other dedicated programmers are exclusively working on console. This is a priority for us.
    • We have been making good progress on Switch couch co-op and a huge number of game screens are now working with controller (Odyssey, Quests, Challenge Editor, Trophy Store, Boss Events), but we have yet to complete big systems like Rogue Legends and Contested Territory. The integration of all these systems on Switch then enables controller support for these updates on PlayStation and Xbox, and those cannot be decoupled.
    • Thank you again for your support and patience. We will provide another update in our final 'Looking Forward' section of the year.
  • BTD6 Mod System
    • We’ve received heaps of support for taking the time we need but also questions, concerns, and a little grief about the long delay on Game Editor. We have enough working now that we’re happy to update the name to the BTD6 Mod System, confirm it for the first half of 2026, and give a bit more detail about what it is.
    • Tower Modder: change costs, stats, projectiles, abilities, and associated scripts for Monkeys, Heroes, and Paragons
    • Bloon Modder: change stats, resistance properties, abilities, tier properties, and associate scripts for Bloons, MOABs, and Bosses
    • Roundset Editor: edit or create roundsets with existing or modded Bloons, with a handy timeline visualizer
    • Knowledge Mods: change stats and properties of all Monkey Knowledges
    • All this and more, ready to build into Challenges or apply to the main game, with safe partitions away from competitive play, Achievements, and medals, and Black Borders, plus a clear way to switch back and forth from modded and unmodded data
    • Words are one thing, but you want to see this, so we’ll be working on walkthrough videos and hopefully some Bloonstuber previews in November

Thanks again for your support through 50 awesome major content updates! Did you have your cake yet?!

Bloons TD 6 50.0 Live Now!

Update: Bloons TD 6 v50.0 - Update Notes!

Available now!

