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YMMV / Bloons Tower Defense

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  • Breather Level: In terms of rounds in BTD6, Round 97 is much easier than other rounds in the 90s. While other rounds throw hordes of BFBs, ZOMGs, or the dreaded DDTs, round 97 only consists of two fortified ZOMGs. While tough, they're nothing a good anti-MOAB defense can't handle. Take a breath, because the next round, 98, is widely considered to be the hardest round in the game.
    • Round 100 is also often joked around due to being much easier compared to the previous two rounds. The round only consists of a BAD, and usually a good defense that can beat round 98 and 99 will very likely beat round 100. However, the single BAD can cost the game if there isn't enough defense to beat it.
  • Complacent Gaming Syndrome: Happens quite often when playing more advanced tracks.
    • In BTD5, a 4/2 ninja, 3/2 ice tower, and a bunch of 2/3 bomb shooters under the influence of a 2/3 Monkey Villiage was the strategy of not only 5, but the Monkey City spinoff.
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    • In BTD6, prior to patch 6.0, most players ended up using the combo of a top-path Alchemist buffing a bottom-path Super Monkey and a top-path Ninja. Even after the nerf that causes top-path alchemist buffs to expire after a specific amount of attacks, several towers attacked slow enough to still be extensively paired with top-path alchemists, such as (once again) top path ninjas, bottom path submarines, and top path wizards.
    • When it comes to Heroes, anyone works for the main modes, but Benjamin is considered the only viable one for Half Cash mode, and most C.H.I.M.P.S. guides recommend either Obyn (for providing the most useful effects at an affordable price) or Quincy (for being very cheap and strong enough to hold off early rounds on his own).
  • Demonic Spiders:
    • Yellow Bloons from BTD and the stronger Pink Bloons from BTD4 are obnoxiously fast and moderately durable, and unlike many other Demonic Spiders in the game, they come extremely early. At that stage of the game, most towers are extremely liable to miss them entirely, although they will slow down as you remove their layers. In some strategies, it's even more advantageous to leave the slower Blacks and Whites alone instead of of popping them to Pinks.
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    • In BTD2, it was the black bloons who fit in here— they were the only bloons to be immune to Bomb Shooters, and since the strongest bloon was the rainbow bloon, Bomb Shooters were used a lot. The only option against a frozen black bloon were the upgraded boomerangs, which fired in a rather strange pattern. Later installments gave Bomb Shooters shrapnel to deal with black bloons.
    • BTD2 introduced the Lead Bloon, which is somewhat slow but has the ability to shrug off any piercing damage. In its home game, the only tower that could destroy it was the Bomb Tower, making it incredibly difficult to take care of them since they produce Black Bloons on death, which are immune to the Bomb Tower. While they're not as bad in later games, they can still be a massive pain if they happen to be sent early.
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    • Ceramic Bloons, introduced in BTD3. They are deceptively fast and are protected by an outer shell which allows them to absorb 10 attacks before popping. What's worse is that they can No-Sell glue, almost One-Hit Kill you if they get through, and contain two Rainbow Bloons, which are plenty annoying on their own. But the problem arises when the game decides to spam them...
    • BTD3 also introduced the M.O.A.B.. Not much to say about them except they are slow, extremely bulky, and at the time could No-Sell any effects that could normally slow down or hinder a Bloon's progress. They contain four Ceramics, and if one gets through it almost guarantees a Game Over. Unlike its later-added parents, the B.F.B and the Z.O.M.G, what really drives them into this territory is that they tend to be spammed.
    • Thought the Z.O.M.G was awful? BTD6 introduces the mightest mook yet, the B.A.D, first arriving on round 100. It's immune to the many abilities introduced that made even Z.O.M.G easier, such as M.O.A.B Shove. It can take a real beating (A total of 20,000 hits, which increases to 40,000 when fortified), and if it gets popped, you get to face two Z.O.M.Gs and two D.D.Ts (see Demonic Spiders under Bloons Monkey City for that one).
    • From BTD5, regrowth bloons. Note that this is a "trait", which means that any bloon that isn't a MOAB-class can have it. It isn't so bad for weaker Bloons, but for stronger Bloons that have more than one children, both children will regrow back into the original Bloon if left too long. For example, if a Regrow Rainbow gets popped, you end up with two Regrow Zebra Bloons, both of which will regrow, leaving you with two Regrow Rainbow Bloons.
    • Camo bloons in BTD5. In BTD4, Camo Bloons were a single type of bloon (like blacks and whites), and towers could accidentally hit them by targeting a bloon near them, so if one in a stream of them was popped, it could start a chain reaction. In BTD5, Camo Bloons are more like a "trait", similar to Regenerators. Every bloon they contain is a camo bloon in itself. Add that to the fact that only a few towers can spot camos, and well, prepare to lose a lot of lives.
