User blog:Qwertyxp2000 the second/Balance change suggestions for Version 22.0

The Version 21.0 changes have made a big difference to a lot of metas.

Glaive Lord + Red Hot Rangs buff was welcomed, something that should've been implemented a while ago to balance the crosspath benefits. As for MOAB Press, it seems fair enough that they nerf the 0-2-4 crosspath and give 2-0-4 a better chance.

I am glad the More Tacks upgrade deserved that +1 damage buff for Rings of Fire and Inferno Rings; it certainly makes that path more complete, better than that awkward DoT damage thing I suggested.

For the Cryo Cannon buffs, I am glad they finally increased the blast radius of Cryo Cannon to make it far better at stalling, but it seems a bit odd that its price hasn't been lowered. However, I acknowledge Ninja Kiwi's desire to make it and Icicles a damage hybrid.

Tsar Bomba buffs were very welcomed, as Tsar Bomba indeed is superceded over multiple Ground Zeroes besides the stun.

The general Mortar nerfs were probably the worst out of these changes, but the Burny Stuff buffs aren't too bad.

The Wizard Monkey buffs are pretty good overall, especially for the base tower, Dragon's Breath, Necromancer, and Prince of Darkness. They finally made the base tower a viable option as a middle option for base towers, and at $400 and 3 pierce with slower attack speed, it's not a bad option for certain early-games. The Dragon's Breath buffs were pretty interesting, but what caught my eye besides the base tower is the Necromancer and Prince of Darkness buffs. Both Necromancer and Prince of Darkness are now very effective cleanup. Very strong when maxed out, but very weak when minimal power, I like it as it is now, despite some people saying that it is OP.

Alch nerfs and buffs were a bit strange at first, but I now see that it somewhat buffs Berserker Brew but nerfs the necessary culprit: Stronger Stimulant. I well-expected a nerf to Stronger Stimulant. Swapping upgrades was a bit odd, but it finally made more sense, for easier crosspathing benefits.

The one buff to Spirit of the Forest is not expected but very welcomed. Now that I see the price drop, it makes perfect sense; pretty good cleanup, but it was filthily expensive. Now it may make a very viable CHIMPS option, for only $40K to upgrade directly from Druid of the Jungle.

Spike Factory buffs were welcomed, but I still kind of felt Long Reach needed a projectile speed buff more than a lifespan buff, but I'll take it. At least the Spike Storm crosspathing is fairer. I hope they implement my Smart Spikes + Spike Storm interaction though. Carpet of Spikes and Spiked Mines buffs were very deserving and welcomed.

Engineer changes were pretty interesting. I'm glad they cut down the price of Larger Service Area dramatically to $250, probably really necessary but I was a bit scared to request that price buff. Cleansing Foam crosspathing benefits are pretty cool to say the least. For Overclock? Well, the reworks make sense, but I suppose it needed a nerf somehow.

Captain Churchill buffs were very welcomed, particularly the MOAB Barrage buffs.

Ezili buff was welcomed, especially because it makes sense for her to enhance necromancy. "At your service!"

Pat buff was welcomed and probably necessary for the Level 3-13 first ability newer uptime; only Level 14+ ability was busted, as Level 3-13 was just poor and didn't deserve the duration nerf.

Etienne buffs are welcomed, especially the Level 20 buff for the "normal" damage.

The rest of them are passable, and have no special comment besides "it's a nice buff".

As for balance changes, I would like to implement some certain balance changes. These are to be added later.

I am restarting most of my balance change suggestions.

The Dart Monkey is a solid early-game tower, but a couple of the higher upgrades are somewhat unbalanced in favor of other options.
 * Dart Monkey

Juggernaut is now much less favored over other superior anti-Ceramic options, after a series of buffs to other now-popular anti-Ceramic options. Bouncing off obstacles should help get it back to practical use.

Sharp Shooter is somewhat decent, but its critical hits tend to become wasted heavily on much weaker bloons, sometimes rendering it too weak whenever there are no critical hits. One extra pierce buff plus the ability to pop any bloon type with critical hits should balance this upgrade, alongside making both crosspaths equally more viable options.

Super Monkey Fan Club was formerly a popular upgrade in BTD5, but in BTD6 it tends to be less favored over more efficient options. One minor cooldown increase and a range buff stack implementation for buffed monkeys will help make it more on par with alternate options. The buff carrying over with Plasma Monkey Fan Club should also fix its major weaknesses, especially compared to Total Transformation, a similar upgrade.

Additional changes to Plasma Monkey Fan Club are additionally added to make it more reliable in specific situations where there are limited Dart Monkeys, because although a one-man Super Monkey Fan Club is sometimes useful in very rare situations, a one-man Plasma Monkey Fan Club has never been useful in almost any situation. The other reasoning behind buffing Plasma Monkey Fan Club is to make it more favorable versus the more popular and versatile Total Transformation.

The price drop for Razor Sharp Shots is necessary to balance out its early-game weaknesses, as in most situations the earlier Path 1 upgrades are much less favored for multiple base Dart Monkeys, so this change should both benefit further Path 1 upgrade opportunity and reduce the overall price of Spike-O-Pult.


 * Juggernaut can now re-hit bloons if bouncing off obstacles.
 * All Sharp Shooter critical hits now have doubled pierce (+3 for 0-x-4, +4 for 0-x-4, and +6 for 0-x-4; does not carry over with +1 pierce MK). Does not carry over to Crossbow Master.
 * Sharp Shooter critical hits projectile type now changed (sharp --> normal)
 * Super Monkey Fan Club ability cooldown decreased (50s --> 35s)
 * Super Monkey Fan Club transformation for Dart Monkeys with Path 3 upgrades now stacks on top of a straight +8 range buff for all other transformed Dart Monkeys.
 * Plasma Monkey Fan Club main tower always has +4 pierce and +1 damage and pops Frozen and Lead regardless of ability use (dart: sharp --> normal).
 * Plasma Monkey Fan Club main tower attack speed increased by +50%.
 * Plasma Monkey Fan Club ability duration increased (15s --> 20s).
 * If there are fewer than 20 eligible Dart Monkeys on the field, Plasma Monkey Fan Club ability will summon a number of weaker Plasma Monkeys on the field that are exactly the same as base Plasma Monkeys but deal 1 damage per plasma instead of 2.
 * This is inspired by a buff suggestion someone else made with PMFC on Reddit.
 * Razor Sharp Darts costs less ($220 --> $160)

The Boomerang Monkey is often less favored over the homing benefits of Ninja Monkey and Monkey Sub. As such, it is often left behind in a number of CHIMPS games outside of using its higher upgrades from Tier 4 and up. Some of these lower aspects of Boomerang Monkey have been improved as a result, specifically to its base cost to allow two Boomerang Monkeys in the same game of CHIMPS, as a competition to other popular starting combos.
 * Boomerang Monkey

Similarly, the Path 2 crosspath is still overwhelmingly more favorable, and it is most evident on Kylie Boomerang. Changes have been implemented to make alternate crosspathing more beneficial. One added buff to Kylie Boomerang dealing extra damage versus Ceramics and MOABs is added to also give it a little more edge as a separate tower outside of getting MOAB Press.


