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The many Towers/Defenses and Bloons that appear in the Bloons Tower Defense series. Characters from Bloons Monkey City and BTD Battles are included as well, though there is a separate page for units from Bloons Adventure Time TD.

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Towers

Towers introduced in Bloons Tower Defense:

    Dart Monkey 
https://static.tvtropes.org/pmwiki/pub/images/btd6dart.png
The most basic unit you get. Shoots a single dart that pops a single bloon.

Its upgrade paths in BTD5 are the Spike-o-Pult, which launch spiked balls that can pop a very large number of bloons before stopping, and Super Monkey Fan Club, which temporarily transforms it and other nearby dart monkeys into Super Monkeys.

In Bloons TD 6, it keeps the Spike-o-Pult and Super Monkey Fan Club upgrade paths. It also adds the Crossbow upgrade path, which specializes in popping multiple layers at the same time.


  • All-Encompassing Mantle: x/4 Dart Monkeys have green ones in BTD5. The Crossbow Master wears a black one in 6.
  • All Your Powers Combined: The Dart Monkey Paragon, the Apex Plasma Master, rides a gigantic ballista crossbow which rapidly fires three plasma Ultra-Juggernaut balls, combining the attacks of the Ultra-Juggernaut, Plasma Monkey Fan Club, and Crossbow Master.
  • Automatic Crossbow: Bottom path Dart Monkeys in 6 equip a fast-firing crossbow.
  • Boring, but Practical: Cheap, simple, yet undoubtedly effective, with its upgrades surprisingly carrying over well into the lategame.
  • Composite Character: The Spike-o-Pult was one of the new towers in BTD3, but BTD4 fused it with the Dart Monkey due to their similarities and has remained one of its upgrade paths since then.
  • Critical Hit: The Sharp Shooter upgrade in BTD6 causes one shot to deal much more damage every few seconds. This ability gets enhanced as you continue upgrading the bottom path.
  • Elemental Rock–Paper–Scissors: Juggernaut deals five times the damage to Ceramic Bloons.
  • Hyper-Destructive Bouncing Ball: In BTD6, the Spike-o-pult and its upgrades throws spiky balls that can bounce around obstacles. While it's a niche utility for the most part, it's good for maps with a lot of obstacles, especially after an update that allows a bouncing spikeball to re-hit a Bloon. The Ultra-Juggernaut is nightmarishly strong in maps like Moon Landing and Cornfield because of all the obstacles the balls can bounce from.
  • Magikarp Power: Because the power of the basic Dart Monkey is low, the difference between it and a fully upgraded version is immense. The basic version throws a small dart a moderate distance about once a second for one damage. The Ultra-Juggernaut throws a gigantic spiked ball that can pierce through tons of Bloons and split into even more projectiles; the Plasma Monkey Fan Club can transform other Dart Monkeys into powerful Super Monkeys with plasma vision temporarily; and the universally useful Crossbow Master shoots giant armor piercing drill-bolts halfway across the map eight times a second for six damage with a ton of pierce, can see and hurt anything, and does massive fifty-damage hits more than once a second. If you can afford the Paragon upgrade, the Apex Plasma Master, you get a rapid-firing tower that launches heavily-damaging projectiles that cover nearly the entire map.
  • Multi Shot: Triple Shot allows the Dart Monkey to throw three darts at once.
  • One-Hit Polykill: A Dart Monkey can upgrade to pop 2, then 4 bloons per shot. On the other hand, the Spike-o-Pult can pop up to 18 bloons in one go, and the Juggernaut can pop up to 104.
  • Pinball Projectile: Juggernaut shots can bounce off of walls that would block other projectiles.
  • Recursive Ammo: The Ultra-Juggernaut fires a Juggernaut ball which splits into six more.
  • Siege Engines: Spike-o-Pult and Juggernaut have the monkey switch out their hand-thrown darts for a slower-firing catapult which launches giant spiked balls.
  • Spike Balls of Doom: The Spike-o-Pult launches large spiked balls that can pop up to 18 bloons. Juggernaut takes it Up to Eleven: the spiked balls it launches are several times the monkey's size. The Ultra-Juggernaut then bursts into six more Juggernaut balls when reaching the edge of the screen.
  • Starting Equipment: The first monkey you unlock in every game it appears in. Even in a session, it's also the cheapest Monkey available to buy. In BTD6, there's even a Tech Tree upgrade that makes the first Dart Monkey free to place.
  • Super Mode: Super Monkey Fan Club transforms it and around 10 other Dart Monkeys in its vicinity into Super Monkeys for 15 seconds. BTD6 adds a further upgrade, Plasma Monkey Fan Club, which converts a much larger amount of Dart Monkeys and grants them plasma vision.
  • This Looks Like a Job for Aquaman: The Juggernaut and Ultra-Juggernaut upgrades are much more useful in maps where they can bounce a lot, such as Cornfield, Moon Landing, Encrypted, or Hedge.
  • Zerg Rush: Their cheap costs allows them to be spammed quite liberally. It's even encouraged with the Super/Plasma Monkey Fan Club ability, which temporarily superbuffs other Dart Monkeys. In 6, the Monkey City upgrade of the Village also gives you one free Dart Monkey every round.

    Tack Shooter 
https://static.tvtropes.org/pmwiki/pub/images/btd6tack.png
Short-ranged tower that fires 8 tacks all around it. Excellent for corners or other choke points.

Its upgrade paths in BTD5 are the Tack Sprayer, which launches 16 tacks instead of 8 and can be upgraded to the Ring of Fire, which shoots an unavoidable circle of flames, and the Blade Shooter, which fires large blades with increased popping power and can be upgraded to the Blade Maelstrom for a burst of attack speed.

BTD6 changes up these paths. Its first path is the Hot Shots, which slightly increases attack speed, can pop lead, and leads to the Ring of Fire and Inferno Ring abilities, the latter of which can periodically fire a powerful meteor with infinite range. The second path is the Blade Shooter, which is similar to how it was in BTD5. Its third path is the Tack Sprayer, which also is mostly unchanged, but leads to Overdrive and The Tack Zone, which fire huge amounts of tacks at an extremely high rate.


  • Boring, but Practical: Not a very flashy attacker, but the Tack Shooter is very cheap and one of the most cost-effective ways to thin out bloon rushes: in theory, it can do 8 damage per shot without needing any upgrades, much more than any other similarly-priced base tower (though reaching this maximum is very situational and only possible in certain positions).
  • Close-Range Combatant: Has incredibly short range which emphasizes its dense spray of tacks well. It does have several upgrades to mitigate this weakness, however.
  • Deadly Disc: The Blade Shooter upgrade allows them to fire buzzsaws instead of tacks which are harder to miss and can pop more bloons.
  • Exactly What It Says on the Tin: While most of the upgrade descriptions are very direct, the Tack Shooter deserves a mention.
    Faster Shooting: Shoots tacks faster.
    Even Faster Shooting: Shoots tacks even faster!
  • Fire-Breathing Weapon: The Ring of Fire shoots a fiery burst that burns through bloons, including Lead and Frozen bloons.
  • Multi-Directional Barrage: Their specialty is firing all around themselves indiscriminately. Blade Maelstrom allows it to unleash this on the entire screen.
  • Multi Shot: Tack Shooters fire 8 shots at a time, and with the Tack Sprayer upgrade that can increase to 18.
  • One-Hit Polykill: Blade Shooter allows it to tear through multiple bloons per shot, while Ring of Fire lets it pop up to 60 per burst. Blade Maelstrom and Super Maelstrom, on the other hand, can pop many, many more Bloons per blade.
  • Ring of Fire: Literally the name of one of its upgrades.
  • Scissors Cuts Rock: The Super Maelstrom upgrade allows the Tack Shooter to pop Lead bloons with regular blades, even though the previous upgrades cannot do so.
  • Simple, yet Awesome: The bottom path upgrades, instead of giving it more powerful projectiles or new abilities, just directly upgrade the Tack Shooter's rate of fire and let it fire more and more tacks, to devastating effect.
  • Spike Shooter: It shoots 8 tacks in a ring around it, which can be increased in number as it upgrades. Most of its highest upgrades replace the tacks with something else, however.
  • Storm of Blades: Its Blade Maelstrom ability produces this, though with sawblades.
  • Truth in Television: Bloons Monkey City reveals that the Ring of Fire uses Thermite, an extremely flammable incendiary exponent, as fuel.

    Ice Tower/Ice Monkey 
https://static.tvtropes.org/pmwiki/pub/images/btd6ice.png
Short-ranged support tower that unleashes cold blasts to briefly freeze bloons solid. Frozen bloons cannot move, but also cannot be harmed by piercing weapons.

In BTD5, its first upgrade path grants it the Arctic Wind ability, which greatly increases its range and slows down all nearby bloons, and Viral Frost, which causes frozen bloons to freeze any other bloon that touches it. Its second upgrade path grants it Ice Shards, which causes frozen bloons to explode when popped, damaging other nearby bloons, and Absolute Zero, an active ability which freezes every bloon on the screen except for MOABs.

In BTD6, its upgrades are changed. The top path contains Ice Shards, and adds the Embrittlement and Super Brittle abilities, which increase damage taken by frozen bloons. The middle path contains the Arctic Wind, Snowstorm (an active ability similar to Absolute Zero in BTD5), and Absolute Zero upgrades. The bottom path is the most unique, granting the Ice Monkey a Cryo Cannon which doesn't freeze bloons in a circle around it, but rather shoots explosive projectiles that can freeze foes from afar, and can be further upgraded with Ice Shards and Icicle Impale, which deals extra damage to MOAB-class bloons. All tier 5 abilities are capable of freezing MOABs.


  • All-Encompassing Mantle: An 4/x Ice Tower has a blue one in BTD5.
  • Amazing Technicolor Population: Most of the standard monkeys are brown, but Ice Monkey has white fur and dark blue skin.
  • Battle Aura: Arctic Wind gives it an aura that passively slows bloons just by being near them.
  • BFG: The Cryo Cannon upgrade and further iterations. Special mention to Icicle Impale, whose cryo cannon is so big that the Ice Monkey wielding it has to lean to counter its weight.
  • Bigfoot, Sasquatch and Yeti: The tower's appearance in BTD5 and games after it have a yeti-like design with white, slightly scruffier fur, fitting with their ice powers. It's more pronounced in upgrades such as Ice Shards or Super Brittle.
  • Close-Range Combatant: Has incredibly short range. Cryo Cannon remedies this by turning it into a more standard shooting tower with a long attack range.
  • Damage-Increasing Debuff: The Embrittlement upgrade makes all bloons affected by an Ice Monkey's freeze to take more damage while frozen, includign MOAB-class bloons (although they still can't be frozen). Super Brittle significantly improves the damage amplification.
  • Early Installment Character-Design Difference: In the first four games, Ice Towers were machines like the Tack Shooter and Bomb Tower, appearing as a snowglobe-like device that froze surrounding Bloons. The fifth game changed the tower into a white yeti-like monkey with ice powers, and this was kept for the sixth game alongside changing its name from Ice Tower to Ice Monkey.
  • Harmless Freezing:
    • Prior to BTD6, Ice Monkeys can't damage bloons until they are upgraded with Snap Freeze.
    • An Ice Monkey with the Arctic Wind upgrade in BTD6, if placed near water, freezes said water and allows ground-based towers placed on it with no ill effects.
  • Herd-Hitting Attack: The main draw of using the Ice Tower is its very high popping power for a base tower, even more than that of a Bomb Tower.
  • An Ice Person: Originally the tower was a freezing machine, but BTD5 onwards makes it an ice-elemental monkey.
  • Improvised Platform: The Arctic Wind upgrade in 6 freezes nearby water, allowing land-based towers to be placed on water, which normally would be impossible. Notably, this allows normally land-based units to benefit from buffs normally exclusive to aquatic towers, such as Carrier Flagship and Energizer.
  • Kill It with Ice: With the Snap Freeze upgrade, frozen bloons are popped once. In BTD6, this ability is included by default.
  • Literally Shattered Lives: Weaponized with Ice Shards - frozen bloons will explode into damaging ice shards when popped.
  • No-Sell: Absolute Zero can freeze White and Zebra bloons, which are normally immune to its attacks.
  • Scissors Cuts Rock: The Icicle Impale upgrade allows the Ice Monkey to pop and freeze White and Zebra bloons.
  • Status Effects: Can freeze enemies, and slow them with certain upgrades.
  • Support Party Member: In games before BTD6, it can't deal damage without Snap Freeze, but can immobilize and slow down enemies. In BTD6, it gains increased supportive utility with its new paths, such as the Embrittlement and Super Brittle upgrades, as well as the Icicle Impale, slowing even the toughest of MOAB-class bloons to a crawl.
  • Unwanted Assistance: Ice Towers can occasionally be seen as this, since frozen bloons can No-Sell piercing weapons.
  • The Virus: Viral Frost has an interesting variation. It freezes bloons so cold that any bloon that so much as touches a frozen bloon will also be frozen solid. This allows the freeze to spread incredibly fast, pretty much completely immobilizing all and any bloons aside from MOAB-classes.

    Bomb Tower/Bomb Shooter 
https://static.tvtropes.org/pmwiki/pub/images/btd6bomb.png
Mid-ranged cannon that launches explosive bombs to deal area damage.

In BTD5, its first upgrade path has the Cluster Bomb ability, which launches secondary bombs from the explosion to increase the affected radius, and Bloon Impact, which briefly stuns affected bloons. The second upgrade path focuses on damaging MOAB-Class bloons with MOAB Mauler, which deals extra damage to them, and MOAB Assassin, which fires a powerful missile towards the nearest MOAB and deals huge damage.

BTD6 changes around the upgrade paths. The first one leads to Bloon Impact, which can be upgraded into the even more powerful and explosive Bloon Crush. The second remains mostly the same, with the addition of the MOAB Eliminator, which deals much more damage with a shorter ability cooldown. The bottom path gains Cluster Bombs, and can be upgraded to have the smaller bombs each explode into a cluster bomb again with Recursive Cluster.


  • Cartoon Bomb: What it normally fires, unless you upgrade it into Missile Launcher.
  • Crippling Overspecialization: The second upgrade path for the Bomb Shooter is very good at dealing with MOAB-Class Bloons (as well as decent against Ceramic Bloons) as the names of their upgrades imply, but it's underwhelming against everything else.
  • Desperation Attack: Bomb Blitz's hidden ability, which wipes the screen if a life is lost.
  • Elemental Rock–Paper–Scissors: MOAB Mauler and MOAB Assassin incur massive damage to MOAB-class bloons.
  • Flechette Storm: The Frag Bombs upgrade causes each bomb to shatter into deadly shrapnel. Note that this allows the Bomb Tower to pop Black and Zebra Bloons, which otherwise No-Sell its attacks.
  • No-Sell: While Black/Zebra/D.D.T bloons normally are immune to its blasts, Frag Bombs allows it to damage explosive-resistant enemies nonetheless. While it loses this ability when it upgrades to Cluster Bombs, it regains it with Bloon Impact, which is able to pop explosive-resistant bloons with raw blast power. In addition, MOAB Eliminator can deal damage to Black/Zebra bloons even though it's an explosive.
  • Recursive Ammo: The Cluster Bombs upgrade causes its bombs to split into 8 more bombs upon impact. Beware that this will override Frag Bombs, allowing Blacks/Zebras to No-Sell its attacks once more (although the following upgrade, Bloon Impact, allows it to pop Black/Zebra bloons by virtue of its sheer power). Returns in 6, with the next upgrade allowing its recursive bombs to recur again every few shots! It doesn't actually split into more explosions, rather it repeats the main cluster bomb twice. It still does loads of damage.
  • Scissors Cuts Rock: The Cluster Bombs upgrade (and subsequent Path 3 upgrades) in BTD6 allow the Bomb Shooter to damage Black and Zebra Bloons regardless of cross-pathing. On other upgrade paths, MOAB Eliminator and Bloon Impact provide the same trait.
  • Smart Bomb: Its Bomb Blitz upgrade automatically deals heavy damage, enough to wipe out most bloon types, with a huge series of explosions triggered when a life is lost.
  • Status Effects: Bloon Impact hits bloons so hard that it momentarily stuns them along with damaging them. In BTD6, Bloon Impact can be upgraded even further to Bloon Crush, which stuns longer and can affect even MOAB-class Bloons.
  • There Is No Kill Like Overkill: MOAB Asssassin can One-Hit Kill anything that isn't a ZOMG, a BAD, or a boss, but there's nothing stopping you from using it on normal bloons either. This isn't the case in BTD6, as the ability cannot be triggered if a MOAB class bloon isn't on screen.
  • Weapon of X-Slaying: The MOAB Mauler has no special traits outside of dealing significantly more damage to MOAB-Class Bloons than against anything else.
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    Super Monkey 
https://static.tvtropes.org/pmwiki/pub/images/btd6super.png
The most expensive but arguably most powerful monkey. Shoots long-ranged darts at hypersonic speed, and can be upgraded to use powerful Eye Beams.

Its final upgrades in BTD5 are Temple of the Monkey God, which sacrifices nearby towers to increase its power, and Technological Terror, which wields two independently-aimed guns and can create a powerful pulse that annihilates anything in a short radius.

BTD6 adds the Dark Knight upgrade path, which can pop any type of bloon, deals greater damage to MOAB-class bloons, and briefly blocks all damage to your lives whenever a bloon leaks.


  • All Your Powers Combined:
    • The Temple of the Monkey God gains more projectiles depending on how many towers it consumes. If you have a max-sacrifice Temple, it could be firing rockets, buzzsaws, ice blasts, tornadoes, and glue blasts along with its sun beam.
    • With an update for BTD6, there can be only one.note 
  • Arm Cannon: The Technological Terror boasts two of these that apparently fire beams of antimatter.
  • Attack of the 50-Foot Whatever: The True Sun God is absolutely enormous, dwarfing even the temple it uses as a meditation platform.
  • Awesome, but Impractical: The Sun Temple in both games it appears in. It's without a doubt the strongest offensive tower in the game, and its sacrifices can make it even stronger and more versatile. However, in order to fund such a temple requires income that can easily win most standard game modes ten times over, and affording a temple is nigh-unfeasable in CHIMPS as you simply don't gain enough money over the course of the game for one. Temples truly shine in freeplay, where the Zerg Rush of high-tier blimps justifies the cost in investing in one.
  • Badass Boast: The Sun Avatar's description in previous games.
    In BTD4: Legend speaks of a being that fears no bloon.
    In BTD5: It is said that bloons dare not touch the sun.
  • The Big Guy: Super Monkeys are by far the largest of the monkey towers (with the Super Monkey in BTD6 being as large as a house, even!), as well as the tower with the greatest offensive strength.
  • Blue Is Heroic: Their default outfits have blue, and they're heroes.
  • Captain Ersatz: Super Monkeys are, what else, a monkey Superman.
  • The Cowl: In BTD6, the third upgrade path starting with Dark Knight turn the Super Monkey into a Batman look-alike.
  • Critical Hit Class: The second upgrade path in BTD6, from the Robo-Monkey upgrade onwards, allows the Super Monkey to deal critical hits every few shots (the frequency and damage multiplier increasing with each upgrade).
  • Cybernetics Eat Your Soul: Bloons Monkey City states that Technological Terrors have lost the last of their monkey biology to become popping machines.
  • Cyborg: Robo-Monkey is half robot. Technological Terror forsakes the last remnant of the monkey.
  • Eye Beams: Can be upgraded to shoot lasers from its eyes. It can then be upgraded further to fire plasma, then sun rays.
  • Guns Akimbo: The Robo Monkey uses a pair of blasters that can target bloons independently.
  • Human Sacrifice: The Temple of the Monkey God will sacrifice and consume all towers nearby upon his purchase. However, each tower absorbed will boost his already-staggering power even further.
  • Humongous Mecha: The Technological Terror, and by extension the Anti-Bloon.
  • Infinity +1 Sword: By far the most expensive tower to buy and even more expensive to upgrade, but boasts impossible firepower. Especially the Sun God upgrade path, as they are the most powerful and the most expensive upgrades to purchase in every game they've appeared in. They even have a sacrifice ability unique to them which increases their powers even more - the True Sun God upgrade costs more than certain Paragon upgrades and is just as powerful (if not more) than them, despite "only" being the final top path upgrade for the Super Monkey.
  • "Instant Death" Radius:
    • The Technological Terror's ability instantly kills any non-ZOMG within its range.
    • Taken Up to Eleven with the Anti-Bloon's variant, which comes not only with a bigger radius but packs damage even greater than a Tsar Bomba.
  • Later Installment Weirdness: The Sun God upgrade was renamed to the Sun Avatar in BTD6, as a way to differentiate them from the new True Sun God upgrade.
  • Logical Weakness:
    • Being gigantic temple structures or a massive Physical God monkey, the Temple of the Monkey God in BTD5, as well as the Sun Temple and True Sun God in BTD6, cannot be relocated by the Support Chinook ability.
    • Since the Sun Temple feeds on a Legend of the Night in order to become the Avatar of the Vengeful Monkey, the black hole passive ability is lost - this is essentially the lone noticeable disadvantage from the upgrade. Furthermore, the Legend of the Night itself and the Anti-Bloon cannot be obtained again unless the Avatar is sold.
  • The Minion Master: In BTD6, a Sun Temple or above with a magic sacrifice will spawn miniature Sun Avatars to fight alongside itself. Aside from its tiny footprint, they're as deadly as the real deal.
  • Money Multiplier: The Temple of the Monkey God, Sun Temple, and True Sun God can give money at the end of a round with sacrificed support towers. The amount of money depends on how expensive the support sacrifices were.
  • Multi Shot: Many Super Monkey upgrades increase the amount of shots it puts out through this way, since it's already attacking at near-max speed:
    • The Sun Avatar fires 3 sunrays at a time.
    • This is the Robo Monkey's entire gimmick, doubling up on its main blast attack.
    • Dark Champion dual-wields shuriken blades.
  • Nerf: In BTD6, the Super Monkey's footprint is much bigger,note  preventing stacking as many Super Monkeys as you could before.
  • One-Hit Kill:
    • The Tech Terror comes with Bloon Annihilation, which instantly fries everything up to BFB bloons within range and deals immense damage to anything that survives. Upgrading it into The Anti-Bloon increases Bloon Annihilation's damage and range.
    • The Legend of the Night has a passive ability where it summons a black hole whenever a Bloon is about to leak. The black hole will delete any Bloons that come into contact with it, no matter how strong. Yes, this includes the BAD, which is immune to any other forms of instant-kill. This comes at the price of not gaining any money from the deleted Bloons, and the ability has a long cooldown before it can activate again.
  • One-Hit Polykill: While a normal Super Monkey can only pop 1 bloon per dart (although he throws them like a machine gun), the path 1 upgrades increase his pierce to 2,4, 18, and 50 respectively. Tech Terror can pop up to 7 per shot if fully upgraded.
  • Physical God: The Sun God and Temple of the Monkey God. BTD6 allows it to be upgraded further into the True Sun God, and the weaker Sun God upgrade is renamed Sun Avatar. The True Sun God can even spawn smaller Sun Avatars to attack Bloons.
  • The Power of the Sun: The Sun Avatar and Temple of the Monkey God use sunrays to attack, which can pop any kind of bloon except purples.
  • Red Eyes, Take Warning: Technological Terror, the Anti-Bloon, and The Temple of the Vengeful Monkey have these.
  • Scissors Cuts Rock: Even though it's a well-established fact in the franchise that Lead Bloons are immune to sharp projectiles and lasers, Robo-Monkeys in BTD5 could pop Lead Bloons even when they lacked the Plasma Blasts upgrade. This was fixed in BTD6, where it requires said upgrade to pop Lead Bloons on its own.
  • Simple, yet Awesome: The Sun Avatar fires 3 streams of sun energy at the bloons. Not very flashy compared to the temples, but it excels at taking down bloon rushes and getting enough of them will crush even the strongest bloons like they're nothing. A Sun Avatar with Knockback is arguably one of the best towers in 6, as its high pierce coupled with the Knockback upgrade allows it to single-handedly deal with nearly all bloon rushes that can be thrown at it.
  • Shout-Out:
    • The default look of the Super Monkey is clearly based on Superman with its blue suit and red cape.
    • The visor the Super Monkey gets with the Laser Vision upgrade resembles the one used by Cyclops.
    • The Robo-Monkey upgrade gives the Super Monkey RoboCop's helmet.
    • The Dark Knight upgrade is based on Batman, wearing a cowl and throwing batarangs.
  • Slow Laser: Its laser and sun-based attacks do move pretty fast, but they're still very clearly not moving at the speed of light.
  • Super Strength: How else could it fire 20 darts a second at a distance that even a missile launcher couldn't hope to surpass?
  • Superpowered Evil Side:
    • The Temple of the Vengeful Monkey, a red-and-black Temple of the Monkey God that transforms from it for a short time through an activated ability unlocked with a Tier 4 Super Monkey Lair. While it only lasts a couple of seconds (infinite in BMC), it increases its range while massively increasing its already-ludicrous damage output.
    • In BTD6, if you fulfill certain requirements when upgrading into a True Sun God, it will transform further into the Avatar of the Vengeful Monkey. It acts the same way as a normal True Sun God, except it's red and black and deals doubled damage with all attacks.
  • Teleportation: In BTD6, the Dark Knight upgrade gives it the ability Darkshift, which allows him to teleport and move a short distance. Upgrading to Dark Champion allows it to teleport anywhere.
  • Underwear of Power: They're superhero-like towers and they look like they're wearing underwear.
  • Unrealistic Black Hole: The Legend of the Night upgrade allows the Super Monkey to summon a black hole when any Bloon is about to leak. It can instantly make any Bloon disappear, no matter how strong (except bosses). On the other hand, it only affects the Bloons and doesn't affect anything else. The Monkeys can stand one inch away from the black hole and suffer no ill effects. The black hole will also disappear after a few seconds.
  • Was Once a Man: Going down the Robo Monkey path transforms the Super Monkey into a killer cyborg, sacrificing their original monkey self in the process. Upgrading them to a Technological Terror is mentioned in Bloons Monkey City to "remove the last vestiges of monkey biology", meaning that Tech Terrors are no longer simian.
  • Weaksauce Weakness:
    • In BTD5, for all of its immense power, the Super Monkey has no normal upgrades that help with Camo Detection. That means that without anything else to fire at, a Tier 3 Super Monkey Lair, or a Monkey Village nearby, a max-sacrifice Temple of the Monkey God will be unable to stop a single Camo Red Bloon passing by (Tech Terror can use Bloon Annihilation to fry it). However, BTD6 adds the Ultravision upgrade which allows him to see camo.
    • In BTD6, Laser Vision, Plasma Vision, and the Sun Avatar cannot harm purple bloons without the appropriate Monkey Knowledge.