    • BTD6 adds Fortified Bloons to the lineup of special bloon types. Fortification can be applied to Ceramics, leads and MOAB-class bloons to give them double health. Even if you can handle normal blimps, one fortified blimp could throw you for a curve.
    • The sixth game also introduces purple bloons. While many were expecting purples to be a tier above pink and below black and white, they're a tier above black and white, and are immune to magic and laser attacks, including the more powerful ones! Your horde of Plasma Dark Lords? One purple can pass through them entirely.
    • In BTD6, in late freeplay rounds the game replaces Ceramics with Super Ceramics. They're much, much tougher than regular Ceramics (60 HP vs regular ceramic's 10 HP), and move just as fast. They're so tough that towers focusing on popping a lot of Bloons at once, like Ultra-Juggernaut or Glaive Lord, become way less effective at their job. On the bright side, all of their descendants will only spawn one child Bloon when popped, but at that point all Bloons below Ceramics are non-issues anyway.
  • Ensemble Dark Horse:
    • Of the initial four heroes, Gwendolin was easily the most popular one, due to being the first female monkey, having a lovable pyromaniac personality, and being the most useful hero at the game's release (And still is a popular choice nowadays).
    • Pat Fusty is also very popular due to his hilarious dialogue and design, often jokingly being called "thicc".
  • Fridge Brilliance: The fact that MOAB-class Bloons look like bombs, since they essentially act as a nuke if they bypass your defenses.
  • Game-Breaker:
    • Practically all fourth-tier upgrades in BTD5 count, in various ways too. Even among them, the Temple of the Monkey God stands out. It is the upgrade for the Sun God, but it fires a single stream of sun beams instead of 3 rapid streams of sun rays. Where it gets interesting, however, is its sacrificing feature. When it is upgraded, it will sacrifice any towers in its range and absorb their powers. A max Temple of the Monkey God essentially becomes a rapid-firing nuke with a concentrated explosion. Not even Z.O.M.G.s will last long against it!
    • The Super-Wide Funnel upgrade for the Bloonchipper. It can destroy a MOAB after two attacks and can bring a ZOMG down to BFBs very easily. However, its most powerful feature is its ability to permanently stunlock any single bloon, including ZOMGs.
    • There's a premium upgrade in the fourth and fifth games called "Double Cash", which doubles how much money you begin with, and how much you get from the bloons. There's also a premium upgrade called "Healthy Bananas", which allows Banana Farms to give you more lives— buying both will give you enough money to buy a Banana Farm from the beginning, with a little extra to buy one more cheap tower. Once the farm gets a few upgrades, it becomes ridiculously easy to rack up staggering amounts of money and lives.
    • In Bloons TD Battles, MOABs and BFBs become this when you play in Assault Mode. You can send a MOAB onto your opponent's track starting at round 18, which is long before they're likely to be able to deal with one, even if they have unlocked the better towers and upgrades. If they don't realize they can do the same to you (or if they don't have the money to do so)... near-instant win!
    • In BTD6, tier 5 upgrades tend to be Awesome, but Impractical due to their high costs balancing out their great power by ensuring that you can only buy them late in the game unless you farm like crazy. But one that stands out is the Spike Factory's Perma-Spike upgrade, which causes spikes to last for 4 rounds instead of vanishing at the end of the round as well as greatly increasing their power. The kicker? Despite being one of the most powerful upgrades in the game, it only costs $22,000, much less than most tier 5 upgrades, making it surprisingly affordable even before freeplay. Put one near the end of the track, get the middle path upgrades (which triple the spike production speed) and add a Monkey Village with the Monkey Intelligence Bureau or Alchemist with Acid Mixture Drop in case of leads and DDTs, and you're set until the late game. Ninja Kiwi did nerf it eventually, though, by giving it a slightly higher cost to $25,000 and slightly slower spike rate; it's still considered one of the best towers in the game, but at least it can no longer effortlessly solo rounds like 94, 96, and 98.
    • Also from BTD6, the Alchemist used to be able to break the game in two ways:
      • The top upgrade path, specifically the Berserker Brew and Stronger Stimulant upgrades. These gave a major boost to nearby towers' range, pierce, attack speed, and most importantly, added one point of damage to their attack. Taking into account how most towers in this game use fast but weak attacks, this more than doubled the popping power of a few nearby towers, all for a very reasonable price. Patch 6.0 nerfed this by making the buffs last for a set number of attacks before expiring, meaning that the fast-attacking towers this strategy was most effective with would rapidly burn through the charges unless you used the final upgrade of the path, Perma-Brew, which makes the buff permanent but is extremely expensive.
