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YMMV / Bloons Tower Defense

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  • Accidental Innuendo: This line that occasionally plays when you use Pat’s Big squeeze ability:
    Pat Fusty: Shhhhh... Don't fight it!
  • Anti-Climax Boss: Round 100 is often joked around due to being much easier compared to the previous two rounds. The round only consists of a BAD, and a good defense that can beat rounds 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.
  • 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.
    • In BTD6, rounds 41 to 49 all consist of only regular Bloons, with no MOAB-class Bloons in sight. Not only that, they give plenty of cash so you have ample money to upgrade your towers. The MOAB in Round 40 can be a problem, but rarely does anyone have problems with the two MOABs in Round 50.
  • 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 and bottom-path Super Monkeys got nerfed as well, 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. And then come Update 17, the bottom path Super Monkey got Darkshift, which then proceeded to bring this strategy back a bit.
    • 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 CHIMPS guides recommend Obyn (for providing the most useful effects at an affordable price), Pat Fusty (for his Rallying Roar damage boost ability in addition to his MOAB throwback and bloon stun attacks), or Quincy (for being very cheap and strong enough to hold off early rounds on his own).
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    • Since Co-op uses money-dividing mechanics, it's rare to see a match that doesn't include at least one player using Benjamin to increase their overall income.
    • Freeplay ventures in the fifth generation always used Temples of the Monkey God due to being heavily boosted by their sacrifices on top of their base power, allowing them to handle the gradually stronger blimps that Freeplay almost solely consists of. The Avatar of the Vengeful Monkey in Bloons TD 6 is the go-to tower for freeplay attempts as well for the same reason.
    • The BAD on round 100 of CHIMPS is usually shot down by a submarine with a First Strike Capability on any map that contains water on it. This is due to the ability's 10,000 damage being able to kill not only the BAD layer, but its descendant bloons as well in one hit if used against a BAD that is sufficiently softened up beforehand.
  • Demonic Spiders:
    • 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, and they're also a huge threat when given the Camo status since a lot of their counters can't see Camos.
    • 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 in huge droves...
    • 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, even in non-freeplay levels.
    • The D.D.T. from Bloons Monkey City returns in BTD6, and it's just as awful. While it's slightly slower than it was before, and "only" contains 4 Camo Regen Ceramics rather than 6, it's still fast as hell, and was given additional HP so that it now has twice the health of a M.O.A.B.. It's immune to explosives and piercing damage, and is camouflaged on top of that, meaning that there are few towers that can take down a D.D.T. without a lot of external help. Combine their myriad of immunities with their blazing speed and significant HP, and a group of D.D.T's can easily spell the end of your game. And like the M.O.A.B, they tend to come in groups (although they usually aren't spammed), and are usually spaced far apart to mitigate Splash Damage Abuse used on them.
    • 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 three D.D.Ts.
    • 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 - and yes, as a trait, it stacks with all other ones. 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, especially if the Camo status is on something like a Lead of Ceramic.
    • 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, significantly boosting their survivability. Even if you can handle normal blimps, one fortified blimp could throw you for a curve, especially if it's given to some of the tougher ones like Z.O.M.Gs, D.D.Ts, or heaven forbid the B.A.D.. Worse still, as the only "trait" that can be applied to a blimp, if a MOAB-class bloon has fortification, then every bloon it spawns up to Ceramics will also be fortified, including any blimps.
    • 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, surprisingly fast, and are immune to magic and laser attacks, including the more powerful ones! Your horde of Plasma Dark Champions? 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".
    • Of the hero skins, the most well-liked is Benjammin', Benjamin's DJ skin. It's already a skin for a powerful hero, but it looks very cool and modern, with neat visual effects.
  • Fandom-Enraging Misconception: Insinuating in any way that Bloons TD 6 is "pay to win" and requires paying with real money to progress like many Allegedly Free Games, will get you blasted to smithereens by the fandom. While there are in-app purchases in the game, none of these are necessary to progress and you can unlock everything simply by playing the game. In fact, the hardest game mode, C.H.I.M.P.S, disables most perks from in-app purchases. The only paywalled content is Double Cash mode, which makes the game laughably easy (and is also banned in C.H.I.M.P.S, anyway).
  • Fridge Brilliance: The fact that MOAB-class Bloons look like bombs, since they essentially act as a nuke if they bypass your defenses.
