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. Towers that were removed are not included.
Towers introduced in Bloons Tower Defense:
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 RockPaperScissors: Juggernaut deals five times the damage to Ceramic Bloons.
- Limit Break: Super Monkey Fan Club, which 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.
- 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.
- Zerg Rush: Their cheap costs allows them to be spammed quite liberally.
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 it's 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!
- Limit Break: Blade Maelstrom, which fires a massive, omnidirectional bombardment of buzzsaws with infinite piercing power. In the sixth game, it can be upgraded into the Super Maelstrom, which snds out two extra streams of blades and buffs its damage and duration.
- 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.
- Playing with Fire: The Ring of Fire shoots a fiery burst that burns through bloons, including Lead and Frozen bloons.
- 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.
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.
- An Ice Person: Originally the tower was a freezing machine, but BTD5 onwards makes it an ice-elemental monkey.
- 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.
- Kill It with Ice: With the Snap Freeze upgrade, frozen bloons are popped once. In BTD6, this ability is included by default.
- Limit Break: Snowstorm/Absolute Zero, which freezes every single bloon on the screen. In BTD5, MOAB-class bloons are slowed, while in BTD6 they are frozen if the Absolute Zero upgrade is purchased.
- 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.
- 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.
- Unwanted Assistance: Ice Towers can occasionally be seen as this, since frozen bloons can No-Sell piercing weapons.
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 RockPaperScissors: 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.
- Limit Break:
- MOAB Assassin, which fires a massive red missile that seeks out the nearest MOAB-class and deals massive damage. The sixth game lets it be further improved into the green-colored MOAB Eliminator to ramp up the damage and, more importantly, cut the cooldown time by more than half.
- Getting a Tier 3 Bombing Range in BTD5 adds in another ability which temporarily doubles the range of up to 10 Bomb Towers on the screen.
- 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.
- There Is No Kill Like Overkill: MOAB Asssassin can One-Hit Kill anything that isn't a ZOMG or a boss, but there's nothing stopping you from using it on normal bloons either.
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.
- 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.
- 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.
- "Instant Death" Radius:
- Limit Break:
- 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.
- If you have a Tier 4 Super Monkey Villa in BTD5, you can temporarily empower the Temple of the Monkey God. See Superpowered Evil Side.
- 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 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.
- Power at a Price:
- 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.
- Bloons Monkey City states that Technological Terrors have lost the last of their monkey biology to become popping machines.
- 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.
- 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.
- 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.
- 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:
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.
- Limit Break: 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.
- Vibro Weapon: The Sonic Boom upgrade is implied to turn its boomerangs into this, allowing them to shatter Frozen bloons.
Towers introduced in Bloons Tower Defense 3:
- 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.
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 making causing 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.
- 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).
- Limit Break: In 3 and 4, it can summon a Super Monkey storm to destroy every bloon on screen. After 5, this has changed to make it increase the attack speed and popping power of all towers in its radius. In 6, it can be upgraded to affect every single tower on screen, even if they aren't in its range.
- 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:
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.
- Limit Break: Glue Striker, which glues every single bloon on the screen save MOAB-classes. BTD6 lets it furter upgrade into Glue Storm, which rains glue onto the screen for much longer and makes glued bloons take one more layer of damage per hit.
- 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.
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.
- 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.
- This does make more logical sense in 6 as it can fly over and ignore obstacles that would block land towers.
- 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.
- Limit Break: Ground Zero, whichs drops a massive bomb that obliterates all normal bloons on the screen and deals massive damage to everything else. In BTD6, it can be further upgraded to the even more powerful Tsar Bomba.
- 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.
- 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.
- 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.
Its final upgrades in BTD5 are The Big One and Artillery Battery.
- Limit Break:
- Pop and Awe stuns all regular bloons onscreen for 5 seconds and burns 5 layers off of them. MOABs share the 5-second stun effect, but BFBs recover midway through and ZOMGs are barely stunned at all!
- Due to being a fifth-tier upgrade in the sixth game (unlike all other BTD6 towers, the Mortar Tower doesn't get any activated ability on its fourth-tier middle path upgrade), ZOMGs and BFBs are now pounded just as ferociously. The BAD still shrugs it off though.
- 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.
- Status-Buff Dispel:
- 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.
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.
- 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.
- Limit Break: 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.
- Orcus on His Throne: 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.
- 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.
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.
- Limit Break: 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.
- 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.
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.