      • The middle path's final upgrade, "Total Transformation", turns the Alchemist and multiple nearby monkeys into monsters with powerful and fast Eye Beams. Not game-breaking on its own, but combined with the Dart Monkey's final middle path upgrade, Plasma Monkey Fan Club, which turns several Dart Monkeys into Plasma Monkeys, the effects would stack, and the result was an army of transformed Dart Monkeys whose attacks are fast and powerful enough to destroy multiple fortified BADs in seconds. This was removed in patch 11.0 as Total Transformation no longer stacks with other buffs. However, the combination of Total Transformation with the lesser middle path Dart Monkey upgrade, the Super Monkey Fan Club, survived 11.0 to provide a similar effect.
    • Permanent Brew (the top path 5th tier Alchemist upgrade), even though it costs $60,000, is very well worth the buy, even on CHIMPS where you cannot enhance your income to get it faster. It permanently applies the Stronger Stimulant buffs (+3 pierce, +17.6% attack speed, 15% more range, one extra layer of damage) and Acidic Mixture Dip (allows lead popping and one more layer of damage to ceramics and blimps) effects to any towers within radius. Applying the permanent brew to high-speed but low-damage-per-shot towers (such as Apache Prime, Comanche Commander, and Sun Avatar) that would quickly wear out a Stronger Stimulant would allow them to eat any non-freeplay bloons with ease as long as they could hit camos. And if a tower you want buffed is out of range, the Permanent Brew alchemist is the strongest and most versatile buff-giving tower in the entire game that can be carried by helicopter.
    • Obyn Greenfoot from BTD6 was originally just another hero monkey, no more or less useful than the others. That changed in the 8.0 update when he received two powerful boosts: doubled attack damage (starting at two layers per shot and eventually reaching eight) and increased extra pierce for magic-based monkeys in his range. These buffs make him much more viable for the early game of C.H.I.M.P.S. mode, as his shots are perfect for catching stray Bloons. His Bloon-slowing totems and strong activated abilities keep him useful for the whole game, especially if he's buffing a group of magic monkeys. Post-8.0, he's one of the best heroes for any mode, especially in C.H.I.M.P.S., where his early power makes several maps much easier and makes others possible in the first place. The 11.0 patch brought him down a little bit, since he now costs slightly too much to be placed instantly on C.H.I.M.P.S. and his pierce buff is decreased from its original amount initially (but instead he gives a stronger pierce buff at high levels).
  • Goddamned Bats: Any given Demonic Spider becomes this if your defenses are strong.
  • Good Bad Bugs: A few.
    • Hypersonic Tack Shooters. In the first two games, by upgrading via the tab key, you could boost upgrades way beyond their normal capability. Most of them, however, didn't work. One exception, though, was the fire rate of a Tack Shooter. Using the tab key, a player can create one that fires as fast as a Super Monkey! This was fixed by BTD3.
    • While not exactly a "bug", it is possible to set up a strategy that allows players to repeatedly pop regrowth bloons (of at least black/white level) for an infinite amount of time in BTD5. To do this, place a 3/0 Monkey Apprentice and 1-4 Glue Gunners in a location where the wizard can blow the bloons to the start and the gunner can slow them down. The thing is, it'll require a good defense to keep the bloons from overwhelming the player (a Ray of Doom placed so that it covers most of the exit will suffice, as will a Quadruple Spiked Mines set up if the bloons in question are rainbow bloons). Unfortunately, on the flash version, it's been nerfed in later updates, but it's still possible to gain unlimited money with the use of the Supply Drop ability.
    • The Flash-only Hypersonic Juggernauts. To pull this off, build a 0/4 dart monkey and any number of other dart monkeys (up to 9) to 2/0. Activate the ability, upgrade the 2/0's to 4/0, and enjoy the 10-second streams of giant Spike Balls of Doom!
      • There is another, cheaper way to double Super Monkey Fan Club firing speed (also Flash-only) that may also be a bug. Simply activate two SMFC abilities right next to each other. The above two can be combined for even more Juggernaut insanity (max speed Juggernauts!).
      • The Mobile and Steam versions, instead of Hypersonic Juggernauts, have a bug where Juggernaut monkeys gain the rapid-fire darts of the Super Monkey; this is the only time when it's a good idea to get the pierce upgrades for a Juggernaut, because the darts can still do a lot more damage with 4 pierce than with 1.