Update Video: https://www.youtube.com/watch?v=J0zbMwVaNu0

New Hero, Silas the Ice Shaper
  • Ever wonder what happens when you teach an Ice Monkey magic? Well, if you needed an excuse to use a lot more Ice Monkeys, Silas’ all-in-one frost enhancing package is just for you! Silas is a supportive crowd control hero with a heavy focus on supporting, and being supported by, other Ice Monkeys & slowing the progress of Bloons
  • At his base level, he both freezes nearby water & slows all Bloons in his large radius. His basic attack will slow Bloons by 50%, then freeze these slowed Bloons, and trigger an icy explosion when hitting any already Frozen targets 
  • As Silas levels up he buffs Ice Monkeys to create orbiting Ice Fragments when they attack, creates Ice Walls on the track that freeze any Bloons to come into contact with them, reduces the cold resistance of White Bloons, gains increased experience with more Ice Monkeys placed, allows for an extra Tier 5 Ice Monkey to be placed and more!
  • Silas has 3 abilities
    • Lv3 Frostbite: For a short time upon activation attacks will detonate any freezes on the target, dealing increased damage the more freeze time was remaining
    • Lv7 Frozen Cascade: Creates a chain reaction of small icy explosions centered around the hero and up to 10 of the closest Ice Monkeys, freezing and dealing extra damage to any already Frozen targets
    • Lv10 Frozen Burial: Freezes all Bloons and deals extra damage to any already Frozen targets. Then fills the tracks with slowing Ice Walls
  • That’s all we have to share for now, we wish you many fun icecapades and a brrr-illiant time strategizing with the new ICESHAPER
New Powers & Powers Pro
  • Powers Pro System: 
    • At long last they are here! One of our favorite elements from Bloons TD 5 finally had enough design and discussion to evolve to the right extent to merit inclusion in BTD6.
    • Pro Powers are a little more expensive than their basic counterparts, however, after being placed they can be further upgraded by picking one of three mini-paths for in-game cash. Pro Powers are completely separate entities from the standard versions and do not replace them - you can still collect and use your regular Powers.
    • As the new paths are a significant amount of work, we are not adding all Pro versions at the same time and are instead starting with two of the most used Powers.
  • Super Monkey Beacon: This Beacon comes with a full-game duration Super Monkey Storm ability, and can be used as many times as you desire for free on cooldown.
    • Top path stores multiple ability charges, secondary and tertiary triggers, and ability charges can be immediately restored for Monkey Money
    • On Middle path the ability deals less damage but has a much faster cooldown, gains a permanent Super Monkey turret, and grants a free Super Monkey after several rounds
    • Bottom path deals much more damage, stuns surviving MOABs, soaks through MOAB layers, and damage increases after every ability activation, so the more you use it in a game, the stronger it gets
  • Banana Farmer Pro: Baseline Farmer Pro has increased radius & collection speed
    • Top path gains full map range and much faster collection speed, while leaving banana peels on the track that trip up passing Bloons
    • Middle path can collect increased cash by spotting Camo Bananas, and targeting Farms to produce Regrow Bananas
    • Bottom path has stacking benefits from multiple Farmers, which increase the sell value of Banana Farms in radius, increase Bank income & automatically collect from Banks, & along with the Bank Deposits knowledge will automatically deposit a small amount of money into empty Banks
  • That’s not all: You now have access to a ‘new’ Power. From out of the frozen depths, the beloved Monkeysicle, with enough dedication, emerges!
New Awesome
  • New Intermediate Map, Lost Crevasse
    • Just one of many secret areas discovered by Silas on his nomadic journeys. The Bloons move slower in this frozen underground fissure, but don’t think that makes it easy!
  • New Quests
    • First Time Tutorial - Tutorial rebuilt as an improved & replayable quest
    • Bloon Hackers - The Bloons are hacking! Help Benjamin stop them
    • Regular Income - Earn $10 every second, but not from Bloon pops
  • New Achievements
    • First Steps: Complete the First Time Tutorial quest
    • ???: ???
  • New Trophy Store Items
    • Monkeys: Wizard Sheepie pet
    • Bloons: Ancient ZOMG skin
    • Game & UI: Super Duper Monkey avatar, Dream Sheep banner
  • Competition Winning items
Game Changes / Additions
  • Improved flashier UI for all Rewards & Purchases received 
  • Tutorial remade using the Quests system & talking heads, even Tu Torialer!
  • Mailbox System, taking in all events we spam in front of your face when you reach the Main Menu (event rewards, support gifts, update notes, community messages)
  • To assist in confusion for co-op leaderboards the bottom of Leaderboards will now display the text ‘End of Leaderboard’ if there are more than 0 but less than 100 scores, or ‘Top 100 Players Listed’ if there are more than 100 submitted scores.
  • Added Gamecenter Achievements for iOS and Arcade builds
General Changes
  • A number of localization fixes
  • Resolved an issue where sound could be forcibly un-muted by unlocking Desperado
  • Resolved an issue with the Snap of your Fingers achievement not correctly awarding
  • Resolved an issue where some players saw a lower number tally for total hero skins
  • Passive abilities can no longer be activated via the selected tower ability hotkey
  • Resolved a crash when repeatedly backing in and out of the events menu
  • Efforts made to prevent softlocking on load when save files are corrupted
  • Some Co-op optimizations for multi-part network messages
  • Resolved a ghost notification pip on Play Social
Event changes
  • [CT] Relics can now be viewed from the in-game pause menu
  • [Boss] Resolved a niche case where Boss Shadow would not display on main menu
Map Specific changes
  • [Polyphemous] Now works correctly when set to ‘Free’ removal rate in Challenge Editor
  • [One, Two, Tree] Range buff locations should no longer cause 014 Bloontrap to ignore player Bloontrap target location
  • [Balance] Phayze will no longer teleport backwards every 10th kill in Boss Rush
Legends changes
  • [Rogue] Super Ceramics will now start appearing from round 31 rather than 81
  • [Rogue] Should no longer start to display negative Bloon modifier values in late freeplay
  • [Rogue] Legendary Tiles spawning next to Minigames should no longer override reward
  • [Rogue] Resolved issue issue with ‘Gold Tier Achieved’ displaying multiple times
Tower Specific Fixes
Bomb Shooter
  • Corrected Bomb Shooter fireworks projectile swap for 'non recursive' clusters (Glorious)
Ice Monkey
  • xx4 Icicles performance optimization pass made for the Icicles mutator
Desperado
  • x3x Deadeye should no longer fail to hit targets next to a wall
  • x3x Deadeye should no longer be able to ignore Boss immunity windows
  • xx2 Nomad passive ability cooldown rate can now be influenced
Monkey Sub
  • 5xx Energizer should not improve Ice Monkey cooldown by 50% unless placed in water
Wizard Monkey
  • 031 Dragon’s Breath no longer has bonus pierce over 041 Summon Phoenix
Alchemist
  • Brews should no longer be able to land on towers they were not targeted towards
Mermonkey
  • 5xx Lord of the Abyss when chinooked should correctly remove inky water
Engineer
  • 420 Engineer Sentry MOAB damage bonus crosspath should now work correctly
  • Engineer Paragon can no longer be targeted with another Engineer’s Overclock
Beast Handler
  • 3xx Great White’s thrash cooldown is now calculated correctly
Hero Specific Fixes
Obyn Greenfoot
  • Resolved an issue with Obyn’sNature's Ward Totem spawn animation not displaying
Etienne
  • Should no longer visually range buff himself during Chinook redeployment
  • Should no longer create multiple UCAVs when rate buffed excessively
Geraldo
  • Round based buff items should expire correctly in Sandbox mode
Rosalia
  • Lv10 Kinetic Charge visual should correctly display on Bosses
Balance Changes

