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* {{Crossover}}: In ''Bloons Adventure Time TD'', the Bloons invade [[WesternAnimation/AdventureTime the land of Ooo]]!

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* {{Crossover}}: {{Crossover}}:
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In ''Bloons Adventure Time TD'', the Bloons invade [[WesternAnimation/AdventureTime the land of Ooo]]!Ooo]]!
** On May 12th, 2024, The game would see a collaboration with [[WebVideo/MrBeast MrBeast,]] Featuring a new quest, [[TemporaryOnlineContent A limited time 9.99$ bundle, and a one-off login bonus.]] All of this was to promote the [[https://youtu.be/F6PqxbvOCUI?si=J3ci3D_0ntfNe76H&t=432 newest video that came out at the time.]]
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Spelling/grammar fix(es)


* AntiFrustrationFeatures: Originally in BTD6, when playing C.H.I.M.P.S. you could exit the game just before losing to salvage a run at the cost of receiving a less prestigious red C.H.I.M.P.S. medal instead of a black one. In update 42, they added a "Retry Last Round" option upon losing in C.H.I.M.P.S., which will automatically invalidate your black medal, but doesn't cost any Monkey Money or give you any extra lives or cash.

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* AntiFrustrationFeatures: Originally in BTD6, Bloons Tower Defense 6, when playing C.H.I.M.P.S. you could exit the game just before losing to salvage a run at the cost of receiving a less prestigious red C.H.I.M.P.S. medal instead of a black one. In update 42, they added a "Retry Last Round" option upon losing in C.H.I.M.P.S., which will automatically invalidate your black medal, but doesn't cost any Monkey Money or give you any extra lives or cash.
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* AntiFrustrationFeatures: Originally in BTD6, when playing C.H.I.M.P.S. you could exit the game just before losing to salvage a run at the cost of receiving a less prestigious red C.H.I.M.P.S. medal instead of a black one. In update 42, they added a "Retry Last Round" option upon losing in C.H.I.M.P.S., which will automatically invalidate your black medal, but doesn't cost any Monkey Money or give you any extra lives or cash.
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** The sixth game introduces the Alchemist tower, whose basic attack is throwing flasks of acid to deal DamageOverTime. Some upgrades allow his to throw stronger acid that deals damage faster, or create mini acid pools that damage bloons running over them.

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** The sixth game introduces the Alchemist tower, whose basic attack is throwing flasks of acid to deal DamageOverTime. Some upgrades allow his it to throw stronger acid that deals damage faster, or create mini acid pools that damage bloons running over them.



** [[SubvertedTrope Subverted]] by the Vengeful True Sun God. [[spoiler: While it also sacrifices the two other tier 5 Super Monkeys, it doesn't gain either of their powers, instead only powering up its existing abilities.]]

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** [[SubvertedTrope Subverted]] by the Vengeful True Sun God. [[spoiler: While it also sacrifices the two other tier 5 Super Monkeys, it doesn't gain either of their powers, instead only powering up its existing abilities.]]abilities]].
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* The fan submitted map [[OfficialFanSubmittedContent Erosion]] is a map based example. When it was first drawn it was based around water eroding sand. When it was officially made in [=BTD6=] it was reworked into a melting glacier, which has nothing to do with Eroding.

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* ** The fan submitted map [[OfficialFanSubmittedContent Erosion]] is a map based example. When it was first drawn it was based around water eroding sand. When it was officially made in [=BTD6=] it was reworked into a melting glacier, which has nothing to do with Eroding.



* AscendedGlitch: In ''[=BTD5=]'', explosive towers that had their pierce buffed would increase the amount of time the ''exploding projectile'' could explode, rather than the amount of bloons the explosion could pop. While this bug was fixed on most towers, it persisted on the Hydra Rocket Pods of the Dartling Gunner. Come ''[=BTD6=]'', and multi-explosion missiles are standard issue on the Rocket Pods.

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* AscendedGlitch: In ''[=BTD5=]'', explosive towers that had their pierce buffed would increase the amount of time the ''exploding projectile'' could explode, rather than the amount of bloons the explosion could pop. While this bug was fixed on most towers, it persisted on the Hydra Rocket Pods of the Dartling Gunner. Come ''[=BTD6=]'', and multi-explosion missiles are standard issue on the Rocket Pods.Pods, and is an explicit mechanic for [[TankGoodness Captain Churchill]].
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* The fan submitted map [[OfficialFanSubmittedContent Erosion]] is a map based example. When it was first drawn it was based around water eroding sand. When it was officially made in [=BTD6=] it was reworked into a melting glacier, which has nothing to do with Eroding.
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Added an example from the new trope page.

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* BorderOccupyingDecorations: Playing the Steam version of ''[=BTD5=]'' at a wide aspect ratio gives the game a border with eight artworks of various towers.
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Bonus Boss was renamed by TRS. Can't find anything in the examples to suggest those are optional, so deleting.


* BonusBoss:
** The BAD in modes outside of Impoppable and CHIMPS. It usually only appears in round 100, while most game modes only go up to round 80 at most. In Alternate Bloons Round mode (which only goes to round 80), you face a fortified BAD instead of a regular one.
** If you make it all the way to round 200 in freeplay, which is only possible with heavy farming to buy very strong defenses such as a Vengeful True Sun God, you get to a special round made of [[DualBoss 2 fortified BADs]]. Due to MOAB class health scaling with increasing rounds, those have no less than [[DamageSpongeBoss 1.3 million HP]] each, which is almost 50 times as much as the one on round 100. They're also considerably faster than normal due to speed scaling.
** Boss Bloon events act as this to the base game, with the boss bloons having far more health than any other Bloon you’d face at that level and some nasty gimmicks.
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* ArtifactTitle: Towers named after the projectiles they throw tend to have an upgrade that makes them stop shooting the projectile they're named after.

