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It looks so simple, doesn't it?
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Before the rise of man brought the great rivalry between Pirate and Ninja, there was another natural feud between two animal species: Monkeys... and B[al]loons. No one knows how or why this epic war began, but both sides fight endlessly with ever greater wartime developments vying for domination of the world. All of the preceding is included absolutely nowhere in the game's design, and is merely a flavorful fantasy explaining why players seem to care so much about using monkeys to pop balloons.

Bloons Tower Defense (or BTD as it's abbreviated) is an ongoing Tower Defense series by Ninja Kiwi where monkeys (and other weapons) are used to pop a seemingly endless line of overly determined balloons of varying shapes, sizes, and speed. Though starting out with a simplified design palette, later editions of the game have evolved to include a great deal of complexity in both art and gameplay mechanics.

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This game was a spinoff of the lesser known Bloons (a series of aim-and-power-meter puzzle games with many player designed maps). However, it became so much more popular that this series got its own spinoff, Bloons Super Monkey. This takes the form of a top-down aerial shooter starring the titular monkey from the BTD series, inspired by Raiden X. The basic goal is to pop a set number of bloons in each level, upgrading along the way to beat levels with increasingly strong bloons formations. It even got its own sequel and a mobile remake thereof!

Three other spinoffs of this series exist:

  • Bloons Monkey City, a tower-defense city-simulator combo with has elements of Facebook games where Player Versus Player is possible.
  • Bloons TD Battles where PvP is the primary focus; the primary modes are Assault and Defensive. Assault has you and your opponent try to defeat each other by sending bloons, in addition to AI-spawned bloonsnote . Defensive instead focuses on surviving the AI bloons with reduced incomenote .
  • A Crossover of BTD and Adventure Time called Bloons Adventure Time TD, which had soft launch access for selected continents on July 14, 2018, and was released worldwide on August 28 of the same year, with a PC release hitting Steam on January 16 2019.
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All versions of the game can be played at NinjaKiwi's site, and the original BTD, BTD2, BTD3, BTD4, BTD5, BTD Battles, and Bloons Monkey City are available on the iPhone. A similar version of BTD3 is available on DSiWare. Bloons Tower Defense 5 is also available on Steam with extra content, and you can even buy it on the Switch. Bloons Tower Defense 6 was confirmed by Ninja Kiwi here and was released on June 15th, 2018 for Android and iOS, and is planned to later get a release on Steam and Amazon.

In the grand tradition of The Internet, the Bloons franchise has an exhaustively informative Wiki right here.


The games provide examples of the following:

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    A-I 
  • Acid Attack: The sixth game introduces the Alchemist tower, whose basic attack is throwing flasks of acid that deals Damage Over Time. Some upgrades allow his to throw stronger acid that deals damage faster, or create mini acid pools that damage bloons running over them.
  • Allegedly Free Game:
    • Downplayed for at least the normal BTD games. While there is a good bit of premium content, you can play the game very well without them. The Steam version costs $10 and has only skins as premium content. BTD6 averts this, being approximately 5 dollars to pre-order, and post-release.
    • Unlike the other games, Bloons Monkey City and Bloons Adventure Time Tower Defense are this trope. However, unlike most games, it very much is possible to play them without spending a single penny, but they will tell you about the premium items and currencies frequently.
  • All Your Powers Combined: The Temple of the Monkey God will gain attacks and abilities related to all the towers sacrificed to it. For example, sacrificing a full power Ice Tower, Glue Gunner, Monkey Apprentice and Mortar will give the tower the ability to fire out exploding ice projectiles, corrosive glue blobs, giant tornadoes, and extra-powerful explosive missiles. All that along with the main Eye Beams.
    • The 3.0 update for BTD6 brings us the "There can only be one" Monkey Knowledge upgrade. While the game describes nothing on what it does, it actually lets both the Anti-Bloon and Legend of the Knight sacrifice themselves to the True Sun God if all three are on the same map, basically letting it have both their powers.
  • And I Must Scream: Presumably the eventual fate of a bloon, if left unpopped:
    "If you were a bloon, wouldn't you rather get popped instead of slowly leaking and withering to an undignified husk? I guess we'll never know since they can't speak."
  • Animesque: The artwork of the game has this look for some monkeys. ESPECIALLY the Ice Tower.
  • Anti Poop-Socking: "Remember to occasionally take breaks and do non-BTD5 things."
    • The 6th game has its own variation of this.
  • Area of Effect: The specialty of the Tack Shooter, Ice Tower, Bomb Tower, Mortar Tower, Monkey Ace... etc.
  • Armor-Piercing Attack: If one considers Lead Bloons to be armored, which are impervious to sharp-projectile towers, only certain types of attacks can actually break the Lead layer. Usually these are upgrades involving explosives, fire, corrosion, or simply upgrading the dart material to something of heavier construction.
    • Some upgrades, such as Juggernaut and Spiked Balls, do extra damage to Ceramic Bloons.
    • The Alchemist’s Perishing Potions are a better version of this trope, as they remove the Fortified effect from Leads and Ceramics.
  • Art Evolution: BTD2-BTD3 used the same art for Bloons introduced in previous games, but the shift to BTD4 improved the graphics, and the art drastically changed for BTD5. BTD6 uses 3D models for the monkeys and towers, and BATTD utilizes the same 3D model style for the cast and even the MOABs. The 8.0 update for BTD6 made the MOABs 3D in that game as well.
  • Ascended Meme: In March 2019, a Biker Bones skin was released for Striker Jones. Biker Bones was a recurring joke on the BTD6 subreddit.
  • Asteroids Monster: Basically the whole premise of the game, and which sets it apart from most other "generic" TDs. EVERY SINGLE bloon does this except for the lowest tier. Short list from strong to weak in BTD6: B.A.D gives 2 Z.O.M.G.s gives 4 B.F.B.s which give 4 M.O.A.B.s, which give 4 ceramic, which give 2 rainbows, which give 2 zebra, which give a black and a white, which each give 2 pink, and from then on only one comes out each time, going pink, yellow, green, blue, red. The other thing the B.A.D gives is 3 D.D.Ts which give 4 Camo Regen Ceramic. Additionally, there's also lead bloons that give 2 black and purple bloons that give 2 pink. Also, if a bloon gets through your defenses, you lose lives equal to the total amount of bloons you let slip (ceramic and blimp layers also count as lives lost), meaning that if a blue one gets through, you lose two lives, but if a ceramic gets through, you lose 104 lives. BTD4 lampshades this by adding the Red Bloon Equivalent counter, which is Exactly What It Says on the Tin - showing how many Red Bloons you are actually popping in the current round.
  • Awesome, but Impractical:
    • The Monkey God Temple in 5 is a little half-n-half. It fires enormous beams capable of tearing anything less than a BFB to shreds, but it costs a whopping $125,000note , since you have to buy laser, plasma, AND the Sun God to even access it. (And that's without the range powerups- counting those, the price goes up to $127,500.) It will also sacrifice any player-bought towers in its range and absorb their powers, to the point of becoming powerful enough to down Z.O.M.G.s as though they were red bloons, but that means you need to pay for the absorbed towers (and you'll need a ton of money to get it to maximum power). Of course, this is normally only used in freeplay because of its high costs; although it is perfect for the rounds where bloons gain extra movespeed and health, there isn't anything forcing you to use it.
    • Distraction by Ninja Monkeys might provide a great reversing power, but if you only rely on them without others while facing Regens, you're facing an endless army that will make you lose.
    • Many of the tier 5 upgrades in BTD6 are disproportionately expensive for their power.
      • The Elite Defender upgrade for the Sniper Monkey quadruples its already very high attack speed (due to being part of the path that focuses on speed) whenever a bloon leaks. The problem is that by the time you can afford it, chances are that if a bloon makes it past your defenses, it'll be accompanied by lots more, and death is imminent.
      • The Flying Fortress costs several times more than a Spectre, but the power increase is much less than just buying that many more Spectres instead.
      • In general, the final upgrades for money-earning towers such as the Banana Farm and Merchantman Buccaneer are so expensive that you won't be able to make a profit unless you're going for the super-late rounds.
  • A Winner Is You: The messages you get when defeating the Bloons on a track and difficulty are this, with the most bland being whenever you win a map and difficulty that you've already completed in BTD6.
"VICTORY! You've stopped the nasty bloons[!]"
  • Bee Bee Gun: The Beekeeper.
  • Beam Spam:
    • Super Monkey? Meet Sun God Monkey. Sun God Monkey? Meet BTD5's Temple of the Monkey God. Then there's the Temple of the Vengeful Monkey purchaseable ability, which lets the Temple shoot twice the amount of beams for a few seconds (and each beam is also more powerful).
    • Also the Robo Monkey, which shoots 2 per frame to the Sun God's 1.5. Also its upgrade, the Technological Terror. It fires the same amount of beams as the Robo Monkey, but its plasma is green and extremely deadly: a single stream of this green plasma is twice as deadly as a single stream of the regular purple plasma, but since it fires 2 streams of it...
    • And the Dartling Gun's Laser Cannon upgrade. The one after it turns it into a Wave Motion Gun.