We had less time for balance this update, but as we know many fans look forward to the balance changes we’ve still taken time to include a number of touch-ups we hope you can enjoy!

Dart Monkey

Crossbow’s pierce is being increased to more effectively match the number of Child Bloons that spawn when targets are popped open, the pierce crosspath is being improved even further as this change does effectively nerf the crosspath. 
  • xx3 Crossbow pierce increased 3 > 4
  • 203 Crossbow pierce increased 9 > 12
  • xx5 Crossbow Master unchanged
Tack Shooter

To match the base tacks fired by Tack Shooters the Tack Paragon’s tack nova count is increasing, which along with lower projectile lifespan should tighten up the effective single target damage close to the tower. Eruption ability’s lifespan bonus is also being increased to keep the tower’s long-range buff very similar to how it was before even with the lower starting lifespan.
  • 555 Tack Shooter blade tack nova projectile count increased 6 > 8
  • 555 Tack Shooter blade projectiles lifespan reduced 42 > 35
  • 555 Tack Shooter tack nova projectiles lifespan reduced 24 > 18
  • 555 Tack Shooter Eruption ability lifespan bonus increased 200% > 250%
Ice Monkey

Well it seems we made Absolute Zero kinda good finally… With the powerful synergies that have now come out here, along with Silas arriving this update bringing even more Ice Monkey synergies, we are reducing some of the constancy here.
  • x5x Absolute Zero main attack global freeze duration reduced 0.75s > 0.6s
  • x5x Absolute Zero cooldown 20s > 25s
Desperado

You knew it was coming, so settle in pardner. Many touchups are being made for our newest tower, so we will break this down path by path.