Towers introduced in Bloons Tower Defense 2:

    Boomerang Thrower 
https://static.tvtropes.org/pmwiki/pub/images/btd6boomerang.png
Mid-ranged tower which shoots piercing boomerangs that can return to it.

Its final upgrades in BTD5 are Glaive Lord, which throws ricocheting glaives and is surrounded by orbiting blades, and Turbo Charge, whose bionic arm has great attack speed and can temporarily be further boosted.

In BTD6, its upgrades are similar, but it gains the Kylie Boomerang upgrade path. This boomerang flies in a straight line instead of a curve, and can be upgraded with the MOAB Press and MOAB Domination upgrades to deal increased damage and knockback to MOAB-class bloons.


  • All-Encompassing Mantle: The Glaive Lord sports a grey one. In 6, this specific color of cloak is given to MOAR Glaives, while the Glaive Lord itself is draped in purple.
  • All Your Powers Combined: The Glaive Dominus, the Boomerang Monkey Paragon, rapidly fires glaives in a straight line from its mechanical arm, including a slower-firing longer-range throw which can explode and knock back MOAB-class bloons, on top of being surrounded by three orbiting glaives. These attacks combine the traits of the Glaive Lord, Perma-Charge, and MOAB Domination.
  • Artificial Limbs: The Bionic Boomer upgrade replaces its right arm with a mechanical one that can throw boomerangs much faster.
  • Battle Boomerang: Uses these to attack, which appropriately return to it. It can be upgraded to throw bladed glaives.
  • Boomerang Comeback: The idea behind the Kylie Boomerang upgrades in BTD6. While other projectiles can only hit the same Bloon once, the kylie boomerang can hit multiple times. So it can fly past the Bloon, hitting it, then hit it again on the way back.
  • Boring, but Practical: MOAB Press might look like an unassuming upgrade, especially when compared to other Tier 4 upgrades, but it's incredibly cheap for its tier, and the MOAB knockback can prove to be surprisingly effective, especially with other countermeasures such as MOAB Glue from a Glue Gunner.
  • More Dakka: Turbo Charge, an ability which temporarily gives it a massive attack speed increase. In BTD6, the Perma-Charge upgrade permanently grants the Boomerang Thrower the speed, while giving it another ability that increases damage instead.
  • One-Hit Polykill:
    • The Boomerang Thrower by default can pop 4 bloons (3 before BTD6), but this can be upgraded to 7, and then 18.
    • The Glaive Lord upgrade gives the Boomerang Thrower three rotating glaives with an incredibly high pierce, being able to pop up to 8000 bloons at the same time, per glaive.
  • Orbiting Particle Shield: The Glaive Lord has two glaives that permanently revolve around it, tearing through anything they touch. In BTD6, it's improved to have three rotating glaives which start moving really fast whenever Bloons are near.
  • Pinball Projectile: The Glaive Ricochet upgrade allows glaives to bounce between bloons.
  • Playing with Fire: Its Red Hot Rangs upgrade sets its projectiles on fire, allowing them to melt Lead Bloons.
  • Precision-Guided Boomerang: The boomerang it throws has a curved trajectory, and hitting Bloons won't change its path. It only disappears when it has hit enough Bloons. The Glaive Ricochet upgrade changes it into a throwing glaive that can seek another target after it hits a Bloon. The Kylie Boomerang even allows the Boomerang to hit the same Bloon multiple times while midair.
  • Vibro Weapon: The Sonic Boom upgrade is implied to turn its boomerangs into this, allowing them to shatter Frozen bloons.

    Road Spikes (Road Item) 
A deployable hazard that lays on the path and pops bloons that run into it. Each pile of Road Spikes can pop 10 or 11 bloons.
  • Boring, but Practical: A cheap, spammable source of instant damage: yet they can be used to fend off early rushes or even be spammed in the late game to get a bit more damage on MOAB-class bloons.
  • Crutch Character: For a certain definition of "character". Road spikes can be useful for saving you some lives, but they can't pop enough bloons to recoup their price, so relying too much on them will end up costing you money that could have gone towards more permanent towers and upgrades, crippling your late-game defense.
  • Demoted to Extra: In BTD6, it's only available as an item purchasable with Monkey Money or in Geraldo's shop.
  • Spikes of Doom: Well, they're just a pile of tacks, but still.

    Monkey Glue/Glue Trap (Road Item) 
A deployable hazard which lies on the path, slowing down bloons that run into it. Each glob of Monkey Glue can slow down 20 bloons before wearing out.
  • The Artifact: Bloons TD 4 kept it as an item, despite introducing the Glue Gunner, which fulfilled much the same role. It was later removed from BTD5, and only returned in BTD6, as the Glue Trap.
  • Boring, but Practical: It's not flashy and doesn't do any direct damage, but it's a great way to slow down the huge rushes of Yellow, Black, and White Bloons in its debut game.
  • Demoted to Extra: In BTD6, it's only available as an item purchasable with Monkey Money or in Geraldo's shop.
  • Sticky Situation: It slows down the first 20 bloons that come into contact with it by gumming them up with glue.
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Towers introduced in Bloons Tower Defense 3:

    Spike-o-pult 
https://static.tvtropes.org/pmwiki/pub/images/5e72aaa7_42c9_4d4e_b03a_665b5b2825dc.png
A tower which launches spiked balls down the track, able to pop a lot of bloons with a single shot. It's only available as its own tower in BTD3, as it was turned into an upgrade for the Dart Monkey starting with the fourth game.
  • Demoted to Extra: Or rather, demoted to upgrade. In BTD3, it was its own tower, with its own set of upgrades. This didn't last, as in later games, it's turned into an upgrade for the Dart Monkey.
  • Multi Shot: Can be upgraded to shoot three projectiles at the same time. Or at least that's what it says; in practice, it makes the projectile bigger to make it easier to hit bloons.
  • One-Hit Polykill: Can pop up to 6 bloons per shot, which can be increased to 20 with the Juggernaut upgrade.
  • Spike Balls of Doom: Its projectile consists of large, powerful spiked balls that crush bloons in their way.

    Pineapple (Road Item) 
A deployable hazard which lies on the path for 5 seconds before exploding violently.
  • Awesome, but Impractical: While it sure looks cool, it requires precise timing to even hit targets, and if it does it only takes off one layer, as opposed to the Road Spikes which are far easier to use and take off 11. However, they can be used to deal with Leads if your defense isn't built up enough yet. The Mobile versions of BTD5 and its spinoffs nerf the blast radius of the pineapple pretty hard, making it even tougher to hit those random leads in the former and Bloons Monkey City. Although Bloons TD Battles has no placeable pineapples, the above still applies to the pineapples dropped by the Monkey Ace.
  • Demoted to Extra: In BTD6, it's no longer usable as a road item, and is only available as an upgrade for the Monkey Ace.
  • Land Mine: Functions as one for Bloons.
  • Stuff Blowing Up: An explosive pineapple.

    Monkey Beacon/Monkey Village 
https://static.tvtropes.org/pmwiki/pub/images/btd6village.png
A little beacon that boosts the power of all towers within its radius. Its final upgrade lets it activate the Super Monkey Storm.

In 5, it became the Monkey Village. Its final upgrades lets it either attack bloons with a powerful laser while decreasing the ability cooldown of all towers in its radius, or cause other towers to become stronger.

In 6, its final upgrades cause it to make the 1st and 2nd tier upgrades of all primary monkeys free while adding a ballista attack, make its ability affect every tower on screen or cause it to absorb all Banana Farms in its range and generate its own income.


  • Drums of War: The Jungle Drums upgrade buff nearby towers, making them attack faster.
  • Early Installment Weirdness: In 3 and 4, it's a rather modern beacon, while in 5 and 6 it becomes the Monkey Village, depicted as a hut made of straw (in its base form, at least).
  • Fun with Acronyms: The M.I.B. upgrade stands for Monkey Intelligence Bureau. Fittingly, the icon in 6 is a monkey dressed in black suit and sunglasses, just like the The Men in Black.
  • Jungle Drums: The appropriately named Jungle Drums upgrade, which fits with the jungle hut appearance of the unupgraded Village. You never hear the actual drums, though, and it functions as a buff to nearby towers.
  • Money Multiplier: The Monkey Town upgrade lets nearby towers get more cash for each pop. The Monkeyopolis upgrade absorbs all nearby Banana Farms and start generating its own money.
  • Roboteching: Its Mega Ballista attack in 6 shoots a projectile that can change directions midway in order to chase bloons.
  • Support Party Member: Can't attack, but makes other towers in its range more powerful and cheaper. However, each game has a powerful weapon as a final upgrade, starting with a one-shot Super Monkey Storm in 3 and 4, a laser in 5, and a homing Deadly Disc in 6.

Towers introduced in Bloons Tower Defense 4:

    Glue Gunner 
https://static.tvtropes.org/pmwiki/pub/images/btd6gluer.png
A mid-ranged support tower which fires globs of glue at bloons, greatly slowing their movement speed.

Its final upgrades in BTD5 are Bloon Liquefier, which constantly damages splattered bloons, and Glue Striker, which attacks at a vastly increased rate and can rain glue onto all bloons on-screen.

BTD6 adds a new upgrade path which can affect MOAB-class bloons with MOAB Glue, cause popped bloons to drop a glob to further slow future bloons with Relentless Glue, and temporarily immobilize affected bloons with Super Glue.


  • Area of Effect: The Glue Splatter upgrade allows his shots to explode, gluing up to 6 bloons (20 in BTD4) in one hit.
  • Awesome, but Impractical: The Bloon Solver is a very effective upgrade when it comes to melting even Super Ceramics and lesser MOAB-Class Bloons, but it's heavily outclassed by The Biggest One, a tower with a similar purpose, but that can damage a lot more Bloons at once and destroy Super Ceramics faster, leaving a slightly cheaper cost and the slowdown as the only aspects in which The Bloon Solver is better at.
  • Balance Buff: Gained the ability to damage (and, in one upgrade path, slowdown) MOAB-class bloons in BTD6, making it not completely useless in the late-game.
  • Crippling Overspecialization: The top path upgrades can melt even the toughest regular bloons in seconds, but are almost helpless against MOAB-class bloons.
  • Damage Over Time: The Corrosive Glue and its upgrades pop affected bloons gradually. It starts off slowly, only dealing 1 damage every two seconds (barely enough to overcome the healing of a Regrowth Bloon), but it quickly ramps up until The Bloon Solver can deal 40 damage per second to Ceramics and MOAB-Class Bloons.
  • Death from Above: Its Glue Striker ability rains glue from above.
  • Hazmat Suit: Any Glue Gunner with at least one Tier 2 upgrade will have one. Depending on the upgrade path chosen for Tier 3, the headgear will either be a sealed hood and gas mask (Bloon Dissover abd Bloon Liquifier), a balaclava with spectacle goggles (Glue Hose and Glue Strike), or a hazmat helmet with an opaque visor (MOAB Glue and Relentless Glue).
  • Hollywood Acid: The Corrosive Glue and its following upgrades (Bloon Dissolver and Bloon Liquefier) can eat through bloons, with the latter two doing so at a ridiculous speed. Fittingly enough, the glue turns green when you get them.
  • Magikarp Power: Slowing bloons down is not a particularly useful skill if you can just pop as many as you can. However, reaching the capstone of the top path pretty much obliterates anything it touches, over a wide area. Now, you can focus on destroying MOAB class bloons while letting the Glue Gunner handle the ceramics.
  • Nerf: In BTD4, the Glue Splatter upgrade let the Glue Gunner coat up to 20 bloons with glue at once. From BTD5 onwards, it was reduced to just 6.
  • Sticky Situation: The Glue Gunner's entire purpose is to use sticky glue to slow down enemies.
  • Support Party Member: Without Corrosive Glue (or MOAB Glue when targeting MOAB-Class bloons), a Glue Gunner can't deal damage and can only use its glue to slow down foes. Even with Bloon Liquefier, it still possesses incredibly weak attack power against MOAB-class bloons.
  • You Are Already Dead: Any standard bloon hit by the Bloon Liquifier is as good as dead, it'll just take a while for it to pop. Taken Up to Eleven with the Bloon Solver, which does so much damage to ceramic bloons that even fortified super ceramics in late game rounds won't survive.

    Monkey Ace 
https://static.tvtropes.org/pmwiki/pub/images/btd6ace.png
A unique tower that orbits its runway in a set path, firing 8-directional bursts of darts every now and then.

Its final upgrades in BTD5 are Spectre, which rapidly fires darts and missiles at bloons, and Ground Zero, which shoots homing darts and can drop a powerful bomb that massively damages all on-screen bloons.

BTD6 changes up the upgrade paths. The first path, the Fighter Plane, fires more darts and targets MOAB-class bloons with powerful missiles, and gains the Operation: Dart Storm ability that once belonged to the Spectre path, with the final upgrade being the Sky Shredder. The Bomber Ace path drops many small bombs whenever it passes over the track, and gains the Ground Zero ability which can be upgraded to the even bigger Tsar Bomba. The Spectre is moved to the Neva-Miss Targeting path, and has the Flying Fortress final upgrade.


  • Ballistic Bone: In BTD6, an unlockable cosmetic option during Halloween replaces the Ace's darts with sharpened bone fragments.
  • Cool Plane: Depending on which upgrades are selected, the appearance can go from the basic biplane to planes that resemble cooler aircraft, including:
    • A Supermarine Spitfire for thr Fighter Plane upgrade.
    • A De Havilland DH.98 Mosquito for the Ground Zero upgrade.
    • An AC-130 Gunship for the Spectre upgrade.
    • A B2 Spirit Stealth Bomber for the Operation: Dart Storm upgrade.
    • A TU-95 Bear Bomber for the Tsar Bomba upgrade.
    • A fictional WWII-esque 6-engine bomber for the Flying Fortress upgrade.
    • A mix between the American B2 Spirit Stealth Bomber and the Chinese J-20 Wēilóng Stealth Fighter for the Sky Shredder upgrade.
  • Death from Above: While the Monkey Ace in general could be placed firmly under this trope, it has the ability to periodically drop Explosive Pineapples with the Pineapple Present upgrade. The Bomber Ace upgrade in 6 replaces the pineapples with a more powerful stream of bombs. Then of course, there's the Ground Zero/Tsar Bomba ability, which drops a nuclear bomb.
  • Depth Perplexion: The Ace is presumably flying high over the battlefield, and its darts aren't aimed downwards (as they can pass through the bloons without hitting the ground), yet it can pop them despite the fact that the darts should just be passing over its targets.
  • Early Installment Weirdness: In its debut appearance in 4, the Monkey Ace was able to be placed anywhere on the screen, as it didn't have an actual footprint. This made selecting one to upgrade it difficult as you had to click the Ace itself. All further appearances of the Ace require placing down its runway first, limiting the amount of Aces one can have per level, but making managing the Ace much easier.
  • Flechette Storm:
    • Operation: Dart Storm and Ground Zero can fire massive storms of darts with each volley. Spectre, however, uses an unyielding, aimed stream of darts and grenades.
    • Taken Up to Eleven with Dart Storm's fifth-tier variant, Sky Shredder. Twice as many darts that fly twice as fast, shoot twice as often, and do over 3 times the damage.
  • Grenade Spam: Spectre spams deadly bombs along with its aimed dart stream. Bomber Ace is no slouch in this department either; position it properly and give it the Rapid Fire upgrade, and it'll carpet-bomb the track around it.
  • Homing Projectile: The Neva-Miss Darts upgrade causes its darts to home in on foes.
  • Magikarp Power: A Monkey Ace is relatively costly while also being rather weak. Although it fires eight darts at a time with high pierce in its base state, most of its shots will miss due to how it flies around and shoots all around itself, so its damage potential is not very high. However, once you buy higher-tier upgrades, it starts to make up for this weakness via sheer number of projectile, darts that follow bloons or are aimed at them, or the powerful ability to drop a huge screen-wiping bomb.
  • Mechanically Unusual Class: Monkey Ace is the first of two moving towers in the series, flying around in a preset path and firing either at set intervals or at the closest bloons.
  • More Dakka: The Spectre upgrade turns the Ace into a rapid fire gunship that launches many bombs and darts towards Bloons. The Flying Fortress gets two more of these.
  • Multi-Directional Barrage: Fires 8 (18 with Operation: Dart Storm) darts in a ring around it.
  • Nerf: It was given a footprint (in the form of a runway) in BTD5 to prevent the near-infinite stacking of Monkey Aces that could be performed in the previous game.
  • One-Hit Polykill: Each of its darts can pop 15 bloons to make up for their generally low hit rate.
  • There Is No Kill Like Overkill: Even in a world of over-the-top weapons, Ground Zero still stands out for letting you drop a nuclear warhead in order to pop a couple balloons.
  • You Nuke 'Em: Ground Zero lets you drop a nuke on the bloons... and the Tsar Bomba upgrade lets you drop an even bigger nuke on them.

    Mortar Tower/Mortar Monkey 
https://static.tvtropes.org/pmwiki/pub/images/btd6mortar.png
A strange tower which has infinite range and targets a set area with periodic, explosive mortar strikes. Its final upgrades in BTD5 are The Big One, which shoots shells with large explosions, and Artillery Battery, which shoots three times as fast with an ability to stun the entire screen.

