Sun Temple

"Tower sacrifices enhance and modify the Temple's attacks."

- BTD6 description

"The Temple demands sacrifice. All nearby towers will be destroyed, enhancing the Temple's incredible power in different ways. You have been warned..."

- Warning prior to upgrading to Sun Temple

Sun Temple is the Tier 4 upgrade of Path 1 for the Super Monkey in Bloons TD 6. It shoots hypersonic blasts of energy which pop 5 layers per hit and have 20 pierce, along with +30% range to the temple itself. It acts similarly to the Temple of the Monkey God in Bloons TD 5; however the Sun Temple's sacrifice mechanics work differently. Instead of 4 specific tower types plus one single miscellaneous towers category for each sacrifice category, the Sun Temple splits each of its 4 sacrifice categories into Primary, Military, Magic, and Support, but can only accept 3 of the most expensive categories sacrificed to it.

It costs $85,000 on Easy, $100,000 on Medium, $108,000 on Hard, and $120,000 on Impoppable, although these upgrade costs do not take into account the costs of sacrifices absorbed into the temple.

Sacrifices
Sacrificing certain amounts of money on a specific category grants the Sun Temple certain boosts and attacks. Those amounts and boosts are listed below. A maxed temple can have boosts from 3 of the 4 categories of towers, requiring more than $50,000 per category. If all 4 categories are placed near the temple, it won't receive the buff from the class with the lowest amount of money spent. Sacrificing applies to all towers who's centers are within the Super Monkey's current range. Heroes, Paragons, Cave Monkey, and placeable Powers cannot be sacrificed.

There are up to 9 different tiers of Temple sacrifices for the Temple.

Primary Class
Bold is a new or modified buff for the Temple.
 * $301-$1000
 * +5 pierce to main attack
 * $1001-$2000
 * +5 pierce to main attack.
 * +1 damage to main attack.
 * Shoots 8 golden blades every 2.0s that deal 15 damage each with 10 pierce.
 * $2001-$4000
 * +5 pierce to main attack.
 * +11% attack speed to main attack.
 * +1 damage to main attack.
 * Shoots 8 golden blades every 2.0s that deal 15 damage each with 10 pierce.
 * $4001-$7500
 * +5 pierce to main attack.
 * +25% attack speed to main attack.
 * +1 damage to main attack.
 * Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
 * $7501-$10,000
 * +5 pierce to main attack.
 * +25% attack speed to main attack.
 * +2 damage to main attack.
 * Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
 * >$10,001-$15,000
 * +10 pierce to main attack.
 * Roughly +43% attack speed to main attack.
 * +2 damage to main attack.
 * Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
 * Shoots a golden glaive every 1.5s that deals 10 damage with 50 pierce. These golden glaives act like Glaive Ricochet glaives that bounce between the nearest bloons each time it moves.
 * $15,001-$25,000
 * +15 pierce to main attack.
 * Roughly +43% attack speed to main attack.
 * +3 damage to main attack.
 * Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
 * Shoots a golden glaive every 1.5s that deals 10 damage with 50 pierce.
 * $25,001-$50,000
 * +20 pierce to main attack.
 * Roughly +43% attack speed to main attack.
 * +4 damage to main attack.
 * Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
 * Shoots a golden glaive every 0.8s that deals 20 damage with 50 pierce.
 * >$50,000
 * +20 pierce to main attack.
 * +67% attack speed to main attack.
 * +5 damage to main attack.
 * Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
 * Shoots a golden glaive every 0.5s that deals 30 damage with 50 pierce.