Top Path: Standoff’s bonus with fewer targets in radius will now improve at T3, carrying all the way up to T5. Twin Sixes damage is increasing along with the cost reducing to make it start easier and stay effective longer. The Blazing Sun’s DoT area of effect is being improved in radius, pierce & damage to cover more targets easier and deal more damage to them.
  • 1xx Quickdraw price reduced $250 > 200
  • 3xx Big Iron maximum Standoff bonus increased 60% > 120%
  • 3xx Big Iron maximum Standoff loss per bloon increased 0.15 > 0.3
  • 4xx Twin Sixes damage increased 5 > 6
  • 4xx Twin Sixes price reduced $5800 > 4800
  • 5xx The Blazing Sun fire aoe pierce increased 5 > 8
  • 5xx The Blazing Sun fire aoe radius increased 6 > 12
  • 5xx The Blazing Sun fire aoe damage over time increased 50 > 75
Middle Path: Crosspath price is lowering for early value, while the rest of the higher tiers in this path see a number of stat improvements to balance out their unique use cases. The T5’s Bounty Mark application is improving with faster passive Marks and the pistol now also applying a Mark to the first Bloon hit by each attack.
  • x2x Bullseye price reduced $500 > 350
  • x3x Deadeye rifle pierce increased 3 > 4
  • x4x Bounty Hunter price reduced $8000 > $6500
  • x4x Bounty Hunter pistol damage increased 12 > 16
  • x5x Golden Justice Rifle damage increased 210 > 280
  • x5x Golden Justice Rifle Fort bonus increased 210 > 280
  • x5x Golden Justice Passive Bloon Mark rate reduced 9s > 3s
  • x5x Golden Justice Pistol applies Bounty Mark to main target hit
  • x5x Golden Justice Pistol area pierce increased 5 > 8
Bottom Path: After some help & advice from their ride-or-die partner, Enforcer is moving down some attack speed from the Shotgun attack into T1 & T2 crosspath bonuses to improve the crosspath value while keeping T3 roughly similar. At higher tiers Pistol damage has increased for better long-range Single Target performance.
  • xx1 Wanderer max rate bonus increased 30% > 45%
  • xx1 Wanderer bonus loss per tower increased 10% > 15%
  • xx2 Nomad max rate buff increased 25% > 50%
  • xx2 Nomad rate buff per bloon increased 1% > 2%
  • xx3 Enforcer shotgun attack cooldown increased 1.56 > 1.97
  • xx4 Avenger pistol damage increased 12 > 18
  • xx5 Desert phantom pistol damage increased 20 > 50
  • xx5 Desert phantom pistol Ceramic Bonus increased 20 > 50
Sniper Monkey

Cripple MOAB’s shrapnel piercing has been improved to assist in support purposes. Elite Sniper has fallen in use so price is being reduced, and a small price shift has been made for bottom path to bring Semi-Auto Rifle online sooner.
  • 520 Cripple MOAB shrapnel pierce increased 3 > 6
  • 520 Cripple MOAB shrapnel lifespan distance increased 32 > 80
  • 520 Cripple MOAB shrapnel projectile speed increased 160 > 320
  • x5x Elite Sniper price reduced $14,000 > $12,000
  • xx3 Semi-Auto Rifle price reduced $2900 > $2700
  • xx5 Elite Defender price increased $14700 > $14900
Monkey Buccaneer

Favoured Trades sellback bonus has been moved back to a stacking bonus, requiring more setup investment in the area to receive the higher value.
  • xx4 Favoured Trades sellback bonus reduced 0.1 > 0.04
  • xx4 Favoured Trades sellback benefit max stacks increased 1 > 3
Monkey Ace

As Spy Plane crosspath doesn’t see much love we’ve gone all-in on the Camo crosspath making it a double damage bonus, which is especially good news for Ground Zero vs. Fortified DDTs. Since Spectre works best at the edge of the map far from the entrance the radial attack can expire too early, so projectile distance has been increased.

Spectre likes to be placed close to the edges of the map
  • x2x Spy Plane bonus damage to Camo increased +1 > x2
  • xx4 Spectre radial projectile distance increased 600 > 900
Heli Pilot

For quality of life the ‘Drag to Redeploy' textbox now disappears earlier during tower redeployment. Door Gunner is now allowed to be used between rounds to reduce that start of round stress.
  • x4x Support Chinook 'Drag to redeploy' textbox now hides once a tower is selected to be moved instead of after the tower is finished being moved by the Chinook
  • x5x Door Gunner MK Ability can be used between rounds
Mortar Monkey

Mortar Monkey’s base price has been reduced to make it a possible starting tower, if you really want to try that. While it’s still not intended to be a great starter we hope that having the extra option will be fun. Most of the reduced price from this change has been moved into Signal Flare, though left out of the other T3 crosspaths since we feel they are fine receiving the small buff.
  • 000 Mortar Monkey price reduced 750 > 600
  • xx3 Signal Flare price increased 900 > 1000
Dartling Gunner