  • Bears Are Bad News: The Beekeeper is a bear. Good to know that he's on your side.
  • Berserk Button: The Angry Squirrel, who goes berserk whenever a bloon leaks. His pro version gets a worse anger management problem, and it now gets pissed every 20 acorns it throws.
  • BFG:
    • Take your pick... Nearly any tower becomes one of these when fully upgraded.
    • There's also the original monkey temple, which fires 3 times as fast as a single Sun God when activated. It is activated by sacrificing at least $30,000 money and 40 towers to it.
    • If Striker Jones in BTD6 is at a high enough level, his bazooka will become this.
  • Big, Bulky Bomb: The icon for the Ground Zero ability has this.
  • Bishōnen: The Ninja Monkey seems very feminine in the artwork, and its attack animation seems feminine.
  • Blatant Lies: In BTD5, unless you don't have a great defense.
    Next level will be fun. A whole bunch of ceramic bloons are going to charge right through your defenses and pretty much make you lose.
  • Blow You Away: The Monkey Apprentice gets this quite literally with the Tempest Tornado upgrade, allowing him to blow Bloons back towards the start. Same thing with the Heli Pilot's Downdraft upgrade.
    • The Apprentice no longer has tornadoes as of BTD 6, with the Druid of the Storm getting them instead. The final upgrade on the Druid’s top path even lets it blow back MOAB-class Bloons.
  • Boring, but Practical:
    • Banana Farms are expensive and don't attack Bloons, but they give you extra money, which you will need in later levels when the Bloons themselves earn you less money.
      • The Monkey Bank upgrade is more so this, especially in BTD6 with its Banana Farm nerf. This exchanges generating bananas and spewing them out for generating and storing money inside its own bank, which also has an interest rate, meaning the more money is in there, the faster you gain money (until you reach its maximum limit). In the sixth game, if you have a 2/+3/0 Banana Farm, you can practically reach its maximum limit within 12 rounds, making it an easy way to get money.
    • Starting a level with a dart monkey in 5. It may not scale as well as other towers, but in the beginning it's very safe, as you can upgrade it to see camo and if you don't plan on bringing it into the later levels throw up to 3 darts, which will do good damage to normal bloons. It will easily get outclassed, but in the beginning it's pretty steady.
    • The Glue Gunner: At first, it is a no damage-dealing tower which slows bloons, but when you upgrade it, the glue basically instakills any bloon it hits.
    • The Spike factory: simple and boring; no moving parts, just a constant stream of small piles of tacks. But it can be upgraded to pop lead bloons, there's a special option for ceramic bloons, and it can kill MOABs more quickly than a Super Monkey.
    • The dartling gun. It's a rapid fire dart gun that is generally only obtainable mid-game. Why is it boring? You manually aim it with your mouse. Not only does it have the longest range of the towers because of that, but it also helps avert the rather infuriating issue of a single, or few, lone target out of the range of any tower, because you can just turn to shoot it.
  • Boss in Mook Clothing:
    • Ceramic bloons can also be considered as this, as they take more hits to destroy than any other bloon (other than the M.O.A.B.-class bloons). All weaker bloons can only take one. BTD 5 notes that it takes eighteen shots to drop a single ceramic to completely popped. Eight of those are just to crack the shell. Unlike MOAB-class bloons (the sole exception being the D.D.T.), they are very fast too!
    • M.O.A.B.s (short for Massive Ornary Air Blimp as well as Mother of All Bloons), natch. To wit- they contain four ceramic bloons, each of which contain two rainbow bloons, which were the highest Bloon rank in BTD3 (and now, consequencely, are the lowest MOAB ranking in the other games). Furthermore, they cannot be slowed down (at least in 3 and 4) and are resistant to the Super Monkey Storm.note 
    • And then in the next game, there are B.F.B.s (Brutal Floating Behemoth). Not only do they have more health than the M.O.A.B., they also cannot be slowed down note . They contain 4 M.O.A.B.s.
    • Bloons Tower Defense 5 has an even bigger unit than the B.F.B.; the Z.O.M.G. (Zeppelin Of Mighty Gargantuaness). Just like before with it containing a previous tier MOAB class bloon, they contain 4 B.F.B.s.What's that in RBE?  At least it's the slowest MOAB class bloon in the game (or second slowest if you count the B.A.D. from the sixth game). note 
    • Thought the Z.O.M.G. was bad? Bloons Monkey City introduces the D.D.T. (Dark Dirigible Titan), a MOAB-class bloon with Camo and lead properties. In addition, unlike the rest of the MOAB-class Bloons, it moves alarmingly fast (just as fast as the Pink bloon!). It's also the only one to not drop any MOAB-class bloons upon defeat (asides from the M.O.A.B.), instead dropping 6 Camo Regen Ceramic bloons. Thankfully, they're pretty weak in terms of health, only having an RBE of around 924... although they typically come in groups of multiples of 3 (at least in the Flash version). More than a handful of these can and will ruin your day.
    • Have you wondered what could ever top the Z.O.M.G. and D.D.T? Enter the B.A.D. (Big Airship of Doom) in Bloons Tower Defense 6. With its massive RBE of around 36,048, being immune to ''all'' abilities (asides from the immediate damage they deal, if any), and it spawning 2 Z.O.M.G.s and 3 D.D.T.'s upon popping it, it's a real menace and can easily destroy your defenses should you not be properly prepared. Thankfully to you, it moves incredibly slow (even slower than the Z.O.M.G.). So far, only a handful are guaranteed to appear throughout a playthrough; a sole B.A.D. on round 100, and later on, two fortified B.A.D.s on round 200 if you manage to get that far.note 
    • On the topic of BTD6, a new variant of Bloons is introduced on round 45; Fortified. Essentially, this gives the starting layer more HP, meaning it needs to take extra hits before it pops into its weaker layers. It only applies to Leads, Ceramics and MOAB-class bloons. Yes, even M.O.A.B.s and higher can have them, which means that they'll take even more hits to take them down. If you have to go against a fortified Z.O.M.G. or B.A.D., chances are that you're going to have a bad time.note 
  • Boss-Only Level: A few rounds in the series have rounds in which only MOAB-class bloons (or other high ranked bloons) appear.
    • In BTD5, there is only one bloon in Levels 46, 60 and 85 - the MOAB, BFB and ZOMG, respectively, which are introduced in said levels. Not the case for the latter in Impoppable difficulty, as you face five ZOM Gs in Level 85.
    • In BTD6, only one B.A.D. appears on round 100. Then again, considering its large health and children, it would probably be near [[Pun impoppable]] to pop multiple of these on the same round without some extreme planning beforehand or if you have Double Money mode enabled.
  • Boss Rush:
    • Level 75 of BTD4, the final level of Hard mode on any course.
    • After you beat the final level corresponding to Hard mode on any game, all the remaining Freeplay levels are randomly-sized rushes of MOAB-Class bloons, and nothing else.note 
    • In BTD5, the final round on Impoppable difficulty has not one, but five Z.O.M.G.s
  • Bowdlerise: The Cool Math Games version of the first game changes a pre-round message about the Super Monkey from "he really kicks ass!" to "he is really poptastic!".
  • Bread, Eggs, Breaded Eggs:
    • Black Bloons are immune to (most) explosives, White Bloons are immune to freezing, and Zebra Bloons are immune to both of these!
    • Among Self-Imposed Challenge possibilities are NAPS, NLL, and NAPS NLL.
    • The pre-round comment for Round 59 in BTD6 has this with leads and camos.
      "Can you pop Lead? Can you pop Camo? How about... Camo Lead?"
    • An unofficial term for Bloons that have both the regrowth and camo properties combines the two into "camgrow".
  • Bribing Your Way to Victory: In the 5th game, there are a lot of options for outright breaking the game for the payment of real money. They range from simple upgrades, such as dart monkeys getting an area of effect on the dart, which simply give towers more versatility or firepower, to buying ingame money (both monkey money and the cash required for upgrading towers) as well as health.
    • The 6th game has the double cash mode from the fifth game, now costing 18 dollars instead of 10, and you can still buy monkey money, but you can also buy Insta-Monkey packs, which are pretty much this game’s version of loot boxes. Just like BTD5’s IAPs, however, they are entirely unrequired to enjoy the game.
    • BTD6 also brings us the "Unlock All" ability and "Hero Booster", power-ups which, when bought respectively, instantly give you all the upgrades for a selected tower and boosts the hero to its maximum level (level 20). While they only cost $4.99 and $1.99, you can easily farm the XP needed for the upgrades and the Hero Booster only applies for the current game you're in, making them a bit worthless.note 
  • Bullet Seed: The Watermelon Spitter Special Agent.
  • Bullet Hell: The Aircraft Carrier's bread and butter is making this.
    • The tack shooter's Blade Maelstrom ability does this, but with blades.
    • If you build enough Monkey Temples and/or give them enough speed boosts, even temple blades can be this.
    • If you place lots of 2/0/2 or 2/0/3 Subs on a map with lots of water, such as Spice Islands, you can make this. 2/0/4 makes the darts do extra damage to MOAB-class too.