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* ArtifactTitle: ArtifactName: Towers named after the projectiles they throw tend to have an upgrade that makes them stop shooting the projectile they're named after.
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* ArtifactTitle: Towers named after the projectiles they throw tend to have an upgrade that makes them stop shooting the projectile they're named after.
** The Dart Monkey ceases to throw darts once they get the Spike-o-Pult (and Juggernaut after it).
** The Boomerang Monkey can exchange its boomerangs with ''Film/{{Krull}}'' glaives.
** The Dartling Gunner stops shooting darts when upgraded to Tier 3 and above.
** The Tack Shooter ceases to shoot tacks when upgraded past Blade Shooter or Ring of Fire.
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** Sauda is like a souped-up Tack Shooter who can be bought on Round 1, has very fast attacks, has camo detection, and can pop lead bloons with her abilities. On maps that contain long bends or loops, she can solo the first 27 rounds AFK, and some players have completed '''1-tower Impoppable and even''' '''''[[https://www.reddit.com/r/btd6/comments/oh34og/sauda_fricking_1tc_people// CHIMPS]]''''' with just Sauda. However, on harder maps with split tracks and less loops, Sauda's lack of range becomes an issue and her effectiveness drops down considerably.

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** Sauda is like a souped-up Tack Shooter who can be bought on Round 1, has very fast attacks, has camo detection, and can pop lead bloons with her abilities. On maps that contain long bends or loops, she can solo the first 27 rounds AFK, and some players have completed '''1-tower Impoppable and even''' '''''[[https://www.reddit.com/r/btd6/comments/oh34og/sauda_fricking_1tc_people// com/r/btd6/comments/oh34og/sauda_fricking_1tc_people/ CHIMPS]]''''' with just Sauda. However, on harder maps with split tracks and less loops, Sauda's lack of range becomes an issue and her effectiveness drops down considerably.

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* CreatorsPest: The series has quite a few of them.
** The infamous Bloonchipper. It's a woodchipper that sucks in Bloons to pop them that appeared in the ''[=BTD5=]'' Generation. It was infamously a nightmare to balance (being extremely overpowered with the ability to stun and do massive damage to MOAB-class Bloons). When it was not added into ''[=BTD6=]'', many people constantly requested for it to return, with Ninja Kiwi adamant it stays out of the game. It was eventually added to the game in 31.0... broken down and [[TakeThatScrappy left to rot in a scrapyard]].
** Arctic Wind ice platforms, from the x/3/x Ice Tower have become despised by Ninja Kiwi for the sheer number of glitches and bugs that they were responsible for (including multiple infinite cash exploits).
** Legend of The Night's Black Hole passive could be considered one, since it could be used to cheese and get through infinite rounds without dying. Ninja Kiwi has nerfed this ability multiple times to make it unable to do so.



** Sauda is like a souped-up Tack Shooter who can be bought on Round 1, has very fast attacks, has camo detection, and can pop lead bloons with her abilities. On maps that contain long bends or loops, she can solo the first 27 rounds AFK, and some players have completed '''1-tower Impoppable''' with just Sauda. However, on harder maps with split tracks and less loops, Sauda's lack of range becomes an issue and her effectiveness drops down considerably.

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** Sauda is like a souped-up Tack Shooter who can be bought on Round 1, has very fast attacks, has camo detection, and can pop lead bloons with her abilities. On maps that contain long bends or loops, she can solo the first 27 rounds AFK, and some players have completed '''1-tower Impoppable''' Impoppable and even''' '''''[[https://www.reddit.com/r/btd6/comments/oh34og/sauda_fricking_1tc_people// CHIMPS]]''''' with just Sauda. However, on harder maps with split tracks and less loops, Sauda's lack of range becomes an issue and her effectiveness drops down considerably.
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* CastFromHitPoints: In ''Bloons TD 6'':
** The Bomb Blitz and Elite Defender passive abilities require the player to lose lives to activate them after cooling down.
** Ezili's Sacrificial Totem ability, which temporarily buffs nearby towers and grants them camo detection, costs the player lives each time it is activated. It will cost less lives the higher Ezili's level.
** The Druid's Heart of Vengeance grants extra attack speed for each life lost. This bonus will disappear if the player heals their lives after a leak.
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* CallForward: The map [[https://bloons.fandom.com/wiki/Village_Shore Village Shore]] in ''[=BTD5=]'' is a reference to the [[https://bloons.fandom.com/wiki/Bloons_Tower_Defense_6?file=18.0_Menu.png main menu of ''[=BTD6=]'']]. Note that this map was released exactly one month after the release of ''6''.

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* CallForward: The map [[https://bloons.fandom.com/wiki/Village_Shore Village Shore]] in ''[=BTD5=]'' is a reference to the [[https://bloons.fandom.com/wiki/Bloons_Tower_Defense_6?file=18.0_Menu.png main menu menu]] of ''[=BTD6=]'']].''[=BTD6=]''. Note that this map was released exactly one month after the release of ''6''.

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* CoolAirship: The MOAB-class bloons are various blimps with [[FunWithAcronyms acronym names]] that serve as [[BossInMookClothing Bosses in Mook Clothing]]. There are five different types of them as of the sixth game.