In BTD6, the top path is relatively unchanged, with the addition of The Biggest One as its final upgrade. The second path focuses on attack speed, resulting in Artillery Battery again, but with some lower upgrades replaced. Those replaced upgrades are the basis for the bottom path, which focuses on debuffs and Damage Over Time, with the final upgrade Blooncineration dealing massive burn damage.


  • Damage Over Time: The Burny Stuff upgrade lets the Bloons it hit be set on fire, dealing minor damage over time. The Blooncineration upgrade as well as the last three top path upgrades greatly increase the amount of damage dealt.
  • Death from Above: The Pop and Awe ability calls in a hail of explosives to bombard the entire screen, dealing massive damage and immobilizing everything hit.
  • Grenade Spam: Artillery Batteries triple the fire rate of the Mortar Monkey, barraging the target location with countless shells. Their Bombardment ability momentarily quadruples their fire rate.
  • Injured Vulnerability: The Heavy Shells upgrade causes its shells to deal bonus damage against both armored and stunned Bloons, and its final upgrade Pop and Awe significantly boosts its damage against stunned targets in particular. This synergizes with its ability, which stuns every Bloon on the screen.
  • Mechanically Unusual Class: Mortar Towers were the first towers with adjustable aiming, since their reticles can be set to any point on the map for them to launch strikes at.
  • Nuke 'em: The last few upgrades in the top path boast radiation symbols on their cannons, implying their shells are literally nuclear in nature. Fittingly, they forgo other gimmicks like rapid fire or debuffs in favor of massive explosions that deal severe damage in a huge area.
  • Playing with Fire: The Mortar Tower's bottom path allows it to set bloons on fire. The Blooncineration upgrade lets it burn MOAB-class bloons as well.
  • Power Nullifier:
    • Signal Flare allows a Mortar Tower to permanently remove camo from bloons hit by its blasts.
    • The Shattering Shells upgrade allows the mortar to remove all special bloon properties off bloons it hits, including the Fortified Property off of bloons up to BFBs! The Paint Stripper Monkey Knowledge allows this upgrade to also remove camo from DDTs.
    • The Blooncineration upgrade allows the Mortar Tower to remove all properties off DDTs.
  • Shockwave Stomp: The Shell Shock upgrade causes each shell to release a larger blast wave on impact, dealing additional damage and stunning Bloons too close to the impact site.
  • Stuff Blowing Up: Specializes in this. It even comes in three distinct flavors, with heavy nuclear shells in the first path, rapid-fire shells in the second path, and crippling incendiary shells in the third path.

    Monkey Apprentice/Wizard Monkey 
https://static.tvtropes.org/pmwiki/pub/images/btd6wizard.png
A mid-ranged tower who uses magic blasts. They will gradually learn more spells to add to their attacks as they level up.

Its final upgrades in BTD5 are Tempest Tornado, which blows bloons back to the entrance, and Summon Phoenix, which summons a fire-breathing bird to roast bloons.

BTD6 renames it to Wizard Monkey. Though the fire upgrade path remains with a few changes, the air path is gone, being given to the Druid instead. The Archmage path focuses on improving the Wizard's basic magic bolt, increasing its range, speed, and power against MOABs, with the final upgrade adding the Dragon's Breath and Shimmer abilities of the other paths. The Necromancer path allows the Wizard to remove camo from bloons and summon undead bloons that float in reverse and damage enemy bloons on contact, with the tier 5 ability upgrading it to zombie MOABs.


  • The Archmage: Becomes one with its final top path upgrade in BTD6. It's such an expert in magic that it can cast Shimmer and Dragon's Breath despite the fact they can't be purchased alongside Archmage.
  • Blow You Away: The Air path in BTD5 can summon a tornado to blow away bloons.
  • Casting a Shadow: In BTD6, the bottom path focuses on dark magic, spreading a dark aura that removes camo property and summoning undead Bloons.
  • Cool Chair: The Prince of Darkness, the third path tier 5 Wizard, is depicted as sitting on a throne. He doesn't even turn when shooting at Bloons.
  • Dark Is Not Evil: The Necromancer path Wizards dabble with necromancy, look imposing, and wear dark clothings. However, they're still fighting alongside other monkeys.
  • Decomposite Character: The Wizard Monkey from BTD6 got the second path upgrades from the Monkey Apprentice from the previous game, whereas the top path upgrades went to the Druid instead.
  • Do Not Touch the Funnel Cloud: The 3/x and 4/x upgrades in BTD5 allow the wizard to launch tornadoes to blow back and even pop bloons. Said tornadoes only affect bloons they touch.
  • Gathering Steam: How the Necromancer path works. When nearby Bloons are popped, the Necromancers store them in their "graveyard". Summoning undead Bloons remove them from this graveyard. This means they generally need to pop Bloons with their other attacks (or have nearby allies that can pop Bloons) before they can start summoning undead Bloons. Once they do, however, the undead army can usually pop enough Bloons to keep the graveyard full by themselves.
  • Hot Wings: Summon Phoenix conjures up a massive fire-breathing phoenix that circles the screen for 20 seconds, doing heavy damage to whatever it hits. BTD6 lets the Wizard himself transform into the much more powerful Lava Phoenix, which, in addition to stronger fire breath, also shoots highly damaging meteors; the standard phoenix will also permanently stick around when the Wizard Lord Phoenix upgrade is purchased.
  • Magma Man: The Wizard Lord Phoenix's eponymous transformation appears to have a body made of lava, as seen on its tail.
  • Master of All: The Archmage can use abilities from all three crosspaths (Arcane Spikes, Dragon's Breath and Shimmer) when that's normally not possible.
  • Name's the Same: The Wizard Lord Phoenix is not to be confused with the special mission-exclusive Wizard Lord (nor its own special Phoenix).
  • Necromancer: The final bottom-path upgrades on BTD6 allow Wizard Monkeys to summon undead bloons to damage any living bloon on their path. With the Prince of Darkness upgrade, it can summon undead blimps (up to BFBs) as well.
  • Playing with Fire: One upgrade path focuses on fire magic. It can shoot fireballs, spray a stream of flames, and summon a phoenix.
  • The Red Mage: Archmage's ability to cast powerful arcane bolts, Dragon's Breath, and Shimmer at the same time embodies this, since otherwise these abilities are otherwise on mutually exclusive paths.
  • Shock and Awe: One upgrade in BTD5 fires a bolt of electricity which arcs between bloons.
  • Simple, yet Awesome: The first upgrade path in BTD6 simply focuses on enhancing the basic magic bolt, to devastating effect.
  • Wizard Classic: The top path upgrades in 6 gives the Wizard Monkey a pointy hat, a long robe, a magical staff, and a long white beard.

    Monkey Buccaneer 
https://static.tvtropes.org/pmwiki/pub/images/btd6buccaneer.png
A long-ranged tower that can only be placed on water, and targets bloons with rapid, heavy darts.

Its final upgrades in BTD5 are Aircraft Carrier, which sends out miniature Monkey Aces that shoot and spray darts while flying, and Monkey Pirates, who have an independently firing cannon on their ship and can instantly take down the strongest bloon on-screen.

In BTD6, the Monkey Buccaneer can fire simultaneously from both sides of the ship. In addition to keeping and improving the previous two paths, it also adds the Merchantman upgrade path, which focuses on income generation by making extra money at the end of each round.


  • All Your Powers Combined: Its Paragon, the Navarch of the Seas, rapidly fires upgraded darts and bombs from its six cannons, releases 3 planes to attack the Bloons with streams of darts and anti-MOAB missiles, constantly hooks in and instakills all MOAB-Class Bloons (up to ZOMGs) that appear on-screen, gains an activated ability that is able to hook in any (yes, ANY) MOAB-Class Bloon, generates tons of money after every round, buffs all Monkey Aces and water towers and allows you to place down two other towers on its upper decks - combining all of the best aspects of the Carrier Flagship, Pirate Lord and Trade Empire.
  • Cool Boat: Its final upgrades, especially the aircraft carrier. In BTD6, the Carrier Flagship upgrade is so big that you can actually put two smaller towers on top of it.
  • Dressed to Plunder: As a base tower, it wears the classic bicorne hat, but going into the Cannon Ship path gives it more pirate gear like an Eyepatch of Power and Hook Hand, and even a golden tooth!
  • Edible Ammunition: The Grape Shot upgrade lets the buccaneer shoots sharpened grapes. It can also be upgraded to Hot Shot, which sets the grapes on fire.
  • Intrepid Merchant: The aptly-named Merchantman path introduced in 6, allowing Buccaneers to double as end-of-round money generators.
  • The Minion Master: The Aircraft Carrier upgrade gives the ship three mini-aircraft that can travel anywhere in the map and shoot at Bloons.
  • Money Multiplier: The Merchantman path in BTD6 sacrifices firepower in exchange for granting bonus money at the end of each round.
  • Necessary Drawback: The Monkey Buccaneer is both strong and cost-effective, but is balanced out by being one of two towers that can't be placed on land.
  • One-Hit Kill: The Monkey Pirates have the MOAB Takedown ability, which instantly takes down the strongest bloon on the map, excluding ZOMGs (and unlike similar abilities that instantly destroy MOAB-Class bloons, this one does not leave any child bloons on the track). It can be further improved with the Pirate Lord to target up to three MOABs (or a single ZOMG) and grants extra money for each one. The Navarch of the Seas Paragon upgrade takes it even further with its manually activated harpoon as it can take down a BAD from full health in a single hit (the only other tower that could do this, the Legend of the Night, specifically requires the BAD to be about to leak), while it has secondary harpoons that work exactly like the Pirate Lord upgrade (except they are used automatically).
  • The Pirates Who Don't Do Anything: The Monkey Pirates don't really do anything pirate-y other than gaining the ability to plunder MOABs.
  • Privateer: The basic Buccaneer before going down any specific path resembles a pirate, but wasn't specifically identified as such. It's only after going down the Pirate path do they get called that.
  • Spread Shot: The Grape Shot upgrade lets the Buccaneer shoot grapes in a fan-shaped spread.
  • Support Party Member: The Carrier Flagship passively buffs the attack speed of all aquatic towers and Monkey Aces.

    Banana Farm 
https://static.tvtropes.org/pmwiki/pub/images/btd6farm.png
A special tower which does not attack, but instead produces bananas that can be collected for cash.

Its first upgrade path in BTD5 focuses on increasing money earned by picking up bananas with the Banana Republic and Banana Research Facility upgrades. The second path turns the farm into a bank, removing the need to manually pick up every banana and adding interest to the cash stored inside.

BTD6 grants the Monkey Bank path the ability to take out a $10,000 loan which must be repaid, and can be upgraded to Monkey-nomics which simply gives you the money rather than lending it. It also adds the Marketplace path, which removes the need to pick up bananas yourself and provides support buffs to Merchantmen Buccaneers.


  • Boring, but Practical:
    • Does absolutely no damage, but is vital to most strategies since it allows you to afford more upgrades for your other towers.
    • The third path upgrades in BTD6 don't generate as much money per round like the first path, nor allows you to get a massive instant cash injection as in the second, but they give consistent amounts of money, don't require any kind of player intervention to collect the money (the first path needs manual collection or Monkey Farmers before the bananas expire, and the second path does not give you the money until you collect it), and can boost the income of the similarly reliable Merchantmen.
  • Early Installment Weirdness: In BTD4, Banana Farms did not actually produce bananas during the round, and instead merely gave you money at the end of it. The next game would give the Banana Farm the ability to throw bananas into the battlefield (and making you pick them up), with the "money at the end of the round" ability only returning in BTD6 for the Banana Farm's final Path 3 upgrade, Monkey Wall Street, as well as the Monkey Buccaneer's main Path 3 upgrades.
  • Healing Factor: Banana Farms in 5 and 6 gain the ability to restore lives; however this feature is locked behind a Premium upgrade in the former, and a Monkey Knowledge in the latter.
  • Money Multiplier: The purest example in the game, as it does nothing except give you money. All its upgrades are just different flavors of making more money.
  • Support Party Member: The only tower with no offensive capabilities whatsoever. Makes up for it in cash gain.

    Dartling Gunner 
https://static.tvtropes.org/pmwiki/pub/images/000_dartlinggunner_28temporary29.png
A unique, infinite-range tower which fires towards your cursor location. Fires extremely quickly but inaccurately. Also hits camo bloons by default in 4 and 5.

In BTD4, it can be upgraded to fire laser blasts. 5 adds the Ray of Doom, a devastating Wave-Motion Gun, while the second path has Hydra Rocket Pods, which replaces the darts with small missiles, and the Bloon Area Denial System, which now fires three rockets at a time and grants the Rocket Storm ability, which can shoot up to 100 missiles at once.

BTD6 keeps similar upgrade paths, also adding the M.A.D. (MOAB Assured Destroyer) after the Rocket Storm upgrade, which reduces the Dartling Gunner's rate of fire in exchange for launching huge missiles that do devastating damage to MOAB-class bloons. In addition to the laser and rocket paths, BTD6 also has a new upgrade path, which makes the Dartling shoot slower and reduces its range, but now shoots bursts of highly damaging buckshot, with the Bloon Area Denial System and Bloon Exclusion Zone granting it several barrels that can be set to automatically target nearby bloons like a regular tower.


  • Anti-Frustration Features: BTD6 adds the option to have the Dartling Gunner constantly shoot towards one fixed point, in case you don't want to be manually aiming the thing all the time. If you have a specific Monkey Knowledge perk, it even provides an activated ability that instantly unlocks all locked Dartling Guns in case of an emergency.
  • Cool Chair: In BTD6, the Ray of Doom takes the form of a seat with an attached Wave-Motion Gun, so the monkey gunner can sit back in style while vaporizing swathes of bloons.
  • Crippling Overspecialization: The M.A.D upgrade is, as the name implies, extremely effective at popping MOAB-class Bloons, with the M.A.D. being one of the few towers that can easily take down a B.A.D. and its MOAB-class spawn all by itself. However, its slow attack rate actually makes it worse at dealing with Ceramics and below than the previous upgrades, with even weak bloons being liable to slip through it. The Ray of Doom has the reverse problem: while it easily vaporizes any amount of B.F.Bs and below, it has a relatively low single target damage for its price, and can struggle popping Z.O.M.Gs and especially the B.A.D.
  • Discard and Draw: The high tier upgrades in 6 tend to play around with the base concept of the Dartling Gun.
    • The Plasma Accelerator is very strong, but the laser will stop where your cursor is instead of going on infinitely. This means you need more micromanagement to use it well. Additionally, it no longer ignores obstacles, meaning that vision blockers will stop the beam dead in its tracks.
    • The M.A.D. deals humongous damage to MOAB-class bloons, but also significantly reduces its attack speed. It actually performs worse against regular Bloons than the preceding upgrades.
    • The buckshot path in general discards the Dartling's infinite range and fast attack speed for high damage bursts. The fourth and fifth tier upgrades also lets the Dartling automatically target Bloons, making it more similar to a regular tower.
  • Expy: The Bloon Area Denial System and Bloon Exclusive Zone BTD6 are based on the Vickers turret's upgrade chain in SAS Zombie Assault TD, most notably the Area Denial Weapons System and Zeus Exclusion Zone, from whom it gets its names from. Similar to the latter Zeus Exclusion Zone, the BADS and BEZ have multiple independent turrets that can aim at separate targets or focus on a single one.
  • Fun with Acronyms:
    • Bloon Area Denial System, or B.A.D.S. for short.
    • 6 adds the M.A.D. upgrade, short for MOAB Assured Destroyer.
  • Gatling Good: If you don't go for its first upgrade path, which turns it into a Wave-Motion Gun. It eventually upgrades to fire rockets at a Gatling gun rate.
  • Humongous Mecha: The M.A.D upgrade replaces the gun with a large robot that shoots giant rockets out of its arms.
  • In Name Only: The Bloon Area Denial System upgrade in 6 is vastly different than in 5. In 5, it's an upgrade that makes the Dartling shoots 3 rockets with every attack and has the Rocket Storm ability. In 6, the Rocket Storm is now its own upgrade. Meanwhile the Bloon Area Denial System is now an upgrade for the newly added Buckshot path, appearing as a tower with 4 independently-attacking cannons.
  • Macross Missile Massacre: The B.A.D.S. in 5 fires a spread of 3 rockets at a very high rate and has the Rocket Storm ability, which fires 5 volleys of up to 100 rockets each at the nearest bloons onscreen. In 6, the Rocket Storm comes back as the 4th upgrade of the middle path and is upgraded into much larger missiles by the M.A.D. The actual volume of rockets is less impressive at first, but then you realize it scales with attack speed buffs, which can massively improve the missile volume.
  • Mechanically Unusual Class: The Dartling Gunner is one of the few towers that has to be aimed manually. However, the Bloon Area Denial System upgrade in BTD6 can be set to act more like a normal tower, automatically targetting nearby bloons.
  • More Dakka: Its fire rate is initially high, but not overwhelming. However, it definitely qualifies for this trope once it upgrades to Faster Barrel Spin.
  • Short-Range Shotgun: The Buckshot upgrade has the side-effect of getting rid of the Dartling Gun's infinite range ability. On the other hand, it's short-ranged burst deals massive damage.
  • Shotguns Are Just Better: The Buckshot path introduced in 6 converts the Dartling Gun from a rapid-fire minigun to a slow-firing but potent scattergun. Upgrading it further ramps up the fun by adding three more guns with the Bloon Area Denial System, and the Bloon Exclusion Zone gets even more guns!
  • Slow Laser: The Laser Cannon upgrade makes the dartling shoots laser projectiles instead of darts. It still takes time for the lasers to move and hit the bloons. Averted with the Plasma Accelerator and the Ray of Doom, which are constant streams of lasers.
  • Spread Shot: The buckshot upgrade in 6 shoots bursts of round pellets in a conical spread.
  • Wave-Motion Gun: The Ray of Doom fires a beam that is long enough to extend across the map and has practically infinite popping power, making it very effective against large groups of bloons.

    Spike Factory 
https://static.tvtropes.org/pmwiki/pub/images/btd6sf.png
A tower which periodically deploys slightly weaker road spikes in a small area around it. The spikes can hit camo bloons by default.

Its upgrade paths in BTD5 are Spiked Balls, which creates powerful spiked balls that deal extra damage against ceramic and can be upgraded to explosive Spiked Mines, and Spike Storm, which cover the whole track in road spikes.

BTD6 adds a third path, which increases the power and lifespan of the spikes, making them nearly permanent.


  • Boring, but Practical: All the Spike Factory does is place road spikes on the track. On the other hand, it's a very effective way to prevent losing lives through bloons that leak through your defenses, while also providing camo countermeasures and, depending on the purchased upgrades, extra damage against Ceramics or MOAB-class bloons, or incredibly powerful mines that can destroy almost anything.
  • Magikarp Power: The bottom path's upgrades are mostly weak, focusing on utility and spike lifespan instead of directly increasing its power. However, reaching the capstone upgrade, Perma-Spike, transforms it into one of the strongest towers in the game, giving it extraordinarily powerful spikes that can persist between rounds and stack up to an absurd degree as a result. Bar the Super Monkey and its upgrades, it's one of the few towers that can effectively solo a BAD.
  • Mighty Glacier: The Super Mines upgrade greatly reduces the Spike Factory's fire rate, but it deploys very powerful mines that can destroy the outer layer of a MOAB or DDT in one hit.
  • Spikes of Doom: But of course. It drops piles of tacks, which can be upgraded to explosive spiked balls or police-style spike strips, that devastate bloons that pass over it.
  • Stuff Blowing Up: Spiked Mines and Super Mines blow up when they run out of spikes.
  • Trap Master: A mechanical version of this trope; it lays Spikes of Doom on the track to pop bloons that slip through your main defense, but generally becomes of little use once bloons get past it. Upgrades can allow it to become a primary part of your defense instead of just cleanup.

    Beekeeper 

A tower that summons bees that stick to Bloons, stinging them repeatedly until the Bloon is eliminated. First appeared in BTD5 as a Special Agent, but was later added to BTD4 Mobile as a regular tower.


  • Ascended Extra: It was merely an Agent in BTD5, but became a full tower in BTD4 Mobile.
  • Bears Are Bad News: The only tower that is operated by an animal other than a monkey, instead being a bear holding a beehive.
  • Bee-Bee Gun: Uses bees to attack.
  • Call-Forward: It was added to the mobile version of BTD4 after it was added to BTD5.
  • Put on a Bus: Does not appear in BTD6, neither as a tower nor an agent.
  • Weaksauce Weakness: Has no way to pop frozen, lead, or MOAB-class bloons.

Towers introduced in Bloons Tower Defense 5:

    Sniper Monkey 
https://static.tvtropes.org/pmwiki/pub/images/btd6sniper.png
A tower that slowly fires powerful shots that pop 2 layers of bloon on hit, and has unlimited range.

Its final upgrades in BTD5 are Cripple MOAB, which stuns MOAB-class bloons when they are shot, and Supply Drop, which grants extra money when used.

BTD6 adds a third path, which focuses on attack speed over single powerful shots.