  • Cap: The fire rate of any tower cannot exceed once per frame. This makes Overclock and MIB Call To Arms useless on towers with certain upgrades (such as the Ray of Doom for the dartling, Technological Terror for the supermonkey, etc.).
    • Even worse (but possibly funny is that towers that are (somehow) overclocked too much deal no damage. To any kind of bloon!
  • Combination Attack: BATTD allows for characters to work together with other characters are in close proximity. Example 
  • The Computer Is a Lying Bastard: The description for the "Artillery Battery" says that the "Pop and Awe" ability doesn't affect MOAB-class bloons. Yet, it still stuns them against what the description says! However, BFB bloons are stunned for a shorter time than MOABs and below, while ZOMGs are barely stunned at all!
    • It's possible that in the initial release of the game, the mortar didn't stun MOAB-class bloons. This would mean that an update made it so that MOAB-class bloons are affected, but didn't change the description.
  • Computer Virus: At level seven, Benjamin, the sixth hero in BTD6, writes Bloon trojan viruses, and when successfully sent to a Bloon, causes them to display glitchy graphics overlayed on top of them and they'll spawn no childrennote . The downside to this is that you don't get the money from them.
  • Contractual Boss Immunity:
    • M.O.A.B.s and B.F.Bs are immune to slowing down as well as the Super Monkey Storm (otherwise a One-Hit Kill).
    • In BTD5, there are a few special abilities which do nothing except for destroy a single M.O.A.B.-class bloon. However, the Z.O.M.G., while not completely unaffected, will only take 1000 damage.
    • The Super Monkey Storm in BTD5 used to subvert this as they did destroy everything on screen, including Z.O.M.G.s. However, you have to use Monkey Money to buy it, and it can only be used once per buy. Unfortunately, a patch made so that Z.O.M.G.s take only 1000 damage from those as well.
    • The B.A.D from BTD6 is immune to every single ability.
  • Cool Airship: Appearing as Bosses in Mook Clothing!
  • Cool Boat: The newest tower on the mobile version, the Monkey Sub, is this. It can be upgraded to either become a support tower, or have an ability that can One-Hit Kill A Z.O.M.G., and do the same to any nearby bloon! And then in BTD 6 they gain the ability to decrease the ability cooldowns of all towers on screen, and to shoot MOAB Assassin missiles at all MOAB-class Bloons as they enter!
  • Crossover: In Bloons Adventure Time TD, the Bloons invade the land of Ooo!
  • The Cracker: Benjamin, the sixth hero in BTD6, zigzags this as while he is this trope, he's on your side and is happy to use his skills to get you more money and sabotage the Bloons.
  • Crutch Character:
    • Monkey Engineers with the Sentry Gun upgrades are so cost-effective early game that one of the most common early-game builds in BTD 5 is just to rely on that for the entire early game in order to farm money. Without Cleansing Foam, however, they can't do anything about Camo or Lead bloons. Engineers can remain useful throughout the game just for the sheer area they can cover, though they start to fall off in usefulness against MOAB-class bloons (unless you're positively covering the map with them).
    • Dartling Guns are one of the more useful towers as-is and can cheaply mow down all but the most thick clusters of bloons with some upgrades, especially with some good placement. However, once the first MOAB-class bloon shows up, they notoriously struggle to deal enough damage to the blimp layer fast enough to make a difference. Can be subverted with sheer numbers of Dartling Guns (or several of the highest upgrades) all focusing fire, though would cost far more than just using towers better suited to MOAB-busting.
  • Damn You, Muscle Memory!: An infrequent example of something not related to controls but rather gameplay; in BTD6, Hard mode actually starts you on round 3 instead of 1. Likewise, Impoppable starts you on round 6. This means that you have even less rounds to get extra cash!
    • On the topic of difficulties, Easy has only 40 rounds, Medium has 60, Hard has 80 while Impoppable has 100 rounds (although the final 20 are actually just the first 20 rounds of freeplay, assuming you've started from hard, integrated into it).
  • Degraded Boss: MOAB-class bloons are introduced in a boss-like fashion (facing one of them alone in the level they are introduced), but they quickly become regular bloons afterwards, up to the Freeplay levels, in which everything eventually spawns as the strongest MOAB-class bloon available.
    • Downplayed with the BAD in 6. It first appears on Level 100, but sparingly appears after that in Freeplay rounds as special encounters. You'll never be Zerg Rushed with BADs as opposed to, say, the huge stack of ZOMGs that appear 2 rounds before the BAD's first appearance (or the horde of 30 DDTs 3 rounds before **that**).
  • Depth Perplexion: Presumably, the bloons are floating above the track, yet they are affected by spikes laying on the ground. And the Monkey Ace is flying even higher above them, yet its darts can pierce through bloons as if they were on the same level.
    • It's taken a step further with the obstructions in BTD6. On some stages, towers will not be able to "see" past these obstructions if you place them in specific locations, meaning that they can't pop whatever's behind them, although some maps (such as Tree Stump) feature another level in which you don't have obstructions, which creates this as any projectiles should be higher or lower depending on where they're placed, yet still manage to pop the bloons.
  • Developers' Foresight: Churchill in BTD6 can utter "Protect that exit!" whenever the Bloons start to leak. In maps with multiple exits, this is changed to "Protect those exits!" as not to be grammatically incorrect.
  • Difficult, but Awesome: Regrow farming, the specific strategy of exploiting the fact that you can 1) Earn money for popping Regrow bloon layers 2) Let them regenerate while pushing back with certain towers (repeat ad nauseum). Takes a fair amount of setup, easy to mess up, and runs the risk of accumulating more bloons than you can actually deal with by the end. If properly done, it's possible to accumulate absurd amounts of money early on without the use of Banana Farms or Supply Drops.
  • Do Not Touch the Funnel Cloud: The wizard's tornado can blow quite a few bloons back, but it only affects the ones it touches directly.
    • The winds are, however, strong enough to remove ice and glue from blown bloons
    • Be careful when using wizards with the tornado upgrades in levels with regrow bloons; if these bloons are not popped quickly upon being blown back, the will regrow into massive armies that rush past your defense. Unless you exploit this for a regrow farm, with a setup at the back capable of massive popping power.
    • In BTD 6 the Druid gains this ability instead, and it’s final upgrade can even blow back MOAB-class Bloons!
  • Doomy Dooms of Doom:
    • One of the Daily Challenges for BTD5 was called Rainbow Rush of Doom.
    • There is also the Ray of Doom, which can destroy any and all non-Z.O.M.G. bloons in seconds.
  • Double Unlock: In BTD5, you unlock a weapon's upgrade path via having a high enough rank, and the tower class needs to be at a high enough level.
  • Dummied Out: In BTD6, all the bloons have fortified sprites, despite the fact that only Leads, Ceramics and MOAB-class bloons can have them in-game.
  • Easter Egg: You may not want to tap BTD6's heroes too much in a short period of time... Gwendolin sums it up as well;
    "I wouldn't do that if I were you."
    • However, you may want to try tapping the buildings on the menu screen; you may see a few monkeys pop up!
    • Another nice attention to detail is that the village clock on both the menu and in gameplay share the same time as in your device.
  • Easy-Mode Mockery:
    • The picture for easy mode BTD4 onwards is a baby monkey.
    • Subverted on Extreme difficulty tracks on BTD5. The Easy mode is merely a Point Five Oh Sniper Monkey, the Medium being a Ray of Doom Monkey, and the Hard mode is a Sun God Monkey. You know it's Extreme when the easy mode pic is a badass (although not as badass as the other two).
  • Elite Mooks: Ceramic Bloons and, as of BTD6, Purple Bloons can easily qualify as this, mainly the latter due to its immunity of energy and fire based attacks, which chances are by the time they come out, that your defense will mostly consist of them (unless they're in the range of a MIB village).
  • Enemy Mine: In a way. In Bloons Adventure Time TD, most of the antagonists of the show can be allied with the main protagonist as allies to help them against the Bloons.
  • Excuse Plot: The plot of Bloons Adventure Time Tower Defense is essentially as follows; "The Bloons went through a portal to the land of Ooo and are causing havoc. Stop and pop them."
  • Everything's Better with Monkeys: A basic tenet of the game.
  • Everything's Better with Plushies: Well, there is only one: the Super Monkey. Sadly, it's out of print as of now.
  • Exactly What It Says on the Tin: The Beginner-level map "Three Times (3x) Around", in which bloons circle the central loop, well, 3 times. This gives your towers 2 additional chances to catch bloons, but heavier bloon overlap makes it more difficult to know if bloons are about to escape.
    • In BTD6 we get Four Circles, which is a track comprised of four circles that the Bloons go around before exiting.
  • Eye Beams: The Super Monkey uses these as an upgrade.
  • Fanboy: One of the final upgrades for the Dart Monkey turns it into a Super Monkey Fan Club. It gives it the ability to turn itself and nearby Dart Monkeys into actual Super Monkeys for a few seconds.
    • And then there’s the Plasma Monkey Fan Club, which turns nearby Dart Monkeys into 2/0/0 Super Monkeys instead of mere 0/0/0 Supers. It can also affect 40 Dart Monkeys instead of just 10.