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* CoolAirship: CoolAirship:
**
The MOAB-class bloons are various blimps with [[FunWithAcronyms acronym names]] that serve as [[BossInMookClothing Bosses in Mook Clothing]]. There are five different types of them as of the sixth game.game.
** The boss bloons, which were first introduced in the fifth game, use the same design format as the MOAB-class bloons with even more stylish aesthetics.
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'''A - C''' | [[BloonsTowerDefense/TropesDToI D - I]] | [[TheLoudHouse/TropesJToM J - M]] | [[TheLoudHouse/TropesNToR N - R]] | [[TheLoudHouse/TropesSToZ S - Z]]-]]]]]

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'''A - C''' | [[BloonsTowerDefense/TropesDToI D - I]] | [[TheLoudHouse/TropesJToM [[BloonsTowerDefense/TropesJToM J - M]] | [[TheLoudHouse/TropesNToR [[BloonsTowerDefense/TropesNToR N - R]] | [[TheLoudHouse/TropesSToZ [[BloonsTowerDefense/TropesSToZ S - Z]]-]]]]]
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[[WMG:[[center:[-''VideoGame/BloonsTowerDefense'' '''Trope Examples'''\\
'''A - C''' | [[BloonsTowerDefense/TropesDToI D - I]] | [[TheLoudHouse/TropesJToM J - M]] | [[TheLoudHouse/TropesNToR N - R]] | [[TheLoudHouse/TropesSToZ S - Z]]-]]]]]
----
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[[foldercontrol]]