  • Fridge Horror: Several maps have removable obstacles (such as the statues in Chutes or the skull in Streambed). Generally, you have to pay some money for some engineer or chinook helicopter to come and grab it/destroy it. On the already somewhat ominously named map Bloody Puddles however, the car is a Shmuck Bait: if you try to remove it, the chinook fails and crashes, creating another obstacle that you can remove, along with the car, for real this time. As no monkey is seen going out, combined with the "Bloody" part of the name, it is implied that they might have died.
  • Game-Breaker:
    • The Temple of the Monkey God in Bloons Tower Defense 5 counts. 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. If you manage to buy even one sacrifice-boosted temple before you finish all the mandatory rounds in a given game mode, victory is guaranteed.
    • 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. It was so overpowered that Ninja Kiwi themselves stated that they refused to feature the Bloonchipper in any future generations of the series, and have stuck to this position, as it does not return in Bloons TD 6.
    • 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 BTD6, the Spike Factory's bottom-path Perma-Spike upgrade causes its spikes to last for three rounds (originally four) instead of vanishing at the end of the round as well as greatly increasing their power. When the game first launched, it was absurdly overpowered; it only cost $22,000, much less than most tier 5 upgrades, despite being able to block entire late-game rounds with the help of a support tower. Various nerfs (increased price, lower spike duration, slower production speed) reduced it from the level of "the most practical tower in the game" to "incredibly useful, but won't win the game on its own".
    • 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 until 12.0 to provide a similar effect.
    • When the Engineer finally gets introduced in version 12.0 of BTD6, its activated ability, Overclock proved to be massively overpowered. For a duration, it doubles the attack speed of one tower. The thing is, the duration is an entire minute, while its cooldown is only 45 seconds. It's possible to permanently or almost permanently double another tower's attack speed with Overclock, including the already powerful Tier 5 towers. Add in the fact that an average Tier 5 towers costs $40,000, while Overclock costs less than $20,000. It's considered so strong expert players are modifying the tier lists based on how good a tower's synergy with Overclock is. 21.0 Nerfed it by making it buff towers for an amount of time based on their tier and not their price, making it less overpowering when used on T4 and T5 towers.
  • Goddamned Bats: Yellow Bloons from BTD and the stronger Pink Bloons from BTD4 are obnoxiously fast and moderately durable, and unlike many other annoying Bloons 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.
  • 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.
    • The Infinite Stacking glitch in version 11.0 of 6. The Carrier Flagship upgrade of the Buccaneer allows you to place two land-based towers on top of it. But because the game is a 2D game pretending to be 3D and height is not considered in a tower's position, the spots' positions are actually slightly north of the flagship's position instead of being on top of it. Even if a spot's actual position overlap with the track, an obstacle, or another tower, the flagship allows you to place towers there. The fun begins when you use this trait with the Support Chinook's ability to move towers. Place a Carrier Flagship just slightly below a track, move a tower to a spot provided by the flagship, then sell the flagship while the Chinook is still moving. Tada! Now you have a tower in the middle of the track. This process is repeatable. Build another flagship in the same place, move a tower, and sell the flagship, and now you have two towers in the same position. Repeat until you're satisfied. Here's a demonstration.
  • Growing the Beard: The first four TD games are relatively solid, but simple, tower defense classics. TD 5 on the other hand offered dramatic changes to the formula, including more complex tracks, a completely revamped tech tree, beloved towers like the Sniper and Ninja monkeys, and has a massive amount of content. It's telling that TD 5 is the point where the games branched out of their restrictive Macromedia Flash format, and into actual games being sold on storefronts like Steam and Consoles.
  • 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. His wiggly hoses also get a few jokes thrown at it, with ISAB calling it a “wacky inflatable glue man”.
    • The Cave Monkey in Frozen Over. Some joked that he had to be freed so players could harness his powers, other joked he had to be frozen in to seal away his power, either way, he was considered powerful. And as of Update 17, you can free him—and he can stun MOAB class Bloons up to a ZOMG!
  • 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. However, Quincy is now liked for his usefulness on CHIMPS mode.
    • 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. Instantly turned around once the 17.0 update changed Shrapnel Shots to activate whenever any layer of a bloon is popped, causing the so-called "Elite Dumbfender" (Elite Defender with a middle crosspath) to tear through anything except regrowth swarms and the B.A.D. due to the amount of shrapnel it produces.
  • 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!
    • Treating camo bloons and DDTs as an Un-person, due to the fact that by default, most towers can't see them at all despite some of these bloons being very colorful and the DDT being several times bigger than the monkeys. For example, pretending that a picture of a camo bloon is blank.