    • With the 9.0 update to BTD6 came a rather... unique bug. For some ungodly reason, certain people reported that every portrait in the menus had been replaced by... Quincy. Cue the jokes.
  • Memetic Badass:
    • The Super Monkey is an elite monkey if there ever was one. He fires faster than a machine gun and can switch to laser blasts when the going gets tough... and then plasma vision when it gets even tougher. He is capable of targeting enemies from far away & can gain even more targeting range. As of the sixth game, he can turn either into a Physical God that can pummel bloons when given the right sacrifices, a Humongous Mecha that is more than capable of holding its own against massive armies, and a Batman-esque superhero with strong bloon knockback that eventually can create a black hole at the exit of a map.
    • 0/0 Dart Monkeys, reputed to be able to destroy anything. Explanation 
    • Camgrow reds. Explanation  With the sixth game, this meme has evolved further, into fortified camgrow reds (even though red bloons can't be fortified). A single camgrow red is also spawned at the end of round 5 in Alternate Bloon Rounds in reference to this meme.
    • The Glue Storm. Widely considered the worst tier 5 upgrade in BTD6, it is nearly worshipped by fans who, for example, might make a tier list with the Glue Storm in every tier at the same time, even the mutually exclusive ones. Granted the fun did die out once Glue Storm got a buff that made it legitimately useful: bloons under its effect now take +1 damage, in a manner similar to Embrittlement, only this affects ALL bloons.
  • Memetic Loser:
    • Striker Jones was one in the early months of BTD6 due to being the weakest Hero Unit and a generally outclassed tower. He's since been pulled out of this thanks to being buffed into usefulness and getting a well-liked alternate skin.
    • Once Striker Jones freed himself from this status, the fans took to making fun of Quincy instead, for being rather outclassed as a hero, his eternal memetic feud against the DDTs, and his voice clips.
    • Dumb Sniper, or the 0/2/3 Sniper. It can shoot extremely fast, but for almost no damage. For its cost, it is severely outclassed to the point where any bloon rush above pinks will overwhelm it. Alongside, it cannot even pop leads. Made even more fun of due to previously being the only 3rd-tier insta-monkey that could be obtained in the daily chest. However, the 11.0 patch made the Dumb Sniper somewhat viable against camos, as Night Vision Goggles can deal more damage to camo bloons.
  • Memetic Molester: The monkey in the "Obtain Free Monkey Money" pop-up.
  • Memetic Mutation:
    • R.R.O.D. (short for Rainbow Rush of Death) from BTD5.
    • Offensive Monkey Farmer. Explanation . This agent has since made his way to the Mobile and Steam ports of BTD5, Bloons Monkey City (mobile/Windows Desktop), and finally the mobile and Steam ports of BTD Battles. Although his pro version in BTD5 can knock bloons back with banana peels, some GameModders such as Vanalk and JamByte have modded the farmer in Battles so it has can actually pop bloons, and the latter mod even gives the farmer his own upgrades!
    • Striker Jones? Who's that? Explanation 
    • Biker Bones. Originally a mutation of Striker Jones' name, Ninja Kiwi eventually released an actual Biker Bones skin in 9.0.
    • Quincy's infamously bad matchups against the DDTs have been the subject of memes, usually at Quincy's expense. Poor guy can never catch a break...
    • This is a BIG plane. Explanation 
    • Geoffrey. Explanation 
    • The "Angry Sub", referring to the 3/2/0 Monkey Sub. The middle crosspath gives the submarine's glass screen a red hue, making it look like the sub's angry. In addition, it's also one of the worst crosspathing in the game, especially since top path submarine rarely benefits from crosspaths due to its normal attack being disabled when the submarine is submerged.
    • The mere reveal of 4-player co-op in BTD6 led to many jokes and memes involving dividing tracks into four quarters and pointing out how poor such land allotments would be to some of the teammates. For example, if divided into four quarters, Firing Range would only allow the top-left player to place two small towers total. Another example would be Spice Islands, where the bottom-half players would only get water to place on. These faded away once co-op launched and some gave maps with uneven land distributions into "free-for-all" tower placement, although maps like Off the Coast wasn't safe from being mocked for its dividers.
    • BTD6's Co-op, upon launch, spawned even more memes.
      • Many memes poke fun at how unprepared many players are against the first MOAB on round 40 due to focusing on farming, or forgetting that they are playing on Alternate Bloon Rounds or Double HP MOABs, where that first MOAB has twice the HP of a normal one. A few also poke fun of players unprepared on round 63 with its dense ceramic rushes, too.
      • The error messages "Unfortunately your game has lost connection. Please return to the main menu." and "Syncing with other players..." have also become memetic due to mobile players constantly losing connection with their co-op partners.