 * Boomerang Monkey base cost decreased ($325 --> $300)
 * 1-0-3 Kylie Boomerang has more pierce (+4 --> +8)
 * 2-0-3 Kylie Boomerang has more pierce (+9 --> +18, so 36 pierce)
 * Kylie Boomerang deals +1 damage to Ceramics and MOABs.
 * 1-0-5 MOAB Domination explosion damage increased (100 --> 150). Also applies to 2-0-5.
 * 1-0-5 MOAB Domination napalm damage-over-time increased (50 / 1.0s --> 75 / 1.0s). Also applies to 2-0-5.

The popular MOAB Mauler, Recursive Clusters, and Bloon Impact upgrades make their ways through the main meta throughout the years, but some of the weaker crosspaths are much less favored, particularly the Frag Bombs interactions. These interactions should give Frag Bombs more potential for providing general extra popping power.
 * Bomb Shooter

MOAB Eliminator is also a major damage buff for its main ability to make it stand out from First Strike Capability in specific scenarios, specifically epic late-game and with extreme HP boosts.

Due to the poor performance of base Bomb Shooter, its base cost has been slashed considerably, but its more popular Tier 3 upgrades have been increased in price to counteract the base price buff.

To make earlier level Bomb Shooters a little stronger, the lesser popular Bomb Shooter upgrades have also been given slight buffs to their pierce and blast radiuses.

Really Big Bombs has considerably increased due to how over-effective at explosive coverage its more favorable Cluster Bombs upgrade is, especially with the benefit of crosspathing with Bigger Bombs. Due to the inability of Really Big Bombs compared to its Cluster Bombs counterpart in all aspects, it has been given buffs to its blast radius, pierce, and general range.

For Bloon Crush, both its Frag Bombs crosspath and the main power of itself has been improved heavily, specifically its pierce and stun benefits. Although very strong versus stronger MOAB-class, it tends to fall behind versus larger groups of MOAB-class, so it has been well-improved in this regard.


 * Frag Bombs deals +1 pierce with Bigger Bombs
 * Frag Bombs projectile speed increased by +20% increased with Heavy Bombs
 * Frag Bombs projectile count increased with Really Big Bombs (8 --> 12)
 * Frag Bombs with Really Big Bombs deals more pierce (2 --> 3)
 * Frag Bombs with Bloon Impact can now pop any bloon type
 * Frag Bombs with Bloon Impact now pops more bloons (2 --> 4)
 * Frag Bombs projectile count increased with Bloon Impact (8 --> 16)
 * Frag Bombs damage increased with Bloon Crush (2 --> 10)
 * Frag Bombs deals +1 damage to MOABs and Ceramics with MOAB Mauler
 * Frag Bombs deals +2 damage to MOABs on top of MOAB Mauler with MOAB Assassin
 * Frag Bombs deals +10 damage to MOABs with MOAB Eliminator, on top of the +1 Ceramic damage from MOAB Mauler + Frag Bombs.
 * Frag Bombs projectile type changed with Really Big Bombs or above (sharp --> normal)
 * MOAB Eliminator range increased by +15.
 * MOAB Eliminator now deals 4500 damage or 10% blimp health damage against the first strongest blimp hit, whichever deals more damage.
 * Description changed: "Assassinate ability does extreme damage to the strongest MOAB-class Bloon on screen with a shorter cooldown."
 * Bomb Shooter base cost decreased ($600 --> $500)
 * MOAB Mauler costs more ($900 --> $1000)
 * Cluster Bombs costs more ($800 --> $900)
 * Bomb Shooter base pierce increased (18 --> 24).
 * No pierce buff given for MOAB Mauler or above, and no pierce buff is given for Cluster Bombs or Recursive Clusters, but a pierce buff is granted back to Bomb Blitz.
 * Bomb Shooter base blast radius increased (~10 --> ~12).
 * Blast radius buff carries over to Bigger Bombs (~20 --> ~22)
 * No explosion radius buff given for MOAB Mauler or above, and no pierce buff is given for Cluster Bombs or Recursive Clusters, but a blast radius buff is granted back to Bomb Blitz.
 * Bigger Bombs has more pierce (28 --> 34). Pierce buff remains +10.
 * Really Big Bombs blast radius increased (~35 --> ~45).
 * Really Big Bombs has more pierce (48 --> 55).
 * Really Big Bombs has more range (40 --> 43). Also applies to Bloon Impact (43 --> 46).
 * Bloon Crush pierce increased (48 --> 150).
 * Bloon Crush consumes more pierce via MOAB-class
 * 2 pierce for MOABs
 * 3 pierce for BFBs and DDTs
 * 5 pierce for ZOMGs and BADs
 * Bloon Crush now stuns Ceramics and below for longer (2s --> 5s)

The Tack Shooter remains a solid option for mid-game and late-game, even on maps with less favorable locations on harder maps, but some of its earlier game upgrades are somewhat on the weaker side. On the flip side, The Tack Zone's crosspathing is far too dominant towards the favorable 2-0-5 crosspath, so it has been reworked to make both crosspaths better in their respective purposes, including for its no-crosspath variant.
 * Tack Shooter

For Blade Maelstrom and Super Maelstrom, a few changes are made to give them a little more incentive besides purely their ability. Crosspath potential has also been added for both abilities to increase crosspath variety.


 * Tack Shooter base cost decreased ($280 --> $250)
 * Hot Shots pierce increased by +1.
 * Tack Zone base attack speed increased (0.2375s --> 0.175s)
 * Tack Zone has less pierce (9 --> 4)
 * Tack Zone plus Path 2 range buffs are now double the effect, and grant +3 pierce (6 pierce) and +4 pierce (10 pierce).
 * Tack Zone plus Path 1 attack speed buffs are now reduced in effect:
 * Tack Zone + Faster Shooting increased attack speed buff (0.75x --> 0.70x)
 * Tack Zone + Even Faster Shooting reduced attack speed buff (0.60x --> 0.75x)
 * But overall, 0.091875s attack speed with Path 1, +22% faster than usual.
 * Blade Maelstrom main blades have extra pierce (6 --> 9)
 * Blade Maelstrom range increased by +5.
 * Blade Maelstrom and Super Maelstrom ability increases by +0.5s and +1.5s respectively with Path 3 upgrades, for up to +1.0s and +3.0s respectively.
 * Blade Maelstrom and Super Maelstrom ability deployment speed increases by +10% per Path 1 upgrade, for up to +20% attack speed for the ability.
 * Super Maelstrom range increased by +10 and main blades have extra pierce (6 --> 32)

Icicle Impale and the Refreeze Ice Monkey are by far the most popular options with the Ice Monkey, alongside Arctic Wind. Some of its lesser popular upgrades are now used more often with buffs added over time, but some upgrades are still on the weak side. Some balance changes are added to give some lesser popular options better overall viability.
 * Ice Monkey

Cryo Cannon is also given further crosspath benefits to better fit special niches, including a price buff. Cryo Cannon's damage hybridation is moved over for Path 1, while the stalling projectile-based benefits are given to Path 2 instead. Similarly, Icicles has been given some added buffs to make them more desirable of an upgrade, and it gives the Ice Monkey a needed upgrade for damaging MOAB-class outside of Tier 5 upgrades.