    • Did you forget your red wristbands? Explanation 
    • 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 crosspaths in the game, giving only a small boost to lead damage in 18.0 (and prior, it did absolutely nothing while the sub 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.
    • A lot of BTD6 players have taken thorough amusement in infinitely stacking Portable Lakes by using the Ice Monkey's Arctic Wind upgrade repeatedly, which allows non-aquatic towers to be placed on water areas in the Ice Monkey's radius. This leads to absurd situations like this one... And a lot of wasted Monkey Money.
    • The Slons map. As part of an official map submission contest on the BTD6 subreddit, one user called Slons submitted a map that consisted of a hilariously short track at the top left with a 90 degree turn; the space beside it was specified to be for a Banana Farm, and there's a small puddle of water on the lower right. The map even became an emote on the Ninja Kiwi Discord server.
    • The Cave Monkey, eternally trapped in the map of Frozen Over. Often assumed to be incredibly powerful. He can be freed in Update 17.
    • Shipping Admiral Brickell with the Spike Factory has become a minor meme on /r/btd6.
  • More Popular Spin-Off: Bloons was originally a series of puzzle games, which have been completely abandoned in favor of the more successful Tower Defense games.
  • 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!
    Adora: Elevate me to the kingdom of the sun!
  • 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.
    • Prince of Darkness was known as the worst tower in the game before its buff in version 21.0. It's now a relatively powerful, cost-efficient tower that can even synergize with Ezili.
  • Scrappy Mechanic:
    • BTD4 is the only game in the series without separated 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. The Engineer in BTD6 thankfully averts this, as the Sentries they spawn have no footprint, and you can build towers directly on top of them.
  • Self-Imposed Challenge:
    • Trying to do a game NLL.note 
    • Alternatively, doing a game NAPS.note 
      • Taken a small step forward with NAPS NLL.
      • Take a HUGE step forward with NAPSFRILLS!note 
    • A popular challenge in 6 is 2TC, or two tower CHIMPS. It's a challenge where you only restrict yourself to two towers in CHIMPS mode. Some variations exist, such as 3TC-ABR or 3TC-Magic Only, although you may need to create a custom challenge for them.
      • If you're feeling particularily masochistic, BTD 6's answer to NAPSFRILLS is CHAMPIONS, in which, in addition to the regular CHIMPS mode, you have to play in Alternate bloon rounds with no Op towers (all tier 5) and no Narcissists (heroes). Good luck.
    • Trying to complete round 100 of a daily challenge or advanced challenge, even if it ends before that round. This is popular due to being rewarded with an insta-monkey any time that round 100 is passed by any means unless it is an Advanced Challenge that specifically disables that insta-monkey reward.
  • Sequel Difficulty Drop: BTD3 tones the difficulty down compared to BTD2, despite being the first game to have MOABs. Towers have more powerful upgrades than before, while the Bloon waves aren't strengthened as much by comparison.
  • Sequel Difficulty Spike: BTD2 is harder on its Normal mode than BTD1, due to introducing stronger Bloon types and rushing with them in massive quantities.
  • 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.
    • Bloontona 500 requires you to join 500 races. You get a free entry every three hours, and races run for three days a week. You can pay 100 Monkey Money to join a race again, but you get only 250 for the achievement, so it's definitely not worth it.
  • 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.
    • Speaking of Non-Indicative Difficulty: Geared is an Advanced map, but its difficulty is higher than half of the expert maps. It consists in a single path doing a half-circle around a huge gear (the only possible tower spot). While the difficulty from such a map would already be reasonable, this is without counting on the level's gimmick: every round, the big gear rotates clockwise by 1/8 of a turn, and all towers on it with it. This means that, on some rounds, your towers will be useless as they won't be able to reach the track. The solution is to use global range towers such as helicopters or aces, but these towers tend to be rather expensive, making the early game a true challenge.
    • Bloody Puddles is a harder remake of the already expert Muddy Puddles. Compared to its predecessor, it add a fifth path for bloons which, instead of using only one of the paths, now use two at the same time, one stream towards the top and one towards the bottom in a mirror fashion. As a result, on some rounds, you'll be dealing with bloons almost half a screen apart! Worse, the paths are even shorter than in Muddy Puddles, in fact being the shortest in the game period. That map is so difficult that it took nearly five months for Bloon Tower Defense veteran Jajajosh to find a way to Black Border it.