  • Always Accurate Attack: One of the few hitscan attackers in the series. Thus, if it can see a bloon, it'll hit it.
  • Artificial Brilliance: Invoked by the Elite targeting option granted by the Tier 5 Elite Sniper. When a Sniper is set to Elite targeting, it'll initially target the strongest enemies to maximize their damage, but will switch to targeting the first enemy if it sees that the bloons are getting far enough down the track. It also causes them to prioritize Ceramics over other bloon types in most situations.
  • Damage-Increasing Debuff: In 6, the Cripple MOAB upgrade also causes the Sniper's attacks to debuff MOAB-class bloons it hits, increasing their damage taken.
  • Desperation Attack: The Elite Defender gains increased fire rate the closer a bloon is to the exit. Actually leaking a bloon will temporarily quadruple its already insane fire rate.
  • Improbable Aiming Skills: No matter the distance, the Sniper Monkey will never miss. Even if it's using a fully automatic rifle that puts out over a dozen rounds per second, every single one of these bullets will end up in a Bloon. There's no aiming or reload time, either: as soon as the Sniper's target is destroyed, it will immediately snap to the next Bloon and keep firing without breaking its rhythm.
  • Mighty Glacier: Sniper Monkeys have a sluggish attack rate unless they get speed upgrades, but they deal multi-layer damage from the start and can get upgrades to increase their damage further. The top path in particular is entirely focused on buffing the Sniper's effectiveness per hit, to the point where it eventually becomes able to annihilate any regular bloon in a single shot and deal tons of damage to blimps.
  • Mobile Shrubbery: The artwork for Cripple MOAB in both 5 and 6 depict the sniper hiding in a bush.
  • Money Multiplier: The Supply Drop ability calls in a Dart Storm-like plane that drops a crate containing between $1,200 in cash. This is the only ability in BTD5 Flash to start on cooldown when placed. The Elite Sniper upgrade in BTD6 increases the amount of money that the crate contains alongside its other benefits.
  • More Dakka: In BTD6, the third upgrade path focuses on attack speed. Somehow, the monkey is still able to make long range, high-precision shots even when using a fully automatic rifle.
  • Pinball Projectile: The Bouncing Bullet upgrade allows the sniper's bullets to bounce to other targets after hitting the first.
  • Sniper Rifle: The Sniper's weapon of choice. It lets the Sniper shoot anywhere on the map, except those blocked by obstacles.
  • Support Party Member: Unless you invest in the Sniper's bottom path, its skills won't be too terribly effective at raw DPS, but its crowd control abilities (in the top path) and money-making abilities (in the middle path) make up for this. The Tier 5 upgrades of those respective paths are even more directly support-oriented, as Cripple MOAB adds a Damage-Increasing Debuff to any MOAB it hits (even the BAD or bosses!), while Elite Sniper grants increased fire rate and the Elite targeting priority to all other Snipers.

    Ninja Monkey 
https://static.tvtropes.org/pmwiki/pub/images/btd6ninja.png
A relatively fast tower that throws shurikens with 2 pierce each and detects camo bloons.

Its final upgrades are Bloonjitsu, which throws five shurikens at the same time, and Sabotage Supply Lines, which slows bloons. BTD6 adds the Grandmaster Ninja and Grand Saboteur as final upgrades to the original two paths, and adds a third upgrade path who specializes in using Sticky Bombs to deal massive damage to MOAB-class bloons.

Ninja Monkey also has a Paragon upgrade, the Ascended Shadow. It rapid-fires extremely potent shurikens and flash bombs, has a global Sabotage aura, and throws devastating sticky bombs that hit harder than First Strike.


  • All Your Powers Combined: The Ninja Monkey Paragon, the Ascended Shadow, hurls huge homing shuriken seven at a time and tosses out a spread of flash bombs every seven throws. These bombs explode into three smaller seeking shurikens each. It also applies a permanent speed reduction to all Bloons short of B.A.D.s or Boss Bloons and throws card-shaped Sticky Bombs at MOAB-Class Bloons (and said bombs do more damage than First Strike Capability). This power set combines features from the Grandmaster Ninja, Grand Saboteur, and Master Bomber.
  • Caltrops: In 6, the Ninja can throw caltrops on the track, which pops any Bloons touching them.
  • Cool Mask: The Sticky Bomb and Master Bomber upgrades give the Ninja a cool-looking mask depicting an oriental demon.
  • Conservation of Ninjutsu:
    • Averted. While generally, the more towers the merrier, Shinobi boost each other. And the boosts stack.
    • Played straight with the Ascended Shadow, which, as a Paragon, is far greater than the sum of its parts.
  • Gratuitous Ninja: Then again the devs are called Ninja Kiwi.
  • Multi Shot: Can be upgraded with Double Shot, Bloonjitsu (5 shuriken), and Grandmaster Ninja (8 shuriken) for vastly increased popping power.
  • Nerf: Due to how its upgrades were redistributed in BTD6, Ninja Monkeys can no longer have Ninja Discipline, Distraction and Seeking Shuriken at the same time.
  • Simple, yet Awesome:
    • The Bloon Sabotage ability. It's not flashy, it doesn't wipe out bloons with a firework show, and it didn't even have an animation in 5. That said, Sabo's ability to reduce the movespeed of all bloons on screen by half is widely considered to be one of the strongest activated abilities in the game, making it invaluable support in late rounds.
    • The Ninja Monkey overall counts as such. Despite merely throwing a single shuriken at a time, it's the only non-Hero tower that can directly target Camo Bloons when not upgraded, and packs decent attack speed for a somewhat low cost.
  • Stealth Expert: Being a Tower Defense game, there isn't any need for the monkeys to actually hide. That said, the Ninja's stealth aspect is represented in it being capable of seeing Camo Bloons without any upgrades.
  • Sticky Bomb: The third path in BTD6 grants the ninja one of these, allowing it to destroy MOAB-class bloons with ease.
  • Stock Ninja Weaponry: The Ninja's basic attack is throwing shurikens, it can set up caltrops, and also throw flash bombs.
  • Support Party Member: The second path in BTD6 sacrifices the Ninja's offensive potential in order to provide knockback, camo removal, increased attack speed for nearby Ninjas, or speed and health reduction of incoming bloons.
  • Technicolor Ninja: Unupgraded, it wears bright red ninja clothing. While there are some upgrades that turn the clothes black, they don't last long as further upgrades turn them colorful again.
  • Trick Bomb: Its third upgrade path in 6 focuses on various bombs. The first one is a flash bomb that briefly stuns any Bloons it hits, and the latter is a Sticky Bomb that deal massive damage to MOAB-class bloons.
  • True Sight: It's the only non-Hero tower that can attack Camo Bloons without any upgradesnote .

    Monkey Engineer 
https://static.tvtropes.org/pmwiki/pub/images/000_engineermonkey.png
A monkey who wields a fast-firing nailgun that pops 3 bloons per shot. Its upgrades let it construct various devices to help in popping Bloons.

Its final upgrades in BTD5 are Bloon Trap and Overclock.

In BTD6, the Engineer's top path focuses on building sentries. Sentry Expert lets it build many different sentry types, while Sentry Champion, its final upgrade, replaces these with powerful turrets that rapidly fire plasma bolts before violently exploding. Its second path grants it the Overclock ability, which doubles a tower's attack speed; this can further be upgraded to Ultraboost, which leaves the affected tower with a small permanent boost which stacks up to 10 times. Finally, the third path has the Engineer wield two guns for doubled attack speed, as well as a Bloon Trap which can grant extra money from popped bloons, and can be upgraded to the XXXL Trap, capable of holding a ZOMG.


  • The Engineer: Well, duh. While it can shoot at Bloons with its nail gun, its main power is to set up various contraptions like sentries and traps to help against the Bloons.
  • Guns Akimbo: One upgrade in BTD6 makes it dual-wield its nail guns, doubling its attack speed.
  • Made of Explodium: The last upgrade on the top path in BTD6 has the engineer shoot out plasma spewing sentries that violently explode when their time is up.
  • Money Multiplier: Manually emptying the Bloon Trap gives twice as much money as usual for the bloons it captured. However, if you're too slow to react, it will empty automatically and give only the normal amount.
  • More Dakka: The Overclock ability doubles the attack speed of a single selected tower for an entire minute, but only has a 45-second cooldown! In 6, its tier 5 upgrade, Ultraboost, does not only the above, but also grants a small permanent speed boost after the Overclock boost is used up. This stacks up to 10 times, effectively letting a single tower have the Overclock effect passively. And then you add the actual Overclock buff to it.
  • Power Nullifier: With the Cleansing Foam upgrade, it can spray foam onto the field that removes camo and regen properties from bloons, and also pops leads.
  • Purple Is Powerful: The Sentry Champion has a purple color scheme, representing how its sentries are the most powerful ones.
  • Sentry Gun: Several of the engineer's upgrades revolve around building these to assist in poppage. The 1/0 engineer is easily one of the best starting towers in the game, especially with the tier 4 specialty building. The top path Engineer in 6 specializes in building sentries, eventually capable of building sentries with varied damage types such as bombs, lasers, and string waves of plasma (the last of which are unstable, causing them to violently explode when time is up.
  • Support Party Member: Naturally, since it's classified as support. It has offensive capabilities, especially as tier one focuses on its sentries, but you'll find much greater use using the second path upgrades.
  • Trap Master: It can lay down Bloon Traps on the track, which trap and instantly kill the Bloons that pass over them. In 6, it can lay down XXXL Traps, which can trap an entire ZOMG at once.
  • The Turret Master: The Engineer's most distinctive trait is the ability to set up automatically-shooting sentry guns.

    Bloonchipper 
https://static.tvtropes.org/pmwiki/pub/images/bmcbloonchipper.png
A tower that sucks in single bloons, shreds them, and spits the remains out the back, likely to be sucked right back up.

Its final upgrades are Super Wide Funnel and Supa-Vac.


  • The Cameo: During BTD6's update 31, the Bloonchipper makes an appearance in the map Junkyard, broken and rusted.
  • Put on a Bus: Of the towers that did not appear in BTD6 at launch, the Bloonchipper is the only one that was not confirmed to be returning in a later update, not counting Special Agents.
  • Weapons That Suck: And shred bloons, even MOABs when at 4/x, to bits.
  • Wood Chipper of Doom: Pretty much the game's own deadly woodchipper. It can suck bloons, spit out the remains, suck in the remains, and when upgraded, it can suck in MOAB class Bloons, making it supremely useful to the monkeys, and extremely lethal to the Bloons.

    Heli-Pilot 
https://static.tvtropes.org/pmwiki/pub/images/btd6heli.png
An air-based tower that follows your touch or mouse pointer around the map and fires 2 darts per shot, each with 2 pierce.

Its final upgrades are Apache Dartship, which has increased firepower, and Support Chinook, which can move other towers around and drop supply crates.

BTD6 adds the Comanche path, which can fire missiles, slow down MOAB-class bloons and summon extra helicopters.


  • Cool Plane: Well, Cool Helicopter. The upgrade paths are based on real life helicopters, the Apache, Chinook, and Comanche.
  • Death from Above: The Door Gunner perk for Military Knowledge allows a Support Chinook to pick up a tower below tier 5 and have it open fire on enemies while it carries them around.
  • Depth Perplexion: The Razor Rotor upgrade can somehow pop bloons despite the fact that the rotor should be above the bloons. Its upgrade artwork implies the helicopter is leaning downward towards the track to shred bloons.
  • Energy Weapon: The Apache Prime upgrade trades darts for laser projectiles that do more damage and have more pierce, and its primary machine gun is changed to fire far deadlier plasma bolts.
  • Flying Saucer: Its purchasable skin for BTD Battles turns it into a flying saucer.
  • Helicopter Blender: The Razor Rotor upgrade, which can pop any kind of bloon that gets near the helicopter.
  • It's Raining Men: The Special Poperations fifth tier upgrades allows the Chinook to temporarily deploy a super-powerful Monkey Marine that shoots bloons to oblivion with a machine gun. It can also do a different version of this by picking up a tower and airdropping them somewhere else to wreak havoc.
  • Macross Missile Massacre: The Apache Dartship can periodically fire a salvo of homing rockets that can track bloons anywhere on the map. Upgrading to Apache Prime significantly increases their damage against blimps.
  • Magikarp Power: The Chinook upgrade path mostly focuses on being support. The final upgrade, Special Poperations, however, lets it deploy a very powerful Marine Monkey vapable of tearing bloons to shreds.
  • Mechanically Unusual Class: The Heli-Pilot can fly to wherever you tap your screen or move your pointer, hover in one spot, patrol between two set points, and even chase after the bloons.
  • The Minion Master: The Comanche Defense upgrade lets the Heli summon up to three smaller helicopters depending on how close the bloons are to the exit. The Comanche Commander makes all three smaller helicopters permanent.
  • Money Multiplier: The Support Chinook 's Supply Crate drops a supply crate that alternates between giving $1,500 and $2,500 in cash and granting 50-75 lives.
  • More Dakka: The Apache Dartship upgrade installs a machine gun and homing missiles, significantly improving the Heli's power.
  • Support Party Member: The Chinook upgrade path doesn't get any offensive upgrades, focusing on blowing back Bloons, moving towers, and making money. Until it gets Special Poperations at least.

    Monkey Sub 
https://static.tvtropes.org/pmwiki/pub/images/btd6sub.png
A water-based tower that shoots homing darts even when unupgraded. It is notable for its Advanced Intel upgrade, which allows it to shoot bloons that are in range of any other tower on the map.

Its upgrade paths in BTD5 are Submerge and Support, which stops it from attacking but removes camo from passing bloons and can be upgraded with a Bloontonium Reactor to rapidly pop nearby bloons, and the Ballistic Missile, which fires powerful missiles and can gain the First Strike Capability which instantly wipes out any bloon including a ZOMG.

BTD6 mixes up the upgrade tree, and adds a third one, whose Armor Piercing Darts deal extra damage to MOAB-class bloons, and has the Sub Commander ability to increase the power of other nearby subs.


  • Action Initiative: The aptly named Pre-Emptive Strike instantly strikes every MOAB-class bloon that enters the screen with a lethal missile, instantly destroying weaker blimps before they can even make a move.note 
  • Flechette Storm: Airburst Darts make the Monkey Sub's darts explode into even more darts upon impact. Combined with the massive fire rate increases of other upgrades, it results in this.
  • "Instant Death" Radius: The Energizer's radioactive aura completely obliterates any standard bloon, doing 3 damage every third of a second without any other upgrades. For reference, ceramics have 18 total layers. They don't survive longer than 2 seconds.
  • Macross Missile Massacre: Pre-Emptive Strike, the final upgrade on its second path, increases its base missile attack rate to once every half second, but where it really shines is when it launches a MOAB Assassin at EVERY blimp that dares enter the screen. Consider how many MOAB-class bloons exist by the time you can afford this upgrade, and you'll see why this trope is in effect.
  • Mook Commander:
    • The tier five Sub Commander provides a massive pierce buff and doubled damage to all Monkey Subs in its radius. With the appropriate Monkey Knowledge, the range limitation is removed, and all subs get the bonus just for having a Sub Commander on the track.
    • The Bloontonium Reactor reduces the cooldown of nearby water tower abilities (read: First Strike, MOAB Takedown, and Pat Fusty's abilities) by 15%. Energizer halves water tower ability cooldowns, and reduces the ability cooldown of all other towers on screen by a fifth.
  • More Dakka: Third path upgrades on the Monkey Sub add more guns which means more firepower. Sub Commander gets special treatment: its base fire rate is doubled compared to a Triple Guns sub, meaning it shoots 6 times as fast as a base sub.
  • Necessary Drawback: Like the Monkey Buccaneer, its strong power is balanced out by needing a body of water to be placed in.
  • Nuke 'em: The First Strike Capability's signature ability launches a powerful nuclear missile at the strongest bloon on screen. Few things can survive this.
  • One-Hit Kill: First Strike Capability launches a super-powerful missile at the strongest bloon on the map, dealing 10,000 damage on impactnote  as well as significant splash damage. At the time of its introduction, this could instantly and completely destroy any bloon, including a Z.O.M.G. or D.D.T,note  and any surplus damage from destroying the initial target is shunted onto nearby bloons, allowing it to possibly eliminate groups of blimps at a time. Even when the B.A.D. was introduced, it still remained a useful tool for taking it down as it can take out half of a non-fortified B.A.D's base HP in one shot, and will completely obliterate the thing if it deals the finishing blow, which usually just needs the blimp to be softened up a bit.
  • Power Nullifier: A submerged Monkey Sub can remove camo from bloons that pass through its radar.
  • Recursive Ammo: Airburst Darts make the main dart explode into several smaller darts.
  • Roboteching: The main attack of the Sub homes onto bloons. Comes in handy when one of its upgrades gives it basically infinite range.
  • Sickly Green Glow: Bloons affected by the Bloontonium Reactor are indicated with a bright green glow.
  • Stance System: The Submerge and Support upgrade (along with its upgrades) gives the Submarine a "Submerge" command. When submerged, it stops shooting darts, but instead emits sonar waves that removes camo properties. Further upgrades also let the sonar waves damage bloons and reduce ability cooldown of other towers.
  • Support Party Member: A Submarine specced for Path 1 has virtually no offensive power, but has a wide variety of utility functions. It starts with the ability to permanently reveal Camos near the Sub and decreasing the cooldowns of nearby water towers, but Energizer causes it to halve the cooldowns of all nearby water monkeys, increase the XP gain of all nearby heroes by 50%, and passively grant 20% cooldown reduction to every tower on the screen.
  • Target Spotter: With the Advanced Intel upgrade, every other tower becomes one to the Monkey Sub, being able to target any Bloon that is within another tower's range (even of those that can't attack, such as Banana Farms), and can target Camo Bloons as long as that other tower can target them as well.

    Special Agents 
Unique towers in Bloons Tower Defense 5 that can be purchased with Monkey Money and placed onto maps for extra support. There are a total of thirteen across all versions of the game, and each one gets permanently upgraded after being used enough times.
  • Abnormal Ammo: The projectiles of the Special Agents include bees, acorns, coconuts, banana peels, watermelons and their seeds, and snowballs.
  • A Day in the Limelight: BTD5 features a special mission, "For Their Eyes Only", where Special Agents are the only towers allowed.
  • Ascended Extra: In the mobile version of BTD4, the Beekeeper is a full-fledged secret tower introduced as a promo for the fifth game, and has its own upgrades.
  • Bears Are Bad News: The Beekeeper is a surly, frowning brown bear, and it commands a hive of angry bees to attack with, though it's on the monkeys' side.
  • Bee-Bee Gun: The Beekeeper fires out bees that stick to bloons and deal Damage Over Time. The Beekeeper Pro gets an ability that swarms them onto a hundred bloons at once.
  • Bullet Seed: The Watermelon Spitter chews on a watermelon when left alone to build up seeds, then rapidly spits them out at passing bloons. The Pro version can spit out the whole watermelon as a projectile.
  • Chuck Cunningham Syndrome: Since Special Agents were dropped as a mechanic for Bloons Tower Defense 6, every Special Agent vanished except for the Portable Lake, the Pontoon, the Monkey Farmer, and Super Monkey Storm, which were made into Powers instead and cannot upgrade into Pro variants.
  • Coconut Meets Cranium: The Tribal Turtle throws a coconut with every other attack, which pierces more bloons, breaks Lead Bloons, and deals extra damage to Ceramic Bloons.
  • Combat Tentacles: The Portable Lake Pro's activated ability, "Activate Sea Monster!", calls up an unseen sea creature's tentacle, which attacks several bloons before submerging.
  • Crutch Character: Most of the combat-oriented Special Agents are very powerful for the early-game, but due to having no upgrades, are unable to compete later in the game.
  • Evolving Weapon:
    • Every Special Agent turns into a Pro version once it is bought enough times, making it permanently stronger while keeping its cost the same.
    • The Bloonberry Bush grows five more thorns for each round it's out for a maximum of 200, using up those thorns when a bloon runs into it like a pile of Road Spikes. The Bloonberry Bush Pro produces creepers that can grow as well.
    • A new Radadactyl hatches out of the nest and begins swooping every round, for up to five Radadactyls.
  • Hulking Out: The Angry Squirrel turns green and grows larger whenever a bloon leaks, making it attack faster and giving it camo detection and lead damage for a limited time. Angry Squirrel Pro turns purple when in its anger mode, and only needs to throw enough acorns to transform.
  • Non-Standard Character Design: The Special Agents are some of the only non-monkey animals seen in the series, making them stand out next to the main towers.
  • Kill Sat: The Bloonsday Device unlocks an activated ability that causes it to fire an orbital laser, which is guided with the mouse and deals high damage to anything it touches. The Pro version leaves behind damaging plasma on the track.
  • Smart Bomb: Super Monkey Storm, an ability of the Monkey Beacon prior to it getting changed into the Monkey Village, is a screen-wipe that is guaranteed to pop every standard bloon and deal high damage to MOAB-class bloons.
  • Turtle Power: The Tribal Turtle is a standard attacker that alternates between throwing spears and coconuts. It is the only amphibious tower in BTD5, working on both land and water.
  • Snowlems: The Mad Snowman is a living snowman who throws freezing snowballs at the bloons, but melts away after 10 rounds (20 in its Pro form).
  • Support Party Member:
    • The Meerkat Spy provides camo detection to any towers in its radius. The Meerkat Spy Pro swaps out its eyepatch for a laser eye and gains the ability to attack.
    • The Pontoon and Portable lake act as platforms to place land towers on water or water towers on land, respectively. While the Portable Lake Pro gets an activated ability that summons a sea monster tentacle to attack bloons, the Pontoon truly can't attack and its Pro upgrade enhances the range of towers placed on it.
    • The Banana Farmer exists to automatically collect Banana Farm drops. Once it becomes the Monkey Farmer Pro, it can spread banana peels onto the track to knock bloons back, but still can't pop them.

    Wizard Lord 
https://static.tvtropes.org/pmwiki/pub/images/dd05ff18_6625_4d04_a0df_45a7ec5df9a3.png
A special tower only available in the "Wizard Lord" Special Mission in Bloons Tower Defense 5. It acts as a 4/4 Monkey Apprentice, having the abilities of both paths plus a stronger phoenix ability, but needs to feed on other towers to stick around.
  • All Your Powers Combined: As a 4/4 tower in function, it has the Tempest Tornado of the Monkey Apprentice's first path and the Dragon's Breath and Summon (Super) Phoenix of its second path, along with every previous spell. Its appearance reflects this, as it has the Prophet Eyes of a Master of Fire and is Flying on a Cloud like the Master of Air.
  • The Archmage: The closest thing the Wizard Monkeys had to one before the fifth-tier Archmage in the sixth game, as the Wizard Lord can cast every spell and has an empowered ability as well.
  • Evil Laugh: He lets out a sinister laugh whenever he feeds on a tower.
  • One-Shot Character: While Wizard Lords can be bought as decorative items in Bloons Monkey City, the tower itself has only shown up in one special mission of the fifth game. The Archmage of BTD6 is its own take on the idea, as it gains the Shimmer and Dragon's Breath powers of the other upgrade paths but doesn't feed on other towers.
  • Power at a Price: The Wizard Lord is very strong, but he removes the most expensive tower on the map every other turn, and he'll leave if there are no towers for him to consume, which counts as a Non Standard Game Over.
  • Purposefully Overpowered: The Wizard Lord is broken in terms of power, but also unwieldy because of his need to sacrifice expensive towers. Part of the challenge's difficulty is supporting the Wizard Lord (since he can't handle every round by himself) without wasting money on costly towers that will be lost.
  • Spiritual Successor: Paragon towers are one to the Wizard Lord, being a combination of all upgrade paths coupled with a boost in raw power. The Wizard Lord was the earliest official exploration of this concept in-game, though it was exclusive to a special mission.