While Buckshot is powerful, the high effort requirement pushes favour to the middle crosspath to make up attack speed, so the harder to use crosspath is improving for better payoff. M.A.D has always had powerful single target but doesn’t see widespread use in standard gameplay so we have raised pierce to bump up its versatility without impacting single target performance
  • 203 Buckshot Laser Shock damage increased 2 > 3
  • 204 Bloon Area Denial System unchanged
  • x5x M.A.D projectile pierce increased 12 > 20
Druid

Superstorm gets a fresh coat of paint, including a new name! The Superstorm Tornadoes last far longer and rebound off of map borders, all while still spewing out additional Ball Lightning projectiles the entire time to fill the screen!
  • 5xx Superstorm epicness reinforced by renaming to Monarch of the Storms
  • 5xx Monarch of the Storms projectile bounces off Map Borders
  • 5xx Monarch of the Storms projectile can hit BADs to deal damage
  • 5xx Monarch of the Storms projectile distance increased 150 > 450
  • 5xx Monarch of the Storms Lightning attack damage increased 10 > 30
Mermonkey

Abyssal Warrior will now have a slight startup cooldown to limit certain exploity tactics. Middle crosspath trident gains extra projectile pierce to improve early game value. Recent changes to Symphonic Resonance caused its pierce usage to increase for far too much of a nerf, so we have increased the pierce to offset this.
  • 3xx Tentacle attack starts on cooldown 0.5s
  • x1x Trident pierce increased 2 > 3
  • xx4 Symphonic Resonance trance pierce increased 4 > 8
Spike Factory

Spike Factory’s paragon damage is being moved from mini spike storms back into the main attack to nerf this while reducing the impact of expiring projectiles upon Bosses spawning. 
  • Main Spike bonus damage to MOABs increased 140 > 240
  • Mini Spike Storm bonus damage to MOABs reduced 180 > 80

Regarding Permaspike, this update we decided to take an in depth dive into its inner workings and we decided the following changes would be good to make
  • xx5 Permaspike range set to 42
  • xx5 Permaspike attack cooldown set to 6.0625s
  • xx5 Permaspike pierce set to 50
  • xx5 Permaspike damage set to 10
  • xx5 Permaspike damage type set to Sharp
  • xx5 Permaspike projectile radius set to 6
  • xx5 Permaspike projectile age set to 300s
  • Lastly we decided to look at spike duration. As it happened, buffing the duration of permaspike has created a rift in space time, and according to a time scientist who exited from this rift, what we had done was so unfathomably stupid that the fabric of the universe was unfolding. In order to save the multiverse as well as tonight's dinner we had to send a team of highly specialised space ninjas into the rift in order to defeat the evil demon king who was the true culprit behind this rift, and sadly in the process of defeating the demon king we were interrupted by time cops who forced us to revert the change in order to restore the space time continuum. Needless to say, this reset in the space time continuum also reverted recent balance changes and so xx5 Permaspike remains unchanged.
Engineer

Overclock’s Village range bonus always felt like an odd special case, and now that there is a proper dedicated range bonus ability the combined range this grants for villages ended up being overpowered, after consideration we didn’t want to jump straight to deleting the ultraboost stacking tech here but have lowered the range bonuses from Overclock. 
  • x4x Overclock Village range bonus reduced 25% > 10%
  • x5x Ultraboost Village range bonus per stack reduced 2.5% > 1.5%
Beast Handler

As it is still overperforming in event cases, Megalodon damage is being reduced. On the other hand Giganotosaurus’ ability damage is increasing to feel more worthy of a T5 ability.
  • 5xx Megalodon damage reduced 700 > 600
  • 5xx Megalodon damage scale reduced 1400 > 1200
  • x5x Giganotosaurus ability damage increased 150 > 300
Hero Balance
Captain Churchill

