Follow TV Tropes

Following

Characters / Bloons Tower Defense

Go To

    open/close all folders 

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.

Advertisement:

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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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, have infinite popping power.
  • Ring of Fire: Literally the name of one of its upgrades.
  • Scissors Cuts Rock: The Tack Zone and Super Maelstrom upgrades allow the Tack Shooter to pop Lead bloons with regular tacks and blades, even though their respective previous upgrades cannot do so.
  • 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. Super Brittle extends it to affect MOAB-class Bloons as well, although they cannot be frozen.
  • 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.
  • 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.
  • 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.
  • Standard 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.
  • 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.


  • Cartoon Bomb: What it normally fires, unless you upgrade it into Missile Launcher.
  • 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.
  • Standard 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.
Advertisement:

    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.
  • Arm Cannon: The Technological Terror boasts two of these that apparently fire beams of antimatter.
  • The Cowl: In BTD6, the third upgrade path starting with Dark Knight turn the Super Monkey into a Batman look-alike.
  • 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.
  • 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 whoch increases their powers even more.
  • "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 comparable to a Tsar Bomba.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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 their 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 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 about ten times stronger.
  • 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.
  • 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. 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.
  • 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.
  • 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.
  • 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 3 bloons, 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.
  • Death Trap: Functions as one to Bloons.
  • Demoted to Extra: In BTD6, it's only available as an item purchasable with Monkey Money.
  • 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 Black, White, and Lead Bloons in its debut game.
  • Demoted to Extra: In BTD6, it's only available as an item purchasable with Monkey Money.
  • Sticky Situation: It slows down the first 20 bloons that come into contact with it by gumming them up with glue.
Advertisement:

Towers introduced in Bloons Tower Defense 3:

    Spike-o-pult 
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, this 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.
  • 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 18 bloons in one hit.
  • Awesome, but Impractical: Bloon Liquefier can melt any normal bloon in the game almost instantly as well as deal damage to MOAB-classes, but it's so expensive that by the time you get one, normal bloons shouldn't be too much of an issue anymore. Its damage against MOAB-classes is also pitiful - the money used for it is likely to have been better spent on a cheaper, more effective upgrade.
  • 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.
  • Damage Over Time: The Corrosive Glue and its upgrades pop affected bloons gradually. Bloon Liquefier deserves a mention for being able to eat through 10 layers of bloon per second.
  • 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, it will be purple (Corrosive Glue), red (Glue Splatter, yellow (Glue Hose/Glue Striker), light blue (Bloon Dissolver), or navy (Bloon Liquefier)
  • 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, instantly 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, 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.

    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.
  • 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.
  • 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.
  • Multi-Directional Barrage: Fires 8 (18 with Operation: Dart Storm) darts in a ring around it.
  • 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 
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 greatly increases the amount of damage dealt.
  • 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.
  • 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 Blooncineration upgrade allows the Mortar Tower to remove all properties off DDTs.

    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 changed, the air path it 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.
  • 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.
  • 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.
  • 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. It also adds the Merchantman upgrade path, which grants extra money at the end of each round.


  • Cool Boat: Its final upgrades, especially the aircraft carrier. In BTD6, the Carrier Flagship upgrade is so big that you can actually put a smaller tower on top of it.
  • 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.
  • The Minion Master: The Aircraft Carrier upgrade gives the ship three mini-aircraft that can travel anywhere in the map and shoots 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 ZOM Gs. The Pirate Lord upgrade allows it to target three MOABs (or a single ZOMG) and grants extra money for each one.
  • 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.

    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.


  • 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.
  • 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 very low single target damage for its price, and has troubles 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.
    • The M.A.D. deals humongous damage to MOAB-class bloonsnote , 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.
  • 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.


  • Magikarp Power: Generally not the top of anyone's list when it comes to useful towers, but reaching the capstone upgrade of the bottom path transforms it into one of the strongest towers in the game. Bar the Super Monkey and its upgrades, it's the only tower that can effectively solo a BAD.
  • Mighty Glacier: The Super Mines upgrade greatly reduces the Spike Factory fire rate, but it deploys very powerful mines that can destroy the outer layer of a MOAB or DDT in one hit.
  • Simple, yet Awesome: 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.
  • 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.

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.


  • Always Accurate Attack: One of the few hitscan attackers in the series. Thus, if it can see a bloon, it'll hit it.
  • 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 eventually smash through all the layers of even the toughest bloons.
  • 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 $500-$1,500 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.

    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 shuriken at the same time, and Sabotage Supply Lines, which slows bloons.