Towers introduces in Bloons TD Battles:

    COBRA 
A special tower that uses a pistol which pops two layers per shot. However, its true power comes from its upgrades, designed to support your side or debilitate the enemy in powerful and unorthodox ways.

Its final upgrades are Offensive Push, which allow Bloons to be sent a round earlier than the one they usually become unlocked at, and Misdirection, which lets it periodically move the highest level enemy Bloon to the opponent's side.


  • Dual Wielding: Its Double Tap upgrade has it wield two guns at once.
  • Fun with Acronyms: The COBRA stands for Covert Ops Battles Response Agent.
  • Hoist by His Own Petard: The Misdirection ability allows the COBRA to send the strongest bloon on their side to the enemy's instead. If the enemy has been investing in offense or is otherwise unprepared to defend against the bloon they just sent to attack, they're in big trouble.
  • Life Drain: With its Attrition upgrade, it will periodically steal two lives from the opponent. For balance reasons, while this can't outright defeat an enemy (if they're at 1 HP, it'll give you $30 instead), it will still leave them on the brink of defeat while keeping you healthy - making a battle against a COBRA user a race against time unless you also have one on hand. On Defense mode, it just causes you to regenerate 2 lives instead.
  • Mechanically Unusual Class: It's the only tower in the game which affects the players instead of just attacking the bloons.
  • Money Multiplier: With Wired Funds, the COBRA will give the player an additional $80 each round, which stacks.
  • My Rules Are Not Your Rules: Offensive Push allows the user to unlock the next tier of bloons one round earlier than usual, which usually also means one round earlier than the opponent unless they're also packing a Path 1 COBRA of their own. Furthermore, this stacks if you send out multiple - it's not unheard of for Z.O.M.Gs being sent out in half the time' they'd normally take to unlock.
  • Support Party Member: Its entire gimmick is the wide array of unconventional support buffs it can give the player. These range from giving you extra cash and regenerating/stealing lives, to decreasing cooldowns on special abilities, to lowering the minimum round requirement for certain Bloon attacks, to even sending the enemy's forces back at them.
  • Weak, but Skilled: The COBRA isn't a very strong attacking tower, but its upgrades can help harass your opponent or even defend yourself.

Towers introduced in Bloons Tower Defense 6:

    Alchemist 
https://static.tvtropes.org/pmwiki/pub/images/btd6alchemist.png
The alchemist throws acid potions which splash onto bloons and gradually melt them.

Its first upgrade path focuses on buffs: Acidic Mixture Dip allows any monkey to pop lead and deal extra damage to ceramic and MOAB-class bloons, and Berserker Brew increases damage, range, and attack speed, which can be further increased with the Stronger Stimulant and made permanent with Permanent Brew. The second path is a more straightforward attacker, using Stronger Acid to dissolve bloons faster, Perishing Potions to remove fortification from lead and ceramic blooms, Unstable Concoction to make MOAB-class bloons explode violently when popped, and Transforming Tonic to turn into a powerful attacking monster, with the final upgrade, Total Transformation, also affecting nearby monkeys. Finally, the bottom path focuses on transmutation: Lead to Gold grants lots of extra money when popping lead bloons, Rubber to Gold splashes bloons with a potion that extends this effect to any kind of bloon, and the Bloon Master Alchemist wields a powerful shrinking potion that can turn any bloon into a basic red bloon.


  • Alchemy Is Magic: The Alchemist is classified as a Magic monkey, capable of creating various potions with powerful effects.
  • Awesome, but Impractical: The Bloon Master Alchemist can turn almost any bloon into a red bloon, even a ZOMG! While the prospect of taking out the second-strongest enemy in two attacks might sound enticing, this has a serious drawback: you don't get any money from the layers removed by the shrinking potion, which can seriously cripple your income. It's especially bad on CHIMPS mode, where you can't use Farms to make up for the lost money.
  • Eye Beam: The attack monsters from Total Transformation shoots blue beams from their eyes at a really fast rate.
  • HP to 1: What the Bloon Master Alchemist's shrink potion essentially is. It transforms any Bloon it hits into a Red Bloon, which only requires 1 damage to pop.
  • Jekyll & Hyde: The Transforming Tonic ability turns its owner Alchemist from a somewhat-unhinged scientist into a savage beast of incredible power. Bonus for the mechanism being a clear shout out to the trope maker.
  • Mad Scientist: The middle path Alchemist looks more and more unhinged with each upgrade. It also gains the ability to transform itself and other monkeys into savage monsters.
  • Money Multiplier: The "Lead to Gold" upgrade grants extra money when the alchemist pops a lead bloon, while "Rubber to Gold" increases the value of affected bloons. Inverted by the Bloon Master Alchemist, whose shrinking potion turns any non-BAD bloon into a red bloon, but also gives them the money bounty of one.
  • Non-Indicative Name: The "Rubber to Gold" upgrade allows the Alchemist to partially turn the affected bloons into gold - even Lead, Ceramics, and MOAB-Class Bloons, which are clearly not made of rubber.
  • No Self-Buffs: An Alchemist cannot benefit from its own potions.
  • One-Hit Kill: The "Lead to Gold" upgrade makes the Alchemist's potions and acid pools completely pop any Lead Bloon that gets hit, regardless of whether it was Fortified or not.
  • Pimp Duds: The Bloon Master Alchemist is decked out in a golden, jewel-encrusted uniform with cool shades.
  • Power Nullifier: Perishing Potions can remove the fortified property off of Lead and Ceramic Bloons.
  • Shrink Ray: The Bloon Master Alchemist has a shrink potion which turns any bloon into a red bloon. This works on anything up to a Z.O.M.G, effectively one-shotting them.
  • Status Buff: One upgrade path specializes in this. Acidic Mixture Dip allows allies to pop lead bloons and deal extra damage against ceramic and MOAB-class bloons, and Berserker Brew increases damage, range, and attack speed.
  • Super Mode: Transforming Tonic turns the alchemist into a monster with powerful attacks. The Total Transformation upgrade turns up to five other nearby monkeys along with him.
  • Support Party Member: The Alchemist's damage output in the top and bottom paths, outside of what is provided by the "Lead to Gold" and "Bloon Master Alchemist" upgrades, is very limited, so an Alchemist on either of these paths is almost exclusively used to provide buffs towards other monkeys or generate extra money.
  • Transmutation: The bottom path Alchemist specializes in this, with Lead to Gold instantly turning lead bloons into gold, Rubber to Gold applying a debuff to bloons with a special potion that makes them grant increased cash, and Bloon Master Alchemist being able to transform any bloon up to a ZOMG into a lowly Red bloon.
  • Weapon of X-Slaying:
    • Perishing Potions deals bonus damage to MOAB-class bloons as well as removes the Fortified property off normal bloons. These properties combine to do a whopping 20 damage to fortified blimps.note 
    • Lead to Gold potions deal bonus damage to Lead Bloons- enough to pop them in one shot. This damage bonus also applies to DDTs.

    Druid 
https://static.tvtropes.org/pmwiki/pub/images/btd6druid.png
The druid attacks by throwing a volley of sharp thorns at bloons.

Its first upgrade path grants it command over air: Heart of Thunder fires an arc of electricity, the Druid of the Storm can blow bloons towards the entrance with a tornado, Ball Lightning fires an orb which zaps nearby bloons, and the Superstorm boosts the tornado to affect any bloon type. The second upgrade path, Druid of the Jungle, allows the druid to summon vines to immobilize a bloon, use Jungle's Bounty to earn extra money from nearby farms, and eventually become a Spirit of the Forest which covers the whole path with thorny vines and earns extra lives and money. The bottom path allows the druid to channel his wrath: the Druid of Wrath gains attack speed the longer targets remain in range, Poplust further boosts the speed of all nearby druids and can stack with other Poplust druids, and the Avatar of Wrath deals more damage the more targets there are.


  • Blow You Away: A Druid of the Storm can create a tornado to blow bloons back to the entrance. The Superstorm upgrade takes this even further by letting it blow back anything that isn't a B.A.D.
  • Chain Lightning: The Heart of Thunder upgrade grants the druid a lightning attack that hops from Bloons to Bloons. The Ball Lightning upgrade lets the druid shoot a ball, which then shoots at Bloons with chain lightnings which can also freeze Bloons.
  • Conservation of Ninjutsu: Averted, like the Ninja Monkey, but to a lesser extent. Poplust Druids boost the attack speed of all other Druids near them, stacking up to five times.
  • Decomposite Character: The druid's storm upgrade path is based on the apprentice's air path, having a Chain Lightning and tornado spell.
  • Druid: The "priest of nature" kind. Its basic attack is throwing a flurry of wooden thorns at Bloons. One of its upgrade paths focus on controlling the storms, and another focuses on the power of plants.
  • Flechette Storm: The druid's base attack consists of throwing a flurry of small thorns in a Spread Shot. It can be boosted to a truly ridiculous level if you have several Poplust druids in close proximity boosting each other's attack speed.
  • Green Thumb: A Druid of the Jungle can summon vines to immobilize a bloon. Further upgrades allow it to instantly make nearby farms produce extra money, or create a huge patch of vines along the path.
  • Money Multiplier: Jungle's Bounty instantly grants you money for each banana farm in range of the druid.
  • One-Hit Kill: A Druid of the Jungle is able to instantly destroy any single non-MOAB class bloon with a slow-attacking vine.
  • Red Eyes, Take Warning: The Avatar of Wrath has 'em. As the Druid with the most offensive strength, it's best to take heed.
  • Spam Attack: The bottom path specializes in raising the druid's attack speed to ludicrous levels: Heart of Vengeance can up to double the druid's attack speed, the Druid of Wrath can double it again if it continuously attacks long enough, and having nearby druids with Poplust can add even more speed to that.
  • Spread Shot: Throws a spread of thorns.
  • Unstoppable Rage: The bottom path of upgrades increases the druid's power as it grows angrier, and its artwork portrays it becoming more and more furious as it's upgraded. Heart of Vengeance increases its attack speed when you lose lives, and the Avatar of Wrath gains more damage the more bloons (based on RBE, not total numbers) are on the screen.

    Cave Monkey 
https://static.tvtropes.org/pmwiki/pub/images/cave_monkey.png
A secret tower exclusive to the map "Frozen Over". It is stuck under the frozen lake, but can be freed if a Mortar Tower shoots at its location enough times, which causes it to appear in a set location near the start of the map. Its only attack consists of swinging its club, which stuns affected Bloons (including MOABs), and it cannot be upgraded.
  • All Cavemen Were Neanderthals: The Cave Monkey is bigger and more brutish than most other monkeys.
  • Big Ol' Eyebrows: Its bushy eyebrows contribute to its savage, primitive look.
  • Carry a Big Stick: Befitting a caveman (or, cave monkey in this case), it wields a large wooden club capable of stunning even MOAB-class bloons.
  • Contemporary Caveman: After being frozen under the surface of a lake for who knows how long, it can be freed by a modern artillery cannon and recruited to join the fight against the Bloons.
  • Easter Egg: Only appears on one map, and has a specific requirement to get him.
  • Human Popsicle: It can be seen frozen solid in the ice of the "Frozen Over" map.
  • Pelts of the Barbarian: The Cave Monkey is dressed in a generic spotted fur drape similar to those worn by stereotypical cavemen.
  • Secret Character: Prior to BTD6 Patch 17.0, it was just a background decoration on one map. After that patch, it can be temporarily unlocked for a single game by having a Mortar Tower fire at it several times.

Hero Units introduced in Bloons Tower Defense 6:

    Quincy, the Archer 
https://static.tvtropes.org/pmwiki/pub/images/btd6quincy.png
"Are you kidding me? Nothing gets past my bow."
Proud, strong and intelligent, Quincy uses his bow to perform feats of amazing skill.
The first hero unlocked in BTD6, Quincy the Archer fires arrows which can bounce to multiple targets. As he levels up, he can see camo bloons, fire exploding arrows, and shoot two arrows at the same time. His active abilities are Rapid Shot, which increases his attack speed for a short time, and Storm of Arrows, which causes arrows to rain down over a large area.
  • Calling Your Attacks: Cyber Quincy directly calls his abilities by name when used: "Rapid Shot", and "Storm Protocol Alpha".
  • Crutch Character: His cheap price allows you to place him on the first round and he can handle early waves by himself. However, he quickly starts getting overwhelmed by round 20 without support. By the late game rounds, he contributes almost nothing.
  • Friendly Sniper: Quincy is a highly-skilled archer, but a very amicable soul nonetheless.
  • Helmets Are Hardly Heroic: Averted. Quincy always wears a helmet, and at level 20, he puts on a helmet with an orange visor that completely obscures his face, but is still as heroic as ever.
  • I Am X, Son of Y: Parodied. Sometimes, when you tap him, he says "I am Quincy, son of Quincy."
  • Multi Shot: Starting at level 6, he shoots two arrows at the same time.
  • Oh, Crap!: When a B.A.D. appears:
    Quincy: Um... guys...?
  • Pinball Projectile: His signature skill is bouncing arrow shots between bloons.
  • Rain of Arrows: His level 10 ability lets loose a barrage of arrows from the sky.
  • Running Gag: His "Quincy, X of Quincy" lines. In his default skin, he says "I am Quincy, son of Quincy". His Cyber Quincy skin is described as "he is Quincy, evolved from Quincy", and he echoes it in one of his voice lines. His Wolfpack Quincy skin is described as "he is Quincy, ancestor of Quincy".
  • Shout-Out: His Cyber Quincy skin is a heavy reference to The Six Million Dollar Man and even directly quotes it.
  • Small Name, Big Ego: Although he thinks nothing can get past his bow, things can.
  • Stop Poking Me!: If you repeatedly select him on the field, he'll angrily ask you to quit it.
  • The Straight and Arrow Path: Despite more modern ranged weaponry being available, Quincy sticks to wielding his trusty bow and arrow.
  • Trick Arrow: Upon reaching level 7, every third arrow he shoots is explosive.

    Gwendolin, the Pyromaniac 
https://static.tvtropes.org/pmwiki/pub/images/btd6gwendolin.png
"Doesn't get hotter than this."
Gwendolin believes there hasn't yet been a Bloon problem that can't be solved with fire. Lots of fire.
Gwendolin the Pyromaniac is obsessed with fire, and seeks to burn down every bloon she sees. Her flamethrower can light bloons on fire, and she can also Heat It Up to grant this ability to other nearby towers. Her active abilities are Cocktail of Fire, which creates a small patch of long-lasting flames to pop bloons that pass over it, and Firestorm, which lights all bloons on fire.
  • Happy Harlequin Hat: One of her skins wears this; at the highest level the bells on it ignite in purple fire.
  • Kill It with Fire: According to her bio, this is her philosophy in life.
    Gwendolin: With enough fuel and air, everything burns.
  • Mad Scientist: Gwen's Scientist skin may be just a little too obsessed with fire.
  • Molotov Cocktail: Her Cocktail of Fire ability, where she throws a bottle of fuel which then forms flames in the track, damaging any Bloons that pass through it. (This and Firestorm can even damage some bloons her regular attacks can't.)
  • Playing with Fire: Wields an array of fire-themed weapons.
  • Pointless Band-Aid: She wears two bandages in a cross on her face. One of them looks like it's sticking to her eye.
  • Pyromaniac: She certainly lives up to her title. Thankfully, she directs her impulses towards the bloons.
  • Status Buff: Her Heat It Up ability adds fire to nearby towers' attacks, adding pierce and allowing them to pop Lead bloons. On higher levels it also adds extra damage.
  • Stop Poking Me!: If you repeatedly select her on the field, she'll "put you on [her] list".
  • Technicolor Fire: Scientist Gwen makes all her fire attacks blue. This includes her standard flamethrower, Cocktail of Fire, and Firestorm. Harlegwen (an eventually-masked pyromaniac jester, albeit still not an actual villain) uses purple fire instead. This trope is slightly useful, as Gwen's fire cocktails aren't quite identical in function to the Wizard Monkey's fire spell and it can help to tell them apart.

    Striker Jones, the Artillery Commander 
https://static.tvtropes.org/pmwiki/pub/images/btd6jones.png
"Prepare for liberation."
Striker Jones is a strong Commander who uses his knowledge of long range combat to greatly boost the power of explosives.
Striker Jones the Artillery Commander specializes in explosive attacks, wielding a bazooka that deals powerful splash damage. His presence passively buffs Bomb Shooters. His active abilities are Concussive Shot, which damages and stuns the largest bloon on the screen, and Artillery Command, which resets the cooldown of all Bomb Shooters and Mortar Monkeys' active abilities.
  • Badass Biker: The Biker Bones skin. It's a thinly veiled reference to Ghost Rider.
  • Balance Buff: His ability to make all explosive attacks have a chance to damage Blacks, Zebras, and DDTs was moved from Level 9 to Level 5 in order to improve his early-game capabilities.
  • BFG: The bazooka he carries is twice as big as he is!
  • Captain Ersatz: His Biker Bones skin is basically just Ghost Rider as a monkey.
  • Cthulhumanoid: The Octojones skin turns him into an octopus pirate.
  • Frontline General: His range limitations necessitate him getting somewhat close up to the bloons, but that doesn't stop him from managing the artillery.
  • Large Ham: There's ham, and then there's the absolute butcher's shop that Biker Bones brings to the table.
    Striker Jones: [When a MOAB-class bloon appears] "SHOW NO MERCY!"
    [Popping a MOAB-class bloon] "VENGEANCE... IS MINE!"
    [Using Artillery Command] "AGAIN... AGAIN!"
  • Quad Damage: At Level 20, Artillery Command temporarily doubles the damage of Mortars and Bomb Shooters in addition to resetting their abilities.
  • Saying Sound Effects Out Loud: When he fires a Concussive Shell, he announces it with a loud "BOOM!"
  • Status Effects: Has one of the most spammable stuns in the game, which makes him surprisingly powerful lategame.
  • Stop Poking Me!: If you repeatedly select him on the field, he'll threaten you not to push it too far.
  • Stuff Blowing Up: His main power. He also gains an ability at level 10 that allows Bomb Shooters and Mortars with recharging abilities to instantly use their ability again.

    Obyn Greenfoot, the Forest Guardian 
https://static.tvtropes.org/pmwiki/pub/images/btd6obyn.png
"The spirits of the forest awaken."
Commanding powers of nature, Obyn can shoot through solid obstacles with his spirit wolf attack.
Obyn Greenfoot the Forest Guardian fights to protect nature from the bloons, summoning a wolf spirit to hunt them down. He can place down Nature's Ward, a totem which slows down nearby bloons. His active abilities are Brambles, which creates a thorny thicket that blocks bloons, and Wall of Trees, which summons a forest that absorbs bloons which enter it and grants money after capturing a certain number of them.
  • Animal Battle Aura: His spirit wolf attack.
  • Attack Animal: Summons spirit wolves to attack.
  • Combat Tentacles: When in his Ocean Guardian skin, his Wall of Trees appear as a bunch of tentacles instead.
  • Druid: He's a magic user who uses the power of nature to thwart Bloons. He also has special passive abilities which provide very useful buffs for other Druid monkeys, making them a good pick when using Obyn.
  • Green Thumb: His active abilities involve plants.
  • Large Ham: His Ocean Guardian skin is more hammy than regular Obyn.
    Obyn: [When popping a MOAB] "The Ocean has NO EQUAL!"
  • Nature Spirit: A mysterious being who protects the forest. His various skins retain the overall theme, but change what realm he embodies (such as being a protector of the ocean).
  • Roboteching: Obyn's spirit wolf will curve around to seek out bloons until it times out or runs out of pierce.
  • Status Buff: His very first upgrade gives all Druids near him additional pierce. Later levels also allow him to buff other Magic monkeys. This is very effective on the likes of Ninja, Druid, or Super Monkey.
  • Stop Poking Me!: If you repeatedly select him on the field, he'll call you an "obnoxious weed".
  • When Trees Attack: His Level 10 ability, Wall of Trees, summons a group of trees which absorb bloons similarly to the Engineer's Bloon Trap.

    Captain Churchill, the Tank 
https://static.tvtropes.org/pmwiki/pub/images/btd6churchill.png
"The Sun God fights on the side with the best artillery!"
In his armored tank, the Captain is a no-nonsense powerhouse on the battlefield.
Captain Churchill rides into combat in a tank equipped with a powerful explosive cannon and machine guns. His abilites are Armor-Piercing Shells, which grant his explosives increased power for 10 seconds and allows them to pop black bloons, and MOAB Barrage, which bombards multiple MOAB-class bloons, dealing massive damage.
  • Affectionate Parody: His skin is one for Super Sentai series, with ludicrously long attack names and loud and shiny armor, among other things.
    Captain Churchill: [when placed] "Galactic tank form."
    [when activating Armor Piercing Shells] "Turbo damage laserbomb!"
  • Death from Above: MOAB Barrage causes powerful explosive shells to rain down onto MOABs.
  • Dumb Struck: Even he can't quite wrap his head around the existence of the BAD.
    Captain Churchill: [Spotting a BAD] "...what in blazes is that?"
  • Large Ham: He shouts most if his lines. His Sentai skin is even more hammy.
  • Meaningful Name: His name is a reference to the Churchill tank.
  • One-Hit Polykill: His tank cannon's main feature is its penetrating shells, which explode every time they contact a bloon. This makes Churchill very effective when attacking down a line.
  • Overranked Soldier: Despite being an army captain, Churchill has no command over any troops and only commands a tank by himself.
  • Stop Poking Me!: If you repeatedly select him, he'll shout "hey!" in an increasingly annoyed voice before saying "That's it, you're on K.P."note 
  • Tank Goodness: Churchill rides in a tank with machine guns and an explosive cannon.
  • Triangle Shades: Level 20 Sentai Churchill dons a pair of these for maximum anime.