    • "CAW!" quickly became the Bloons TD 6 equivalent of the "Sanic" meme, spawned from an MS Paint drawing that was posted on r/btd6 in the closing days of July 2019. The meme came from the fact that the drawing consisted of a Wizard Lord Phoenix with a lone text bubble saying "caw". From then on, "CAW!" would be posted whenever the subreddit discusses or jokes about the phoenix upgrades for the Wizard Monkey.
  • More Popular Spinoff: Bloons was originally a series of puzzle games, which have been completely abandoned in favor of the more successful Tower Defense games.
  • Most Annoying Sound:
    • Props to Ninja Kiwi, as great care was taken to make sure that the sound of balloons being popped is not this. It can still be grating in massive amounts, but then again no sound is immune to being annoying when heard too much.
    • The clank of a sharp object hitting a lead bloon. In large doses, it is... somewhat maddening and painful to the ears. It's even worse in BTD4 and older, since it's louder! Whatever you do, do not set up a defense in the 2nd game consisting of the Hypersonic Tack Shooters and little to no Bomb Shooters, unless you want to hear lead clank after lead clank.
    • The sound that is heard when a M.O.A.B.-class bloon is damaged in BTD4 and older. Since you need to hit these bloons multiple times, the sound will easily hurt your ears as it gets damaged. Luckily, it sounds much softer in BTD5 and later.
    • Do not click Play on the title screen in BTD5 at the wrong time, or else you'll hear the monkey either falling endlessly or eating the banana rapidly, until you either turn off the sound effects or refresh the game.
    • In BTD6, the hero Quincy is infamous for being very obnoxious, especially when bloons leak.
    Quincy: Oh COME ON!
  • Most Wonderful Sound:
    • The sound M.O.A.B.-class bloons make when you pop one.
    • The sounds that play when you win in BTD5 and BTD6.
    • The heroes when they reach Level 20.
    Quincy: I am the best!
    Gwendolin: Doesn't get hotter than this!
    Striker Jones: Maximum firepower!
    Benjamin: There's smart, and there's me smart!
    Ezili: I have never felt stronger!
    Pat Fusty: Oh, I am the biggest and the BEST!
  • Rescued from the Scrappy Heap: Balance changes happen relatively often, and thus many weak towers have been buffed to be usable.
    • Glue Storm was widely considered the worst Tier 5 upgrade in the game. It doesn't give any powerup, and its ability was basically the same as the Tier 4 Glue Strike, but lasts longer. Version 8.0 of the game buffed it by making its glue have a weakening effect during the entire duration of the ability, making it capable of supporting other towers offensively.
    • The Biggest One was pretty underwhelming when it was introduced, doing only 10 damage, twice as strong as The Big One, while costing four times the price. As of version 11.0, its area of effect covers roughly half the entire screen, and it deals 40 damage, making it one of the best towers to destroy Super Ceramics.
    • Quincy was the butt of jokes among the heroes because he lost his effectiveness pretty fast. Anything he can do, Obyn Greenfoot can do it better (and more). Version 10.0 buffed Quincy by reducing his price so that he can be purchased the first round in any game mode, finally letting him be the early game hero he's supposed to be. Version 11.0 buffed him further indirectly by increasing Obyn's price.
  • The Scrappy: Quincy in BTD6. While he's a fairly useful hero, a lot of people hate him for his loud and obnoxious lines, which while the other heroes have this, not nearly to the extent of Quincy.
  • Scrappy Mechanic:
    • BTD4 is the only game in the series without seperated upgrades, as each tower only has a single path to purchase. This forces players to buy upgrades they don't necessarily need (such as Sonic Boom for a Boomerang Monkey that is nowhere near an Ice Tower, or White Hot Spikes for a Spike Factory when anti-lead damage is already accounted for) just to reach stronger upgrades, which can add up to a lost of wasted cash. Later games would stick with having separated upgrade paths like BTD3.
    • The Engineer's turrets can make tower placement annoying, as you can't control where and when they appear. You can sell them to get rid of them, but it's still annoying. Obyn Greenfoot's totem in BTD6 used to suffer from this issue too (where it was even worse in C.H.I.M.P.S. mode, since you're not able to sell them) until patch 5.0 changed them to spawn directly on the track.