To make the crosspaths for Ice Shards a little more balanced, due to an overwhelming favor of Path 2 over Path 3, we took a look back at the old BTD5 Ice Shards. The old BTD5 Ice Shards was very powerful, due to automatically releasing Ice Shards upon its own damage, and it deserves to make a comeback in BTD6. The slow attack speed of Ice Shards itself makes it difficult to efficiently inflict huge damage anyway, not to mention that it needs to attack more than once to inflict damage on its own if granted Frozen-popping anyway. To compensate all this, increased freeze duration is added to allow the 3-0-2 crosspath to become a potential independent popper. Embrittlement is given the glacier damage type to "upgrade" its independent ice-sharding potential, while the 4-0-2 crosspath replicates the properties of the old Snap Freeze Ice Shards in BTD5 to give even further independent strength.


 * Super Brittle has more range (25 --> 30)
 * Super Brittle pierce increased (40 --> 75)
 * Snowstorm freeze duration for bloons other than Whites, Zebras, Leads, and MOAB-class increased (4s --> 8s)
 * Snowstorm ability cooldown decreased (60s --> 40s)
 * Absolute Zero main attack freezes longer (2.2s --> 5.0s)
 * Absolute Zero main attack now freezes all bloon types
 * Absolute Zero permanently causes all bloons on screen to always gain the freeze effect for 15 seconds, but only while it is on screen. Otherwise the freeze will last only 5 seconds if left alone. Duration is effectively around up to 20 seconds, but 15 seconds for the most part.
 * Absolute Zero now applies Arctic Wind effect against MOAB-class bloons, but for 30% slowdown instead of 60%.
 * Cryo Cannon deals less damage (2 --> 1)
 * Cryo Cannon with Metal Freeze now deals +1 damage to all non-Lead Bloons.
 * Cryo Cannon costs less ($2000 --> $1600)
 * Cryo Cannon now gains +25% attack speed on top of Enhanced Freeze if purchased Deep Freeze
 * Deep Freeze description is changed from "Freezes through 2 layers of Bloon." to "Freezes through 2 layers of Bloon, and further improves attack speed for Cryo Cannon and above."
 * Icicles can now target MOAB-class and deal 5 damage to MOAB-class but not freeze them.
 * Icicles now places 6-pierce icicles on the ground if bloons are completely popped by the blasts. Lasts for up to 60 10 seconds on the ground or 1 round, whichever comes first.
 * Icicle Impale now deals +30 damage to all blimps with Metal Freeze, including to DDTs
 * Ice Shards freeze duration increased by 1.0s (1.5s --> 2.5s default, 2.2s --> 3.2s Enhanced Freeze)
 * Embrittlement ice blast type changed (cold --> glacier).
 * 4-0-2 Embrittlement now automatically produces ice shards for all bloons popped by the pre-freezing ice blasts of Embrittlement
 * Description changed for Embrittlement: "Detects Camo Bloons and all Bloons hit become brittle, take extra damage while frozen, and lose Camo and Regrow properties."

Glue Gunners are popular among strategies for their slowdown power. However, several crosspaths aren't quite perfect enough, leading to certain crosspaths being unanimously favored over others. Similarly, some of the higher upgrades suffer a similar issue, namely Relentless Glue and Glue Strike. Some of these changes should help fix it as a whole. These changes will also help increase the overall stalling power of Super Glue.
 * Glue Gunner


 * MOAB Glue with Glue Soak now soaks through all layers of blimps for the duration of the glue
 * MOAB Glue with Corrosive Glue now deals more damage (1 --> 5)
 * Relentless Glue now creates a 3-pierce Glue Splatter.
 * Relentless Glue with Bigger Globs now creates two 3-pierce Glue Splatters in a similar way to Churchill's shell attack, but with only two "explosions". Pierce buffs increase the glue splatter pierce but not how many glue splatters may appear.
 * Relentless Glue with Glue Splatter now creates two 6-pierce Glue Splatters in a similar way to Churchill's shell attack, but with only two "explosions". Pierce buffs increase the glue splatter pierce but not how many glue splatters may appear.
 * Description for Relentless Glue changed from "Popped Bloons that were glued, leave a blob of glue on the track." to "Nearly unstoppable glue improves glue formula heavily, increasing pierce and allowing popped bloons to leave sticky glue blobs on the track."
 * Glue Strike main attack pierce increased (6 --> 10)
 * Description for Corrosive Glue is changed from "Glued Bloons pop one layer every few seconds." to "Glued Bloons pop one layer every few seconds. Can target and damage MOAB-class bloons, but not slow them."
 * Super Glue now splats on impact with increased pierce (6 --> 8)
 * Super Glue with Bigger Globs now creates two 6-pierce Glue Splatters in a similar way to Churchill's shell attack, but with only two "explosions". Pierce buffs increase the glue splatter pierce but not how many glue splatters may appear.
 * Super Glue with Glue Splatter now creates two 9-pierce Glue Splatters in a similar way to Churchill's shell attack, but with only two "explosions". Pierce buffs increase the glue splatter pierce but not how many glue splatters may appear.
 * Super Glue with Corrosive Glue now deals more damage (1 --> 10)

Sniper Monkeys are noteworthy for their general poor pierce, as most upgrades deal only one pierce each, and other upgrades deal a rather small amount of overall pierce, even with Path 2 upgrades. To reduce the effect of its main weakness, the Sniper has been made a little stronger against grouped bloons with crosspathing Path 2, namely improving the pierce of shrapnel at higher tiers.
 * Sniper Monkey


 * Full Metal Jacket with Shrapnel Shot now has more pierce per shrapnel piece (2 --> 3). Also affects Large Calibre.
 * Deadly Precision with Shrapnel Shot now has more pierce per shrapnel piece (2 --> 4) and has a +20% projectile lifespan
 * Maim MOAB with Shrapnel Shot now has +20% projectile lifespan on top of Deadly Precision
 * Cripple MOAB with Shrapnel Shot now has more pierce per shrapnel piece (2 --> 9) and more projectiles per shot (5 --> 9)
 * Changed Shrapnel Shot description from "Damaged bloons spray out a cone of sharp shrapnel." to "Damaged bloons spray out a cone of sharp shrapnel. Shrapnel improves popping power with higher upgrades."
 * Elite Sniper bullet now has increased pierce (4 --> 10) and can fully stun Super Ceramics for 1.0s.
 * Shrapnel Shot description changed: "Damaged bloons spray out a cone of sharp shrapnel. Shrapnel improves with higher upgrades."