  • Fatal Flaw: The Super Monkey is easily the most powerful monkey in the series. It also cannot target Camo bloons, unless it gets upgraded to "Temple of the Monkey God", if it's inside a Monkey Village's radius with the Radar Scanner upgrade, or if you upgrade it to have Ultravision in BTD6, not to mention that it can't pop Lead bloons without the Plasma upgrade or the Robo Monkey upgrade or being inside a Monkey Intelligence Bureau's radius.
    • The Archmage upgrade for the Wizard is very powerful as well- but as it uses magic and fire to attack, Purples are completely immune to it.
  • Floating Continent: The Floating Islands and Ascension tracks in BTD5 Deluxe feature these, but the islands in Ascension are clouds.
  • Fun with Acronyms: The games have a lot of them, notable examples being the names of the MOAB class bloons.
    • The M.O.A.B., also known as Massive Ornary Air Blimp. As for B.F.B., it's Brutal Floating Behemoth.
    • And the Z.O.M.G. is the Zeppelin Of Mighty Gargantuanness.
    • The D.D.T. stands for Dark Dirigible Titan.
    • The B.A.D. from Bloons Tower Defence is the Big Airship of Doom.
    • One stage in BTD3 has the hint "MOAB stands for Massive Ornary Air Blimp, not Mother Of All Bloons. Either way, it brings pain."
    • From the fifth game's fandom comes NAPSFRILLS, which means No Agents, Premiums, Specialties, Farming, Road Items, Lives Lost or Selling.
    • The first three refer to the out-of-gameplay boosters like special agents, premium upgrades, and specialty buildings.
      • "No Farming" means no method of cash gain other than bloon pops. YMMV, but the 3|x village (Monkey Town) is debatable in this respect.
      • No Lives Lost can be a challenge on its own, but prohibiting spikes and pineapples ups the ante. Not selling towers goes further still by denies money and space refunds, meaning that careful placement and upgrading is required.
    • Any variant of NAPSFRILLS, including NAPS, NLL, and NAPS NLL, can be used not only for normal maps, but special missions, daily challenges, and random missions as well.
    • C.H.I.M.P.S. in BTD6 is short for No Continues, no Hearts Lost, no Income, no Monkey Knowledge, no Powers, and no Selling".
      • And some fans have taken it upon themselves to do CHIMPSPAS, where the PAS stands for No Permaspike, no Alchemists, and no Super Monkeys, as these three are considered the most powerful towers in the game.
  • Fuuma Shuriken: The Boomerang Throwers can be upgraded to use these, as of BTD3. In BTD5 and the spinoff game Bloons Monkey City, they can also upgrade to HOMING fuuma shuriken, and then get two of them that permanently rotate around them, shredding anything that gets close.
  • Fragile Speedster: Pink and Yellow bloons. They are the only bloons in the entire series that are faster then the Ceramic Bloon, but they only have 4 and 5 layers respectively.
    • The D.D.T. is definitely one of these with its rapid speed that's comparable to the pink Bloon (not to mention its lead and camo properties) but it's by far the second weakest MOAB-class bloon in terms of health, being taken down with only 924 hits. Of course, it is far more difficult to damage a D.D.T. in the first place thanks to its wide range of immunitiesnote  than to take it down once you can damage it.
  • Game-Breaking Bug: An update to Google Chrome introduced a bug to old versions of 5 that causes them to freeze when you select a game mode.
    • Likewise, the sixth game was kind of released in a buggy state, as these issues show:
    • Occasionally with a 5th tier Monkey Ace, the game can softlock itself in that while you can start the first freeplay round, some of the darts released from it don't seem to move and are stuck in some sort of disk shape, and it also softlocks in that the bloons just don't come out at all and towers can't even attack them at all, as ISAB experienced.
    • Overlapping with Good Bad Bugs, upon the launch of the game, if you reload a saved file, all the obstructed objects that you normally have to remove for money can randomly disappear or reappear, so you can have things like towers inside statues or corn fields or water towers sitting on the ground.
    • Another Good Bad Bug: a village with the Monkey City upgrade normally gives you one free Dart Monkey every round, however, if you reach round 80 (assuming you're not in Impoppable), you can effectively place down an indefinite number of free Dart Monkeys.
    • If you have a Bloon Master Alchemist, occasionally the bloons will just seemingly just zip directly to the end of the map, causing you to instantly lose some lives or even just lose the game entirely. Thankfully, this has since been fixed.
    • There's a bug report thread for the game on Ninja Kiwi's forums, where you can easily see most of the glitches in it.
    • To an extent, it's parodied in BTD6 with Benjamin's Bloon Trojan. When he reaches level 7, he can shoot these at Bloons and those that are affected will not pop into any lower ranked Bloons, but you also don't get any money from them. When you think about it, it's not a bug in that it's intended by the developers, but Benjamin hacks the game in such a way that it could be a bug with his programming, and it very much can break a game if you lack the money required to upgrade or place down new towers to pop all the Bloons.
  • Game Mod: Several YouTubers have created and even distributed (now discontinued) mods for the Steam ports of BTD5. Here are some examples:
    • For BTD5 Steam, there's Revenge of the Bloons, which has changes such as faster juggernauts and glue being able to hit M.O.A.Bs, However, the most notable change is that there are fewer rounds to complete on all difficulties, but the game is a LOT harder. In fact, it makes Impoppable Mastery nigh-, if not outright, impossible to complete NAPS, and still quite brutal with anything short of Double Cash!
    • Junior Monkey modded an SWF of BTD5 Flash to add Mastery Mode from the mobile and Steam releases, camo-removing Viral Frost, glue that affects M.O.A.B.s, and ice wizards. The latter freezes normal bloons while popping them (like directional Snap Freeze) and can conjure Absolute Zero, only it can stall M.O.A.B-class bloons as well!
    • He has since created a No Escape (Flash) mod, which makes the game like BTD5 Mobile/Steam's No Escape mission, in which the map has no exit, instead looping infinitely around itself. The upshot is that you lose 1 life per second if the bloons remain onscreen for too long.
      • Specifically, this mod only contains tracks with loops in them (such as 3x Around and Countryside), and the game starts subtracting lives 5 seconds after the last bloon spawns, rather than 30 seconds into the round.
    • Also, the Apopalypse Expansion mod, which gives Apopalypse rules (non-stop, no between-round cash) and pseudorandom bloon progression to the standard difficulty modes, with differing bloon progressions based on difficulty.
    • The original Apopalypse mode is turned into the Harder Than Hard Impoppable difficulty like from BTD5 mobile/Steam, but even harder due to MOAB-class bloons having both double health and' double speed!'' This will be REALLY easy...
  • Gameplay Automation: Nonstop mode in the mobile/Steam releases causes the rounds to advance automatically. This can be disabled in the pause menu.
  • Game Plays Itself: In A-pop-alypse mode, the rounds advance automatically with no option to stop this in-game, even if there are bloons from the previous wave still on the map.
    • In the former case, the mobile/Steam version not only allows you to pause in any singleplayer gamemode, but you can save your game an come back in between rounds, somewhat defeating a major part of Apopalypse.
  • Golden Super Mode: The left path of the Super Monkey.
  • The Goomba: Red Bloons.
  • Guide Dang It!:
    • BTD6 is particularly bad about this thanks to its often poor descriptions for upgrades, especially tier 5 upgrades. The most notorious example is the Monkey Ace's tier 5 upgrades, none of which have descriptions that explain what they do. Good luck figuring out what "This is a BIG plane!" means.
    • Try figuring out what the "There can only be one" Monkey Knowledge upgrade in BTD6's 3.0 update does on yourself. The game gives out nothing on what it does, asides that "there can only be one", so unless you somehow have all three 5th tier Super Monkey towers on the same map and they get sacrificed to the True Sun God (assuming they already weren't sacrificed during the upgrading process), it's unlikely you'll find out what it does on your own. Making it worse is that the process to do this doesn't work in Sandbox mode, meaning you can't experiment to find out on your own.
  • Guilt-Based Gaming:
    • In the Flash version of BTD5, the game displays this message when you try to quit a level: "If you quit, the bloons win!"
    • One of the messages shown between rounds in the second game tells the player they may not need to use every single type of tower to complete the game, but to think of all the programming and artwork that would be wasted if they didn't.
  • Harder Than Hard:
    • Extreme Mode in BTD5 is a map difficulty reserved for what are usually considered the three hardest maps in the game: Main Street, Bloontonium Lab, and Tar Pits (unlocked at Rank 50, Rank 55, and Rank 60 respectively). The maps cost a fee of either 25 or 50 Monkey Money per play depending on the map you choose, and will reward you with insanely large amounts of XP and an achievement worth many Awesome Points. Playing these maps can be a big risk if you plan on investing lots of Monkey Money into upgrades, Specialty Buildings, and Special Agents.