  • That One Achievement:
    • Steeley, an achievement on the Steam and mobile version of BTD5, requires you to pop 250,000 Lead bloons - but there are no bloons that contain Lead bloons, so Leads are much rarer than any other bloon. With only 277 Leads appearing in an 85 round game, you could play a map on Hard mode over 900 times and still not have enough to get the achievement. The only easy way is relying on Random Missions or the Wizard Lord mission. The latter method can be done with the aforementioned Regrowth Farming trick, not only by popping tons more leads than by playing normal maps, but also by raking in the cash because the regen farming patch in the Flash version doesn't apply here. Just make sure to get a Ray of Doom quickly to minimize lag compared to the defense you start the farm with.
    • Sapper in BTD6, which requires popping a whopping five million Fortified or MOAB class Bloons. Unless you're willing to go for extremely high freeplay rounds, it will take over a thousand 100-round games to reach that number. Even worse, upgrades that remove Fortified status, such as the Mortar's Shattering Shells, don't count towards this achievement. It's often one of the last achievements obtained for players.
    • Super BAD, also in BTD6, requires you to pop 1000 BAD bloons. In a normal 100 round game, only a single BAD appears in round 100. In Alternate Bloons Round mode, only two BADs appear, one in round 99 and a fortified one in round 100. Like Sapper, going into high freeplay rounds is pretty much required unless you want to play a thousand games just for this achievement.
  • That One Level: Quite a few, as most of the Expert/Extreme difficulty ones from BTD4 and BTD5 qualify.
    • The Bloontonium Lab has three very short paths that form the hazard symbol. This track also doesn't have any water on it, so Monkey Buccaneers are out of the question unless you get a Portable Lake. Worst of all, its status as an Extreme difficulty map means you can't even save the game to make it easier.
    • Monkey Vs. Bloons is a remake of the pool levels from Plants vs. Zombies. As a result, it has six paths that go straight to the house without any bending or turning except at the end. At least this track has water for Monkey Buccaneers.
    • The Triangle of Insanity takes the form of Penrose Triangle. It has three entrances that double as exits.
    • The Ant Hill track. It has one entrance, but the bloons go around a loop near that entrance before heading down one of 4 separate exit paths. It has 2 puddles of water, but they only go between the 1st, 2nd and 3rd paths, none between the 3rd and 4th paths. There is also a challenge on the Flash version that requires you to complete the track on Hard without leaking any bloon.
    • Clock's an extremely awkward track to play on, as the path changes as the clock's hands move, which changes every round.
    • Special mention goes to the downright sadistic Down The Drain (with four short paths). And god forbid you play on Impoppable Difficulty... The only thing that can save it is the fact you can do Save Scumming because it's an Expert track, rather then Extreme.
    • Wish to achieve 100% completion or just earn many Awesome Points? Get ready to cry; Tar Pits has five separate paths, and the bloons will reverse direction every 2 rounds. To boot, it's also Extreme, so you can't even save the game at all on Flash version. It's hard enough, the developers said the map is impossible without agents, premiums, specialties, or free towers on Hard and higher.
    • Crypt Keeper has one entrance... But by the end, it splits into ten separate exits to defend, the most exits seen in the series. Very arguable, but this can be Inverted if you play in reverse mode, where you have ten entrances and one exit.
    • Death Valley has two paths, each separated by a giant wall. One path is fairly manageable, while the other is the shortest in the game. God forbid if a Z.O.M.G. spawns on the path, especially on round 85 on Impoppable Difficulty...
    • Double Double Cross. It has four entrances and exits, each being very short. To rub salt in the wounds, The entrances are also the exits, so don't even think of using Spike Factories. It's not the hardest expert map, but it definitely stands out as one of the worst.
    • In BTD6, Chutes is rated as an Intermediate map but is harder than some Advanced maps. It consists of two relatively short paths with only a small area of overlap. Each round, bloons alternate between paths, meaning that if you want to build towers outside of that small crossover zone, they'll only be useful half the time.
    • In terms of in-game rounds rather than just maps, rounds 63, 76, and 78 in BTD6 can be these without heavy bloon popping power, because tightly clumped ceramics appear on these levels. Specifically, 63 is three groups of regular ceramics, 76 is an even larger cluster and they're all regrow, and 78 is two large clusters of ceramics and one is all-camo. In Alternate Bloons Rounds, round 76 is Inverted in that it contains 10 B.F.B.s instead of a regrow ceramic rush.
    • Once you get into the freeplay rounds of BTD6 (which only have to be played on the Impoppable and C.H.I.M.P.S. modifiers), the most infamous rounds are 95, 98, and 99. Round 95 starts with a manageable stream of camo regrowth purples before sending in leads with every possible modifier followed by the biggest D.D.T. rush of the first 100 rounds and many fortified M.O.A.B.s; the amount of tower setups that can counter all of these one after another without a M.I.B. is slim, especially with how fast D.D.T.s are. Round 98 is a damage race against 30 fortified B.F.B.s and eight Z.O.M.G.s, which is very difficult to overcome on the shorter tracks. Round 99 is similar to round 95, but the D.D.T.s are fortified and tend to be hard to pop without slowing towers.