Along with the Alchemist, Monkey Subs are one of the most popular towers in the game in terms of incorporating into strategies. Some upgrades are a little too strong in comparison to other alternatives, so a number of upgrades have been toned down a little to allow other options to become more viable. Additionally, certain crosspathing benefits have been further implemented to give the Monkey Sub a little more variety.
 * Monkey Sub

The Energizer has also been given a few changes to its attacks to give it a little more use for unsubmerging. Upgrades beyond Ballistic Missile have also improved their ballistic missile attacks to give these upgrades a little more purpose besides their respective main abilities.


 * Submerge and Support sonar pierce reduced (infinite --> 100), unless crosspathed with Barbed Darts or Heat-Tipped Darts. Does not affect Also affects Bloontonium Reactor but not Energizer.
 * Barbed Darts increases pierce of Airburst Darts by +1.
 * 3-2-0 Submerge and Support now increases decamo submerge range by +10.
 * 4-2-0 Bloontonium Reactor now deals +1 damage to Frozen and Leads
 * 5-2-0 Energizer now deals +3 damage to Frozen and Leads
 * Unsubmerged Energizer now deals a singular lightning strike similar to the original BTD5 High Energy Beacon.
 * 1 pierce, 6 damage, 0.06s attack cooldown, 52 range. Can be increased with external buffs. Does not pop Purples without MIB.
 * Gains +1 pierce and +1 pierce with Path 2 upgrades
 * Gains +1 damage and +1 damage with Path 3 upgrades, but not attack speed
 * First Strike Capability now has more base range (50 --> 60)
 * First Strike Capability base missile attack deals more damage (1 --> 3)
 * First Strike Capability base missile attack deals more damage versus Ceramics and MOAB-class (6 --> 10)
 * Pre-Emptive Strike base missile attack deals more damage (1 --> 5)
 * Pre-Emptive Strike base missile attack deals more damage versus Ceramics and MOAB-class (11 --> 20)
 * Sub Commander with Path 2 upgrades increases its own damage by +1 per upgrade.

The overall balance of Monkey Buccaneer is overall fair, as a mid-ground tower with a general moderate pricetag for all its upgrades, but a couple of upgrades could make do with a slight adjustment to increase viability of those upgrades in certain niche situations.
 * Monkey Buccaneer


 * Trade Empire range increased (71 --> 120)
 * Trade Empire cash generation increased ($800 --> $1500)

The limited mobility and support benefits of Monkey Ace has always shadowed it over the more popular Heli Pilot, so a number of changes have been implemented to make it more on par with the Heli Pilot in terms of offensive benefits. In particular, missing its targets is among the highest of weaknesses, so these changes should help amend some of its major weaknesses on its lesser popular crosspaths.
 * Monkey Ace

The strange interaction between Tsar Bomba crosspathing and cooldown increases has been fixed, but to compensate, it has been given an overall cooldown buff all-round.


 * Exploding Pineapple deployment rate increases with crosspathing.
 * Exploding Pineapple deploys +66% faster with Rapid Fire
 * Exploding Pineapple deploys +100% faster on top of previous upgrades with Operation: Dart Storm
 * Exploding Pineapple deploys +100% faster on top of previous upgrades with Sky Shredder, and deals 3 damage each.
 * Exploding Pineapple now creates 8 consecutive 3-damage pineapple drops per attack with Spectre. Attack speed increases with Rapid Fire.
 * Exploding Pineapple now creates 8 consecutive 5-damage pineapple drops per attack with Flying Fortress, plus +100% attack speed, and pops any bloon type. Attack speed increases even further with Rapid Fire.
 * Spectre (and by extension Flying Fortress) dart projectile speed increases by +25% and increases dart attack speed by +33% with the Lots More Darts crosspath.
 * Flying Fortress attack speed increased (~0.04s --> 0.03s)
 * Flying Fortress projectile speed increased (~300 --> 600)
 * Tsar Bomba cooldown decreased overall, regardless of crosspaths (40s --> 30s)

Heli Pilot is overall balanced, but some changes for the Razor Rotors attack could see it more used often besides being a stepping stone towards Apache Dartship. Some buffs to Special Poperations have been added to make it more useful overall, even though it has been used practically in CHIMPS games.
 * Heli Pilot

It was a mistake to indirectly nerf the Comanche Defense and Comanche Commander, so one small improvement to Comanche Defense's movement speed should hopefully make it more of something to go for. Missiles are also added to the main helicopter to make it a little stronger overall, whether or not the other helicopters are on screen or not. Even more enhancements to the mini-Comanches have been added too to make them more worthy of use, and similarly would buff Comanche Commander as a whole too.


 * 3-0-2 Razor Rotors now allows the rotors to attack +25% faster.
 * Razor Rotor attack for Apache Dartship deals more damage (1 --> 3) and increased pierce (10 --> 17)
 * Razor Rotor attack for Apache Prime deals more damage (1 --> 9) and increased pierce (10 --> 27)
 * Special Poperation's "Deploy Tower" ability cooldown decreased (60s --> 30s)
 * Comanche Defense movement speed increased (40 --> 50)
 * Comanche Defense main helicopter now also produces two special missiles as well as the missiles from each of the mini-helicopters, but every 6.0s instead of every 3.0s . Also applies to Comanche Commander.
 * Twin attack missiles will deal 1 damage plus +2 to Ceramics and MOAB-class, 100 pierce, and attack every 3.0s, with blast radius of ~35.
 * Comanche Defense mini-Comanche darts attack faster (0.3s --> 0.1s). Also applies to Comanche Commander.
 * Comanche Defense mini-Comanche missiles deal +1 damage and +1 Ceramic and MOAB-class damage compared to normal, for 2 damage and 5 Ceramic and MOAB-class damage. Also applies to Comanche Commander on top of the standard +1 damage buff.
 * Faster Darts now affects projectile speed of all projectile-based attacks, including missiles and machine gun of Apache Dartship and Apache Prime.

Armed with a unique targeting option for near-infinite range, the Mortar Monkey has been a prime option specifically targeting specific areas on the map. However, the recent balance change has made Mortar Monkey unfairly weak without Increased Accuracy, especially for its lower upgrades. An implemented accuracy-over-distance rework has been implemented to give it a little more use for proper placement, while also giving Mortar Monkey a deserved accuracy increase to reward closer target placement.
 * Mortar Monkey

On the other hand, some of its weaker upgrades have been further improved to increase their overall viability, especially the Path 3 crosspath.

Pop and Awe's cost has also been decreased considerably, as it relies a little too much on Striker Jones to become effective for its price.