    • Version 2.8 of the mobile ports give us Im-pop-pable mode. Towers and their upgrades are very expensive (including their sell price being reduced), the bloons move even faster, MOAB-Class Bloons are absurdly strong, and your kingdom becomes a One-Hit-Point Wonder. Speaking of the latter, it's impossible to have more than one life. Also, there are 5 Z.O.M.G.s on Round 85 just to screw you over, and they are already Lightning Bruisers.
    • And then we have... Mastery Mode. All bloons are one rank higher, but you don't get extra cash! Overlapping with Nintendo Hard, this is a mode of play rather than a standard difficulty. Translation: it can be played alongside Impoppable difficulty! Hope you're good at the game if you dare take it on, especially on the harder difficulties.
    • While not necessarily as hard as Impoppable, alternate Bloon rounds is this in BTD6. You can play it per track after defeating the regular hard mode. The game says it itself in one of the tooltips: "You know 'alternate' just means harder, right?"
    • On the topic of BTD6, a new game mode, C.H.I.M.P.S., is this. You can only play it in a track after you defeat Impoppable mode note , which alone should say its difficulty. Not only are you unable to use any continues, you can't lose any hearts, use any extra income (so much for Banana farms), any spare powers, any Monkey Knowledge doesn't count in it, and you can't sell your towers. The game even labels this as "the true test of a BTD master." Good. Luck.
    • An update to BTD6 gives us Half Cash mode, where all gaining of money, from Bloon popping to Banana Farms is halved. This includes cash gained from the Cash Drop power. This mode is far more difficult than someone who doesn’t play tower defense games might think- it’s been jokingly called “Insta-Monkey” mode, as the mode is made a LOT easier by using Insta-Monkeys.
      • Half Cash used to be Half Starting Cash, and came between Magic Monkeys Only and Double HP MOA Bs; this upgraded version of the mode became so difficult that switched places with Double HP MOA Bs!
  • Hazmat Suit:
    • The Glue Gunner starts wearing one once his glue starts splashing or gets corrosive.
    • Mortar monkeys will get one when you upgrade to Bloon Buster.
    • Dartling Gunners will also start wearing one once you upgrade to lasers.
  • Heavily Armored Mook: Fortified Bloons. This trait gives Ceramics and MOAB-class Bloons twice the health, and makes Lead bloons take 4 times as many hits to pop. Their appearance even changes to look as if they're wearing some sort of armor.
  • Helicopter Blender: The Heli Pilot's 3|x upgrade functions as this.
  • Humongous Mecha: The Technological Terror is pretty big compared to most other towers, and it's a robot. It also has green plasma that's stronger than the usual purple plasma. Its final upgrade in the 6th game is even stronger, able to destroy Z.O.M.G.s like they were nothing.
  • Hydra Problem: If a Regen Pink or stronger is not the original color, and if it regenerates, the new color will still contain as much bloons as it did before.
    • This means that regen bloons must be damaged quickly, or they will swarm your defense and easily make you lose. The monkey apprentice is notorious for causing this, with its lightning upgrade and both tornado upgrades.
      • This feature can be Exploited to make round time indefinite for supply-drop sniper farming, or (Mobile/Steam, and possibly Deluxe, after the nerf) even give you HUGE amounts of money and Experience Points!
  • I Am X, Son of Y: Quincy, the first hero from BTD6, periodically says that he's "Quincy; son of Quincy" if you tap on him.
    "I am Quincy, son of Quincy."
  • Instant Bandages: The ZOMG has a bandage appear over its skull design in its last stage of health.
  • Invisible Monsters: Camo Bloons aren't really invisible, but most towers will not be able to detect them unless there is a specialized tower nearby. However, several towers in BTD5 can be upgraded to have camo detection, while the Ninja Monkey, Spike Factory, and Dartling Gun already have this.
  • Irony: Lead Bloons can only be popped with explosions (not counting upgrades such as the Monkey Apprentice's Lightning Bolt or the Super Monkey's Plasma Vision). Lead Bloons contain Black Bloons, which are immune to explosions.note 
    • Quincy, the first hero that you get in BTD6, says that "nothing gets past [his] bow." Just wait for a Bloon to get past him and leak out the exit if it doesn't get popped in time. It's made even more humorous if he doesn't have camo detection and a camo Bloon passes by him without even realizing it.

    J-R 
  • The Juggernaut: The final upgrade for the Dart Monkey's tier 1 upgrades in BTD5 as well as the 4th upgrade of the first path in BTD6 is called this. As the name implies, it's an unstoppable large spike ball that hits through all Bloons in its path before despawning (up to 104 bloons), including Leads and Ceramics.
    • The ZOMG. You can't nuke it without a First Strike Capability, but must kill it with 4000 cuts.
    • Lead Bloons if you don't have appropriate defenses- not even a whole map of Aircraft Carriers can scratch it. However, just one explosive will do the trick.
    • 'The B.A.D, full stop. To put this into perspective, it contains two ZOMGs and three DDTs.
  • Hoist by His Own Petard: Zebra and stronger regrow bloons (up to ceramic) pop into two bloons that will each regrow into two of the original bloon, which can then each be popped and allowed to regrow into four of the original, and so on. A monkey with an ability that sends bloons back can allow them to multiply indefinitely, until the point where the bloons become dense enough that the ability can't affect them all, releasing a rush of high-level bloons past your defenses.
  • Kill Sat: The Bloonsday Device.
  • Kung Fu-Proof Mook:
    • Lead Bloons are immune to sharp objects but are vulnerable to energy-based attacks like lasers, plasma, fire or magic.
    • Purple Bloons are the reverse — they're immune to energy-based attacks, but are vulnerable to sharp objects.
  • Level in Reverse: In BTD5, they added a reverse mode to make bloons go from the exit(s) to the entrance(s).
  • Linear Warriors, Quadratic Wizards:
    • Towers Pop Bloons and get money, Banana Farms produce a fixed amount of money, each round, for more farms. Supply Drop Snipers Activated Ability work over time, and rounds get reaaally long on Freeplay.
    • The mobile and Steam Support Chinook helicopters. Not only do they drop money with a time-based Ability like the snipers, but they also have a decent attack, can freely move towers around, and drop med crates. In a game where the only other sources of healing your life are the Health Injection, which costs Monkey Money, and Healthy Bananas, which costs real world money (assuming you're on mobile) and heals much less.
  • Lightning Bruiser: Ceramic Bloons can take a lot of damage to pop, but unlike the understandably slow M.O.A.B.s, B.F.B.s and Z.O.M.G.s, they are fast. Did we also mention that they do 104 damage to you, which is a One-Hit Kill on Hard and a two hit kill otherwise?
    • The Lightning Bruiser equivalent of the MOAB-class bloons is the original MOAB, which can take even more damage than the Ceramic bloon, holds 4 Ceramics itself, and moves faster than the stronger blimps.
      • Of course, this is not counting the DDT that debuted in BMC, which is literally as fast as a pink bloon!
    • All MOAB-class bloons become Lightning Bruisers later on, because the bloons eventually start to speed up, so you might encounter Z.O.M.G.s that are as fast as pink bloons!
    • For the monkeys, we've got the Super Monkey: it fires quickly, has good range and kicks a whole lot of ass. It becomes that much more powerful and awesome when upgraded...
    • Also, for the monkeys, there is the Heli Pilot on Pursuit Mode, which actively chases down bloons.
    • For the monkeys, we have the Spectre, which fires darts and small nukes rapidly!
  • Limit Break:
    • Super Monkey Storm for the Monkey Beacon in BTD3 and 4 wipes out all non-MOAB bloons in one fell swoop, but costs $1,000 per use on Medium; not to mention it has a rather lengthy cooldown in 4. Interestingly, this becomes a special agent that in 5 that costs monkey money to use once but can damage MOAB-class bloons. It used to be able to One-Hit KO ZOM Gs before a nerf that merely made it damage them. As an agent, it also has no placement cooldown, meaning you can spam as many as you can afford if you wish.
    • Every tower in 5, bar the banana farm, has an activated ability that is unlocked with the 4th tier upgrade on the right path. Most abilities can be used right away and all are free to use once unlocked. Like BTD4's Super Monkey Storm, you still have to watch for the cooldowns; rapidly buying and selling towers for their abilities here can circumvent the cooldowns, but also drain your cash rather quickly.
    • BTD6 gives even the farm an activated ability, which grants you a loan which you have to pay back. Hero Units also have two abilities, one unlocked at level 3 and the other at level 10, and the latter of which being a closer fit due to having a longer cooldown and a bigger effect.
  • Loads and Loads of Loading: Prior to the 8.0 patch, BTD6 would have a loading screen longer than a minute before the game starts.
  • Macross Missile Massacre: The Bloon Area Denial System ability of the Dartling Gun fires a spread of 3 missiles with the rate of fire of a Gatling gun.
  • Magikarp Power: As a rule of thumb, towers which are unreliable when non upgraded end up having the best upgrades:
    • The Tack Shooter. In the beginning, they really Can't Catch Up. Once you unlock Ring of Fire or Blade Maelstrom, however...
    • The Monkey Apprentice starts out with the same power as a Dart Monkey and more than twice as expensive, but once it gets the Lightning Bolt spell it can demolish clusters of bloons, Camo or not, and once fully upgraded it casts enough types of spells to do the work of four towers at once.