[[folder:A]]
* AcidAttack:
** The sixth game introduces the Alchemist tower, whose basic attack is throwing flasks of acid to deal DamageOverTime. Some upgrades allow his to throw stronger acid that deals damage faster, or create mini acid pools that damage bloons running over them.
** The Glue Gunner starting from ''BTD'' 4 can make their glue corrosive with an upgrade. Other upgrades can make the corrosion stronger.
* AllegedlyFreeGame:
** Downplayed for at least the normal ''BTD'' games. While there is a good bit of premium content for ''[=BTD4=]'' and ''[=BTD5=]'', you can play the game very well without them. The Steam version costs $10 and has only skins as premium content. ''[=BTD6=]'' averts this, costing money to buy on both mobile and desktop (while retaining in-app purchases).
** Unlike the other games, ''Bloons Monkey City'' and ''Bloons Adventure Time Tower Defense'' are this trope. However, unlike most games, it very much is possible to play them without spending a single penny, but they will tell you about the premium items and currencies frequently.
* AllYourPowersCombined:
** In ''[=BTD5=]'', the Temple of the Monkey God will gain attacks and abilities related to all the towers sacrificed to it. For example, sacrificing a full power Ice Tower, Glue Gunner, Monkey Apprentice and Mortar will give the tower the ability to fire out exploding ice projectiles, corrosive glue blobs, giant tornadoes, and extra-powerful explosive missiles. All that along with the main EyeBeams.
** In ''[=BTD6=]'', not only does the [=TotMG=] return as the Sun Temple, but there's an even stronger variant of it known as the [[PhysicalGod True Sun God]], which can power up even more with further sacrifices. This makes it a recursive example of this trope.
** [[SubvertedTrope Subverted]] by the Vengeful True Sun God. [[spoiler: While it also sacrifices the two other tier 5 Super Monkeys, it doesn't gain either of their powers, instead only powering up its existing abilities.]]
** [=BTD6=] also adds Paragon monkeys, which combine all the powers of their three Tier 5 upgrades and enhance them to absurd degrees. They also border on InfinityPlusOneSword at some points, since like the [[spoiler:Vengeful True Sun God]], they need you to combine one of each Tier 5 to even create, on top of only reaching their full power if you sacrifice a boatload of the same type of monkeys that ''also'' have significant investment and pop counts.
* AndIMustScream: Presumably the eventual fate of a bloon, if left unpopped:
-->"If you were a bloon, wouldn't you rather get popped instead of slowly leaking and withering to an undignified husk? I guess we'll never know since they can't speak."
* {{Animesque}}: The artwork of ''[=BTD5=]'' has this look for some monkeys, especially the Ice Tower.
* AntagonistTitle: The games are named after the Bloons, who are the enemies of the monkeys you play as.
* AntiPoopSocking: One round tip in the fifth game is "Remember to occasionally take breaks and do non-[=BTD5=] things." The sixth game has its own variation of this.
* AppropriateAnimalAttire: The Monkeys' choices of clothing cover the entire spectrum, from the completely naked basic Dart Monkeys, to the {{Fully Dressed Cartoon Animal}}s like Quincy and Gwendolin. Usually, the higher the upgrade tier is, the more clothed the Monkey is. Notably, the series averts PantslessMalesFullyDressedFemales, like the explicitly female Adora wearing nothing but a cape.
* AreaOfEffect: Ice Monkeys, Bomb Shooters, and Mortar Monkeys all create some sort of splash effect. Upgrades such as Ring of Fire, Fireball and Razor Rotors add splash damage to other towers.
* ArmorPiercingAttack:
** If one considers Lead Bloons to be armored, which are impervious to sharp-projectile towers, only certain types of attacks can actually break the Lead layer. Usually these are upgrades involving explosives, [[KillItWithFire fire]], [[HollywoodAcid corrosion]], or simply upgrading the dart material to something of heavier construction.
** Some upgrades do extra damage to Ceramic Bloons, such as Juggernaut for Dart Monkeys and Spiked Balls for Spike Factories.
** The Alchemist's Perishing Potions and the Mortar Monkey's Shattering Shells remove the Fortified effect from Leads and Ceramics (and the latter can even remove it from low-tier blimps).
* ArrangeMode:
** From ''[=BTD4 Expansion=]'' on, there is the Deflation mode, which gives you 50,000 money at the beginning, but disables all forms of income, and starts you off at round 30 (21 in ''[=BTD4 Expansion=]'').
** ''[=BTD4=]'' introduces the HarderThanHard Apopalypse mode, which disables money income for progressing in between rounds, and removes breaks between rounds.
** ''[=BTD6=]'' includes a set of modifier modes for each difficulty setting on a map, with the difficulty and variety of modifiers increasing on higher difficulties. The Deflation and Apopalypse modes are included among these, as are ones that restrict your available towers, [[LevelInReverse Reverse Mode]] (which had previously been added to [=BTD5=]), [[DroughtLevelOfDoom Half Cash]], [[DamageSpongeBoss Double HP MOABs]], Alternate Bloons Rounds (a much tougher sequence of rounds), Impoppable (formerly its own difficulty setting), and the hardest of them all, C.H.I.M.P.S. ([[FinalDeathMode no]] '''[[FinalDeathMode C]]'''[[FinalDeathMode ontinues]], [[OneHitPointWonder no]] '''[[OneHitPointWonder H]]'''[[OneHitPointWonder earts lost]], [[DroughtLevelOfDoom no]] '''[[DroughtLevelOfDoom I]]'''[[DroughtLevelOfDoom ncome]], [[NoGearLevel no]] '''[[NoGearLevel M]]'''[[NoGearLevel onkey Knowledge]], [[PowerNullifier no]] '''[[PowerNullifier P]]'''[[PowerNullifier owers]] and [[StandYourGround no]] '''[[StandYourGround S]]'''[[StandYourGround elling]]). Beating all of these variant modes is required for gold-bordering or black-bordering a map, and some have to be beaten before others can be unlocked.
** ''[=BTD6=]'' also introduces Races as a weekly event. Normally, a round only starts when the all the Bloons from the previous round are popped. In a race, however, the player can send the next round whenever they want. The goal of the race is to defeat all the rounds with as little time as possible.
* ArtCourse: In ''6'', the map [[https://bloons.fandom.com/wiki/Cubism Cubism]] is based on the cubism art movement. The path forms zigzagging straight lines, separating the map into several areas, each with different colors.