 * Mortar Monkey's accuracy scales depending on distance, except with Increased Accuracy.
 * Base target reticle deviation is decreased (30 --> 18)
 * If the distance between the Mortar Monkey and the target reticle is less than 64 (the length of two base Dart Monkey range), target reticle deviation is less than 18, decreasing by 2% for every unit less than 50 units, up to 14 units, for a minimal base target reticle deviation of 9.
 * Distance after 64 units increases reticle deviation by 1% for every unit beyond 50 units, up to 150 units (100% more deviation), for a maximum base target reticle deviation of 36.
 * Artillery Battery now comes with a new ability: Artillery Barrage. For 5 seconds, stuns bloons for 0.5s and MOAB-class for 0.25s. Cooldown of 60 seconds. Replaces with Pop and Awe with the Tier 5 upgrade.
 * Pop and Awe now attacks twice as fast for the duration of the ability, and can stun bloons for 2.0s and MOAB-class for 1.0s with the main attack while the ability is active.
 * Burny Stuff per tick damage increases with Bloon Buster (per 1.5s --> per 1.0s). Also affects Shell Shock and its later upgrades.
 * Burny Stuff damage increased versus Ceramics and MOABs with Heavy Shells or later (1 / 1.5s --> 4 / 1.5s)
 * Description for Burny Stuff changed: "Sets affected Bloons on fire with each hit. Improves damage with higher upgrades."
 * Pop and Awe costs less ($30,000 --> $25,000)

The Wizard Monkey is in a rather comfortable spot, although some of the Path 2 upgrades are in need of a little more adjustment.
 * Wizard Monkey

The Fireball upgrade is largely untouched outside of custom challenges, so we've increased its crosspath benefits to make it more useful overall.

Due to the sheer power of Wall of Fire, it was a mistake to have left Wall of Fire untouched, especially because of an overall price buff. The sheer power of Wall of Fire in the early-game is almost too powerful. On the other hand, the downtime and general randomness of Wall of Fire weakens its power a little too much, so it is now given near 100% uptime to make it more useful in this regard.

The Summon Phoenix upgrade was buffed, but crosspath benefits have been taken into further account, to increase variety in gameplay.

Due to the undeniable reliability of Submerge and Support compared to Shimmer, the shimmer attack has increased attack speed to improve its overall potential and therefore make Shimmer upgrade more worth the cost.

The longer-lasting flames and guided Walls of Fire aren't considered superior more than we liked it to be, so a small enhancement to Dragon's Breath flames has been added to make it more powerful without overwhelmingly dominating the bottom path crosspathing.


 * Wall of Fire costs less ($900 --> $800)
 * Wall of Fire lasts longer on the track (4.5s --> 5.0s)
 * Wall of Fire deals less damage rate (1 / 0.1s --> 1 / 0.15s). Requires Arcane Blasts or Dragon's Breath or above for the previous Wall of Fire.
 * 2-3-0 Wall of Fire deals increased damage rate (1 / 0.1s --> 1 / 0.06s)
 * 0-1-1 Fireball now has increased blast radius (10 --> 15) and increased pierce (18 --> 24)
 * 2-1-0 Fireball now deals increased damage (1 --> 2)
 * Summon Phoenix deals less damage without Arcane Blasts (4 --> 3)
 * Summon Phoenix projectile size increased with Arcane Blasts (6 --> 8)
 * Summon Phoenix projectile speed increased overall (350 --> 400)
 * Summon Phoenix projectile speed increases with Intense Magic (350 --> 450)
 * Summon Phoenix projectile pierce increases with Intense Magic (6 --> 11)
 * Shimmer's shimmering attack increased attack speed (2.5s --> 2.25s). Also stacks with Prince of Darkness (1.25s --> 1.115s)
 * 2-3-0 Dragon's Breath attacks faster (0.1s --> 0.06s), for +66% attack speed. Also affects Archmage.

Super Monkeys are one of the objectively strongest towers in the game in terms of power, but a few minor changes should keep its weaker upgrades a little more in check. In particular are changes to Laser Blasts to make it superior over Epic Range for the Super Monkey's earlier upgrades.
 * Super Monkey

We have also improved the Tech Terror's main attack overall to improve its overall damage potential compared to Sun Avatar, while extending the variation of attacks of the Super Monkey.


 * Laser Blasts costs less ($2500 --> $2000)
 * Plasma Blasts costs more ($4500 --> $4800)
 * Robo-Monkey now can allow the same targeting options with both arms. Still defaults left arm to Last.
 * True Sun God base projectile deals more damage (25 --> 30). Stacks on top of Vengeful Sun God (75 --> 90)
 * Tech Terror plasma damage increased (1 --> 2). Also affects Anti-Bloon, with plasma damage increased (5 --> 6). Tech Terror now deals a 1 damage per 0.3s damage-over-time for 1.5s with the radiation status effect.
 * Anti-Bloon now deals a 5 damage per 0.3s damage-over-time for 1.5s with the radiation status effect, or 20 damage per 0.3s damage-over-time versus MOAB-class bloons.

It's no secret that Ninja Monkey is one of the most popular towers due to its innate camo detection and decent popping power. While a majority of the Ninja Monkey's upgrades are in a relatively fine balance, the Master Bomber upgrade is somewhat behind in terms of power compared to the more popular Grandmaster Ninja upgrade, with an exception for its unique power to stun blimps. Small changes to the Master Bomber have been added to make it more powerful for its high cost as a whole.
 * Ninja Monkey

Crosspathing benefits performed the worst with Upper Path 3 with Path 2 crosspaths, so a change to improve Flash Bomb interaction with Distraction is implemented to help alleviate these changes and give more option over the more popular Ninja Discipline upgrade.

Some changes to the attacks of Bloon Sabotage and Grand Saboteur have been added to give them more use besides the ability. For both Bloon Sabotage and Grand Saboteur, the Distraction chance has increased greatly to counter regular bloons easier. For Grand Saboteur, its main attacks now specialize in destroying bloons with specialized bloon properties.

The Bloonjitsu upgrade is extremely cost-effective for the mid-game, especially when crosspathed with Path 3 and paired with Alchemist. As a result, its price has been increased a fair bit. On the other hand, the Path 2 crosspath is not as effective, so the chance of Distraction effects for all upgrades has been increased to improve the Distraction crosspath.

Flash Bombs have been often substituted by many alternate options, due to its price, so it has been improved to compensate its high price.


 * Master Bomber sticky bomb timer cooldown decreased (3s --> 1s)
 * Master Bomber's flash bombs deal more damage versus MOAB-class (5 --> 25)
 * Master Bomber now throws flash bombs every 3rd shuriken instead of every 4th shuriken
 * Flash Bombs with Distraction have a 15% 20% chance for the flash bombs to distract bloons in the same way a shuriken does.
 * Grand Saboteur projectile now changed (sharp --> normal)
 * Nope, I was meaning Grand Saboteur not Grandmaster Ninja. Grandmaster Ninja is balanced as is.
 * Distraction chance increased (15% --> 20%)
 * Bloon Sabotage's Distraction chance increased (15% --> 25% 50%)
 * Grand Saboteur's Distraction chance increased (15% --> 50% 100%)
 * Grand Saboteur damage for all attacks is now increased (1 --> 3) and deals more damage to MOAB-class (1 --> 10 5) Grand Saboteur pierce increased by +4.
 * Grand Saboteur now strips Regrow and deals +3 damage versus Fortified
 * Bloonjitsu cost increased ($2750 --> $2900)
 * Flash Bomb deals more damage to bloons (1 --> 2)
 * Flash Bomb costs less ($2750 --> $2350)
 * Master Bomber's Flash Bomb stun time versus non-blimps increased (1s --> 2s)
 * Master Bomber's Flash Bomb stun time versus MOABs and BFBs increased (0.25s --> 0.5s). ZOMG and DDT stun times remain the same.