    • The Ace Pilot and Boomerang Throwers are sort of random and will rarely hit more than a couple bloons unless they're lined up right...until their shots either gain homing abilities or shoot so fast that they'll hit all bloons no matter what.
    • Dart Monkeys in BTD5. They are towers that might be pathetic. Then you use the Super Monkey Fan Club Ability...
    • Also, the Glue Gunners. They start out doing nothing more than slowing bloons down for a brief period of time, but when you unlock Corrosive Glue, they go from being merely a way of slowing things down to downright deadly.
    • Even Monkey Village joins in the fun for its left upgrade path, which gives its radar a deadly lightning attack that does a lot of damage.
    • Monkey subs are initially little more than expensive dart monkeys that can only be placed in water - however, the fourth upgrade on the right path gives it the ability to destroy a ZOMG!
  • Meaningful Name: Churchill, the 5th hero in BTD6, is named after the Churchill tank.
  • Marked Bullet: The Spectre's artwork in BTD5 features two mortars marked with "TO: BLOONS; FROM: ACE".
  • Meta Power-Up: In BTD4/BTD5 the banana farms/plantations/republics/research facilities give the player extra money after they complete a level.
  • Mighty Glacier: With the exception of the Bloons Monkey City-exclusive D.T.D., all M.O.A.B.-class bloons are extremely slow at first (Rd bloons are faster), yet much tougher than Ceramic bloons - they get even tougher (and faster) the further you go on Freeplay mode. The boss bloons are even slower, yet significantly tougher than even a Z.O.M.G.
  • Mutually Exclusive Powerups:
    • BTD5 lets you pick 2 upgrades on each path, and 2 more on either path 1 or 2.
    • In BTD6, each tower has 3 paths, but a tower can only have upgrades from two of them at once, and only one tower per gameplay session can go into the 5th tier per upgrade. Explanation 
  • Nerf: Many, many of the towers and their upgrades, and sometimes even the Bloons themselves, have got this as the games and updates passed. The Bloonchipper is probably a notable example of this in BTD Battles. The Ice Monkey and Banana Farm also got hit hard with this in BTD6 compared to how they acted in BTD5.
  • Nice Hat: Several towers either have this by default, or can be upgraded to have either this or Hair Decorations.
  • Nintendo Hard: The Hard track in 2, the Ant Hill track in 4, and Tar Pits and Down the Drain in 5. Some of the daily challenges including VVVVVV (August 23, 2014) and Anti-Camo Dust (May 17, 2015) are this.
    • If you see the challenge made by the notable users incogneato, sniper355, The Supermonkey (formerly JamesNg2), lla26, Gamzdude, or Superbloons321 (formerly Simone Esposito), you better run for your life. Or alternately, consult the first of the list for a guide through Ninja Kiwi's forums or Youtube.
    • Impoppable difficulty in the mobile and Steam releases can easily be this, especially on harder maps.
    • Mastery mode. Bloons are one rank higher (red=blue, blue=green, etc.), yet you only get non-mastery cash from popping them. Lower difficulties combined with easier maps can still be challenging, but not quite this. Impoppable (and even Hard on later maps) combined with Mastery can easily be, no, EMBODIES this!
    • In BTD6, C.H.I.M.P.S. is no doubt this. To even play it, you have to complete Impoppable, plus its difficulty is absolutely absurd. You can't use any continues and powers, plus Monkey Knowledge and Banana Farms (as well as any tower that generates extra income, with the exception being the Monkey Town upgrade) don't work on C.H.I.M.P.S., and just like Impoppable, you can't lose a single life. The game even calls it "the true test of a BTD master," which alone says for how difficult it is.
  • Non-Indicative Difficulty: Discussed in BTD3's pre-round comment.
    "Some tracks are hard on easy, and others are easy on hard. Ain't life funny."
    • For an actual example, Tunnels is infamously easy despite its "Expert" rating, because MOAB-class bloons fly over the tunnels instead of through them, so they are not protected by the tunnels unlike regular bloons, and the bloons you can see always travel in perfectly straight lines, perfect to be popped by Dart Monkeys, Ninja Monkeys, Super Monkeys, Glue Gunners, or especially Dartlings.
    • On the other end of the spectrum, Crypt Keeper and Downstream are rated "Advanced", yet their designs reek of an Expert map. Alongside these is the Intermediate map River Rapids, which is considered to be Advanced by a few.
  • No Plot? No Problem!: As the entire series was based off a simple flash game where a monkey pops balloons, no real plot has ever been added. The second highest comment on BTD5 on Kongregate states "I'm still wondering why balloons are such a threat to monkeys."
  • No-Sell: Black Bloons are immune to explosives, White Bloons cannot be frozen, Zebra Bloons have both the properties of black and white, and Lead Bloons cannot be damaged by sharp objects (And Super Monkey/Laser Cannon lasers, but Plasma and the Sun God can, since BTD4). The M.O.A.B and B.F.B are immune to anything that slows them down, as well as the Super Monkey Storm (in 3 and 4). The Z.O.M.G. will merely take 1000 damage from one of the Bomb Tower's M.O.A.B. Assassin ability in BTD5.
    • Super Monkey Storm used to avert this in 5, as it used to destroy everything (Including Z.O.M.G.s) in one use. However, you only get one use per game! Due to a patch, however, Super Monkey Storms now only do 1000 damage to Z.O.M.G.s.
    • The B.A.D. in 6 can't even be affected by any of the abilities, excluding those that will instantly damage it.
  • Number of the Beast: 616 is the RBE of the Massive Ornary Air Blimp in the fifth game.
  • Numerical Hard: The difficulty levels just increase the speed of the bloons, the price of the towers, and the number of lives you have... with only one difference. In Impoppable difficulty, the M.O.A.B-Class Bloons are stronger and there are 5 instead of 1 Z.O.M.G(s) at level 85.
  • Nostalgia Level: Several retro maps appear in [BTD5] Deluxe:
    • Ocean Road, a beginner map that first appeared in the Flash version of BTD4. Featuring a long road with many turns and a lake at the bottom-left, near the exit.
    • Military Base, another beginner map; this one first appeared in the Mobile versions of BTD4. Features a road that centers around a helicopter landing pad, with background elements such as a lake, a runway, and a building with satellite dishes.
    • Pool Table, an intermediate map that first appeared in BTD4, like Ocean Road. The bloons enter in both top corners and the bottom-right, circle around a few times, and exit in the top corners and the bottom-left. It is a confusing map due to the overlapping paths.
    • Railway, an expert map that originated as one of the optional "Premium" maps in the Flash version of BTD4. The bloons enter at 5 points at the top and the tracks they travel on merge into one path that exits at the bottom, surrounded by water on both sides.
  • Off-Model: Oddly, the icon for the B.A.D. in BTD6's Sandbox mode looks completely different from the actual blimp itself. Why is this? 
  • One-Hit Kill:
    • The Super Monkey storm. Works on everything except for M.O.A.B-class bloons in 3 and 4. In 5, it is played straight, except for Z.O.M.G.s.
    • If a M.O.A.B.-class bloon slips through your defenses, you instantly lose. Those things will eat up your remaining stock of lives, unless it is increased by premiums or Support Chinook.
    • Plus,the M.O.A.B. Takedown ability in BTD5 will reel in a bloon, the strongest being the B.F.B. (They are supposed to aim at M.O.A.Bs and B.F.Bs).
    • The Technological Terror can execute a shockwave powerful enough to destroy EVERYTHING that isn't a Z.O.M.G. in its radius.
    • The Monkey Ace's Ground Zero ability does the same as the M.O.A.B. Takedown ability, only that it hits the ENTIRE SCREEN.
    • The submarine gets this ability with the first strike capability upgrade: a single missile, on an extremely long recharge time, which is extremely notable as it's the only one that can completely destroy a Z.O.M.G. in one hit, leaving no children bloons behind.
  • One-Hit-Point Wonder: In Impoppable mode (as well as C.H.I.M.P.S. in BTD6), you only have one life, and you cannot get more through either abilities or the Healthy Bananas upgrade. You can't even let a Red bloon leak...
  • One-Hit Polykill: Several towers have abilities that pierce, allowing the popping more than one bloon per shot. This is a very useful ability against a Zerg Rush (which will be the norm for later waves).
  • Ominous Visual Glitch: If a Bloon is affected with Benjamin's Bloon Trojan in BTD6, glitchy graphics appear on it.
  • Painfully Slow Projectile:
    • M.O.A.B. Class Bloons are extremely slow. And a good thing too, because they are very painful.
    • The darts fired by Monkey Aces travel super slowly as they travel from the plane to the edges of the map. Even if upgraded to home onto bloons, they're still rather slow.
  • Play Every Day: The Daily Challenges in 5 and 6. They can range from slightly trivial to nightmarish (see Nintendo Hard above).
  • Precision F-Strike: Round 14's tip on the Super Monkey. Also round 63 of BTD5, though it later got removed.