BTD6 adds a third upgrade path, whose Sticky Bomb ability deals massive damage to MOAB-class bloons.


  • 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.
  • 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.
  • 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.

    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 Paragon, 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.
  • 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 Paragon 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.


  • 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 slow down a MOAB-class bloon, 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.
  • 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 Piecing Darts deal extra damage to MOAB-class bloons, and which can gain 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.
  • 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.
  • 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 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.
  • 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.

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 / Healing Factor: 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.
  • 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.
  • Weak, but Skilled: The COBRA isn't a very strong attacking tower, but its upgrades can help harass your opponent or even defend yourself.
  • 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.

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.
  • 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.
  • 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 bloon into a red bloon, but also gives them the money bounty of one.
  • 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.
  • 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.

    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.
  • 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.
  • 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: Druids in general, but a team of Poplust druids especially qualifies, shooting small thorns with deadaly 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.
  • Spam Attack: Druids of Wrath specialize in raising their attack speed to ludicrous levels.
  • Spread Shot: Throws a spread of thorns.
    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.
  • 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."
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.
  • 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.
  • 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 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.
  • Kill It with Fire: According to her bio, this is her philosophy in life.
    With enough fuel and air, everything burns.
  • Mad Scientist: Gwen' skin turns her into a scientist that 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.
  • 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.
  • You Gotta Have Blue Hair: Her normal appearance has red hair styled like flames, while her Scientist skin has blue hair.
    "I like blue hair. And blue fire."

    Striker Jones, the Artillery Commander 
https://static.tvtropes.org/pmwiki/pub/images/btd6jones.png
"Prepare for liberation."
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.
  • Awesome, but Impractical: His powerful splash damage and ability to help M.O.A.B. Maulers isn't that useful when confronted with blacks, zebras or D.D.T.s. His Level 9 upgrade was changed to letting him to blow up bomb-resistant bloons 50% of the time, as a way to make him more usable.
  • Badass Biker: The Biker Bones skin. It's a poorly veiled reference to Ghost Rider.
  • 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.
  • Standard 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."
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.
  • 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. In fanon, he's sometimes depicted as the leader of the Druid monkeys.
  • Green Thumb: His active abilities involve plants.
  • Large Ham: His Ocean Guardian skin is more hammy than regular Obyn.
    (When popping a MOAB) "The Ocean has NO EQUAL!"
  • Nature Spirit: A mysterious being who protects the forest.
  • 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".

    Captain Churchill, the Tank 
https://static.tvtropes.org/pmwiki/pub/images/btd6churchill.png
''"The Sun God fights on the side with the best artillery!"
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.
    (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.
  • 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.
  • 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
''"There's smart, and there's ME smart."
"Rules are made to be broken."
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.
  • Insufferable Genius: Implied with his quote when he reaches maximum level.

  • 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".
  • 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.
    "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 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.
  • Crazy Cat Lady: Her Smudge Catt skin, which even turns her voodoo magic into spectral cats!
  • Dark Is Not Evil: Ezili may look and sound spooky, but she's just as dedicated to popping bloons as any other hero.
  • Gradual Grinder: Her attacks don't do much damage upfront, instead being dealt over time.
  • 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.
  • 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.

    Pat Fusty, the Giant Monkey 
https://static.tvtropes.org/pmwiki/pub/images/patfustyportrait.png
"Ha! It's squashing time!"
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.
  • Close-Range Combatant: Since Pat doesn't use a weapon, his range is smaller than most other towers.
  • Dumb Muscle: He speaks in a simple, dimwitted voice that sounds a lot like Patrick Star
  • 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.
  • 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 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.
  • Black Mage: Despite her title as a priestess and her light powers, Adora is a purely offensive hero. She, along with Quincy and Churchill, are the only heroes to not offer any kind of support to other towers.
  • 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.
  • High Priest: Her title is the High Priestess.
  • 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.
  • 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.
  • Power Floats: When in her super mode, she appears to be hovering slightly above the ground.
  • Power Echoes: When in her dark mode, her voice echoes. Additionally, she no longer says her "I await the transformation" voiceline.
  • The Power of the Sun: Her light powers come from the sun, and she has multiple quotes praising the sun.
  • Prayer Pose: While in her Golden Super Mode, she holds both of her palms together, as if she's praying.
  • 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.

    Admiral Brickell, the Naval Commander 
https://static.tvtropes.org/pmwiki/pub/images/admiralbrickellportrait.png
"Admiral on deck!"
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.
  • 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.
  • 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 the weakest hero 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."
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 turn 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.
  • 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.

Top

How well does it match the trope?

Example of:

/

Media sources:

/

Report