    Benjamin, the Code Monkey 
https://static.tvtropes.org/pmwiki/pub/images/btd6benjamin.png
"Rules are made to be broken."
Using his elite hacking skills, Benjamin can create extra money for the cause.
Benjamin doesn't attack, but he hacks extra money every round. Later on he also starts adding lives, hacking bloons so they don't spawn any children when popped, giving all on-screen banks extra income and starts adding a buck for every bloon that spawns. His abilities are Biohack, which causes the 4 closest towers to pop extra layers per shot but briefly makes them stop attacking when it ends, and Syphon Funding, which causes all bloons to spawn 1 rank lower and doubles the cash you get from popping them.
  • Boring, but Practical: His main purpose is to generate more cash for you, and he can't directly attack bloons. However, his cash gratnting abilities lets you get yourself set up more quickly, and his synergy with Monkey Banks and their upgrades makes him one of the more popular heroes outside of CHIMPS mode.
  • Cool Shades: Gains a set once he unlocks his Bloon Trojan attack.
  • Holographic Terminal: At maximum level, he ditches physical keyboards for holographic keyboards.
  • Insufferable Genius: Implied with his quote when he reaches maximum level.
    Benjamin: "There's smart, and there's ME smart."
  • Meaningful Name: Benjamin is slang for money, fitting with his money-making abilities.
  • Money Multiplier: Generates extra money at the end of each round, can generate even more money with skimming (earning money for each bloon that spawns), and increases the rate at which Monkey Banks accumulate cash. His Bloon Trojan does reduce how much money you earn from popping MOAB-class bloons, but overall, all of his other cash generating abilities mean that you still end up in the black with him around.
  • Oh, Crap!: His reaction to every blimp is a variation of "Uhh, guys?". For the BAD, he says "Goodnight, Vienna", a slang meaning "it's all over".
  • Power-Strain Blackout: His Biohack increases the damage of nearby towers, but leaves them so exhausted that they're stunned for a few seconds afterwards. Higher levels improve the timeout period, eventually eliminating it entirely.
  • Punny Name:
    • DJ Benjammin' skin. The name is a pun of "Benjamin" and "jamming".
    • Sushi Bento, in reference to Bento meals.
  • Rapid-Fire Typing: His idle animations across his various levels has him absolutely abusing his poor keyboard with constant typing.
  • Spiritual Successor: To the COBRA from Battles. Benjamin has similar utilities to the COBRA, such as generating money, restoring lives, and manipulating the Bloons (down-tiering them, in his case, as opposed to Bloon Adjustment's up-tiering.)
  • Stop Poking Me!: If you repeatedly select him, he'll threaten to hack you.
  • Support Party Member: He's the only hero to not attack the bloons. Instead he raises income, adds lives and weakens the bloons.
  • Totally Radical: His DJ Benjammin' skin uses some outdated slangs.
    Benjamin: "Oh yeah, now we can par-taaayyy"

    Ezili, the Voodoo Monkey 
https://static.tvtropes.org/pmwiki/pub/images/btd6ezili.png
"Hehehehe. What is your will?"
Ezili is a wielder of dark arts and manipulator of Bloons. Beware.
Ezili uses dark magic to curse bloons, causing them to gradually pop over time. She has three active abilities: Heartstopper temporarily stops all regenerator bloons from healing, Sacrificial Totem drains some lives in order to summon a totem which buffs all nearby towers, and MOAB Hex curses a MOAB-class bloon, causing it to take constant damage and preventing it from spawning children upon popping.
  • Anti-Regeneration: Heartstopper stops regenerators from regrowing layers.
  • Cast from Hit Points: Sacrificial Totem costs 10 lives to use. When she reaches a certain level that number goes down to 1. As a bonus, this ability lets her trigger abilities that trigger on life loss on demand, such as the Desperation Attack of a Bomb Blitz or Elite Defender.
  • Crazy Cat Lady: Her Smudge Catt skin, which even turns her voodoo magic into spectral cats!
  • Damage Over Time: Her attacks don't do much damage upfront, instead being dealt over time.
  • Dark Is Not Evil: Ezili may look and sound spooky, but she's just as dedicated to popping bloons as any other hero. (She also quietly upgrades Necromancers, another instance of this trope.)
  • Hollywood Voodoo: Bloons affected by her curse are shown with glowing spirit pins sticking out of them.
  • Magikarp Power: Ezili's attack is slow and weak, dealing minor damage over time, which isn't very useful against massive amounts of regular bloons. However, she does a lot of damage to MOAB-class bloons, especially with MOAB Hex, making her much stronger later in the game where you have to destroy a lot of blimps.
  • Meaningful Name: In the voodoo religion, Ezili (also spelled Erzulie) is the name of a family of loa.
  • Percent Damage Attack: MOAB Hex appears to do this, considering how it can destroy a BAD around as fast as a lowly MOAB.
  • Power Echoes: Her voice has an echoing effect to it.
  • Status Buff: Her Sacrificial Totem gives bonus pierce, range, attack speed, and camo detection to nearby towers in exchange for costing you a few lives.
  • Status-Buff Dispel: At level 9, her attacks remove special properties from non-MOAB bloons.
  • Useless Useful Spell: Sacrificial Totem is a useless ability on Impoppable and C.H.I.M.P.S. difficulties, since you can only have one normal life on them.
  • True Sight: Unlike most other heroes, Ezili has native camo detection even from level 1. Sacrificial Totem grants camo detection to other monkeys near it, alongside its other buffs.
  • You Are Already Dead: MOAB Hex is all but guaranteed to kill what it's inflicted on. Level 20 makes sure of this with increased damage. Not even the BAD is safe!

    Pat Fusty, the Giant Monkey 
https://static.tvtropes.org/pmwiki/pub/images/patfustyportrait.png
"Ha! It's squashing time!"
Pat is a huge monkey of enormous strength. His unique size and power is a great asset in the war on Bloons.
Pat Fusty is a hulking brute who attacks by crushing bloons into the ground with his powerful hands. He can do a Rallying Roar to temporarily increase the attack power of nearby towers, or squish a MOAB-class bloon with Big Squeeze, severely damaging it.
  • The Big Guy: Pat Fusty isn't called the Giant Monkey for nothing. He's the most physically imposing of the heroes, relying on his brute strength to win.
  • Big Ol' Eyebrows: Pat Fusty has some prominent eyebrows.
  • Captain Ersatz: Fusty the Snowman wears his inspiration on his sleeve.
  • Captain Obvious: When he sees a BAD bloon:
    Pat Fusty: "B.A.D.? Spells BAD!"
  • Close-Range Combatant: Since Pat doesn't use a weapon, his range is smaller than most other towers.
  • Handwraps of Awesome: He gains some at level 5, which unlocks his knockback slap. At level 10, they turn red, and at level 20, they become yellow.
  • Home Field Advantage: To a lesser extent than the other heroes and their associated maps, but Pat's ability to be placed on water gives him more placement opportunities on Pat's Pond than any other hero.
  • In a Single Bound: One cosmetic in the trophy store has Pat do this every time he levels up or is placed.
  • Killer Bear Hug: Pat's Big Squeeze ability, where he grabs a MOAB-class Bloon and hugs it really tightly until it pops. When he reaches his max level, he can hug multiple MOAS-class Bloons at once.
  • Martial Arts Headband: Once he reaches level 10 (where he unlocks Big Squeeze), he dons a blue headband. It turns black at maximum level.
  • Power-Up Letdown: His Big Squeeze ability. While destroying a blimp layer up to a ZOMG can be useful, it takes several seconds for Pat to crush the blimp, during which he stops attacking. If you're relying on Pat's stun and knockback to stall Bloons, using the ability can be fatal as those Bloons pass through your defenses.
  • Punched Across the Room: After gaining a few levels, he will sometimes perform a slap attack which sends bloons backwards.
  • Roar Before Beating: Rallying Roar, naturally. As it increases the damage of all monkeys near Pat, an absolute beatdown is sure to follow.
  • Simpleton Voice: He speaks in a simple, dimwitted voice that sounds a lot like Patrick Star.
  • Status Buff: Rallying Roar grants bonus damage to nearby towers for a few seconds.
  • Stop Poking Me!: Apparently, Pat is ticklish.
  • Stout Strength: He's a huge hero and unlike the other monkeys who use projectiles and firearms, he uses his gigantic fists to crush the bloons. At high levels he's able to hug the blimps until they explode.
  • Support Party Member: His stuns and knockback massively increase the effectiveness of towers around him, and Rallying Roar provides a very useful buff to Spam Attacks in its range. Big Squeeze can also separate blimps apart, allowing nearby towers to take them on in sequence instead of all at once.
  • Top-Heavy Guy: While his upper body is massive, his legs are surprisingly small.

    Adora, the High Priestess 
https://static.tvtropes.org/pmwiki/pub/images/adoraportrait_7.png
"Embrace the sun!"
Adora's devotion compels her to strike Bloons down with furious vengeance.
Adora is the devoted High Priestess of the Sun God. She attacks by shooting many Divine Bolts that home at Bloons. She has three abilities: The Long Arm of Light greatly increases the range and power of her bolts, Blood Sacrifice removes another tower to give EXP to Adora herself, and Ball of Light summons a ball of energy that shoot concentrated sunbeams to Bloons.
  • Attack! Attack! Attack!: Adora doesn't focus on supporting other monkeys as much as she does empowering herself and other Sun God followers, especially in comparison to previous heroes.
  • Black Mage: Despite her title as a priestess and her light powers, Adora is a nearly-purely offensive hero, with her only supportive ability being Blood Sacrifice's temporary buff to Sun Avatars.
  • Difficult, but Awesome: Adora has the highest potential for damage-dealing of all heroes during Freeplay rounds, especially once the Vengeful transformation is performed. Before that, however, Adora is a decent hero hampered by her slow leveling up process, requiring investing money in towers that will only be used for Adora's Blood Sacrifice to ensure she does not lag behind in later rounds.
  • Empathic Environment: Adora's Temple, which was introduced at the same time as its namesake heroine. When Adora undergoes the Vengeful transformation, Adora's Temple changes as well, growing dark, gaining glowing red lines, and replacing its waterfalls with suspiciously-red-liquid fountains.
  • Foil: Adora is a near polar opposite to Ezili. They share the distinction of being monkey heroines with three abilities, one of which involves Human Sacrifice. While Ezili starts off weak but gains incredible power as she levels up, Adora starts off strong but doesn't scale as hard. Ezili uses Hollywood Voodoo, while Adora wields the light of the Sun God. They also have complementary color schemes, Ezili being purple and Adora being gold. Ezili also looks menacing but is a relatively gentle person (fitting with her supportive abilities), while Adora is a lot more ruthless than one would think at first glance (befitting her offensive strength). Even their sacrificial abilities differ, with Ezili's Sacrificial Totem drawing directly from the player's lives, while Adora's Blood Sacrifice requires destroying a monkey on the field.
  • Foreshadowing: Adora's quotes hint that she can't reach her peak strength alone: "I await the transformation..."
  • The Fourth Wall Will Not Protect You: If you bother Ascended Adora enough, she'll threaten to break something of the player's.
  • Gold and White Are Divine: She has bright gold fur and white robes, fitting for a servant of the Sun God.
  • Golden Super Mode: Well, Adora's color scheme is already golden, but she has a super mode that's even more golden. If you summon a True Sun God while she's at max level, she gains glowing eyes and a golden headdress. Her attacks also become a lot more powerful.
  • Good Is Not Soft: Despite her heroic status and her light-themed powers, Adora is one of the more brutal heroes, with her Blood Sacrifice ability, being an offensive powerhouse, and her mean temper when bothered.
  • High Priest: Her title is the High Priestess, and she is devoted to the Sun God.
  • Homing Projectile: The Divine Bolts she shoot can home in on Bloons.
  • Human Sacrifice: Well, monkey sacrifice in this case. She normally levels very slowly, but her Blood Sacrifice ability lets her remove another tower in exchange for extra experience for Adora and attack power for Sun God follwers.
  • Jeanne d'Archétype: One of her skin is dressing up as Joan of Arc.
  • Light 'em Up: Adora attacks with Divine Bolts, which appear as sparkling particles of light.
  • Light Is Good: She's a heroine with light-themed powers.
  • Power Floats: When in her super mode, she appears to be hovering slightly above the ground.
  • The Power of the Sun: Her light powers come from the sun, and she has multiple quotes praising the sun. Summoning the True Sun God even grants Adora a huge power boost!
  • Prayer Pose: While in her Golden Super Mode, she holds both of her palms together, as if she's praying.
  • Rule of Symbolism: Once Adora unlocks Blood Sacrifice, her hands become covered in red. Whether it's actual blood or just red gloves, the idea is the same.
  • Scissors Cuts Rock: Purple Bloons aren't that common because no higher-tier bloon pops into them, but their immunity to direct flame and magic makes them notable when they do show up, and they weather Adora's bolts with ease. Long Arm of the Light upgrades those bolts to rip through them with ease.
  • Spread Shot: Adora can shoot up to eight Divine Bolts at once, all of which can home to enemies. Each bolt is weak by itself, however.
  • Superpowered Evil Side: If you summon a Vengeful True Sun God, instead of undergoing the Golden Super Mode transformation above, her eyes turn red and her color scheme becomes black instead. Her projectiles also become darker in color and more powerful.
  • Voice of the Legion: When in her dark mode, her voice echoes and gains multiple layers. Additionally, she no longer says her "I await the transformation" voiceline.

    Admiral Brickell, the Naval Commander 
https://static.tvtropes.org/pmwiki/pub/images/admiralbrickellportrait.png
"Admiral on deck!"
Command all your water-based Monkeys to decisive victory. Requires water to place.
The first purely water-based hero in the game. Admiral Brickell shoots at Bloons with her revolver and her ship deploys sea mines that will home in to nearby Bloons and explode. With her abilities, she can greatly boost other water towers and deploy a massive sea mine that deals massive damage to MOABs.
  • Always Accurate Attack: Like the Sniper Monkey, her gun instantly pops a Bloon without needing any projectiles.
  • Authority Equals Asskicking: She's a naval commander, but can hold her own easily with her sea mines and revolver.
  • Big, Bulky Bomb: The Mega Mine ability deploys a gigantic mine as large as a MOAB. When it explodes, it deals enough damage to destroy multiple MOABs, BFBs, and even ZOMGs.
  • Earned Stripes: One of her levelup quotes is "Add another stripe!". This has led to some jokes about Brickell being obsessed with having as much stripes as possible on her sleeves. She never actually gets additional stripes, though.
  • Hand Cannon: Her sidearm, a high-caliber revolver that's longer than she is tall. It punches through multiple bloon layers, like the Sniper Monkey's attack.
  • Necessary Drawback: She can further buff the already powerful buccaneers and subs, her mega mines do gigantic damages to MOAB classes, and even a BAD gets quickly destroyed when she is at level 20. However, she also shares their weakness of being restricted to water maps, and she levels up slowly, so unless you put her in range of an energizer or spend money, you won't get her to level 20 in time for round 100.
  • Sea Mine: Her ship deploys sea mines, the spiky metallic sphere variant, which can be accumulated over time. When Bloons get near, these mines will home in to the Bloons and explode. Her Mega Mine ability deploys an especially large one.
  • Support Party Member: Her main contribution is using her Naval Tactics ability to boost other water towers' performance. She's one of the weakest heroes if used for direct damage, as her gun can only shoot one Bloon at a time, and her mines need to be stockpiled to be powerful.

    Etienne, the Drone Operator 
https://static.tvtropes.org/pmwiki/pub/images/etienne.png
"Ready to fly."
This high-tech hero can pursue the Bloons wherever they go with his remote-controlled drone.
Etienne controls drones that shoot darts at Bloons, starting with one drone at the start and gaining more drones as he levels up. He can also control a massive UAV that grants camo detection to all towers in the map. His abilities allow him to temporarily deploy more drones and turn the UAV into a missile-spraying combat plane.
  • Attack Drone: The regular ones are small dart-shooting drones that attack nearby Bloons. His level 10 ability turns his Surveillance Drone into a missile-spraying attack drone.
  • Cool Plane: His UAV/UCAV is shaped like a plane.
  • Drone Deployer: Etienne himself doesn't attack directly, leaving the offense to the drones he controls.
  • Gratuitous French: Etienne is a French name, he peppers his voicelines with "oui", "adieu", and some other French quotes. He even speaks in an accent.
  • Homing Projectile: The missiles shot by the UCAV all home to the frontmost Bloons.
  • Little Green Men: The ETN skin turns him into a small green alien, and even transforms his drones into Flying Saucers.
  • Macross Missile Massacre: His UCAV shoots 10 missiles per shot, and it attacks pretty fast, too.
  • Magikarp Power: Etienne's offense is subpar at first, with his drones not being much stronger than a basic Dart Monkey, but at higher levels, he gains more permanent drones and upgrades to greatly boost his popping power. When he reaches maximum level, his UCAV becomes permanent, and the ability strengthen it even more.
  • Stop Poking Me!: If repeatedly selected, he'll shout "No distractions!"
  • Surveillance Drone: When he reaches a certain level, he obtain an UAV that flies high above the battlefield, granting camo detection to all towers. When Etienne uses his UCAV ability, it flies down and shoots missiles at Bloons.
  • True Sight: Up to Eleven; at Level 8, he permanently gives Camo detection to every tower on the map.
  • We Come in Peace — Shoot to Kill: ETN is a normal Hero Unit in gameplay, but his lines hint at this; one of his on-click lines is "I come in peace", while his on-placement line may be "Take me to your leader", but his other lines are often more... suspicious, and once he reaches Level 20...
    ETN: The invasion will now commence!

    Sauda, the Swordmaster 
https://static.tvtropes.org/pmwiki/pub/images/saudaportrait.png
"My blades are legendary!"
With a calm fury, Sauda can carve Bloons up with her twin razor-sharp swords.
A short-range hero who fights with two swords. Although her range is short, she does swift and devastating damage to anything within reach of her twin blades. Her first skill, Leaping Sword Attack lets her jump anywhere on the map and stab the Bloon she lands on for heavy damage. Her second skill, Sword Charge, causes her to run across the entire track, slashing any Bloons in her way.
  • Blade Spam: Sauda's attack speed is very high by default, and gets faster and faster as she levels up, so she'll be rapidly slashing away as long as there are bloons within range.
  • Close-Range Combatant: Like Pat Fusty, Sauda has a really short range to attack. Unlike the more support-oriented Pat Fusty, Sauda is completely focused on devastating any Bloons she can reach.
  • Damage Over Time: After gaining a few levels, Sauda can inflict "Bloon Bleed", which causes bloons to leak air after getting slashed by her swords, dealing damage over time.
  • Doppelgänger Attack: On maps with multiple entrances or exits, Sword Charge will create extra clones of Sauda to ensure that every path is covered.
  • Dual Wielding: Sauda cuts through Bloons with her two swords.
  • Home Field Advantage: Sauda was introduced alongside the map Balance. It has four paths that converge and rotate around one central location, allowing Sauda to excel in this location. The extra paths also supercharge the strength of her Sword Charge; see Doppelgänger Attack above.
  • Injured Vulnerability: As she levels up, she can do extra damage to bloons that are stunned, and later to those that are slowed or taking Damage Over Time from any source besides herself.
  • Lady of War: She normally looks like a rough fighter, but once she reaches level 20, she cleans up nicely. She tidies up her hair, wears a better armor, and gets some accessories, making her look elegant without being any less badass.
  • Meaningful Name: "Sauda" means "fight" in Korean, fitting for a sword fighter like her.

    Psi, the Psychic Monkey 
https://static.tvtropes.org/pmwiki/pub/images/capture_372.PNG
"I am both here and everywhere."
A gifted monkey child, Psi uses only the power of the mind to destroy Bloons from the inside out.
A monkey child gifted with psychic powers, who uses them to destroy the Bloons from the inside out. They can attack Bloons from anywhere on the map, popping a single one with each attack. Their first skill, Psychic Blast, unleashes a wave of psychic energy that stuns nearby Bloons, while their second skill, Psionic Scream, stuns or destroys all of the Bloons on the map.
  • Ambiguous Gender: Psi's gender is never confirmed, and the game exclusively refers to Psi using 'they/them' pronouns. They do have a feminine-sounding voice, but it's justified due to them being a child. Fans widely consider Psi to be non-binary.
  • Chrome Dome Psi: Psi, a monkey monk without a trace of fur on their head, who uses their psychic powers to pop bloons.
  • Enlightenment Superpower: Hones their psychic skills through deep meditation and experience.
  • Eyes Always Shut: Once they reach level 3. They don't need them, anyway, and they only open back up once Psi reaches maximum power.
  • Home Field Advantage: Psi was introduced alongside the expert map Sanctuary, which has two distant paths and platforms that move every round. With their infinite range, Psi is well-suited to this map.
  • Kid Hero: Being a child, Psi is much younger than the other heroes.
  • Logical Weakness: Psi is completely incapable of doing anything to BAD bloons, as they No-Sell their snare.
  • Magikarp Power: At Level 1, Psi is a pretty weak hero that pops Bloons slowly, one at a time, and can't even hit Ceramic Bloons. At Level 20, they're an offensive powerhouse that can wipe out large bunches of anything short of a BAD with relative ease, shreds through regular Bloons shockingly quickly, and has access to powerful abilities that stun huge hordes of Bloons for a long time and wipe the screen of everything at once, respectively.
  • Mechanically Unusual Class: Psi is drastically different from all other heroes (who function more like souped-up traditional towers) in that they have infinite range but only hit one target at a time (a function more akin to Sniper than other monkeys). Additionally, their attack pops bloons from the inside out, which means they effectively One-Hit Kill whatever they touch, but consequentially causes said bloon to take longer to fully pop the stronger it is.
  • Mighty Glacier: Like the Sniper Monkey, Psi's attacks are slow and only affect a single Bloon at a time, but they will pop that Bloon.
  • One-Hit Kill: Their psychic powers will destroy a single Bloon at once. Initially, their main attack and Psychic Scream ability does not have any effect on Purple, Lead, Ceramic, or MOAB-Class Bloons, but these limitations are steadily removed up to the point Psi will only be incapable of popping a BAD.
  • One-Hit Polykill: Psychic Scream will either knock back or instantly destroy all targetable Bloons near Psi. At Level 20, it affects all Bloons, save for BADs, on the map.
  • One-Man Band: Their Psimbals skin has Psi playing a variety of instruments by themselves. At maximum level, they're playing two sets of cymbals, a marching band drum, and a tuba all at once.
  • Power Echoes: Their quotes have deep echoes, presumably a side effect of communicating telepathically.
  • Prophet Eyes: Psi's eyes are milk-white. At higher levels, they glow pure white.
  • Proverbial Wisdom: Psi frequently speaks in koans and aphorisms, especially whenever a MOAB-class bloon shows up.
  • Psychic Powers: Psi uses them to destroy Bloons from afar.
  • Scissors Cuts Rock: At base level, Psi has many major weaknesses, as many bloon types resist their psychic attacks. As they level up, however, they slowly overcome these resistances, until almost no bloon type is immune to their attacks.
  • Shout-Out: When destroying a MOAB-class Bloon, Psi will sometimes say "There is no Bloon."
  • Smart Bomb: At level 20, their Psionic Scream ability is upgraded to this, annihilating all Bloons on the screen that aren't the BAD.
  • Stealth Pun: Psi is a monkey monk. Would that make them a monk-ey?
  • True Sight: Can natively sense camo bloons, as Psi doesn't use their vision to sense bloons.
  • Warrior Monk: They appear to be a Shaolin monk, and are well-versed in the ways of popping bloons.