* ArtEvolution: ''[=BTD2=]'' and ''[=BTD3=]'' used the same art style and assets as the first game, but the shift to ''[=BTD4=]'' improved the graphics, and the art drastically changed for ''[=BTD5=]''. ''[=BTD6=]'' uses 3D models for the towers, some obstacles, and [=MOABs=], and both ''Bloons Adventure Time TD'' and ''Battles 2'' utilize the same 3D model style.
* ArtShift: The purchaseable profile icons in the Trophy Store are done in different art styles than the main game. For example, Brickell's is a black-and-white manga drawing, while the Transforming Tonic one goes into DerangedAnimation.
* AscendedGlitch: In ''[=BTD5=]'', explosive towers that had their pierce buffed would increase the amount of time the ''exploding projectile'' could explode, rather than the amount of bloons the explosion could pop. While this bug was fixed on most towers, it persisted on the Hydra Rocket Pods of the Dartling Gunner. Come ''[=BTD6=]'', and multi-explosion missiles are standard issue on the Rocket Pods.
* AscendedMeme:
** In March 2019, a Biker Bones skin was released for Striker Jones. Biker Bones was a recurring joke name for Striker Jones on the ''[=BTD6=]'' subreddit.
** In ''[=BTD6=]'', the last Bloon to appear in round 5 of Alternate Bloons Round mode is a single Camo Regrow Red Bloon, in acknowledgement of the camgrow red meme[[note]][[DontExplainTheJoke The Regrowth modifier does absolutely nothing on a Red Bloon]][[/note]].
** In Update 17, after months of making jokes about the Cave Monkey in the Frozen Over map and asking how to free him, the developers added a method to free him, and even made him his own tower unique to the map. And true to his alleged power, he can stun any bloon except for a BAD--including a DDT or a ZOMG.
** A common joke on the ''[=BTD6=]'' subreddit is "Player 3" in co-op games being money-obsessed, wasting their money on Banana Farms and refusing to give money to other players. The Scream emote for co-op introduced in 21.0 mentions that it can be used to scream at Player 3 for not sharing their cash.
** The "No Cash Drops" emote was spawned from complaints that players, most likely hackers, would repeatedly drop Cash Drops in co-op and end up making it way too easy.
** "[=2TC=]" (beat a game of CHIMPS with only two towers) and "[=2MP=]" (beat a game of CHIMPS with one tower getting at least two million pops) challenges are popular among fans, and later recieved their acknowledgements in-game, being added as hidden achievements.
** "Slons", a comically difficult fan-created joke map made for a contest, became a hit with fans. It got added as "Blons", with an identical layout, as a secret map in 24.0. This turned out to be an accidental content leak, as the way to access it was patched out so that Blons could be featured in an AprilFoolsDay daily challenge shortly after the update's release.
* AsteroidsMonster: Basically the whole premise of the game, and which sets it apart from most other tower defense games: every single bloon except for the lowest tier has one or more bloons contained within it. Short list from strong to weak in ''[=BTD6=]'': A BAD gives 2 [=ZOMGs=] gives 4 [=BFBs=] which give 4 [=MOABs=], which give 4 ceramics, which give 2 rainbows, which give 2 zebras, which give a black and a white, which each give 2 pinks, and from then on only one comes out each time, going pink, yellow, green, blue, red. The other thing the BAD gives is 3 [=DDTs=], which give 4 Camo Regen Ceramics. Additionally, there's also lead bloons that give 2 black and purple bloons that give 2 pink. Also, if a bloon gets through your defenses, you lose lives equal to the total amount of bloons you let slip (ceramic and blimp layers also count as lives lost), meaning that if a blue one gets through, you lose two lives, but if a ceramic gets through, you lose 104 lives. ''[=BTD4=]'' added the Red Bloon Equivalent (RBE) counter, which is ExactlyWhatItSaysOnTheTin--showing how many Red Bloons you are actually popping in the current round.
* AwesomeButImpractical:
** The Temple of the Monkey God in the fifth game is a little half-and-half. It fires enormous beams capable of tearing anything less than a BFB to shreds, but it costs a whopping $125,000 (on Medium difficulty without discounts), since you have to buy other Super Money upgrades to even access it (and that's without the range upgrades--counting those, the price goes up to $127,500). It will also sacrifice any player-bought towers in its range and [[AllYourPowersCombined absorb their powers]], to the point of becoming powerful enough to down [=ZOMGs=] as though they were red bloons, but that means you need to pay for the absorbed towers (and you'll need a ton of money to get it to maximum power). Of course, this is normally only used in freeplay because of its high costs; although it is perfect for the rounds where bloons gain extra movement speed and health, there isn't anything forcing you to use it.
** Several of the tier 5 upgrades in ''[=BTD6=]''.
*** In general, the final upgrades for money-earning towers such as the Banana Farm and Merchantman Buccaneer are so expensive that you won't be able to make a profit unless you're going for the super-late rounds (or are doing Boss Bloons and need all the income per round you can get).
*** Super strong, but very expensive tier 5 upgrades like Flying Fortress, Super Mines, and Ray of Doom. In a standard 100-round game, you can just sit back and wait for the victory screen after you purchase them. However, they're so expensive you'll never be able to get them without heavy farming. If you want to go into freeplay, you might as well get the [[InfinityPlusOneSword Vengeful True Sun God]] or [[AllYourPowersCombined Paragons]], which are more expensive, but also way more powerful.
* AWinnerIsYou: The messages you get when defeating the Bloons on a track and difficulty are this, with the most bland being whenever you win a map and difficulty that you've already completed in ''[=BTD6=]''.
-->"'''VICTORY!''' You've stopped the nasty bloons[[NoPunctuationPeriod [!]]]"
[[/folder]]