Alchemist is a very popular tower in most games, especially for the buffing benefits of Upper Path 1. Alchemist is adjusted to make it more balanced overall.
 * Alchemist

These changes would improve the potency of AMD with crosspaths besides Faster Throwing. As for the brews, the Berserker Brew will be more effective with Faster Throwing, with the overall Faster Throwing buff (as its price is now a little too cost-inefficient for offense), and likewise with 3-2-0, but the much too powerful Stronger Stimulant has been toned down in overall effectiveness against single towers. The new 4-0-0 and 4-2-0 will still affect up to 2 towers as usual, but 4-2-0 can affect up to 3 towers with a single Jungle Drums, and 4-0-1 will affect only 2 towers instead of 3 towers naturally but with much better AMD application but also affect up to 3 with Jungle Drums.

On the other hand, crosspathing for Upper Path 2 abilities are added to improve their abilities as a whole, while an even stronger acid formula is added for upgrades above Perishing Potion to increase its overall offense potential. Acid Pool has also been buffed to make it both more powerful and to make it less of a downside attack.

Because of how cost-effective the base Alchemist is at popping early-game, its price has been increased but with greater base attack speed to compensate. It makes better sense for base Bomb Shooter to cost less than base Alch at countering Leads.


 * 2-1-0 Stronger Acid Alchemist now allows acid to last more +5 shots
 * Changed description to: "Acid potions last longer, dissolve bloons faster, and improves Acidic Mixture Dips"
 * Stronger Stimulant shot usages decreased (40 --> 30 35)
 * 4-2-0 brew shot usages increased (+10 --> +20 +15)
 * 3-2-0 and 4-2-0 natural lifespan of brews has changed (+1.0s --> +50% lifespan, so 7.5s and 15.0s for the new lifespans)
 * Stronger Stimulant natural lifespan of brews decreased (12s --> 8s 10s)
 * Stronger Stimulant brew deployment increased (8s --> 6s 7.5s). Also applies to Permanent Brew.
 * Faster Throwing attack speed for base attack now increased (+25% --> +42%, or 0.80x --> 0.70x cooldown). Does not affect alternate attacks except Acid Pool.
 * Stronger Stimulant's Acidic Mixture Dip lasts more shots (10 --> 15 13 12)
 * Transforming Tonic ability is now affected by crosspathing. Also affects the main Total Transformation Alchemist.
 * 1-4-0 Transforming Tonic plasma pierce increases by +5 (4 --> 9)
 * 0-4-1 Transforming Tonic plasma attack speed increased (0.06s --> 0.048s, so 1.25x attack speed)
 * Description for Permanent Brew is now "Brews and acid potions now last PERMANENTLY for towers who receive them."
 * Acid Pool track splash pool lifespan increased (7s --> 12s)
 * Acid Pool track splash pool lifespan increased by +50% with Stronger Acid, for 18s duration
 * Acid Pool track splash pool pierce increased in projectile size (~6 --> ~9) and pierce (7 --> 10) with Larger Potions
 * Rubber to Gold track splash pools now can apply gold effect while the Rubber to Gold attack is in ready. Track splash pools become golden once this effect is in place.
 * Base Alchemist's attack increased (2.0s --> 1.75s). Does not affect alternate attacks except Acid Pool.
 * Base Alchemist costs more ($550 --> $600)
 * Rubber to Gold attacks faster (5.0s --> 3.6s)
 * Unstable Concoction main acid potion attack now lasts longer on bloons (4.5s --> 6.0s).
 * Transforming Tonic main acid potion attack now produces dark-purple potions that deal greater damage-over-time (1 damage per 1.0s for 6.0s), greater Ceramic damage-over-time (2 damage per 1.0s for 6.0s), greater MOAB-class on-hit damage (5 --> 8), and greater Fortified MOAB-class on-hit damage (20 --> 32)

Overall, the Druid is fairly balanced, but a few price cuts could be added to make some Druid upgrades a little more viable. One minor price drop for Druid of the Jungle could be added to make it more viable as a method of beating Ceramics when paired in large groups. Likewise, a considerable price drop for Superstorm could allow it to see some more use in real games without the need of high-scale farming, and paired with a few changes to its main attacks its overall viability can be fairly increased. As for Avatar of Wrath, the 2-0-5 crosspath has been buffed to make it a little more useful when used solo, specifically against regular bloons.
 * Druid


 * Druid of the Jungle cost decreased ($950 --> $900)
 * Superstorm costs less ($90,000 --> $75,000)
 * Superstorm's Heart of Thunder deals more damage (3 --> 5)
 * Superstorm's superstorms use up less pierce versus DDTs (50 --> 25)
 * Superstorm's superstorm pierce increased (200 --> 400)
 * Poplust now buffs itself.
 * 2-0-5 Avatar of Wrath lightning damage increased (1 --> 4). Does not benefit from the "more damage by more pops" feature that only its thorns receive.

Built as a money-generation tower, it has been always a very popular option in games. However, the Tier 3 upgrades are a little too imbalanced as of now. The Tier 3 Farms have been adjusted to give them little more specialized purposes: income efficiency, mature investments, and easy collection. Overall income efficiency for Upper Path 3 has been increased too to give them a little more potential.
 * Banana Farm

The costs for the first Path 3 upgrades are swapped to match the increased auto-salvaging utility of Banana Salvage versus the pickup utility of EZ Collect.


 * Banana Plantation produces more bananas per round (16 --> 18)
 * Cost of Marketplace decreased ($2900 --> $2000)
 * Marketplace produces less income (16x $20 bananas --> 8x $30 bananas, $320 --> $240)
 * Marketplace with Path 1 now adds +1 banana instead of +2 bananas.
 * Cost of Monkey Bank increased ($3300 --> $3600)
 * Monkey Bank income per round increased ($230 --> $240)
 * Central Market produces more income (16x $70 bananas --> 8x $150 bananas)
 * Central Market with Path 1 now adds +1 banana instead of +2 bananas.
 * Monkey Wall Street produces more income (16x $70 bananas --> 16x $150 bananas)
 * Monkey Wall Street produces less end-of-round cash ($4000 --> $3000)
 * Costs of EZ Collect and Banana Salvage are now swapped

The Spike Factory is now a solid option on CHIMPS games, with now a number of completely viable options on different scenarios. However, some of its weaker upgrades are in need of improvement, particularly crosspathing, so some changes are added to give some of its weaker upgrades and their crosspaths more of a chance.
 * Spike Factory

In particular, a lot of changes for the base Spike Factory, Deadly Spikes, Spiked Mines, Super Mines, and Carpet of Spikes is done to make them more powerful options in their respective stages of the game. The base cost decrease will ensure Spike Factory will be given more of a viable chance for early-game (while still keeping the price of 3-2-0 Spiked Balls the same price). The change to Smart Spikes should see more use for the Path 3 crosspath in all upgrade options including Spike Storm and Carpet of Spikes in particular, with the extra lifespan option being added as an option for carrying over spikes for all crosspaths and for quicker action against quicker bloons within close range of the Spike Factory. The changes to the napalm of Spiked Mines and Super Mines are done to make the napalm deal enough extra damage to make for the purpose of the napalm as chip damage. Changes for Deadly Spikes are done to give it just a little more specialty as a stockpiling tower. Super Mines pierce increase should make it more suitable of an option at wiping out hyperclumped Purples. And finally, the Carpet of Spikes change should see it more used as an area-of-denial special, and finally make itself stand out from the power of multiple Spike Storms.