Military Class

 * $301-$1000
 * +15% larger projectile size
 * +15% projectile speed
 * $1001-$2000
 * +15% larger projectile size
 * +15% projectile speed
 * +5 pierce to all attacks
 * $2001-$4000
 * +15% larger projectile size
 * +15% projectile speed
 * +5 pierce to all attacks
 * Shoots a golden missile every 3.0s that has infinite range and deals 75 damage to up to 50 bloons.
 * $4001-$7500
 * +15% larger projectile size
 * +15% projectile speed
 * +5 pierce to all attacks
 * Shoots a golden missile every 3.0s that has infinite range and deals 75 damage to up to 50 bloons.
 * Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
 * $7501-$10,000
 * +15% larger projectile size
 * +15% projectile speed
 * +10 pierce to all attacks
 * Shoots a golden missile every 1.5s that has infinite range and deals 75 damage to up to 50 bloons.
 * Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
 * $10,001-$15,000
 * +30% larger projectile size
 * +30% projectile speed
 * +10 pierce to all attacks
 * Shoots a golden missile every 1.5s that has infinite range and deals 75 damage to up to 50 bloons.
 * Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
 * $15,001-$25,000
 * +30% larger projectile size
 * +30% projectile speed
 * +15 pierce to all attacks
 * Shoots a golden missile every 1.0s that has infinite range and deals 75 damage to up to 50 bloons.
 * Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
 * $25,001-$50,000
 * +45% larger projectile size
 * +45% projectile speed
 * +15 pierce to all attacks
 * Shoots a golden missile every 1.0s that has infinite range and deals 75 damage to up to 50 bloons.
 * Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
 * >$50,000
 * +45% larger projectile size
 * +45% projectile speed
 * +15 pierce to all attacks
 * Shoots a golden missile every 1.0s that has infinite range and deals 75 damage to up to 50 bloons.
 * Gains a golden Spectres that shoots darts and bombs every 0.15s. Darts deal 15 damage and have 10 pierce, while bombs deal 10 damage and have 30 pierce.

Magic Class

 * $301-$1000
 * N/A
 * $1001-$2000
 * Shoots 4 homing magic shots every 4.0s that deal 20 damage and have 7 pierce each.
 * $2001-$4000
 * Shoots 4 homing magic shots every 4.0s that deal 20 damage and have 7 pierce each.
 * Gains a 10% chance to distract bloons with its main attack.
 * $4001-$7500
 * Shoots 4 homing magic shots every 2.0s that deal 30 damage and have 7 pierce each.
 * Gains a 10% chance to distract bloons with its main attack.
 * $7501-$10,000
 * Shoots 4 homing magic shots every 2.0s that deal 30 damage and have 7 pierce each.
 * Gains a 10% chance to distract bloons with its main attack.
 * Gains a pulse attack every 5.0s that can knockback bloons up to Ceramics and affects up to 500 bloons.
 * $10,001-$15,000
 * Shoots 4 homing magic shots every 2.0s that deal 30 damage and have 7 pierce each.
 * Gains a 20% chance to distract bloons with its main attack.
 * Gains a pulse attack every 5.0s that can knockback bloons up to Ceramics and affects up to 500 bloons.
 * $15,001-$25,000
 * Shoots 4 homing magic shots every 2.0s that deal 30 damage and have 7 pierce each.
 * Gains a 20% chance to distract bloons with its main attack.
 * Gains a pulse attack every 5.0s that can knockback bloons up to MOABs and affects up to 500 bloons.
 * $25,001-$50,000
 * Shoots 6 homing magic shots every 2.0s that deal 35 damage and have 7 pierce each.
 * Gains a 20% chance to distract bloons with its main attack.
 * Gains a pulse attack every 5.0s that can knockback bloons up to MOABs and affects up to 500 bloons.
 * >$50,000
 * Shoots 6 homing magic shots every 2.0s that deal 35 damage and have 7 pierce each.
 * Gains a 20% chance to distract bloons with its main attack.
 * Gains a pulse attack every 5.0s that can knockback bloons up to MOABs and affects up to 500 bloons.
 * Spawns mini Sun Avatars every 30 seconds that deal 4 damage per shot and do not have any footprint. A maximum of 3 mini Sun Avatars can appear on the map at one time as the mini Sun Avatars have a lifespan of 65 seconds.