    • 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. Such is Round 63's infamy that there are two special Freeplay rounds in BTD6 based on it. Round 163 changes the relatively tame-sized waves of Leads and Ceramics to immense waves of really fast Camo Regrowth Fortified Leads and Ceramics, respectively (notably, it's the only Freeplay-only round where no blimps whatsoever are present). Round 263 is very similar to Round 63 in terms on the size of each wave... except Lead Bloons are replaced with (often Fortified) MOABs and the Ceramics are replaced with Fortified DDTs, which can be surprisingly difficult to deal with despite their relatively low health compared to other blimps, thanks to their huge speed and their stacked nature meaning your defense's damage output in this round greatly depends on your towers' pierce.
    • 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 BFBs. 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.
    • Technically, the Co-Op Daily Challenges in BTD6 could indirectly qualify as this. To start off, due to being co-op, the player cannot exit the map without losing all of their progress. If your internet doesn't like you, be ready to get disconnected later in the game, meaning that you must essentially start over from scratch. Alongside, by default the game forces players to group with three other teammates, meaning that the cash gained per pop will decrease heavily when compared with being paired with two players. Unlike normal Daily Challenges, these challenges are capable of having modifiers that are otherwise only seen on Advanced Challenges, so these challenges can disable Monkey Knowledge and predetermine your starting cash. And you better pray to god that your co-op partners are good enough to beat the challenge, since depending on your partner they will be willing to complete the challenge or be mostly doing absolutely nothing or using bad towers and upgrades. However, if everyone else except the player disconnects or leave the game, then the challenge will become easy and treated like a normal Daily Challenge.
    • 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.
      • The August 28, 2019 AC "RNG is Satan's Greatest Fear" lives up to its name. This challenge is nothing more than a Luck-Based Mission from rounds 10-23 either using only two Wall of Fire Wizards or a combination of an Arcane Mastery wizard and a supporting tier 1 wizard. What's worse is that the bloons are extremely fast and this challenge is on Deflation and CHIMPS. In the end, this challenge has almost no skill aside from placements, and it all just comes down on whether the Wizards will hand you a win or not, which more than likely will be the latter.
      • September 2019 began with a rather rude awakening with the September 1, 2019 AC "I To Cray I's Challenge". It is basically a rehash of Turon's Challenge, with it being similarly impossible without using extensive amounts of insta-monkeys and powers due to the bloons being excessively fast (a red bloon will leak in only six seconds - on the relatively long Monkey Meadow of all tracks!) combined with having too much health. Every single flaw of Turon's Challenge is made even worse by the challenge being on Alternate Bloons Rounds, which means that more camos appear early on, and Round 40 hosts a fortified MOAB, meaning that the already excessive bloon health is doubled. You must beat all 80 rounds of Alternate Bloons Rounds to win. You will lose any insta-monkeys you spend on this AC unless you get lucky. It was nerfed very late into the day by reducing the speed increase - but not the bloon health increase!
      • The September 6, 2019 AC was changed to a completely different one within a few hours after the rotation time due to qualifying as one of these. Previously called "Eazy", you were supposed to complete End of the Road up to round 80 with only a single Ninja, Super Monkeys and Striker Jones - and the bloons and blimps once again had too much health and speed. Even after a nerf slowed down and reduced the health of the bloons it was still impossible due to players being forced to rely on super monkeys, who have very expensive upgrades. It was nerfed a second time and it was still impossible, leading to the AC being switched out.
      • The AC for the very next day (September 7, 2019), named "Camo Madness", was not any better. You had to beat rounds 6-63 with only ninjas, villages, Gwendolin and alchemists. First, all non-blimp layers bloons are camo meaning that Gwendolin cannot hit any of the regular bloons without her abilities unless you get a radar village. In addition, the blimps have maxed health and their child ceramics also have health buffs and move obscenely fast. But this time it's not the bloon speed or health buffs making it impossible - rather, it's the fact that you have to fight off all of this in Half Cash and CHIMPS simultaneously, meaning that you will never have enough money to beat these buffed bloons, and neither can you sell to rearrange your defense nor can you use powers or insta-monkeys to brute-force this. Thankfully it was solved later on after many hours straight of attempts.
      • The September 16, 2019 Daily Challenge "Quincey and Rangs" (sic) was a massive jolt to the face in relation to the usual easygoing difficulty of the Daily Challenges in the game. This is due to Quincy being forced to beat Round 51 (consisting entirely of camo ceramics) all by himself due to no other camo detection being available. If you did not get Quincy sufficient EXP to upgrade him to at least level 10, you can kiss your hopes of victory goodbye unless you bought Camo Trap powers, which no Daily Challenge had required before. Even if you bought at least his level 10 ability, Storm of Arrows, you had to time the Storm and Quincy's other ability correctly or else round 51 would still kill you.