 * Smart Spikes now modifies the spawning of spikes of Spike Storm ability and Carpet of Spikes passive ability depending on target setting
 * Normal: Spikes all over the path, as usual
 * Close: Only within range of the Spike Factory. If no track is within range, it cannot activate.
 * Far: Only outside the range of the Spike Factory. If all track is within range, it cannot activate.
 * Smart: Only places spikes within the paths that are in use.
 * Base Spike Factory costs less ($800 --> $700)
 * Bigger Stacks costs more ($600 --> $650)
 * This change is to balance out the decreased cost of base Spike Factory.
 * Spiked Balls costs more ($2200 --> $2250)
 * This change is again to balance out the decreased cost of base Spike Factory.
 * Deadly Spikes lifespan now increased (140s --> 160s)
 * Description is now: "Extra deadly spikes can pop through 2 layers per spike, lasts even longer, and carries over another round."
 * Long Reach now increases projectile speed of spikes by +33%.
 * Description is now: "Spike pile drops have increased range and projectile speed, and spikes last longer."
 * Smart Spikes now allows every 5th spike dispensed to last one more round. Only stacks once. Also applies to further upgrades.
 * Description is now: "Spike Factory gains special targeting priority, accelerated production at the start of each round, and every 5th spike carries over one more round."
 * Super Mines explosions now deal more pierce (60 --> 360)
 * Super Mines explosions can now penetrate through MOAB-class bloons, like First Strike Capability ability explosions or Ground Zero ability
 * Spiked Mines napalm now improved damage (1 / 2.0s for 6s --> 1 / 0.5s for 3s, total damage from 3 --> 6)
 * Super Mines napalm now improved damage (1 / 2.0s for 6s --> 500 / 0.5s for 3s, total damage from 3 --> 3000) and now affects MOAB-class as well as Ceramics.
 * Carpet of Spikes pierce increased (5 --> 10) and 1+-5-0 Carpet of Spikes pierce increased (10 --> 15).
 * Description for Long Life Spikes changed with the proposed Smart Spikes change: "Spikes last much longer and can carry over one more round."
 * Josh's Constant is now adjusted to make up for the adjusted prices of a whole 0-2-5 Perma-Spike.
 * Spiked Balls description changed: "Produces spiked balls that do extra damage to all bloon types, especially versus Ceramic and Fortified Bloons."

Although the Monkey Village as a whole is very balanced, one minor change has been added to give Monkey Intelligence Bureau a little more interaction with granting damage to all bloon types.
 * Monkey Village


 * Monkey Intelligence Bureau now allows Pin to stun Leads and Ceramics.

The limited crosspathing potential is one of the major flaws of the Engineer Monkey. As such, a number of changes have been done to give the Engineer a well-deserved potential for crosspathing, especially for sentries, traps, and one more interaction for foams (to balance out Path 3 crosspathing).
 * Engineer Monkey

Similarly, Sentry Expert has been given a little more attention to its overall performance, giving a little more overall damage and attack speed to some of its weaker sentries, while greatly enhancing the Energy Sentry into a high-DPS sentry.

Nerfing the effects of Ultraboost while keeping its immense price was a mistake. We've decided to retain its extreme pricetag by making its ability effects become a better ultra late-game buff support. This is done by allowing Ultraboost's main ability to stack with Overclock, increasing its permanent attack speed bonus, increasing the max stacks, and reducing the ability cooldown, all to make the Ultraboost effects work better on the strongest target towers in the game.


 * Sprockets now also allows crosspathing benefits of Tier 2 for sentries. (+1 MOAB damage and +1 Fortified damage for Deconstruction, Pin effect for Pin). Pin crosspath not affect Sentry Expert or Sentry Paragon.
 * Description is now "Increases sentry gun and Engineer attack speed, and sentries now accept advanced crosspathing benefits."
 * Sentry Expert Energy Sentries now attack faster (0.57s --> 0.10s)
 * Sentry Expert Energy Sentries deal less damage (2 --> 1)
 * Sentry Expert Crushing Sentries deal more damage (1 --> 2) and more Ceramic damage (2 --> 4)
 * Sentry Expert Bomb Sentries attack speed increased (1.3s --> 1.2s)
 * Sentry Expert Cold Sentry attack speed increased (1.5s --> 1.25s)
 * 4-2-0 Sentry Expert Crushing Sentries deal +4 damage to MOAB-class and +4 damage to Fortified.
 * 4-2-0 Sentry Expert Bomb Sentries now deal +4 damage to MOAB-class and +2 damage to Fortified
 * 4-2-0 Sentry Expert Cold Sentries now can pop Lead and strip Fortified properties from Leads and Ceramics
 * 4-0-2 Sentry Expert Crushing Sentries now stuns bloons below Ceramic for 1.0s and slows down Ceramics by 50% for 1.0s.
 * 4-0-2 Sentry Expert Bomb Sentries now stun affected bloons for 1.0s
 * 4-0-2 Sentry Expert Cold Sentries now freeze bloons for longer (1.5s --> 3.0s)
 * 4-0-2 Sentry Expert Energy Sentries now stun bloons below Ceramic for 1.0s. Does not stun Ceramics.
 * 5-0-2 Sentry Paragon Sentries now stun all bloon types up to Ceramic for 1.0s and slows MOABs by 30%.
 * 2-0-4 Bloon Trap now deploys traps 33% faster (not 66% faster). Also affects XXXL Trap.
 * 0-2-4 Bloon Trap now has +20% capacity. Also affects XXXL Trap.
 * Faster Engineering description is now "Increased build speed produces sentries and other contraptions more often".
 * Pin now increases lifespan of Sentries and Cleansing Foams by +40% (25s --> 35s for sentries, and 8.5s --> 11.9s for foam)
 * Changed description: "Pins Bloons in place for a short time when struck, and all contraptions have increased lifespan."
 * Approximately up to 6x 15-pierce foams will be on the track at once with 0-3-2, and up to 7 10-pierce foams will be on the track at once with 2-3-0.
 * For sentries, up to 5-6 sentries can be on the map at once.
 * Expired sentries now create an explosion if crosspathed with Deconstruction, or more damage with Sentry Paragon
 * 0-2-0 to 2-2-0: 1 damage, 25 range, 12 pierce, explosion type
 * 3-2-0: 2 damage, 40 range, 24 pierce, explosion type
 * 4-2-0 except Boom Sentry: 2 damage, 50 range, 30 pierce, explosion type
 * 4-2-0 Boom Sentry: 3 damage, 50 range, 50 pierce, explosion type
 * 5-2-0: 200 damage, 50 range, 50 pierce, normal type (plasma --> normal, only with 5-2-0)
 * Description changed: "Nail gun shots do extra damage to MOAB-Class and Fortified Bloons, and expired sentries create damaging explosions."
 * Ultraboost ability now stacks on top of Overclock ability instead of overlapping.
 * Ultraboost permanent attack speed buff increased (+6.67% --> +10%). Also affects Banana Farm production by the same percentage amounts.
 * Ultraboost maximum stacks increased (10 --> 20)
 * Ultraboost ability cooldown reduced (45s --> 30s)