Support Class

 * $301-$1000
 * +5 range to base Temple
 * $1001-$2000
 * +5 range to base Temple
 * 10% discount to all base cost and upgrades of all towers in range
 * $2001-$4000
 * +5 range to base Temple
 * 10% discount to all base cost and upgrades of all towers in range
 * 10% attack speed bonus for all towers in range
 * +$500 end of round cash
 * $4001-$7500
 * +5 range to base Temple
 * 10% discount to all base cost and upgrades of all towers in range
 * 10% attack speed bonus for all towers in range
 * +$500 end of round cash
 * +50% more cash from bloons popped within range of the Temple
 * $7501-$10,000
 * +5 range to base Temple
 * 10% discount to all base cost and upgrades of all towers in range
 * 10% attack speed bonus, +3 pierce, +20% range for all towers in range
 * +$1500 end of round cash
 * +50% more cash from bloons popped within range of the Temple
 * $10,001-$15,000
 * +5 range to base Temple
 * 10% discount to all base cost and upgrades of all towers in range
 * 10% attack speed bonus, +3 pierce, +20% range for all towers in range
 * +$2000 end of round cash
 * +50% more cash from bloons popped within range of the Temple
 * $15,001-$25,000
 * +5 range to base Temple
 * 20% discount to all base cost and upgrades of all towers in range
 * +1 damage, 10% attack speed bonus, +3 pierce, +20% range for all towers in range
 * +$2000 end of round cash
 * +50% more cash from bloons popped within range of the Temple
 * $25,001-$50,000
 * +5 range to base Temple
 * 20% discount to all base cost and upgrades of all towers in range
 * +1 damage, 20% attack speed bonus, +3 pierce, +20% range for all towers in range
 * +$5000 end of round cash
 * +50% more cash from bloons popped within range of the Temple
 * >$50,000
 * +5 range to base Temple
 * 20% discount to all base cost and upgrades of all towers in range
 * +2 damage, 20% attack speed bonus, +3 pierce, +20% range for all towers in range
 * +$5000 end of round cash
 * +50% more cash from bloons popped within range of the Temple

Primary

 * +20 pierce to main attack.
 * +67% attack speed to main attack.
 * +5 damage to main attack.
 * Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
 * Shoots a golden glaive every 0.5s that deals 30 damage with 50 pierce.

Military

 * +45% larger projectile size
 * +45% projectile speed
 * +15 pierce to all attacks
 * Shoots a golden missile every 1.0s that has infinite range and deals 75 damage to up to 50 bloons.
 * Gains a golden Spectres that shoots darts and bombs every 0.15s. Darts deal 15 damage and have 10 pierce, while bombs deal 10 damage and have 30 pierce.

Magic

 * Shoots 6 homing magic shots every 2.0s that deal 35 damage and have 7 pierce each.
 * Gains a 20% chance to distract bloons with its main attack.
 * Gains a pulse attack every 5.0s that can knockback bloons up to MOABs and affects up to 500 bloons.
 * Spawns mini Sun Avatars every 30 seconds that deal 4 damage per shot and do not have any footprint. A maximum of 3 mini Sun Avatars can appear on the map at one time as the mini Sun Avatars have a lifespan of 65 seconds.

Support

 * +5 range to base Temple
 * 20% discount to all base cost and upgrades of all towers in range
 * +2 damage, 20% attack speed bonus, +3 pierce, +20% range for all towers in range
 * +$5000 end of round cash
 * +50% more cash from bloons popped within range of the Temple

Damage Types

 * See Damage Types/Bloons TD 6/Temple Sacrifices.

Summary
The Sun Temple is one of the strongest towers in the game. It is usually only affordable late-game and as such performs a role as a strong late-game tower that supports the main tower, which is almost always the True Sun God/Vengeful True Sun God. The Sun Temple unfortunately, can cause a lot of lag, but otherwise does its job well.