      • The October 27, 2019 offline AC (only accessible if you disabled your internet connection when you load up the game, since that day had an online-only Co-Op Challenge replace it instead) can be considered the crowning That One Level of all the Daily or Advanced Challenges yet released in the entire series. To make things short, it was Unwinnable by Mistake. The AC started you off on round 31 on Alternate Bloons Rounds, with powers (and thus also insta-monkeys) disabled. Sounds not so bad? What elevated the AC to infamy was the fact that the starting cash was accidentally set to an unserviceable 300 cash, which could only buy a single unupgraded tack shooter. It was supposed to have several thousand more initial starting cash. To finish nailing in the coffin, the AC was never fixed before it expired, unlike most of the previous Unwinnable by Mistake Bloons TD 6 advanced challenges.
  • Tier-Induced Scrappy:
    • IMF Loan was disliked when it was released. The upgrade costed $12,000, for an ability that gives you $10000, which needs to be paid back, taking a percentage of your income until it's fully repaid. It gives you zero net cash gain. Even if the ability is used right away, players were actually in a worse position that if they hadn't purchased the upgrade in the first place ($12000 available cash vs $10000 available cash with debt). It was fortunately made cheaper in a patch.
    • 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. Later patches have, fortunately, significantly buffed Quincy, making him far more effective early-game while still being able to contribute later on with Storm of Arrows.
    • 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 damages explosion-resistant bloons, 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... though the Prince of Darkness was still considered to be an extremely weak T5 tower, at least until the 21.0 update buffed it.
      • MOAB Domination for the Boomerang Monkey was considered nearly unusable prior to patch 19.0, due to being insanely overpriced yet having a weak effect. At over $60,000, all it really did was inflict weak knockback on MOAB-class bloons, with a special attack that didn't even affect BADs. In comparison, some borderline Game Breakers such as a Perma-Spike, Archmage, and Avatar of Wrath were much cheaper and more powerful. The 19.0 patch, fortunately, significantly buffed it by letting it target BADs and making its second boomerang explode on hit, dealing massive damage to MOABs and setting Bloons on fire. While still considered a little overpriced, it's far more viable than it once was.
      • Top path Spike Factories in BTD6 see little to no use due to their slow attack speeds, and in particular Super Mines (the top path Tier 5 spike factory upgrade) is often mocked for having a high price tag of $175,000 attached to such a slow-attacking (it only throws a single spiked mine every four seconds) tower, though it at least deals 1000 damage per mine as of version 12.0.
    • In stark contrast to BTD5, where the Monkey Engineer's Sentries were quite effective, the path with them is considered to be the weakest one for the BTD6 Engineer, due to not providing nearly as much utility as Cleansing Foam, Bloon Traps, or especially Overclock for its price.
    • The fifth generation had Viral Frost, the upgrade immediately after Arctic Wind. It's supposed to freeze incoming closely-spaced chains of bloons even beyond the range of the Arctic Wind, but unfortunately for it, Arctic Wind had infinite pierce at the time and could fight off any non-blimp rush with a Monkey Intelligence Bureau assisting it, making Viral Frost completely useless by comparison.
  • Underused Game Mechanic: In BTD6, the Engineer's Sentry Expert upgrade allows the Engineer to build four types of sentries: laser, bomb, cold, and spiked balls; each with their own stats and damage types. It's also unique in that the Engineer will take into account what Bloons are on the screen to determine which sentry type to spawn. However, the next upgrade, Sentry Paragon, scraps all that and return to only building one type of sentries, albeit a more powerful one. Many players have suggested Sentry Paragon be changed to build more powerful versions of the Expert sentries instead of only building plasma sentries as it currently does.
  • Viewer Gender Confusion:
    • Because of her name and her lack of Tertiary Sexual Characteristics, many players mistook Admiral Brickell as a guy, especially if you're playing with hero voices turned off.
    • Etienne was thought to be a girl at first after his reveal. This is probably caused by his aviator hat, which brings to mind Amelia Earhart. To people not familiar with the French language, "Etienne" can also sound like a feminine name despite being exclusively male.
  • We're Still Relevant, Dammit!: Benjamin sometimes says "Get rekt!" when a MOAB-class bloon is popped. In a lesser example (And is found quite funny by quite a few players), if you use his Benjammin' skin, he sometimes says "Yeet!" when upgraded.


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