    Geraldo, the Mystic Shopkeeper 
https://static.tvtropes.org/pmwiki/pub/images/capture_649.PNG
"The store is open!"
Geraldo the shopkeeper sells a selection of useful items and zaps Bloons with his lightning attack.
Introduced in 31.0, Geraldo is a unique hero whose main mechanic is a shop where you can buy various items with useful effects. As he levels up, his selection expands and his wares become stronger.
  • Adam Smith Hates Your Guts: Oddly enough, played straight and exploited with the Quincy Action Figure. While its price increases as the game goes on, its sell price does the same, allowing one to exploit this for their own purposes. It's averted with all of his other items, as they never increase in price no matter how high his level is.
  • Blazing Inferno Hellfire Sauce: Geraldo's signature "Gerry's Fire" hot sauce. It's so hot that any tower that consumes it will literally breathe fire for the next few rounds.note 
  • Bunnies for Cuteness: Has an affinity for rabbits, which you can buy starting at level 10. Buy enough of them, and...
  • The Bus Came Back: Geraldo sells Road Spikes, a utility that's been missing from BTD6 except as a power. What's more, they upgrade as he levels up! He also sells a variant of Monkey Glue, which has been missing from the series since BTD4!
  • Deadly Disc: The Blade Trap activates a Blade Maelstrom ability when a Bloon touches it. It's relatively cheap compared to buying a Blade Maelstrom, and eventually Geraldo will sell an upgraded variant that activates the Super Maelstrom version for no additional cost.
  • Difficult, but Awesome: Geraldo is significantly more mechanically complex than any other tower in the game, as he has numerous utilities to understand and keep track of; on top of managing money to buy from his store. However, with enough effort, he can prove to be the most capable hero of them all, as his items cover almost every situation you can come across and have room for interesting synergies.
  • Genie in a Bottle: Geraldo starts selling these at level 12. They don't grant wishes, but can deal a lot of damage to the Bloons by shooting plasma at them.
  • Intrepid Merchant: Pulls double duty with manning his shop and fighting the Bloons.
  • Killer Rabbit: At level 10, he unlocks the ability to buy cute rabbit pets. While they seem to do nothing at first, buying enough of them will make them merge together into a vicious, Bloon-shredding fluffy monster.
  • Mechanically Unusual Class: While most heroes have two activated abilities which they unlock at level 3 and level 10, Geraldo instead has his shop, which is constantly gaining new items as he levels up. His items have a fixed stock, take time to restock, and cost money to use, while other heroes' abilities are free to use outside of the cooldown time.
  • Money Multiplier: One of the more interesting ones in the game. Geraldo sells various utilities that help with income generation, and most of them scale with the towers you have deployed rather than just with hero level (as with Ben).
    • His first one is a Rare Quincy Action Figure. Its purchase price goes up with each round Geraldo is active, but its sell price also increases. Thus, purchasing it early allows you to hold onto it for a as many rounds as you wish, and you can sell it at a vastly-increased value.
    • His second one is Fertilizer, which drastically increases the value of a Banana Farm's bananas for several rounds. While it only affects "visible" bananas, i.e not Monkey Banks or Marketplaces, it affects the top path Farm all the way up to Banana Central. A maxed out Banana Central with Fertilizer, Overclock, and Monkey City support is capalbe of paying itself off in three rounds.
    • His final one is Rejuv Potion. While not strictly income-related, its ability to reset cooldowns also applies to income-generating abilities like the Supply Drop Sniper. You don't need a degree in economics to understand the value of this.
  • No Pronunciation Guide: His name is pronounced as "Heraldo", but unless you're listening to his introduction, you won't really know.
  • Shock and Awe: In addition to selling items, Geraldo can also zap the Bloons with his lightning attack.
  • Shopkeeper: "Let me check my stock..."
  • Support Party Member: Not nearly as damage-oriented as the other heroes, though he can hold his own. Instead, he offers many utilities that help increase the effectiveness of your other towers, as well as various traps to make their jobs a little bit easier.
  • True Sight: Sells a See Invisibility potion that functions as advertised. The upgraded version also boosts attack range.
  • The Turret Master: His first item is a deployable crossbow turret that costs a very small amount of money (between the cost of a Dart Monkey and a Monkey Sub). It has good pierce and damage for its cost, and an incredibly small footprint. At Level 13, he starts selling improved Shooty Turrets for no additional cost.

The Bloons:

    In general 
  • Adaptational Badass: Purple Bloons first appeared as Glass Bloons in the spinoff, Bloons Super Monkey 2. There, they were only able to deflect energy-type attacks. As Purple Bloons, however, they gained immunity to magic and fire as well. Considering most late-game defenses have towers with those types of attacks as mainstays, a rush of Purple Bloons can power through even the strongest of defenses if not properly supported, especially if they're also camouflaged.
  • Armored But Frail: Bloons with immunities, like Lead or Purple Bloons, can shrug off any attacks they take that they resist. However, they'll pop from just one attack they have no resistance to.
  • Arms Race: BTD's addition of new, stronger tower tiers and stronger MOAB class bloons with each sequel can be seen as this in-universe, with the monkeys continually producing stronger and stronger towers capable of countering the increasingly strong and immune moab classes.
  • Anti-Magic: Purple Bloons are immune to all energy damage, this includes Sun Rays as well as attacks from the Monkey Wizard.
  • Asteroids Monster: The stronger Bloons release one or more lesser ones when popped.
  • Balloon of Doom: The enemies that you need to defend the lanes from. Although considering the No Plot? No Problem! nature of the games, it's unclear as to why you're fighting them at all.
  • Bizarre Alien Biology: It's been offhandedly mentioned that their bodies are biodegradable and that despite being seemingly inanimate balloons, they have DNA and souls, and can be turned into edible items.
  • Bread, Eggs, Breaded Eggs: Black Bloons are immune to explosives, while White Bloons are immune to freezing. Zebra Bloons, which are black and white and contain one of each bloon, are immune to both.
  • Color-Coded for Your Convenience: With the exception of Lead and Ceramic Bloons (and Camo Bloons in 4), the Bloons are primarily identified by their colors. Even then, Lead is easily identified by being grey and Ceramic is brown.
  • Dark Is Evil: Zebra Bloons have black stripes and they're enemies.
  • Early Installment Weirdness: In their debut appearance in 4, Camo Bloons were a completely independent kind of Bloon, which released 2 Pink Bloons when popped, and they could be damaged by stray projectiles from towers that could not detect them (for example, the spiked ball of a Spike-o-Pult that was not supported by a nearby Sonar Beacon or Crow's Nest). Starting with 5, Camo is a property, and can be applied to any regular Bloon (as well as the DDT). Furthermore, they can only be damaged by towers that can detect themnote .
  • Elite Mook: Ceramic Bloons are the stongest standard type of bloon - they're fast, take 10 hits to pop, take off a lot of lives if they leak, and release 2 Rainbow Bloons when popped. The later "Super Ceramics", found after round 80, are even tougher.
  • Extra-ore-dinary: Lead Bloons, which are immune to sharp projectiles and can be popped by heat-based attacks.
  • Fake Ultimate Mook: Lead Bloons are immune to the most common attack type (that being sharp projectiles), and are the toughest bloon on their branch of the hierarchy. Unfortunately, they don't fare nearly as well against explosives.
  • Flat Character: It's not known why Bloons want to invade the monkey lands. They just do.
  • Fragile Speedster: The Yellow and Pink Bloons are only the fourth and fifth weakest Bloons respectively, but they are the fastest, moving near three times the speed of a Red Bloon. In some cases, it might be advantageous to leave some slower Black/White Bloons alone before popping them into the faster Pinks.
  • The Goomba: The basic Red Bloon moves slowly and only takes one hit to pop. The first few rounds send nothing but them to give you some extra cash.
  • Healing Factor: Any Bloon with the Regen trait will passively regrow any lost layers if left unharmed for some time. This includes any split bloons, allowing Regen bloons to outright multiply if allowed to.
  • Heavily Armored Mook: BTD6 introduces Fortified Leads and Ceramics, which have armor which increases the amount of damage required to pop them (quadrupling the health of Leads and doubling the health of Ceramics and Super Ceramics). They're the only two standard Bloons that can have Fortification applied to them, as it's generally reserved for the MOAB-class Bloons.
  • I Love Nuclear Power: In Bloons Monkey City, Bloons are revealed to draw their power from the radioactive material Bloontonium, which can also be used to outright create more Bloons.
  • Irony: Lead Bloons are immune to sharp objects but vulnerable to explosions. When popped, it releases two Black Bloons, which are immune to explosions and vulnerable to sharp objects.
  • Kung Fu-Proof Mook: Black, White, Zebra, Lead, and Purple Bloons are all immune to different types of damage. Black Bloons are immune to explosions, White Bloons are immune to freezing attacks, and Zebra Bloons are immune to both. Lead Bloons are immune to sharp objects, while Purples are immune to fire, energy, and magic attacks.
  • Lightning Bruiser: Ceramic Bloons and their Super Ceramic upgraded versions. Not only do they deal a huge amount of health on a leak, they can also take a beating (especially Super Ceramics), and are also very fast-moving.
  • Matryoshka Object: Stronger bloons (MOAB-class as well) reveal a weaker bloon inside once popped. Sometimes multiple.
  • Mighty Glacier: Lead Bloons are immune to several damage types and the only non-Ceramic that can be fortified, taking more than one hit to be popped. However, they move as slowly as the Red Bloon.
  • No-Sell: There are a number of Bloons that are immune to certain methods of attack, although upgrades are capable of bypassing them.
    • Black Bloons are immune to most un-upgraded explosives. Shrapnel from upgraded explosives is capable of piercing them, however.
    • White Bloons are immune to most un-upgraded forms of freezing.
    • Zebra Bloons combine the abilities of Black and White Bloons.
    • Lead Bloons are immune to most un-upgraded forms of physical damage.
    • Purple Bloons are immune to most un-upgraded forms of energy attacks.
    • Starting from 5 onwards, Camo Bloons are immune to attacks from towers that lack Camo detection, even if they were caught within an explosion from those towers.
  • One-Hit-Point Wonder: Played With. Technically all Bloons except Ceramics and Fortified Leads only have one HP. However, all of them are also Asteroids Monster that release weaker Bloons when popped. So HP for the Bloons mean how many layers are contained inside them. Attacks with more than one damage can actually skip layers (like popping a Green directly to a Red without going through the Blue layer). Red Bloons, however, play this straight as they aren't Asteroids Monsters and they die in one hit.
  • Stealthy Mook: Any Bloon with the Camo trait is invisible (and invincible, as of 5) against towers without Camo detection capabilities.

    MOAB-Class Bloons 

Tropes applying to MOAB-Class Bloons in general

  • Boss in Mook Clothing: They become a regular occurrence in later waves, and are still far stronger than any non-MOAB-class Bloon.
  • Contractual Boss Immunity: They're immune to some types of attacks that can harm regular Bloons, and are generally immune if not resistant to basic forms of movement impairing statuses. The high-tier blimps, like the ZOMG and BAD, have even more immunities.
  • Cool Airship: Well, not so cool for the monkeys.
  • Damage-Sponge Boss: They act the same way as regular Bloons, but they're much tougher.
  • Degraded Boss: After appearing as bosses, the MOAB-class Bloons become regular enemies. The BAD is a heavily downplayed case, as it does not appear nearly as frequently as the ZOMG and DDT in Freeplay rounds, and Fortified BADs only start appearing from Round 200 onwards.
  • Fun with Acronyms: All of their names stand for something. In order, there's the Massive Ornary Air Blimp, the Brutal Floating Behemoth, the Zeppelin of Mighty Gargantuanness, the Dark Dirigible Titan, and the Big Airship of Doom.
  • Heavily Armored Mook: In BTD6, many blimps in later rounds will become armored Fortified versions, which doubles their HP and makes them extremely resilient to damage. Fortunately, Mortar Monkeys with the Shattering Shells upgrade can instantly destroy this armor on anything up to a BFB, or a DDT if they upgrade to Blooncineration.
  • Mighty Glacier: They tend to be slower than regular Bloons, but they're also much, much tougher, and are of course, a One-Hit Kill if they do escape. The DDT is the only one that isn't this, being a Fragile Speedster relative to the others and a Lightning Bruiser on its own merits.
  • Names to Run Away from Really Fast: All of them. The MOAB, despite actually being called the Massive Ornary Air Blimp, is an obvious reference to the Mother of All Bombs. The BFB's acronym is similar to BFG but it actually means Brutal Floating Behemoth. ZOMG tends to be an expression for huge shock, and its name Zeppelin of Mighty Gargantuanness tells you how big of a foe it is. DDT's acronym refers to an infamous environmentally-unfriendly pesticide, and the actual name Dark Dirigible Titan is ominous-sounding too. Finally, BAD's acronym speaks for itself, while also meaning Big Airship of Doom.
  • One-Hit Kill: If they get past your defences, it's pretty much a guaranteed game over, as they do so much damage that it's practically impossible to get enough lives to survive them through normal gameplay.note 
  • Shows Damage: Starting with BTD5, they get progressively more damaged the more attacks they take.

Massive Ornary Air Blimp (MOAB)

https://static.tvtropes.org/pmwiki/pub/images/btd6_moab_artwork_8.png
First appearance: BTD3
The MOAB is the first MOAB-class to appear, as well as the weakest. It is a small light blue blimp, with two white stripes and a white tip. It tends to make its first appearance at around round 35 to 50. It has 200 health points, moves as fast as a red bloon, and releases four Ceramic Bloons upon its destruction.
  • Early-Bird Boss: Appears on round 40 in BTD6, a mere two rounds after the introduction of Ceramic Bloons, and ten full rounds before appearing as part of regular waves, the longest of any MOAB-class.
  • Early Installment Character-Design Difference: It was white in BTD3, and white with blue stripes in BTD4. It also carried four Ceramic Bloons externally, embedded on top. It gained its definitive appearance in BTD5. It is however possible to revert to its original appearance (although updated with damage indications and 3D graphics) in BTD6 with the Retro MOAB skin.
  • Final Boss: Is the sole enemy on Round 40, the last round of Easy difficulty.
  • Zerg Rush: In later rounds, MOABs may appear in massive numbers to counter their individual weakness: on round 99, no less than 60 appear!

Brutal Floating Behemoth (BFB)

https://static.tvtropes.org/pmwiki/pub/images/btd6_bfb_artwork.png
First appearance: BTD4
The BFB is the second MOAB-class to appear, at round 60 in all games so far. It is primarily red, with two turbines in the back, two eye decals, and a symbol on top. It has 700 health points, moves slower than a MOAB, and releases four of them upon its destruction.
  • Can't You Read the Sign?: Had a "no monkeys allowed" sign on top until BTD6.
  • Early Installment Weirdness: It was white with red stripes in BTD4. The Retro BFB skin reverts it to this.
  • Final Boss: Is the sole enemy on Round 60, the last round of Medium difficulty.
  • Glowing Eyes of Doom: It is the first MOAB-class to have eye designs. In particular, in its first appearance, they glowed red.
  • Red Is Violent: One of the more threatening MOAB-class bloons, and painted a bright red. It was more apparent back in BTD4 when they were the biggest and baddest bloons around.
  • Zerg Rush: Large groups of BFBs are relatively rare, but sometime appear later on in the game. In particular, the 30 fortified BFBs of round 98 are especially infamous. Lampshaded in BTD4 with this quote:
    Round 75: This is the true final level. You know that it's just going to be BFBs and MOABs, right?

Zeppelin Of Mighty Gargantuanness (ZOMG)

https://static.tvtropes.org/pmwiki/pub/images/btd6_zomg_artwork.png
First appearance: BTD5
The ZOMG is the third MOAB-class to appear, at round 85 in BTD5 and 80 in BTD6. It is dark grey, with green stripes and a white skull symbol. It has 4000 health points, moves very slowly, and releases four BFBs upon its destruction.
  • Badass Decay: Considering the series, this was to be expected, but ZOMGs in the BTD5 era were significantly more threatening due to stuns being nowhere near as effective against them as they are in 6. Cripple MOAB (as in, 5's counterpart to 6's Maim MOAB) didn't even refresh its stun duration on hit, meaning that even a full firing squad of upgraded snipers couldn't stop ZOMGs from slowly inching forward. Additionally, 5th tier towers in 6 tend to be able to One-Hit Kill a ZOMG, examples being Pirate Lord and XXXL Trap, which is notable because there was no such thing in 5.
  • Contractual Boss Immunity: Many abilities that otherwise work perfectly well on MOABs, BFBs, and DDTs just stop working on the ZOMG or otherwise have drastically reduced effect. In 5, they had resistance to most stun effects such as Cripple MOAB, and were the only MOAB-class bloon that can survive getting thrashed by a Super Wide Funnel bloonchipper with base HP. Downplayed in 6 where it gains more vulnerabilities, especially from the new Tier 5 monkeys; even then, it's a lot more resistant to these than its lesser peers.
  • Dark Is Evil: It has a dark color scheme and is definitely a major foe in your struggle against bloons.
  • Final Boss: Is the sole opponent on Round 85 in BTD5 (unless on Impoppable, where it gains four friends). Additionally, it's the only bloon that appears on Round 80 in BTD6, the last round of Hard mode.
  • Green and Mean: One of its main colors is green, and it's a foe.
  • The Juggernaut: Downplayed. While it can be slowed down and pushed back, some methods either do not work as well or fail. As such, it is less affected by Maim MOAB than other MOAB-class. Towers capable of dealing a One-Hit Kill to lesser MOAB-classes merely damage it without popping it, with some exceptions such as First Strike Capability and certain Tier 5 upgrades in BTD6.
  • Pointless Band-Aid: Some of its versions show a band-aid when critically damaged.
  • Skeleton Motif: Its distinct detail is a large white skull.
  • Steampunk: One of its purchasable skin makes it this in BTD6.
  • Wolfpack Boss: On Impoppable difficulty in BTD5, five appear on round 85 instead of merely one.

Dark Dirigible Titan (DDT)

https://static.tvtropes.org/pmwiki/pub/images/ddc40532_7aa0_484f_9bd1_64e44315d1cd.png
First appearance: Bloons Monkey City
The DDT is the fourth MOAB-class to appear, at round 90 in BTD6. It is black with a camo motif and a metallic appearance. It has 400 health points, moves as fast as a yellow bloon, has the camo, black and lead properties, and releases four camo regrow Ceramics upon its destruction.
  • All Your Powers Combined: It combines the health of a MOAB, the speed of a Yellow Bloon, the damage immunities of Black and Lead Bloons, and Camo properties, making it very tough to damage without the help of middle-path Monkey Villages.
  • Canon Immigrant: The DDT originally appeared in the spinoff Monkey City, but made their way into the main series in BTD6.
  • Dark Is Evil: It is black, and a tricky foe.
  • Failed a Spot Check: Despite being a massive metal blimp, it's still a camo bloon. If your monkeys can't detect camo, they can't attack the DDT.
  • Fragile Speedster: Compared to its fellow MOAB-classes, it is fast yet very fragile.
  • Lightning Bruiser: Just as capable of dealing a One-Hit Kill as other blimps, and very fast. Fortified DDTs in particular can run right through a defense with their 800 HP!
  • Kung Fu-Proof Mook: With overlapping immunities to piercing and explosives on top of Camo, there isn't a single base tower that can successfully damage it, much less destroy it.note 
  • Names to Run Away from Really Fast: The Dark Dirigible Titan shares its acronym with the infamous pesticide DDT.note  If that doesn't clue you in on how dangerous it is...
  • Shout-Out: The Neon DDT skin gives it Tron Lines and an overall appearance resembling programs from TRON: Legacy. As a Genius Bonus, a camouflaged DDT has blue colors (like a user-aligned program), while a revealed DDT has yellow colors (like a hacker program).
  • Stealthy Mook: Like Camo Bloons, it has stealth and invincibility against all towers that lack camo detection.
  • Threatening Shark: One of its skins in BTD6 turns it into a shark. Since the shark doesn't have camo print, if the DDT's camo is removed, the shark gets a tracking tag attached to it.
  • Weak, but Skilled: It has only a tenth of the health of the ZOMG, but manages to share a rank with it and pose just as much of a threat if not more due to its speed and myriad immunities.
  • Wolfpack Boss: DDTs never appear alone, and are typically seen in groups of 3 or more.
  • Zerg Rush: Round 95 is infamous for featuring a rush of no less than 30 DDT bloons among a bunch of MOABs. A later round, Round 263, is slightly random but is always fixed to produce nothing but Fortified MOABs and DDTs numbering in the thousands.