[[folder:B]]
* BalancePowerSkillGimmick: BTD6 separates the towers into categories: the balanced Primary Monkeys, the powerful Military Monkeys, the skilled Magic Monkeys and the gimmicky Support Monkeys.
* BalloonOfDoom: The so-called Bloons are the enemies that you need to defend the lanes from. Although considering the NoPlotNoProblem nature of the games, it's unclear as to why you're fighting them at all.
* BeeBeeGun: The Beekeeper, a Special Agent from the fifth game (and secret tower in the [=iOS=] version of the fourth), attacks by sending bees out of beehive to latch onto bloons for gradual damage.
* BeamSpam:
** Super Monkeys gradually get more beam-spammy as they upgrade, going from laser vision to plasma beams to the Sun God/Avatar (a SpreadShot of three sun beams) and culminating in the barrage of the Temple of the Monkey God. Then there's the Temple of the Vengeful Monkey unlockable ability, which lets the Temple shoot twice the amount of beams for a few seconds, and each beam is also more powerful.
** The Robo Monkey shoots two laser projectiles per frame (one per arm) to the Sun God's 1.5, though without as much spread or precision. Its upgrade, the Technological Terror, fires the same amount of beams as the Robo Monkey, but its plasma is green and extremely deadly: a single stream of this green plasma is twice as deadly as a single stream of the regular purple plasma, but since it fires two streams of it...
** The Dartling Gun's Laser Cannon upgrade makes it spam high-pierce laser beams. The following upgrades, Plasma Accelerator and Ray of Doom, turn it into a WaveMotionGun.
* BearsAreBadNews: The Beekeeper is a bear and aggressively attacks bloons with his bees. Good to know that he's on your side.
* BerserkButton: The Angry Squirrel, who goes berserk whenever a bloon leaks. His pro version gets a ''worse'' anger management problem, and it now gets pissed every 20 acorns it throws.
* {{BFG}}:
** Most military-based towers become one of these when fully upgraded, with appropriately powerful projectiles to fire from themselves.
* BigBulkyBomb: The icon for the Monkey Ace's Ground Zero and Tsar Bomba abilities have this. Using the abilities causes the Ace to drop a massive bomb that [[SmartBomb damages the entire screen]].
* BlowYouAway:
** In ''[=BTD5=]'', the Monkey Apprentice gets this quite literally with the Tempest Tornado upgrade, allowing him to blow Bloons back towards the start.
** Downdraft on Heli Pilots blow bloons under the heli back to the enterance.
** In ''[=BTD6=]'' the Druid of the Storm inherits the tornados of the Apprentice. The final upgrade on the Druid's top path even lets it blow back MOAB-class Bloons.
* BonusBoss:
** The BAD in modes outside of Impoppable and CHIMPS. It usually only appears in round 100, while most game modes only go up to round 80 at most. In Alternate Bloons Round mode (which only goes to round 80), you face a fortified BAD instead of a regular one.
** If you make it all the way to round 200 in freeplay, which is only possible with heavy farming to buy very strong defenses such as a Vengeful True Sun God, you get to a special round made of [[DualBoss 2 fortified BADs]]. Due to MOAB class health scaling with increasing rounds, those have no less than [[DamageSpongeBoss 1.3 million HP]] each, which is almost 50 times as much as the one on round 100. They're also considerably faster than normal due to speed scaling.
** Boss Bloon events act as this to the base game, with the boss bloons having far more health than any other Bloon you’d face at that level and some nasty gimmicks.
* BoringButPractical:
** Banana Farms are expensive and don't attack Bloons, but they give you extra money, which you will need in later levels when the Bloons themselves earn you less money. The Monkey Bank upgrade is more so this, especially in ''[=BTD6=]'' with its Banana Farm nerf. This exchanges generating bananas and spewing them out for generating and storing money inside its own bank, which also has an interest rate, meaning the more money is in there, the faster you gain money (until you reach its maximum limit). In the sixth game, if you have a 2-3-0 Banana Farm, you can reach its maximum limit of $7000 within 12 rounds, making it an easy way to get money.[[note]] Only rounds past 94 in ''[=BTD6=]'' give you more money than $7000[[/note]]
** Starting a map with three dart monkeys. They might not be able to lead to many exciting upgrades, but it's one of the most versatile starts in the game, able to beat the first few rounds even on multi-path maps while leading to upgrades that can hold you out until something more powerful.
** The Glue Gunner. At first, it's a non-offensive tower which slows bloons, and isn't super-efficient at that, but it's so cheap that it can be placed early on to help other towers while conserving money. Putting enough into upgrading one allows it to either deal heavy damage-over-time to anything it coats with glue, spread glue across swarms of bloons and the entire screen that also increases the damage they take, or stop MOAB-class bloons in their tracks.