- Limit Break: Averted in BTD5, as it's the only tower without any activated abilities. However, BTD6 gives it IMF Loan, which lends you $10,000 that needs to be repaid. It can be upgraded to Monkey-nomics to simply give you the money.
- Money Multiplier: The purest example in the game, it does nothing except give you money.
- Support Party Member: The only tower with no offensive capabilities whatsoever. Makes up for it in cash gain.
Its final upgrades in BTD5 are Ray of Doom and Bloon Area Denial System.
- Fun with Acronyms: Bloon Area Denial System, or B.A.D.S. for short.
- 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.
- Limit Break: The x/4 Bloon Area Denial System upgrade has the Rocket Storm ability, which fires 5 volleys of up to 100 rockets each at the nearest bloons onscreen. "Ouch" is right!
- Macross Missile Massacre: The B.A.D.S. fires a spread of 3 rockets at a very high rate.
- Mechanically Unusual Class: The dartling is the only tower in BTD4, and one of two in 5, that can be aimed manually.
- Wave Motion Gun: The 4/x upgrade, Ray of Doom, fires a beam that is long enough to extend across the map and can destroy 100 bloons per frame, but you might as well consider its popping power Infinite in the Mobile version. It also deals decent damage to MOAB-class bloons and is best used against streams thereof.
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.
- Limit Break:
- The Spike Storm upgrade launches a massive stream of short-lived spikes that covers the entire track. Because MOAB-SHREDR spikes comes before it, the spikes also do heavy damage to MOAB-class bloons. In BTD4, this ability activates itself every 15 seconds but deals no more damage to MOAB-class bloons than normal ones. Still a decent MOAB-class damage source, however.
- In BTD6, the fifth-tier variant of Spike Storm, Carpet of Spikes, activates a free spike storm often enough that by the time the spikes from it time out, it's already laying down another layer on the track.
- 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 later 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; 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:
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.
- Limit Break: 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.
- 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.
- 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.
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.
- Gratuitous Ninja: Then again the devs are called Ninja Kiwi.
- Limit Break:
- The Sabotage Supply Lines ability slows all incoming and onscreen bloons for 15 seconds. Newly spawned bloons during this time can be permanently slowed!
- Grand Saboteur lasts twice as long and even applies an effect similar to Big Bloon Sabotage to affected bloons (i.e MOAB-class bloons spawn in a partially-damaged state). This is one of the few abilities in the game that BADs are not immune to!
- Multi Shot: Can be upgraded with Double Shot, Bloonjitsu (5 shuriken), and Grandmaster Ninja (8 shuriken) for vastly increased popping power.
- Sticky Bomb: The third path in BTD6 grants the ninja one of these, allowing it to destroy MOAB-class bloons with ease.
- 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.
Its final upgrades are Bloon Trap and Overclock.
- Limit Break: The x/4 Overclock ability doubles the attack speed of a single selected tower for an entire minute, but only has a 45-second cooldown!
- 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.
- Status-Buff Dispel: With the Cleansing Foam upgrade, it can spray foam onto the field that removes camo and regen properties from bloons, and also pops leads.
Its final upgrades are Super Wide Funnel and Supa-Vac.
- Limit Break: The x/4 Supa-vac ability sucks in all nearby standard bloons and holds them on top of itself for 8 seconds. In Videogame/Bloons TD Battles Mobile, it can also affect MOABs and BFBs, but costs $10,000 instead of $6,000. It used to be able to suck in ZOMGs and cost a whopping $13,000, but that was removed as of version 4.1.
- Put on a Bus: Of the towers that did not appear in BTD6 at launch, Bloonchipper is the only one that was not confirmed to be returning in a later update. That makes the Bloonchipper the only tower to not return in a future game in any way or form, not counting Special Agents.
- Weapons That Suck: And shred bloons, even MOABs when at 4/x, to bits.
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.
- 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.
- Frickin' Laser Beams: The Apache Prime upgrade trades darts for laser projectiles that do more damage and have more pierce.
- Helicopter Blender: The Razor Rotor upgrade, which can pop any kind of bloon that gets near the helicopter.
- Limit Break: The Support Chinook stands out in that it has two of these:
- The first ability allows the heli to move a tower to any other relevant location on the map. On the Steam version of BTD5, it allows for towers to be stacked right atop each other thanks to hotkeys.
- Supply Crate drops a supply crate that alternates between giving $1,500 and $2,500 in cash and granting 50-75 lives.