Big Airship of Doom (BAD)

https://static.tvtropes.org/pmwiki/pub/images/btd6_bad_artwork_7.png
First appearance: BTD6
The BAD is the fifth and last MOAB-class to appear so far, at round 100. It is huge and purple, with three turbines. It has 20,000 health points, is as slow as a ZOMG, and releases three DDTs and two ZOMGs upon its destruction.
  • Bonus Boss:
    • Round 100 of Alternate Bloon Rounds is a single Fortified BAD. Since ABR normally finishes on round 80, you do not have to defeat it, but doing so gives you an insta-monkey like normal.
    • Round 200 is a non-random freeplay round made of two fortified BADs.
  • Contractual Boss Immunity: The BAD completely resists everything, even attacks and effects the ZOMG was susceptible to, such as the ones from Tier 5 towers.
  • Damage-Sponge Boss: With 20000 health (actually 28000 on round 100 due to scaling) and total immunity to most effects in the game, it takes a lot of punishment to bring one down. In freeplay, BADs progressively get even bulkier, and starting from round 200, they may appear fortified. At that point, a single FBAD has more than a million HP.
  • Dem Bones: One of its skins turns it into a skeleton.
  • Doomy Dooms of Doom: It's not the Big Airship of Doom for anything...
  • The Dreaded: Most heroes' reaction to seeing one is a variation of Oh, Crap!, or if not, elicits a unique response that breaks from the trend of their reactions to other MOABs.
  • Final Boss: It appears on round 100, the last non-freeplay round, and the last round on Impoppable and CHIMPS.
  • Final-Exam Boss: Not only will the BAD test your DPS output, you also have to manage the DDTs and ZOMGs inside of it, putting all of your skills to the test.
  • The Juggernaut: It's tankier than anything that isn't a boss while being completely immune to any form of slowing or displacement, and almost nothing can one-hit-kill it, the only exceptions being Ezili's level 20 MOAB hex, the Legend of the Night's black hole, and the hook ability of a Navarch of the Seas Buccaneer. The only thing that will stop this behemoth is the finishing blow.
  • Off-Model: The BAD's thin, vertical purple stripes are not present in its artwork.
  • Purple Is Powerful: It is purple, and extremely tough.

    Boss Bloons 
First Appearance: Bloons Monkey City
Special MOAB-class Bloons that show up in special events in Bloons Monkey City. These boss blimps take a lot of punishment to bring down, but pay out with immense rewards if you do so. They returned in the sixth game, where they can be fought for big rewards as part of a rotating event.
  • Adaptational Badass: They were already quite tough in Monkey City, but in 6 they return packing much higher stats and enhanced abilities to make up for the increased power available in the sixth game, as well as the fact that they only have 5 levels (10 with their Elite variants) compared to the 20-30 of the original.For example... 
  • Background Music Override: In 6, they replace the standard music with their own boss themes.
  • Bonus Boss: The boss bloons aren't part of standard gameplay, and are only there if a prospective player is looking to squeeze out extra loot drops.
  • Canon Immigrant:
    • Downplayed. They showed up in events in BTD5, but they don't appear in standard gameplay unlike the DDT.
    • The Boss Bloons return in BTD6 after update 27.0, once again appearing in special events.
  • Contractual Boss Immunity:
    • They have resistances to the MOAB Assassin ability, and cannot be consumed by the Super Wide Funnel Bloonchippers.
    • In 6 they gain the expected universal immunity to stuns, knockback, and slows, similar to the BAD. Unlike the BAD, they're understandably also immune to the few things that can instantly kill a BAD.
  • Elemental Rock–Paper–Scissors: All Paragons deal significantly increased damage to them on top of their already staggering firepower. Considering how ridiculous their HP gets in the later tiers (especially Elite), you will need to make good use of Paragons to even stand a chance of taking them down for good.
  • Evil Is Bigger: The Boss bloons are some of the largest and most dangerous bloons in the entire series, with Lych (currently) the largest of them all.
  • Four-Element Ensemble: The first 4 bosses are associated with one of the four classical elements. The fifth boss, Lych, is likely themed after darkness.
  • Marathon Boss:
    • Their health multiplies every time you defeat them, resulting in them having hundreds of thousands of RBE by level 20. It's VERY hard to beat the later levels in one attempt, resulting in a player needing to try again and again to beat them.
    • While the mechanics surrounding their boss fights changed in BTD6, what hasn't changed is the amount of time taken to beat them. Extravagant health aside, the bosses now show up repeatedly over the duration of a standard game, with the final tier appearing on Round 120. And if you fail? You have to start all over again from the beginning.
  • Metal Slime: They show up only in events, but grant loot to the player if they're beaten.
  • Recurring Boss: They pay out with rewards after defeating them up to 20 times. They technically can be fought as much as a player wants, but continuing to do so has no tangible rewards.
    • The sixth game cuts down the number of battles they have to 5, but also adds 5 more Elite fights. Each tier of boss now shows up on certain rounds of a game, replacing the usual "final boss" rounds of the original gamemodes.
  • Stone Wall: The bosses are painfully slow (and give you multiple rounds to defeat them), but offset this with their exponentially-increasing durability. On higher difficulties, you will need every last second of this time to grind them down.
  • Upgraded Boss: In BTD6, each boss comes with an Elite variant that's only unlocked after fully defeating their regular version. These versions have new appearances, massively buffed stats and abilities, and their own sets of achievements for defeating them.

Bloonarius, the Inflator

https://static.tvtropes.org/pmwiki/pub/images/bloonariusportrait.png
Bloonarius the Inflator awakens!
Elite Version 
Sludge-dwelling Bloonarius spews Bloons as it takes damage then disgorges massive Bloon clusters when each skull on the health bar is reached. Bloonarius' sludge infused husk makes it slow but extremely tough.
An absolute behemoth of a blimp, lurking within the depths of its swamp. Bloonarius is the tankiest of the event bosses, and has the ability to spawn progressively-stronger bloons as it takes damage.
  • Adaptational Badass: In 6, in addition to its massively increased HP, Bloonarius doubled down on its Bloon-spawning capability. Instead of periodically spawning single bloons at health thresholds, it now continuously spawns waves of weaker bloons after losing a given amount of HP, and every quarter of its health gone, spawns an absolute Zerg Rush of high-tier bloons that can easily overpower your defense, or smaller groups of MOAB-class bloons that are arguably even worse. Its elite variant is even tankier and triggers its (much stronger) spawns at every eighth of its HP, making it even more overwhelming.
  • Animal Motifs: Crocodiles. Bloonarius's monstrous green shape is very similar to a crocodilian, which gets even more pronounced in its Elite form; and an Easter Egg in Bloonarius Prime has a croc emerging from the swamp.
  • Battle in the Rain: Bloonarius's presence in 6 is heralded by a rainstorm. Its elite variant cranks it up to a dark thunderstorm.
  • Battle Theme Music: The music changes to Primal One when it's alive.
  • Boring, but Practical: Compared to its fellow bosses, all Bloonarius does is tank damage extremely well and summon lesser bloons when damaged. This does not make it any less lethal than the others.
  • Boss Arena Idiocy: In Monkey City, its swamp is the only boss stage with water, allowing players to deploy the powerful Monkey Buccaneers and Monkey Subs. This is not necessarily the case in BTD6, for its release event didn't feature on a map with water, although it has appeared on maps with water later.
  • Bubblegloop Swamp: Bloonarius's stage in Monkey City, a coiled swamp with murky waters. Its associated stage in BTD6, Bloonarius Prime, is also a dank swamp.
  • Clown Car: Bloonarius's insides can store a lot more than would be visually apparent, repeatedly disgorging MOAB-class bloons, and even a dozen BADs (which happen to be slightly larger than Bloonarius) according to its Elite variant.
  • Costume Evolution: Of a sort. In BTD6, Bloonarius's appearance changes with each tier it's fought, growing more monstrous-looking.
  • Damage-Sponge Boss: THE tankiest of all the bosses, but all it can do to defend itself is release a swarm of Bloons at every damage stage. Particularly notable is the Level 5 Elite Bloonarius fought in BTD6, which has a whopping 40,000,000 HP. As a reference, in Freeplay Rounds, a Fortified BAD does not reach that much HP until around Round 600, whereas you are facing Level 5 Elite Bloonarius in Round 120.
  • Eye Scream: When sufficiently damaged, Bloonarius' left eye appears to be completley punctured in, while its right eye has a large gash inside it.
  • Flunky Boss: Will spawn bloons at every damage stage. The bloon spawned ranks up with each level Bloonarius is fought at, going from Lead Bloons all the way up to ZOMGs at max level. In BTD6, it passively disgorges weaker Bloons as it takes damage and spawns stronger bloons at every level, ranging from hordes of Ceramics at level 1 to BADs at level 5, and multiple fortified BADs at Elite level 5.
  • Glasgow Grin: Elite Bloonarius has tears around its "mouth", giving it the appearance of a gaping, toothed maw.
  • Green and Mean: It has green and it's a villain.
  • Making a Splash: Bloonarius's element is water, represented (at least in BTD6) by it spewing deluges of bloons from its insides. Additionally, its home turf is a rainy swamp.
  • Mook Maker: Bloonarius focuses and specializes in being one, spawning a single Bloon that scales with its level in its BMC incarnation, and spawning a whole army in BTD6.
  • Stone Wall: Bloonarius may be the slowest Bloon in the series to date, but it is also by far the tankiest Bloon as well. So much so that its Elite form has more HP than the test bloon.
  • Tag Line: "From the swampy depths, Bloonarius the Inflator awakens!"

Vortex, Deadly Master of Air

https://static.tvtropes.org/pmwiki/pub/images/vortexportrait.png
From the skies comes Vortex!
Elite Version 
Vortex moves like lightning and speeds other bloons along!
When each health bar skull is reached, Vortex shields itself and sends out a shockwave that stuns nearby Towers before retreating further up the track.
Vortex emits a regular storm pulse, destroying projectiles, including any non-Powers on the track.
A shark-like zeppelin that's fought at the top of a mountain range. Vortex isn't as durable as Bloonarius, but makes up with its ability to emit a slowing pulse that cripples the damage output of towers too close to it. It returned to BTD6 as the third boss, reworked to place more emphasis on its speed and variety of abilities designed to mitigate or negate incoming damage.
  • Adaptational Badass: It got the standard massive HP boost during the transition to BTD6, but Vortex recieved a much more varied set of buffs compared to the first returning boss, Bloonarius. Not only is it much faster, its storm powers are now more varied than just a slowing pulse, allowing it to speed up bloons, clear projectiles in a radius with wind, and periodically deploy wind barriers at health thresholds that nullify most incoming attacks for their duration. It also keeps the pulse attack, but it now fires at HP thresholds instead of on a timer and is significantly more dangerous, completely stunning towers for a lengthy period of time instead of just slowing them.
  • Anti-Metagame Character: While not nearly to the degree of Lych, Vortex's new powers help counter several popular strategies for destroying bosses in Ranked Mode. Its storm shield and short-ranged stun counter towers like the Tack Zone or Super Brittle, the same stun wave can shut down defenses that need to be heavily clumped to take advantage of buffs (like Avatar of Wrath or towers being buffed by a Village/Alchemist), and its wind pulses can even disperse track hazards, most notably Perma-Spikes.
  • Battle Theme Music: Replaces the current soundtrack with "Primal One" while it's active.
  • Blow You Away: Vortex's element is air, and it uses it to emit stunning blasts. In BTD6, its wind powers get more varied, giving it the ability to create shields, speed up bloons, and destroy projectiles and track hazards outright with periodic shockwaves.
  • Boss Arena Idiocy: Vortex in Monkey City emerges from its own unique path that happens to be twice as long as the track that the rest of the bloons take.
  • Contractual Boss Immunity: Invokes an interesting player version of this, as Paragons hit by its lightning burst will only be stunned for half the duration.
  • Death Mountain: Its stage in Monkey City takes place on a high mountaintop, surrounded by clouds.
  • Deflector Shields: In BTD6, it gains the ability to temporarily put up a storm barrier that will deflect any projectiles that aren't fast enough to power through it. This shield disappears after a short time, but will be refreshed every time Vortex loses enough HP.
  • Dramatic Thunder: How Vortex announces its approach in 6.
  • Empathic Environment: An electrifying storm will swirl around the map to herald its presence.
  • Extra Eyes: Has five eyes on its face. In BTD6, it gains even more eyes as it levels up.
  • Flying on a Cloud: It is held aloft on a turbulent thundercloud.
  • Fragile Speedster: Vortex is by far the fastest of the bosses, and while still has a huge sum of health to eat through, it lacks the extremely bulky minions of Bloonarius or Lych, and will also be knocked back a fair distance every time it takes enough damage, making it possible to continuously push it back with enough DPS. It circumvents this with its wind blasts and shields temporarily nullifying projectiles, and its lightning bursts outright disabling towers every time it gets knocked back, which can turn it into a literal Lightning Bruiser if the player hasn't positioned their units well.
  • Hellish Pupils: Elite Vortex's eyes changes from pupiless white to catlike yellow with vertical pupils at tier 3.
  • Herd-Hitting Attack: The lightning blast it releases at HP thresholds will hit everything in a moderate range, putting them out of commission for a decent time. This makes heavily clumped defenses a poor choice against Vortex, instead encouraging careful positioning and spacing of long-ranged towers.
  • Hostile Weather: All the damn time. Vortex is a living storm-front, and it brings the thunder when it comes in.
  • Nitro Boost: Its BTD6 incarnation has the ability to drastically speed up Bloons with wind until they catch up to it.
  • Shock and Awe: In BTD6, it adds storm and lightning-based powers to its arsenal, with its "body" being wreathed in electricity at higher levels and its stunning wind pulses being turned into bursts of lightning. Unlike its previous version of the attack, this occurs every time it loses a certain amount of HP rather than on a timer.
  • Support Party Member: Unlike Bloonarius or Lych which function more like Mook Maker style bosses, Vortex instead focuses on supporting its fellow Bloons by speeding them up via its slipstream, blocking or clearing projectiles for them, and stunning towers to stop them from fighting back.
  • Tag Line:
    • "Dark clouds gather for Vortex: Deadly Master of Air!"
    • From the skies comes Vortex: Deadly Master of Air!" for BTD6.
  • The Paralyzer: Its BTD6 incarnation is capable of completely shutting down any tower nearby whenever it loses enough health.
  • Weather Manipulation: Its mere presence is heralded by a windstorm, and it appears to have a permanent localized lightning storm underneath it. It can also blast towers with lightning to stun them once it loses enough of its health and it can control wind to deflect or outright destroy projectiles.
  • Yellow Eyes of Sneakiness: Its eyes turn from white to yellow during its elite form, and this boss is far from being a nice guy.
  • Yellow Lightning, Blue Lightning: In contrast to the Monkey Druid's pinkish/purple lightning, Vortex's lightning is yellow.

Dreadbloon, Armored Behemoth

Fought within a dark cavern, Dreadbloon has the least raw HP of all the bosses, but makes up for it with its ability to regenerate a rocky shield as well as its native lead property.
  • Armored But Frail: While Dreadbloon's Lead properties make it resistant to many sources of damage and its ceramic shield helps it soak damage, its actual HP is quite low in comparison to the other boss bloons.
  • Barrier Warrior: Every damage stage, Dreadbloon will encase itself in stone, adding another layer of HP your monkeys will need to chip through.
  • Dishing Out Dirt: Dreadbloon's element is earth, represented by its stone barrier and metal body.
  • Elemental Armor: At every damage stage, it will use its earth powers to encase itself in stone, which gives it an additional layer of health that must be whittled down.
  • Kung Fu-Proof Mook: Dreadbloon's base layer has lead properties, preventing many monkeys from hurting it unassisted.
  • Regenerating Shields, Static Health: Starts with a ceramic shell that periodically regenerates at HP thresholds, forcing you to spam high damage to keep it down.
  • Tag Line: "Deep from the dark earth, The Dreadbloon: Armored Behemoth!"
  • This Is a Drill: Has a massive drill mounted on its nose.
  • Underground Level: Dreadbloon's arena is a dark cave.

Blastapopoulos, Demon of the Core

A red-hot blimp fought within a volcanic wasteland. Blastapopoulos frequently throws out flaming meteors at your strongest towers, stunning them outright and preventing them from attacking.


  • Anti-Metagame Character: A common strategy to deal with boss bloons is to constantly sell and rebuy towers with high damage abilities (notably, MOAB Assassin) while using fast fire rate towers (such as tack sprayer or dartling) to maintain income. Blastapopoulos doesn't like this, as selling a tower will cause it to throw fireballs at your towers, stunning them.
  • Berserk Button: Selling your towers. If you sell a tower, Blastapopoulos instantly throws a fireball (or more at higher levels) at your most expensive tower(s), stunning it.
  • Cycle of Hurting: Blastapopoulos will constantly throw fireballs at your most expensive tower. Higher levels allow it to throw more fireballs while also increasing the stun duration, effectivly disabling your most powerful towers.
  • Lethal Lava Land: Its arena, which appears to be the inside of a volcano.
  • Magma Man: Blastapopolous has pieces of glowing hot rock embedded in it, to say nothing of it actually emerging from the lava.
  • Names to Run Away from Really Fast: It ain't called Demon of the Core for nothing.
  • Playing with Fire: Blastapopoulos's element.
  • Shout-Out: Its name is an explosive spin on Rastapopoulos.
  • Tag Line: "By fire be popped. Blastapopoulos: Demon of the Core!"

Lych, the Gravelord

https://static.tvtropes.org/pmwiki/pub/images/lychportrait.png
The Gravelord Lych has been resurrected!
Elite Version 
Gravelord Lych drains buffs from your Monkeys, healing itself in the process. When each skull on its healthbar is reached, Lych goes ethereal, resurrecting the empty shells of recently popped MOAB class bloons.
While ethereal, Lych cannot be damaged until all resurrected Bloons have been popped, including the life-draining Lych-soul Bloon. Resurrected Bloons do not spawn children, selling towers heals Lych.
The first new boss blimp to be introduced in BTD6. Lych was first teased by Ninja Kiwi before its official reveal. It's a necromantic-themed blimp with the ability to sap the power of buffs and sold monkeys to heal itself, and can turn ethereal and resurrect MOAB-class bloons.

  • Anti-Metagame Character: Many strategies for dealing with bosses revolve around spamming applied buffs like Alchemists on scaling towers, or selling towers on the fly to gain money back or reset abilities. Meanwhile, Lych's ability to nullify buffs and steal HP from those exact strategies means that it will destroy you if you think about using the same tactic. Strategies against Lych thus revolve around towers with high base anti-MOAB power, rather than buffing scaling towers with every buff imaginable.
  • Back from the Dead: Lych's main ability, bringing back MOAB-class bloons from the grave every time it loses a portion of its health.
  • Battle Theme Music: Lych's theme, Onslaught, plays when it phases on to the track.
  • Came Back Wrong: Blimps resurrected by Lych are merely an Empty Shell, releasing no children. However, they have significantly buffed HP and speed to compensate.
  • Chained by Fashion: MOABs resurrected by Lych, as well as Elite Lych itself, are wrapped with chains. Tier 5 Elite Lych has a golden chain wrapped entirely around its body!
  • Dark Is Evil: It's got black and it's evil.
  • Evil Counterpart: Lych shares similar design motifs to the Tier 5 Wizard, the similarly necromancy-themed Prince of Darkness. Unlike the Dark Is Not Evil Prince, Lych is on the side of the bloons.
  • Four Is Death: Every 4 seconds, Lych's Soul will directly drain a certain amount of your hearts.
  • Glass Cannon: Lych may have the least HP of all the bosses present in BTD6 so far, but its abilities are arguably the most dangerous. Between sapping power from your monkeys whenever they are buffed or sold, and the Lych Soul draining your lives directly, it's one deadly foe.
  • Meaningful Name: Draws its name from a lychgate, which is also known as a resurrection gate.
  • Our Liches Are Different: This one is a dirigible!
  • Life Drain: In addition to healing off of buffs and leeching the lifeforce of sold towers to heal further, the Lych-soul it summons at health intervals will gradually drain your lives while it's alive. The amount of lives it drains increases depending on how high level the Lych you're currently fighting is.
  • Necromancer: Every time Lych loses a portion of its health, it will resurrect MOAB-class bloons that were popped in the last 20 seconds, becoming invulnerable but immobile until they (and his soul) are defeated.
  • My Rules Are Not Your Rules: The Lych-soul Bloon that it spawns is the only Bloon in the entire series that can directly damage your lives without leaking.
  • Punny Name: Its name is a play on the term "Lich", as in the undead sorcerer, but also "Lychgate", the fence gate of a church graveyard. It's also a play on its ability to "leech" health from the player and their buffs.
  • Purple Is Powerful: Lych is a deep purple, and as one of the boss blimps is not to be trifled with.
  • Shielded Core Boss: Every time it loses a portion of its HP, it'll resurrect a group of MOAB class bloons and summon a fast Lych-soul Bloon that drains the player's lives. Lych cannot be harmed while its spawns are alive.
  • Soul Jar: The Lych-soul Bloon is a phylactery in all but name. Not only does it render Lych invulnerable as long as it lives, it will also Life Drain your hearts every 4 seconds.
  • Spikes of Villainy: It's seen with large fence spikes jutting out from its rear section, which helps to make it more menacing. Higher tiers of Lych gain even more spikes.
  • Status-Buff Dispel: Lych can instantly dispel applied buffs on towers, absorbing them to heal itself; this will also stun the victims for a short time. Fortunately, this doesn't affect passive buffs, such as Village's Jungle Drums.
  • Tag Line: "The Gravelord Lych has been resurrected!"
  • Third Eye: Elite Lych has one, fitting for a bloon with magical powers.
  • Vampiric Draining: Lych has the ability to steal buffs on monkeys on the field and turn them into healing for itself; selling towers also heals Lych.

Alternative Title(s): Bloons TD Battles

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