** The Spike Factory is simple and boring; no moving parts, just a constant stream of small piles of tacks. But it can be upgraded to pop lead bloons, there's a special option for ceramic bloons, and it can kill [=MOABs=] more quickly than a Super Monkey. The sixth game introduced the Perma-Spike, a fifth-tier Spike Factory that, even after some nerfs, still stands as one of the most useful fifth-tier towers despite doing nothing more than building a pile of high-damage spikes.
** Quincy in ''[=BTD6=]''. He lacks the ability to apply buffs on other towers, like Obyn and Brickell, and can't debuff bloons either, like Gwendolin, Ezili, and Benjamin. Even among the pure DPS towers, he hardly stands out, with Adora's sacrifices letting her reach her maximum potential early on (and endgame act as a Sun Temple/True Sun God buffer), Etienne drone swarm allowing for attacking out of line of sight, and both Sauda and Churchill sporting more raw power. However, Quincy is one of the only heroes capable of starting a game, greatly aids during early rounds, and holds reasonable damage output even in late-game.
* BossBattle:
** Not formally called as such, but the rounds 40, 60, 80, and 100 invoke the feel of a boss battle, as each only consist of a single MOAB-class Bloon which is stronger than any Bloons you've faced in the previous rounds.
** Boss Bloon events are a more traditional take, replacing the MOABs on rounds 40, 60, 80, 100, and 120 with an increasingly powerful Boss Bloon.
* BossOnlyLevel:
** A few rounds in the series have rounds in which only MOAB-class bloons (or other high-ranked bloons) appear.
** Averted by the actual Boss Bloons, which appear alongside the bloons of further rounds.
** In ''[=BTD5=],'' there is only one bloon in Levels 46, 60 and 85--the MOAB, BFB and ZOMG, respectively, which are introduced in said levels. Not the case for the latter in Impoppable difficulty, as you face ''five'' [=ZOMGs=] in Level 85.
** The ending rounds of Easy, Medium, Hard, and Impoppable/C.H.I.M.P.S. difficulties in ''[=BTD6=]'' are fights against a lone blimp. Easy has the MOAB on round 40, Medium has the BFB on round 60, Hard has the ZOMG on round 80 and Impoppable and C.H.I.M.P.S. have the BAD on Round 100.
*** In [[HarderThanHard Alternate Bloons Rounds]], round 100 is a single fortified BAD.
*** Round 200 in freeplay is a special non-random round made of 2 fortified [=BADs=]
* BossRush:
** Level 75 of ''[=BTD4=]'', the final level of Hard mode on any course, is a long sequence of MOAB and BFB bloons and nothing else.
** In ''[=BTD5=]'', the final round on Impoppable difficulty has not one, but ''five'' [=ZOMGs=].
** Round 98 of ''[=BTD6=]'' sends out 8 [=ZOMGs=] and 30 fortified [=BFBs=].
** Freeplay rounds from ''[=BTD4=]'' onwards are essentially waves of nothing more than bigger, faster, and tougher waves of blimps. In ''[=BTD5=]'', for example, later Freeplay rounds are immense waves of nothing but [=ZOMGs=], while ''[=BTD6=]'' gives a bit more variety thanks to the existence of the BAD, DDT, and the Fortified modifier.
* {{Bowdlerise}}: The Cool Math Games version of the first game changes a pre-round message about the Super Monkey from "he really kicks ass!" to "he is really [[{{Badbutt}} poptastic!]]".
* BreadEggsBreadedEggs:
** Black Bloons are immune to (most) explosives, White Bloons are immune to freezing, and Zebra Bloons are immune to both of these!
** The pre-round comment for Round 59 in ''[=BTD6=]'' has this with leads and camos.
---> "Can you pop Lead? Can you pop Camo? How about... Camo Lead?"
** An unofficial term for Bloons that have both the regrowth and camo properties combines the two into "camgrow".
* BribingYourWayToVictory:
** In the fifth game, there are a lot of options for outright breaking the game for the payment of real money. They range from simple upgrades, such as dart monkeys getting an area of effect on the dart, which simply give towers more versatility or firepower, to buying ingame money (both Monkey Money and the cash required for upgrading towers) as well as lives.
** The sixth game has the double cash mode from the fifth game, now costing 18 dollars instead of 10, and you can still buy Monkey Money, but you can also buy Insta-Monkey packs, which are pretty much this game’s version of loot boxes. Just like [=BTD5=]’s in-app purchases, however, they are entirely unrequired to enjoy the game. In fact, Insta-Monkeys are also given out rather generously through collection events, and double cash is the only thing you can't get through just playing the game.
** ''[=BTD6=]'' also brings the "Unlock All" ability, which instantly gives you all the upgrades for a selected tower. While they only cost USD $4.99, you can easily farm the XP needed for the upgrades. All real money purchases are rendered null by the CHIMPS difficulty modifier, which levels the playing field some.
* BulletSeed: The Watermelon Spitter Special Agent, a chipmunk that builds up watermelon seeds in its cheeks and spits them out as soon as bloons enter its range.
[[/folder]]