    • In BTD5, one of the last five levels in Hard difficulty (specifically, Round 82) involves a rush of BFBs and MOABs... and it starts off with a rush of camo regen bloons topped with a train of BFB bloons. Fun!
    • Round 4 in BTD6 is unusually hard for something that early. It sends a tight clump of Blue Bloons, in a period where your towers do no more than one damage, high pierce towers are slow, and fast towers can only hit a few bloons at once. While you can usually tank it if they leak, this round has been the bane of many no lives lost challengers. It's led to jokes that Impoppable is easier than Hard because it skips straight to round 6.
    • The Bloons TD 6 Advanced Challenges provide many examples of That One Level on their lonesome.
      • "That's Gotta be the Best Pirate I've Ever Seen", the Advanced Challenge for May 31, 2019, consists solely of beating Logs on CHIMPS from Rounds 15-40... except that you can only use one monkey buccaneer, period. If your buccaneer placement is a few pixels off, a bloon leaks and you die instantly due to CHIMPS making you a One-Hit-Point Wonder. If you fail to micromanage the buccaneer's targeting at very precise moments? Same result. To make things worse, CHIMPS also prevents you from using any powers or insta-monkeys to help the buccaneer out. You also cannot sell the Buccaneer to change its upgrades, and CHIMPS stops all Monkey Knowledge from having any effect.
      • "Camo", the Advanced Challenge for June 4, 2019, quickly became notorious due to the Forced Level-Grinding necessary to even stand a chance at beating it. It's either Unwinnable by Design for anyone with insufficient Monkey Knowledge, Powers, or Insta-Monkeys, and it merely becomes excruciating even if you do. Not only does the challenge not provide players enough starting cash to buy any towers without the correct Monkey Knowledge upgrades (which require much grinding to collect), your income is also halved the entire time, due to the challenge being set on Half Cash mode. You have to survive from Round 3 all the way to Round 80 like this, and taking things Up to Eleven, the MOAB-class bloons in the challenge are given extra health and extra speed. The only towers that can make a dent to any of the blimps are druids (whose damage-per-second can be only maximized by leaking lives; if you do not have anything that regenerates your health, you're out of luck) and MOAB Maulers, the latter of which shoot too slowly to rely on. That's not going into the titular threat, the camos. You must save up for a Signal Flare by 33 to kill the camos there— which is harder than it sounds on Half Cash mode.
      • July 6, 2019 was not a good day to do your Daily Challenges, as both the Advanced Challenge and Daily Challenge qualify as this. To make it straight, they are both Unwinnable by Design for anyone with insufficient Monkey Knowledge. The Advanced Challenge "Turon's Challenge" is nigh on impossible to beat without powers or continues, as you have to deal with fast bloons, which also includes high health ceramics and MOABs on Apopalypse mode. The only thing that can pop those ceramics and MOABs is the highly expensive Bloon Crush. Even with maximum Monkey Knowledge, this challenge will burn your Monkey Money and Insta-Monkeys. But worse is the "Oof" Daily Challenge, which is impossible to even complete without enough Monkey Knowledge or powers. You basically start with only Monkey Subs and Buccaneers - on Cracked! The map doesn't start with water, so you must save up to remove the rock and place your towers on the water underneath. If you do not have enough Monkey Knowledge, you will lose all of your lives before you are able to place anything unless you use powers. "Turon's Challenge" was eventually nerfed to be beatable... with only six hours remaining to complete the challenge, meaning that if you lived in a timezone where those six hours were smack dab in the middle of your bedtime or workday, you were still out of luck.
      • July 18, 2019 had "Random I". You are supposed to beat rounds 28 to 84 on Half Cash mode (keep in mind that Half Cash mode normally only goes up to 80), with only Pat Fusty, boomerang throwers, and four wizards. If that doesn't sound bad enough, every single bloon that is not a blimp is camo. This includes the ceramics that drop out of the MOABs, mind you! This means that those boomerang throwers cannot do anything 90% of the time until a wizard with the Shimmer upgrade removes camo properties from the bloons. Not to mention that the camo bloon horde includes camo purples, which the wizards cannot damage at all without the Necromancer upgrade, or having Shimmer remove the camo and having the boomerangs or Pat kill the purple layer for them. Unfortunately, the bloons are given increased speed as well, which can cause Shimmer to downright miss some of them and reduces the damage they take from Wall of Fire. Also, the very strict tower restrictions mean that you cannot just plop an insta-monkey and hope that the problems all go away. Even after handling the endless camo rushes, you have the blimps to deal with. And since this is on Half Cash mode, your income is halved the entire time. Fortunately, it was nerfed later on in the day by changing the difficulty level from Hard to Easy.