Tips

 * It is possible to sacrifice a True Sun God by upgrading another Sun Temple nearby. Be careful to avoid this!
 * The optimal Sun Temple is a 1(9)-0(0)-1(9)-1(9) setup, with maxed Primary, Magic, and Support sacrifices, as Military sacrifices are borderline useless, and the powerful support buff granted by support sacrifices applies to the Mini Sun Avatars, thus granting far more destructive power than the two golden Spectres of Military sacrifices, which are relatively weak.
 * Apply buffs on your Sun Temple to improve its abilities. Pat Fusty's Rallying Roar, Permanent Brew, Overclock, Ultraboost, Call to Arms, and Homeland Defense are all good abilities which strengthen your Sun Temple.
 * An important thing to note when buffing a Temple is that range-dependent buffs, such as Permanent Brew, Pat Fusty's Rallying Roar, and Call to Arms, will be sacrificed upon upgrading to Sun Temple or True Sun God.
 * Permanent Brew can be moved around with Support Chinook to buff multiple Sun Temples and have a more organized map.
 * Homeland Defense buffs all towers, so there is more space to fit other towers such as more Sun Temples in better spots.
 * Use maps that can fit many Sun Temples. If you are using a strategy with Sun Temples, it is highly suggested to fit as many of them as possible, up to 16 excluding a True Sun God.
 * Sun Temples sacrifice towers at their middle pixel. Keep this in mind when compacting many Sun Temples in a map.
 * Sun Temples can be placed on water, but they need an Arctic Wind Ice Monkey's ice platforms or a Pontoon to provide a platform for the Sun Avatar. When the Sun Temple is bought, the platform will be sacrificed and the Sun Temple will remain on the water.
 * When placed in water, the Carrier Flagship buff and Admiral Brickell's Naval Tactics Ability apply to it and can be a way to add a very powerful boost to your Sun Temple.
 * It is possible to use Portable Lakes in combination with Arctic Wind to place water Temples almost anywhere.
 * Sun Temples are rarely used in CHIMPS. Although the sacrificing of towers provides one of few ways to remove towers without selling, the extremely high price makes using Temples impractical where farming is disabled.
 * Although a Sun Temple is affordable in CHIMPS, hefty sacrifice and support is required to give the Temple enough power to beat high-difficulty Rounds, such as 98 and 100.

Sounds
When upgrading to Sun Temple:
 * [Godlike sound and constructing]

Trivia

 * Unlike the Temple of the Monkey God, the Sun Temple does not gain automatic camo detection. It helps if the recently built Sun Temple is supported by a x-2-x Village.
 * Before version 2.0 there was a bug where if a Monkey Village (with 2 paths invested into and one of those paths is the third) is sacrificed for a sun temple, it will provide no value to the sun temple.
 * The Support Class upgrades do not affect the Golden Spectres or the Mini Sun Avatars.
 * Sun Temple used to sacrifice placeable Powers such as Monkey Farmers. This was removed as of Version 12.0, probably due to the fact that they do not contribute to the Sun Temple whatsoever.
 * Heroes will not be sacrificed to the temple, even if it is within the range however if the hero is too close, it will be locked until the player exits and re-enters. Note that if 'sacrificed', any money spent on the hero will NOT be returned and only the base sell price will be given.
 * However in Version 14.0 Heroes won't disappear even if they're right next to the Temple.
 * Although not mentioned in the official Version 16.0 patch notes, Ninja Kiwi nerfed the $50,000+ Support Sacrifices income from +$10,000 per round to +$5000 per round.
 * The Sun Temple upgrade increases the Super Monkey's footprint from 11 to 20. This is further increased to 25 with the True Sun God.
 * Even though Version 19.0 added a separate money counter for almost all towers, it has not been yet implemented for Lead to Gold, Rubber to Gold, Monkey Town (and by extent Monkey City), Pirate Lord, Support Chinook (and by extent Special Poperations), and Jungle's Bounty. It has yet to be fully implemented for Spirit of the Forest (ability only), and Sun Temple and True Sun God / Vengeful True Sun God with Support sacrifices.
 * Specifically, the income-per-pop part is not yet implemented, but the end-of-round cash has, however.
 * The Temple can sacrifice another Temple if it is in range.
 * The Tier 4 upgrade that requires the most amount of XP to unlock belongs to the Sun Temple upgrade.