[[folder:C]]
* CallForward: The map [[https://bloons.fandom.com/wiki/Village_Shore Village Shore]] in ''[=BTD5=]'' is a reference to the [[https://bloons.fandom.com/wiki/Bloons_Tower_Defense_6?file=18.0_Menu.png main menu of ''[=BTD6=]'']]. Note that this map was released exactly one month after the release of ''6''.
* {{Cap}}: The fire rate of any tower cannot exceed once per frame. This makes Overclock and MIB Call To Arms useless on towers with certain upgrades (such as the [[WaveMotionGun Ray of Doom]] for the Dartling Gun, Technological Terror for the Super Monkey, etc.). Even worse (but possibly funny) is that towers that are (somehow) overclocked too much ''deal no damage to any kind of bloon''!
* ChallengeRun: Many of the game modes involve special restrictions and rules:
** Apopalypse (no breaks between rounds, no end-of-turn income)
** Deflation (you start with a large amount of money, but can't earn any more)
** C.H.I.M.P.S. (only one life, no powers, no Monkey Knowledge, MoneyMultiplier towers don't work, and you can't sell towers)
** Single-class runs (Primary only, military only, magic only)
** Double MOAB health
** Half-cash
** The daily challenges and advanced challenges offer a new set of rules each day, usually by limiting which towers you're allowed to use.
** Odysseys require you to complete 3-5 maps with a specific set of Monkeys.
** Boss Bloon events see you face off against a Boss Bloon, putting your skills to the test.
* ChangingGameplayPriorities: In early rounds, you want to prepare against the various types of Bloons the game throws at you. As stronger Bloons can pop into multiple weaker Bloons, towers that can pop many Bloons at once are favored. In later rounds, however, piercing is no longer an issue and your main concern is having as much damage as possible against Ceramics and [=MOABs=], because the game will start throwing a bunch of them. This gets exacerbated by the appearance of Super Ceramics, which are much tougher than regular Ceramics but only have one child.
* CharacterSelectForcing:
** It's impossible to win ''[=BTD2=]'' without Cannons, because they're the only towers in the game capable of popping Lead Bloons.
** Flooded Valley is a map largely covered in water, separated from the land by a large wall. If you're going to use a hero for this map, it's going to be either Admiral Brickell or Pat, as both can be placed on water, with Brickell also syngerizing well with water towers. While Adora's ability briefly gives her enough range to attack up the wall (and thus is the go-to for Primary Only on this map without using pontoon powers), it's rather inefficient, and Churchill is too expensive to be feasible despite his large range.
** Spillway encourages CHIMPS players to start with a Ninja Monkey, since it's the only starting tower that is both small enough to fit in the middle barrel that allows it to attack bloons entering the track's middle circle, and can pack a decent amount of early popping power. The middle circle is surrounded by expensive-to-remove walls ''and'' a moat that hinder all other towers from reaching inside.
** Daily Challenges, Odysseys, and Races will often only let you use a certain selection of towers or heroes.
* CheckpointStarvation:
** The Flash version of ''Bloons Tower Defense 5'' did not allow you to save on Extreme-difficulty tracks. However, the mobile version permits saves there.
** Usually, ''Bloons TD 6'' autosaves after finishing any round except in Co-op, deleting the save upon death, a forced restart, or switching to a different mode on the same map. However, Hard Mode in the "Happy New Year's" Odyssey had merged sequences of up to ''eighty'' rounds into one round per island, meaning that if you exited an island for any reason, you had to restart the entire island from the beginning.
* ChuckCunninghamSyndrome: Almost all the Special Agents in ''Bloons Tower Defense 5'' do not return in ''6'', with only the two monkey-based Agents persisting over.
* ColorCodedForYourConvenience: In ''[=BTD6=]'', towers are divided into four categories, with each category having its own color, as well as another category for heroes. Primary is blue, Military is green, Magic is purple, Support is orange, and Heroes are yellow.
* TheComputerIsALyingBastard: The description for the Mortar Monkey's Artillery Battery in ''[=BTD5=]'' says that its "Pop and Awe" ability doesn't affect MOAB-class bloons. Yet, it still stuns them ''against what the description says'', though the stun is weak on anything stronger than a MOAB.
* ComputerVirus: At level 7, Benjamin, the Code Monkey hero in ''[=BTD6=]'', writes Bloon trojan viruses, and when successfully sent to a Bloon, causes them to spawn no children (the Bloons in lower layers) when popped. The downside to this is that you don't get the money from them. This was eventually changed so that you receive the number of layers the bloon has in cash (so an infected rainbow bloon, having 8 layers, gives $8 upon being popped), so you get back something from popping it. You still lose out though.
* ContractualBossImmunity:
** In the early games, [=MOABs=] and [=BFBs=] are immune to slowing down as well as the [[SmartBomb Super Monkey Storm]] (otherwise a OneHitKill). Later games would introduce more ways to slow and stun MOAB-class bloons, though these are typically reserved for high-tier towers.
** In [=BTD5=], there are a few special abilities which do nothing except for destroy a single MOAB-class bloon. However, the ZOMG, while not completely unaffected, will only take 1000 damage. When the sixth game introduced a tougher blimp, the ZOMG became SoLastSeason and some towers got upgrades that could instantly kill it.
** The BAD from ''[=BTD6=]'' is immune to ''all'' kinds of slowing or stun status. Other debuffs (such as debuffs that cause bloons to take extra damage from getting hit, such as Cripple MOAB, Super Brittle, and Glue Storm) can still affect it, though.
* CoolAirship: The MOAB-class bloons are various blimps with [[FunWithAcronyms acronym names]] that serve as [[BossInMookClothing Bosses in Mook Clothing]]. There are five different types of them as of the sixth game.
* CoolBoat: Two water-based towers exist in the games. The first introduced was the Monkey Buccaneer, a mid-price tower that can be upgraded into a fast-firing battleship that controls miniature fighter planes, an explosives-armed, [[EdibleAmmunition grape-shooting]] pirate ship that can hook onto blimps to instantly kill them, and (starting in the sixth game) a merchant ship with massive income bonuses. The second is the Monkey Sub, which is cheap and initially weak, but can get an Advanced Intel upgrade to let it fire darts at bloons in the range of any towers. Its upgrades include a nuclear submarine that melts bloons in its radius (the sixth game lets it become an Energizer that reduces tower cooldowns and increases hero experience gain), a missile-bombarder with an ability that can OneHitKill a ''[[PurposelyOverpowered ZOMG]]'' (further upgradeable to let it fire strong missiles at any blimp entering the screen), and a Sub Commander that can boost the strength of an armada of subs.
* CosmeticAward:
** There are hidden achievements in ''[=BTD6=]'' that enable access to Big Bloons, Small Bloons, Big Tower, and Small Tower mode, where [[ExactlyWhatItSaysOnTheTin Bloons/Towers become bigger/smaller than usual]]. However, this is purely visual, as the Bloons/towers still retain their original hitbox.
** The Trophy Store of ''[=BTD6=]'', where you can exchange trophies obtained from Races and Odysseys for things such as player avatars, new music, new special effects, Bloon skins, etc. Items bought at the Trophy Store are entirely for cosmetic purposes and don't alter the gameplay.
* {{Crossover}}: In ''Bloons Adventure Time TD'', the Bloons invade [[WesternAnimation/AdventureTime the land of Ooo]]!
* TheCracker: Benjamin, the sixth hero in ''[=BTD6=]'', zigzags this. While he is a hacker who can create viruses, he's on your side and is happy to use his skills to get you more money and sabotage the Bloons.
* CrutchCharacter:
** Dart Monkeys in ''[=BTD5=]'' upgraded to Triple Darts are very effective early on, but become far less powerful later in the game.
** Monkey Engineers with the Sentry Gun upgrades are so cost-effective early game that one of the most common early-game builds in ''[=BTD5=]'' is just to rely on that for the entire early game in order to farm money. Without Cleansing Foam, however, they can't do anything about Camo or Lead bloons. Engineers can remain useful throughout the game just for the sheer area they can cover, though they start to fall off in usefulness against MOAB-class bloons (unless you're positively covering the map with them).
** Dartling Guns are one of the more useful towers as-is and can cheaply mow down all but the most thick clusters of bloons with some upgrades, especially with some good placement. However, once the first MOAB-class bloon shows up, they notoriously struggle to deal enough damage to the blimp layer fast enough to make a difference. This can be subverted with [[MoreDakka sheer numbers]] of Dartling Guns or several of the [[WaveMotionGun highest]] [[MacrossMissileMassacre upgrades]], though it would cost far more than just using towers better suited to MOAB-busting baseline.
** Sauda is like a souped-up Tack Shooter who can be bought on Round 1, has very fast attacks, has camo detection, and can pop lead bloons with her abilities. On maps that contain long bends or loops, she can solo the first 27 rounds AFK, and some players have completed '''1-tower Impoppable''' with just Sauda. However, on harder maps with split tracks and less loops, Sauda's lack of range becomes an issue and her effectiveness drops down considerably.
[[/folder]]
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