None as of now.
 * Quincy

Gwendolin is overall balanced for the most part, except on Race Events with her Cocktail ability. The pierce changes should not affect her much in regular games, so a safe pierce decrease to her Cocktail ability would help alleviate her overpoweredness in Race Events.
 * Gwendolin


 * Level 3 base Cocktail ability pierce decreased (40 --> 20)
 * Cocktail ability pierce increases by +5 per level, starting from Level 4 until Level 11, for 60 pierce.

None as of now.
 * Striker Jones

Obyn Greenfoot is a very popular hero in magic-dominant strategies, but a few small changes should improve his direct offense power sooner at his higher levels.
 * Obyn Greenfoot


 * Level 18 (Druid of Wrath instant full anger) and Level 19 (extra layer damage) are now swapped
 * The new Level 18+ also has increased pierce (14 --> 20)

Captain Churchill is built specifically as a powerful workhorse hero, so to make up for his slow leveling speed, a number of adjustments have been made to make him more useful at his earlier levels before Level 10. Some of his later levels are also improved as well to optimize his full offense capabilities at higher levels.
 * Captain Churchill


 * Description of Armor Piercing Shells changed to include information about "Ceramics and above".
 * The four-explosion buff from Level 7 is now moved to Level 4, on top of the existing range buff.
 * "Increased attack range, and shells now explode 4 times instead of 3"
 * The five-explosion buff from Level 9 is now moved to Level 7, on top of the existing damage buff.
 * "Shells deal extra damage, and shells explode 5 times instead of 4"
 * Level 9 now deals +1 damage while Armor Piercing Shells is active. Stacks on top of existing Ceramic and MOAB damage bonuses, for +4 damage to those types in total.
 * "Armor Piercing Shells now deals an additional +1 damage to all bloons while the ability is active"
 * This is to address his subpar regular-bloon popping power for mid-game.
 * Level 13 Armor Piercing Shells damage bonus is now +2 to all bloon types, and the extra Ceramic and MOAB-class damage on top remains at +7.
 * "Armor Piercing Shells deals +2 damage to all bloon types, and even more damage versus Ceramics and above."
 * Level 15+ regular shells now deal extra damage to Fortified (+1 --> +3)
 * Level 17+ Armor Piercing Shells damage bonus is now +3 to all bloon types, and the extra Ceramic and MOAB-class damage on top remains at +11.

None as of now.
 * Benjamin

Ezili is powerful for her niches, but a few small tweaks should make her main attacks a little more in line with her increased levels, outside of accessing her MOAB Hex ability.
 * Ezili


 * Level 14 now increases MOAB-class damage-over-time (20 / 1.0s for 4.1s --> 25 / 1.0s for 4.1s)
 * Changed description: "Damage over time damages faster, lasts longer, and is more effective against MOAB-class bloons."
 * Level 15 now also increases her totem range (78 --> 90)
 * Changed description: "Increased range for all attacks"
 * Level 19 now increases MOAB-class damage-over-time (21 / 1.0s for 4.1s --> 50 / 1.0s for 4.1s) and increases Ceramic damage-over-time (2 / 1.0s for 4.1s --> 5 / 1.0s for 4.1s)
 * Changed description: "Damage over time pops two layers at a time instead of one, plus massive damage to MOAB-class and Ceramics."

Pat Fusty is a solid supporting hero, but a few changes to his main attacks should help make him a little more useful overall in general scenarios.
 * Pat Fusty


 * Pat Fusty's Big Squeeze squeezes MOABs for less time (4s --> 2s) and stuns the offspring for more time (2s --> 4s)
 * Pat Fusty's Big Squeeze squeezes BFBs for less time (4s --> 3s) and stuns the offspring for more time (2s --> 3s)
 * Level 13+ stuns non-MOAB-class for longer (0.3s --> 1.0s)

Adora is popular but fairly balanced overall, but she faces competition with other more popular heroes at her higher levels. These changes should make her on par with other late-game heroes, especially when combined with her sacrifice ability.
 * Adora


 * Level 19 also gives +1 damage to all her attacks, like Level 15.
 * If within range of a Vengeful True Sun God at Level 20, her total damage for all her attacks is increased by 3x, on top of the regular Sun God Adora form.
 * Changed description of Level 20: "Ball of Light is greatly improved. Capable of becoming much stronger with the power of the Sun God."

Admiral Brickell is overall balanced on most of her attacks and support, but a few minor adjustments have been made to improve Brickell's pistol at higher levels, as although her pistol is good at her earlier levels, it falls off later in the game.
 * Admiral Brickell


 * Level 9 pistol deals more damage (5 --> 7)
 * Description changed to "Sea Mines and pistol both do extra damage"
 * Level 12 pistol deals more damage (7 --> 9)
 * Level 15 pistol now can pop any bloon type and deals more damage (9 --> 20)
 * Description changed to "Enhanced Sea Mines have a larger explosion, can damage Black Bloons and remove Camo property. Pistol gains extra damage and can pop any bloon type."

Although severely underrated as a highly effective late-game hero, especially at his higher levels, one small change should balance out his early-game overall by allowing him to be placed sooner, ensuring his higher levels are gained sooner.
 * Etienne


 * Etienne costs less ($850 --> $700)

Several Monkey Knowledge Points have been adjusted to give them more potential.
 * Monkey Knowledge


 * Ceramic Shock no longer affects Shrapnel Shot projectiles until Deadly Precision Large Calibre or above
 * Thicker Foams now increases foam pierce further (+3 --> +5)
 * Healthy Bananas bonus increases with Monkey Wall Streets (3 lives --> 10 lives)

I personally do not think Prince of Darkness deserves a nerf, despite how powerful it is right now. It is incredibly good at cleanup, not gonna lie, but it still is able become severely weak if it has no more undead bloons in stock, so that's a fair compromise. On the other hand, if it did have to have a nerf, I would increase the thresholds of the increased damage-per-graveyard-stock from per 200 graveyard units to per 250 graveyard units (or 2000 for +10 damage --> 2500 for +10 damage), while buffing the capacity of Necromancer from 500 to 600 to make Necromancer less affected by the Prince of Darkness nerf.
 * Additional notes