  • Tier-Induced Scrappy:
    • Striker Jones in BTD6 was originally this, at one point being much weaker than the other heroes. Before buffs, he was the only hero who couldn't pop a bloon that was immune to his attacks, whereas Quincy gets explosive arrows to deal with Leads, Gwendolin becomes able to pop Purples at level 17, Obyn's Brambles can pop Purple bloons, and Churchill's Armor Piercing Shells can pop black and zebra bloons. Striker Jones had nothing that could pop blacks or zebras. Even beyond that, he couldn't do anything against MOAB bloons, due to his slow fire rate and low damage. He was only really usable with lots of Bomb Shooters to support. After being the butt of jokes in the community for a while, he received heavy buffs to pull him out of this status (most prominently getting a new leveling bonus that lets him pop explosive-resistant bloons 50% of the time); while still outmatched by heroes like Obyn and Pat Fusty, he's far more usable than he originally was.
    • After Striker Jones was buffed, Quincy gained notoriety as the weakest Hero Unit. His main issue is that he's completely outclassed in the game's later rounds required on Impoppable and C.H.I.M.P.S. runs, since he's not very effective against large amounts of blimps or super ceramics. He may become a strong attacker as he levels up, but attacking is all he focuses on with no buffing or support powers, so once he gets outclassed he can't provide much else.
    • Many fifth-tier upgrades in BTD6 are considered underwhelming for their status:
      • The Bomb Shooter's Bomb Blitz and the Sniper Monkey's Elite Defender have strong powers that trigger when a bloon escapes. They're considered situational at best since by the time you can afford them, the only thing that's still threatening is MOAB-class bloons and ceramics, which deal enough damage to be an almost-guaranteed One-Hit Kill; they're also unusable in Impoppable and C.H.I.M.P.S. modes (where you only have one life). Updates have tried to fix the problem by giving the towers additional buffs (Bomb Blitz always fires recursive cluster shots instead of alternating, and Elite Defender shoots faster as bloons get closer to the exit) and by letting Ezili's Sacrificial Totem trigger the powers when it's used.
      • The Wizard Monkey's final bottom-path upgrade was originally Soulbind, which suffered the worst from the leak requirement. It allowed you to bind towers to your soul, which would cause them to be sold instantly when you run out of lives, then converting every $100 earned from the sale into an extra life. Even if selling the tower for lives did manage to save you, you just sacrificed an important part of your defense strategy, meaning that although you survived one bloon, the rest will be able to get through your defenses even more easily than before. This led to it being reworked into the more practical Prince of Darkness, which just upgrades the necromancer's zombie bloons.
      • MOAB Domination for the Boomerang Monkey is considered nearly unusable due to being insanely overpriced. At over $60,000, all it really does is inflict weak knockback on MOAB-class bloons, with a special attack that doesn't even affect BADs. In comparison, some borderline Game Breakers such as a Perma-Spike, Archmage, and Avatar of Wrath are much cheaper and more powerful.
      • Super Mines is one of the most expensive upgrades in the game (only two of the fifth-tier Super Monkey upgrades cost more), and it upgrades the spiked mines to absurdly powerful levels in exchange for a speed drop. In addition to the price being hard to reach, a Spike Factory is unreliable for heavy bloon damage due to its randomness, and getting a Directed Spikes crosspath will mean sacrificing the attack speed upgrades that it really needs. It doesn't help that the Spiked Balls path itself is pretty situational compared to the other Spike Factory paths.
  • We Re Still Relevant Dammit: Benjamin sometimes says "Get rekt!" when a M.O.A.B. class bloon is popped. In a lesser example (And is found quite funny by quite a few players), if you use his Ben Jammin' skin, he sometimes says "Yeet!" when upgraded.
  • What Do You Mean, It's Not for Kids?:
    • In BTD1 after round 13, the comment the round gives is "The super monkey tower is not a joke, he really kicks ass!" (which is censored in some versions of the game). BTD5 did similar, but less severe, after round 62 using "Next level will be @#$*% hard", but it got removed later.
    • Reverted in BTD6, as Churchill says the word "hell" while using his M.O.A.B. Barrage ability. Also, the two new towers, the Alchemist and Druid, has pretty monstrous and almost demonic splash art for a few tier 5 upgrades, namely, Total Transformation and Avatar of Wrath.


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