  • Precision-Guided Boomerang: Actually averted with the Boomerang monkeys, their boomerangs go in a set circular path. (although they will try to throw it at the bloons). Played Straight with Glaive Ricochet (3rd upgrade, 1st path), glaives bounce from bloon to bloon.
  • Ptero Soarer: The Radadactyls in BTD5 appear to lack pycnofibers and have batlike wings. And a crest like a Pteranodon's. It's especially prominent in the Pro version.
  • Regenerating Health: BTD5 gives us Regenerating Bloons: Heart-shaped bloons which, if left unpopped, restore themselves to their original color. This can cause a Hydra Problem: as every Regenerating bloon will restore to the original color, if you only pop one layer of a Regenerating bloon that spawns two lesser Regenerating bloons, both will restore to the original color, doubling the amount of bloons you have to pop - even worse if it was a Regenerating Ceramic bloon, as the 10-HP ceramic layer will also be restored.
  • Ridiculously Fast Construction: The 3.0 update for BTD6 adds in the map High Finance, in which you only have a tiny plot of land to place your towers in at first, but you can also pay to build structures which towers can also stand on, causing this trope.
  • RPG Elements: The series has a history of this throughout its towers.
    • For most of the series, you only needed enough money to afford the next upgrade. With BTD4, ranks must be earned to unlock all of the towers and top tier upgrades.
    • In BTD5, however, all upgrades and towers must be unlocked. Both can be unlocked through rank-up, but a tower will need experience in the case of the former. Another case of the former is that rank-up only unlocks the final upgrades of the towers.
    • The Heroes in BTD6 gain EXP and level up as the rounds pass after placing them down, and you can also manually level them up with the in-game cash.
      • On the topic of EXP, your towers will also gain EXP after a round passes if they're placed in the map. You can use this EXP to buy upgrades for them.
    • BATTD shares the same heroes gimmick as in BTD6 in that you can only place one of them per map, and also adds a few new elements, such as trinkets and weapons the characters can hold.

    S-Z 
  • Self-Imposed Challenge:
    • Trying to do a game NLLnote .
    • Alternatively, doing a game NAPSnote 
      • Taken a small step forward with NAPS NLL.
      • Take a HUGE step forward with NAPSFRILLSnote !
    • C.H.I.M.P.S. in BTD6 subverts this completely, being its own game mode. Of course, you can still do your own self-imposed challenges in the game.
  • Serial Escalation:
    • In BTD1, the strongest bloons were Black Bloons and White Bloons. In BTD2, the strongest bloon was the Rainbow Bloon, which contained 2 Blacks and 2 Whites. In BTD3 me meet the first real "boss" the MOAB which is a instant game-over if it leaked and had 4 Ceramic Bloons (each contains 2 rainbows) in it, BTD4 introduces the BFB, which a larger version of the MOAB with 4 MOABS in it and now in BTD5 theres the ZOMG, which is an even larger bloon with 4 BFBs in it!
    • Bloons Monkey City zig-zags this by introducing a bloon (the D.D.T.) that is far frailer than the ZOMG while at the same time having the main traits of Pink, Black, Lead and Camo bloons, making it difficult to deal damage to in the first place.
    • BTD6 not only has a third path of upgrades (although a tower can only still choose two at the same time), they also include an extra tier of upgrades that only one tower per gameplay session can have them.
    • The Z.O.M.G. and D.D.T. were bad enough, how did BTD6 add onto them? Easy; by adding a new MOAB class bloon that holds 2 Z.O.M.G.s and 3 D.D.T.s. At least it doesn't have the lead and camo properties of the latter, nor its speed.
    • In BTD1, pretty much all the towers were pretty weak, even when upgraded. Now with 6 main games, they've really upgraded their popping power.
      • Dart Monkeys originally only had long range darts and one extra pierce as powerups. Now? They can get either Spike Balls of Doom that crush bloons in their path, temporarily turn into Super Monkeys, and even use Crossbows with ease.
      • Tack Shooters (or Tack Towers in the first game) initially had the ability to shoot tacks faster, and with better range... and that was it. Now they get the ability to fire out a deadly flaming ring, the ability to create a Storm of Blades, and even shoot out an absurd amount of tacks per shot.
      • Bomb Towers had bigger explosions and longer range as powerups in the first game. Now they have a stun bomb ability, the ability to kill MOAB bloons quickly, and can also shoot out even more bombs upon exploding.
      • BTD1 Super Monkeys only had an extra range upgrade. In 2, they gained the ability to shoot Eye Beams. In 3, they got the ability to shoot plasma eye beams. 4 allowed them to become Sun God monkeys. Now? They can either become a terrorizing death machine with dual arm cannons and an "Instant Death" Radius ability, an even stronger god temple which has the ability of All Your Powers Combined and crazy damage output, and as of 6, A Batman-like hero.
    • Think you're good at the game? Can you take on Impoppable with ease? Here comes a new, even more difficult game mode right after it in the sixth game; C.H.I.M.P.S. In short, you can't leak anything (nor can you use a continue to salvage your game should you lose), you can't use any powers, Monkey Knowledge upgrades don't apply, you can't get any extra income (meaning that the Banana Farm is entirely useless in this mode), and to top it all off, you can't sell any of your towers. The game calls it "the true test of a BTD master" for a good reason. It's even confirmed by Ninja Kiwi themselves to be impossible on the expert maps, which should really say how hard it is. note 
  • Sentry Gun: The Tack Shooters are Type 3, the Bomb Towers Type 2, and the Monkey Engineer's Sentries are Type 1.
  • Shout-Out:
    • Super Monkeys are a blatant reference to Superman (including the Laser Vision attacks being unable to damage Lead bloons), with a little of Cyclops once it gets the Laser and Plasma Vision upgrades.
    • In BTD4:
      • Operation: Dart Storm's description:
    Our darts will block out the sun.
    • In BTD5:
    • In BTD6:
      • The Dark Knight path for the Super Monkey is an obvious reference to the Batman series, even with a similar styled outfit for the Super Monkey.
  • Smart Bomb: In BTD3 and BTD4,the Monkey Beacon can be upgraded to call in a bunch of super Monkeys, which insta-kill every single bloon on the screen. Well, except M.O.A.B-class bloons.
    • In BTD5, this same thing appears as a Special Agent, and it wrecks everything but Z.O.M.G.s.
    • The Ground Zero ability for the Monkey Ace does thisnote , and takes it quite literally!
      • The Tsar Bomba in BTD6 drops a bomb that's even larger than Ground Zero!
  • Snowlems: The Mad Snowman, and (arguably) the Ice Tower.
  • Spikes of Doom: Tacks/road spikes can be placed on the floor, and will do pop 11 bloons before disappearing. The Spike Factory will periodically place spikes on any section of path in its radius- making less need for road spikes.
  • Spike Balls of Doom:
    • The spike catapult (and its upgrades) launches these.
    • The Spike Factory can be upgraded to produce these. The next upgrade makes the spike balls Made of Explodium and causes the factory to produce them at a fast rate.
  • Splash Damage: Many upgrades give towers this ability, but Tack Towers and Cannons have it as their bread-and-butter.
  • Spread Shot: Sun God Monkeys have a rapid piercing 3-way eye beam, while Monkey Buccaneers can be upgraded to have a 5-way shot, the regular dart monkey can have a 3-way shot, and the dartling gun can be upgraded into this in the missile line
  • Standard Status Effects: While most towers are designed only for destruction, a few specialized abilities are required by some.
    • Cannons and other explosives are needed to pierce Lead Balloons.
    • Ice Towers can freeze bloons in place, and even slow them down permanently with the Permafrost upgrade.
    • Glue piles (and in later versions Glue Gunners) slow down the fast-moving bloons that spell instant death.
    • Glue Gunners with corrosive glue can also give the bloons an effect similar to poison, while slowing them down at the same time.
    • Radar towers expand the range and fire rate of towers, as well as allowing them to see camo bloons.
    • Upgraded mortars set bloons on fire.
    • Alchemists in BTD6 that have the appropriate upgrades can easily eat through the layers of Bloons over time like the corrosive glue upgrade for Glue Gunners.
  • Stop Poking Me!: In BTD6 and Bloons Adventure Time TD, hero characters become annoyed after you tap them too many times in a row.
  • Suspicious Video Game Generosity: Waves right before a Difficulty Spike will tend to through lots of weak bloons at you to give you some cash (notably the wave prior to the first Lead bloons). The text popup in between rounds tends to give some advance warning and in some versions even acknowledges that you're getting the cash for a reason.
  • Symbol Swearing: Round 63 for older versions of BTD5: "Next round will be @#$*% hard."
  • Unexpected Shmup Level: The Direct Assault Mission from BTD5 Deluxe in a nutshell.
  • Unwinnable by Design: Depending on what kind of strategy you use in BTD6's CHIMPS mode, it'll be inevitable that a Bloon will leak, causing you to start over from the very beginning, and you can't even sell your towers in case you want to move them (unless you have Chinook Support, although it's not recommended to get in CHIMPS).