- BTD6 adds the "Special Poperations" fifth tier upgrades that grants a third one, having the Chinook temporarily deploy a super-powerful Monkey Marine that shoots bloons to oblivion with a machine gun.
- 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.
- Minion Master: The Comanche Defense upgrade lets the Heli summon three smaller helicopters for a limited time when there are too many Bloons on screen. The Comanche Commander makes the smaller helicopters permanent.
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.
- 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.
- Limit Break: First Strike Capability launches a super-powerful missile that can inflict a One-Hit Kill to any bloon, including a ZOMG.
- Macross Missile Massacre: Pre-Emptive Strike 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.
- 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.
- Recursive Ammo: Again, Airburst 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.
- Status Buff:
- The tier five Sub Commander provides a massive pierce buff and an extra layer of damage to all Monkey Subs in its radius. With the appropriate 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 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.
- Status-Buff Dispel: A submerged Monkey Sub can remove camo from bloons that pass through its radar.
Towers introduces in Bloons TD Battles:
- Fun with Acronyms: The COBRA stands for Covert Ops Battles Response Agent.
- Limit Break: The x/4 Misdirection ability sends the strongest bloon in range to your opponent's screen. The strongest affected bloon is the BFB, and the cooldown actually varies depending on the strength of the misdirected bloon.
- Weak, but Skilled: The COBRA isn't a very strong attacking tower, but its upgrades can help harass your opponent or even defend yourself.
Towers introduced in Bloons Tower Defense 6:
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.
- Limit Break: Transforming Tonic, which turns the alchemist into a monster with powerful attacks. The Total Transformation upgrade turns up to five other nearby monkeys along with him.
- 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.
- 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.
- Status-Buff Dispel: Perishing Potions can remove the fortified property off of Lead and Ceramic 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 such an attack.
- Decomposite Character: The druid's storm upgrade path is based on the apprentice's air path, having a Chain Lightning and tornado spell.
- Flechette Storm: Druids in general, but a team of Poplust druids especially qualifies.
- 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.
- Limit Break: Jungle's Bounty, which 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.
Hero Units introduced in Bloons Tower Defense 6:
- "Are you kidding me? Nothing gets past my bow."
- Archer Archetype: Has a boastful personality, exhibiting great pride over his skill with the bow.
- Calling Your Attacks: Cyber Quincy directly calls his abilities by name when used: "Rapid Shot" and "Storm Protocol Alpha"
- Crutch Character: As of version 10.0, he is this. 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.
- 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.
- Trick Arrow: Upon reaching level 7, every third arrow he shoots is explosive.
- "Doesn't get hotter than this."
- 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.
- Pyro Maniac: 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."
- "Prepare for liberation."
- 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.
- 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.
- "The spirits of the forest awaken."
- Attack Animal: Summons spirit wolves to attack.
- 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 Magic-class monkeys near him +2 pierce. 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".
- "The Sun God fights on the side with the best artillery!"
- 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.
- "Rules are made to be broken."
- Insufferable Genius: Implied with his quote when he reaches maximum level."There's smart, and there's ME smart."
- Meaningful Name: Benjamin is slang for money, fitting with his money-making abilities.
- Money Multiplier:
- Played with. He can generate extra income and he can even amplify the cash generated from Monkey Banks. On the other hand, he can send Bloon Trojan viruses that cause the affected Bloon to spawn no children when popped, taking away the money you'll get from popping them. There were some debates whether he makes or loses money, but after testing it's proven that he still makes extra income even with Trojans, unless you're deliberately stalling the Bloons to let Trojans affect as much Bloons as possible.
- Bloon Trojan itself is now a Played With trope as well with update 11.0. Now, instead of giving no money, affected Bloons give bonus money equal to their layers (an affected Pink will give $6 when popped, while a MOAB will give $11). This is still a massive decrease in income compared to what you would have got by popping them all normally. However, at level 16 you gain double money from Trojan, and in late rounds income from pops is reduced by percentage. By round 90, a Ceramic will only get you $9 to $10, while a Trojan'd Ceramic gives $18. It still reduces money from MOAB and above, though.
- 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"
- "Hehehehe. What is your will?"
- 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.
- 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.
- "Ha! It's squashing time!"
- 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
- Punched Across the Room: After gaining a few levels, he will sometimes perform a slap attack which sends bloons backwards.
- 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.
- 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.
- Top-Heavy Guy: While his upper body is massive, his legs are surprisingly small.