Captain Churchill has a significant DDT weakness, particularly of the fortified variety, so to provide light assistance against these his Lv15 damage bonuses may now stack together when multiple properties are met, and it will also grant a bonus to Camo Bloons. Overall this adds up to a +12 damage bonus when damaging a Fortified DDT.
  • Lv15 Cannon damage Bonuses increased 3 > 4
  • Lv15 Fortified/Lead bonus damage also applies for Camo
  • Lv15 Damage bonuses can now stack for each property on the target
Adora

Adora’s recent nerf impacted her freeplay value too much, with limited options for heroes that scale well into freeplay we have agreed it would be best to change back her sacrifice stacks.
  • Lv20 Blood Sacrifice max buff stacks increased 30 > 40
Rosalia

Rosalia is overperforming as a consistent lategame fullscreen stall, so her BFB knockback and Lv18 Flight Boost uptime are both being reduced.
  • Lv13 laser BFB knockback reduced 5 > 2.5
  • Lv18 flight boost cooldown increased 25s > 35s
New Rogue Artifacts

Bargaining Chip
  • In-game Boost reroll costs are reduced by (20,30,50)%
  • When sold to Merchants this artifact has (2,2,3)x the listed value

Power Nexus
  • Powers also count as Support Category towers
  • Powers attack delays are reduced by (10,15,25)%
  • Powers deal increased damage (50,100,200)%
Looking Forward

We so enjoyed and appreciated the hugely positive feedback on the Desperado, and in keeping to our pledge to focus more on the Monkeys, we hope you’ll enjoy remaking your builds and tier lists now with Silas in the mix. We pushed ourselves to make Powers Pro as strong a new system as possible, but also manageable for the addition of new base Powers and new Pros. We’re keen to get feedback on how you find the Powers Pro system, grind amounts, and which Pros you’d like to see next. We’re in strong shape for the last 2 updates of the year, but we have made a few changes, so check those out here:
  • Update v51
    • Based on community feedback and team enthusiasm, we’ll continue noodling on Boss ideas and are instead bringing forward the Bomb Shooter Paragon. We haven’t locked down the name yet, but the concept art is amazing and does justice to the working name—Supreme Missile Platform.
    • Obyn Skeletor Skin - art and abilities are looking super cool, and a few of us had a great time with the VO script, so we’re looking forward to this one.
    • Social Goals system has a heap of components including more accessible Team Trophy ownership, improvements for Teams with dormant Mayors, the framework for many types of shared Goals, and a range of Boost Rewards that will continue to benefit Teams even after the Social Goals Event has ended. We may not get all of that done for v51 so we’ll focus on the most important and fun bits.
    • Game Editor was delayed by the substantial rework to the BTD6 Tutorial, which we felt was critical to getting new players into the game more effectively. Game Editor continues to be a huge passion of ours and something that we intend to be transformative for the game. It may not make v52 either, based on the amount of testing it will need at the same time as Frontier Legends.
  • Console
    • We know our console community has been extremely patient as we work on getting PlayStation and Xbox up to date, and we can’t thank you enough. It continues to be a bit of an uphill battle, but we’ve made good strides and brought on more help to speed it up! 
    • We now have another programmer dedicated to Switch and to assist in bringing all consoles to the main branch, along with the up-to-date content.. Some of the biggest screens (like Contested Territory and Quests) are nearly complete for controller support, and we are making a big push to have Switch launched and PlayStation and Xbox submitted for the Christmas holidays. We must set expectations that release windows are tight in December, even for updates, and may cause delays.
    • We are committed to being clear about in progress development, so our team will aim to do another dev diary before v51, with general and further console updates.

     
  • Update v52
    • Frontier Legends is going brilliantly. We truly hope you’ll be blown away by the way we’ve transformed what’s possible inside BTD6, and we hope to show a sneak peek in the coming month.
    • Again, based on community feedback, we’re planning another Paragon rather than a Hero Skin. Not that we’re stuck on Primary Paragons, but we did think Ice would be a chill fit for the Northern Hemisphere holidays.

Enjoy the heck out of Silas, the new map, Powers Pro, the Monkeycicle, and all of the other awesome we could squeeze into v50. We’ll update our social pages as soon as we’re ready to share sneak peeks of what’s ahead. Happy more awesomer gaming!