  • Likewise, Benjamin's Bloon Trojan causes affected Bloons to not drop any children when popped, but this comes at the cost of not getting their cash. In modes like Impoppable and CHIMPS, you'll need every single bit of cash you can get, and if you don't have enough to upgrade or place more towers, leakage is guaranteed to happen.
  • Technicolor Toxin: Bloon Dissolver and Bloon Liquefier glue are green in colour. Likewise, the acid that the Alchemists in BTD6 that gets thrown out of their potions is purple in its colour.
  • Tech Tree: To an extent in BTD5. It handles upgrades differently to the previous games - each tower now has two upgrade paths that can be chosen from. You can go two upgrades down both paths without penalty, but after you pick a third upgrade from either, you can no longer go beyond the second upgrade from the path you didn't pick.
    • It's taken even further in BTD6; all towers have three different paths of upgrades, but each tower can only choose two paths before the other one closes. In addition, the same rules from before apply in that a tower can only have one path have a third path or higher, and in addition, only one 5th tier upgrade per tower can be put in per gameplay session.
      • That's also not counting the Monkey Knowledge upgrades, in which they take it to its traditional roots.
  • Tempting Fate: The description for the Z.O.M.G. in BTD6 when it first comes out is one, possibly foreshadowing the existence of the B.A.D. if you go far enough.
    "Surely this is the largest thing the Bloons could possibly send at us? Right...?"
  • The Tetris Effect: Best to stay away from carnivals and parties after playing this game for too long.
  • There Is No Kill Like Overkill: "Overkill" doesn't seem to be a word in the monkey vocabulary...at all. For context, in order to pop an army of balloons and blimps, a few of the weapons you can choose are Humongous Mecha with antimatter cannons, nuclear warheads, Sun Gods, experimental death rays, missile launchers, armed gunships, rapid-fire 3-barreled rocket machineguns, an orbital strike, aircraft carriers, giant phoenixes, high-level magic... the list goes on and on.
    • Some of BTD6's 5th tier upgrades also add onto this. One of the best examples would be the upgrade to Ground Zero, Tsar Bomba. For those who are unaware of it, it's the most powerful explosive ever detonated to date, and the monkeys have harnessed its technology for usage against the Bloons. If the game was more realistic, the entire map would be wiped out upon usage! What does it do? 
    • The 3.0 update also added a new Monkey Knowledge upgrade, "There can only be one", and when active (and you figure out how to utilize it), the True Sun God gets both the powers of the Anti-Bloon and Legend of the Night when they're sacrificed to it.
  • Turtle Power: The Tribal Turtle.
  • Unwinnable by Design: In BTD6, the expert maps on C.H.I.M.P.S. are said by Ninja Kiwi themselves to be impossible to complete with its restrictions and the fact that the expert maps have multi lane paths, meaning rarely will a single tower will be able to hit the bloons incoming on all their possible paths.
  • Unwinnable by Mistake: Certain Daily Challenges from 5 like Anti-Camo Dust, Highly Opinionated, and Ten Hits were impossible for many players and so they had to be fixed later, either after 12 hours since the challenge released to even three months after they initially expired. A list of impossible DCs can be found here.
  • Updated Re-release: Bloons TD5 on Steam, which replaces Deluxe. Even though it seems like a direct port of the tablet versions, there are some changes, such as no IAPs (with the exception of cosmetic changes).
  • Useless Useful Spell: In general, any ability or such that gives you lives will not work in Impoppable mode due to its 1 life limit, and you're unable to obtain any more than that.
    • Angry Squirrels in BTD5 that are not Pros have their unique traits rendered completely useless in Impoppable mode because they only get angry and attack much faster if a bloon leaks - which means instant defeat as you are stuck with 1 life in that mode.
  • Vagueness Is Coming: The majority of the 5th tier upgrades in BTD6 are pretty vague, not really describing much about what the upgrade does, other than the fact that it's immensely powerful.
    Flying Fortress: This is a BIG plane.
    • Adding onto this, the 3.0 update added a new Monkey Knowledge upgrade, "There can only be one", showing an image of the True Sun God. Its description is the same thing as its name, so what does it actually do? It combines itself with both the Anti-Bloon and Legend of the Night together via sacrificing them if you have all three 5th tier Super Monkeys on the map, and that they weren't already sacrificed when the True Sun God was put on the map.
  • Video Game 3D Leap: The sixth game has towers rendered in 3D and even obstacles that obstruct their vision.
  • Videogame Flamethrowers Suck: Subverted with the "Dragon's Breath" upgrade for the Monkey Apprentice, which does massive amounts of damage per second and makes for a great defense when saving up money. As of nowadays, it also doesn't remove the apprentice's other spells (except the fire ball attack).
  • Wake-Up Call Boss: The first appearance of Lead, Ceramic, and especially the first M.O.A.B.
  • Wave Motion Gun: The Ray of Doom, Bloonsday Device, and (arguably) the Sun God and Temple of the Monkey God.
  • Weapon of Mass Destruction:
    • The Temple of the Monkey God is one the most extreme weapons one could ever see. It sacrifices all towers in its former radious when upgrade, but also gets their powers. In fact, when given the max sacrifices, can destroy any bloons that come its way, including Z.O.M.G.s and B.A.D.s.
    • The Temple of the Monkey God pales in comparison to the Temple of the Vengeful Monkey ability, the Tier 4 Super Monkey Lair upgrade. When activated, it replaces the aforementioned tower... with a darker-colored temple that fires twice the beams, each one being stronger and having more range than that of the regular Temple of the Monkey God. At this point, the damage output all but makes ZOMGs vanish once they approach a maxed Temple's firing range, and even then those blimps are going to need a large speed increase and a huge group to even hope to break through the Temple's "Instant Death" Radius.
    • The Technological Terror is less powerful then a near max temple, but still pretty darn effective. It fires 2 streams of green plasma(each one being piercing more bloons than the regular purple plasma) and has a lethal ability called the "Bloon Annihilation", which generates a short ranged force-field that does 1000 damage to all MOAB-class bloons next to it. Its final upgrade in the 6th game, called "Anti-Bloon", is twice as powerful and has a much stronger ability.
    • There is also the Ray of Doom, which shoots a constant solid beam of bloon destruction with a pop rate of 100, practically killing any and all regular bloons in less then a second. The problem though, is that it is notoriously weak against MOAB-class bloons, since it only pops 1 per frame for those. Even so, a single one is still pretty effective against the M.O.A.B.s and B.F.B.s. The Z.O.M.G.s are another story...
    • The Alternate option competing with the Ray of Doom, the Bloon Area Denial System, which fires 3 dart-tipped rockets that do splash damage and can kill any type of Bloon every shot, it's an Dartling gun upgade and keeps all the rate of fire and upgrades to said rate of fire. Oh, and it has a special ability, namely firing a rocket at the 100 closest bloons and repeating for 5 times. This is probably as many rockets as filing the entire screen with rocket turrets can barf out.
    • Both final upgrades for the Monkey Ace: the Spectre which rapidly fires darts and hydra rockets directly at the bloons and the Operation Ground Zero, which grants the ability that can be used to clear the screen of bloons.
    • The Spiked Mines Factory: It fires at an extreme rate and its spiked balls explode when they reach their pop cap of 16 bloons. Since its downgrade is the Spiked Ball Factory, its spikes also deal 3 times as much damage to ceramics and MOAB-classers as regular spikes.
    • The Apache Dartship fires darts at the bloons like a machine gun and also fires a quad-storm of rockets every couple of seconds. Its downgrade also allows it to pop bloons with the blades that it uses to fly with.
    • The Bloonsday Device, which has the ability to activate the powerful beam from a satelitte which soars high above the maps. Its pro variation is even more epic, because its beam leaves energy tacks in its wake.
    • The Aircraft Carrier launches up to 3 mini-aces at a time. These mini-aces fire 2 streams of darts and the Monkey Aces trademark 8-dart spread fire. They are great at popping bloons from all around the track.
  • Weapons That Suck: Debuting in Deluxe and reappearing in the mobile and Steam versions of BTD5note , one of the new weapons is the Bloonchipper. It doesn't do damage very quickly, but it can keep a number of bloons permanently busy as even if they survive the first trip through its vacuum will just lock on to them again before they resume normal travel (provided your other towers don't pop them as soon as they're viable targets). In addition, while it can't normally attack MOAB-class bloons, the final tier upgrade on its left line ultimately lets it chew on them.note 
  • You Are Already Dead: Corrosive Glue or higher acids, on Bloons (Unless they make it through). The Bloon Liquefier will MURDER anything ceramic or weaker if it gets its glue on them.
    • It's literally suicide for a bloon below B.F.B. rank to approach a max temple. B.F.B.s get murdered if the temple is accompanied with a 2/x village.
  • You Will Not Evade Me: The Ice Tower's Arctic Wind slows down the bloons, allowing the Snap Freeze effect to torture them to the last layer (or until it reaches a point the Ice Tower cannot pop it such as Zeras or Whites)
  • Zerg Rush: Sorta of the entire methodology of the Bloon hordes; each higher grade bloon contains so many of the next class down. Sending a whole bunch at one time is what amounts to "difficulty" in the game.

Alternative Title(s): Bloons TD

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