User blog:Qwertyxp2000 the second/Balance change suggestions for Version 21.0

Here's a bunch of refreshed suggestions that I would hope will be added to Version 21.0. A few of my old suggestions were incorporated, including the +1 damage buff for the Really Big Bombs and the pierce interaction with 0-3-1 Dragon's Breath. In fact, I'm still not sure whether adding +1 damage without the price nerf still makes Really Big Bombs better than Cluster Bombs, but at least it stands a chance in the RBB vs CB war. The Overclock save state buff was also incorporated, but it seems like a suggestion that most other players wanted too.

MOAB Mauler and Sub Commander gained some pretty decent nerfs, while a number of other towers gained some decent buffs overall. Pretty surprised how little nerfs the MOAB Mauler and Sub Commander both got, but it's good because they won't be too harshly nerfed to a degree that they would become useless. Similarly goes for the duration nerf to Brickell's Naval Tactics and the Mega Mines explosion damage nerf, although personally didn't feel Mega Mines was that OP at the start.

I like how the upper MOAB Maulers finally got some well-deserved main attack buffs to their MOAB-class damage, especially for MOAB Assassin with 26 damage from 19 damage (instead of the suggested 25 damage).

Some of the ones I made from the earlier one are removed and replaced due to the changes in the game.


 * Dart Monkey
 * Super Monkey Fan Club and Plasma Monkey Fan Club transformations on nearby Dart Monkeys now accept range buffs (i.e. 40 base range plus the Path 3 range crosspaths)
 * Plasma Monkey Fan Club base attack attacks 50% faster.
 * Plasma Monkey Fan Club ability duration increased (15s → 20s)
 * Plasma Monkey Fan Club ability cooldown decreased (50s → 45s)
 * Plasma Monkey Fan Club base attack pierce and transformation pierce increased by +2
 * 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.

Appears mostly balanced overall, but it is worth adding a few of these changes to make the Upper Path 3 a little more worthy against stronger bloons.
 * Boomerang Monkey
 * Kylie Boomerang deals +1 damage to Ceramics and MOAB-class.
 * MOAB Press deals an extra +1 damage to Ceramics and +2 to MOAB-class.


 * Bomb Shooter
 * Reworked pierce and blast radius of each explosion for base Bomb Shooter and Path 1. This is to make the other paths besides Cluster Bombs and Recursive Clusters more useful, although MOAB Maulers spam is slowly meeting its way to becoming a viable strategy when paired with Striker Jones. Upper Path 1, however, is still incredibly weak, and this is mostly due to its very low pierce compared to other explosion-based options.
 * Base Bomb Shooter main explosion now has more pierce (18 → 24). Does not affect Cluster Bombs or Recursive Clusters, but does affect Bomb Blitz. Also does not affect MOAB Mauler.
 * Bigger Bombs main explosion now has more pierce (28 → 36). Does not affect Cluster Bombs or Recursive Clusters, but does affect Bomb Blitz. Also does not affect MOAB Mauler.
 * Really Big Bombs pierce increased (48 → 55)
 * Bloon Crush pierce increased (48 → 90)
 * Base Bomb Shooter main explosion now has more blast radius (~10 → 15). Does not affect Cluster Bombs or Recursive Clusters, but does affect Bomb Blitz. Also does not affect MOAB Mauler.
 * The blast radius for the base Bomb Shooter explosion is extremely small and hardly does anything in regards to area damage. The tiny explosion radius for the base Bomb Shooter is the primary reason why 0-0-0 Bomb Shooter is considered one of the worst base towers in the game, alongside 0-0-0 Wizard.
 * Bigger Bombs main explosion blast radius increased by +5. Does not affect Cluster Bombs or Recursive Clusters, but does affect Bomb Blitz. Also does not affect MOAB Mauler.
 * Really Big Bombs explosion radius increased (~40 → 50)
 * This buff should fix up the problems regarding low area-of-effect compared to Cluster Bombs.
 * Bloon Impact explosion radius increased (~40 → 55 50)
 * MOAB-class bloons consume more Bloon Crush pierce (1 → 2)
 * MOAB Eliminator now has +15 range on top of MOAB Assassin.
 * Bloon Crush now applies a single 5 units knockback to all affected bloons and a single 3 units knockback for MOABs, BFBs, and DDTs. Bloon Crush now creates a secondary explosion of radius 80 and 120 pierce that stuns non-MOAB-class bloons and deal 3 damage to all affected bloons each.
 * Bloon Crush now deals more damage (12 --> 32)
 * Reworked frags for Path 1 crosspathing to make it more beneficial for crosspathing them
 * 1-0-2 Bomb Shooter frags now pop more bloons (1 --> 2)
 * 3-0-2 Bomb Shooter frags now pop more bloons (2 --> 3 4)
 * 3-0-2 Bomb Shooter frags produces more projectiles (8 --> 12)
 * 4-0-2 Bloon Impact's frags pop more bloons (2 --> 3 4)
 * Again, 4-2-0 is still better than 4-0-2, for the stun is far superior over the damage from the added frags. This additional pierce will make the 4-0-2 Bloon Impact more useful for additional popping power.
 * 4-0-2 Bomb Shooter frags produces more projectiles (8 --> 16)
 * Again, 4-2-0 is still better than 4-0-2, for the stun is far superior over the damage from the added frags. This will make it far more reliable as actual additional popping power rather than a permastun from benefits of Path 2.
 * 5-0-2 Bloon Crush's frags pop more bloons (2 --> 10) and deal more damage (2 --> 6)
 * Again, 5-2-0 is still better than 5-0-2, for the stun is far superior over the damage from the added frags.

Tack Shooters are a powerful force on maps with good bends and corners, but their viability on harder maps is less prominent due to the severely reduced number of good bends and corners not obscured by Line of Sight.
 * Tack Shooter

The Path 1 crosspaths for Overdrive and The Tack Zone are predominantly the most favored, and there is not much viability for using the Path 2 crosspaths as of now. As such, these adjustments should make either crosspath more viable to go for in specific scenarios.

The Ring of Fire changes are going towards the right track when it comes to balancing crosspaths, but it is not quite perfected. In particular, a suggestion for adding burn damage-over-time would fit the fire theme for Ring of Fire without disrupting the balance of gameplay.

Miscellaneous changes to the Upper Path 2 have also been suggested to make the towers a little stronger overall besides their ability.
 * Reworked Tack Zone’s crosspathing benefits
 * 0-0-5 Tack Zone pierce decreased (9 → 4)
 * 0-0-5 Tack Zone attack speed increased (0.2625s → 0.175s), for +100% attack speed buff when compared to Overdrive.
 * 1-0-5 attack speed bonus remains at +33%, or a 0.75x cooldown. 1-0-5 attack speed is now per 0.140s
 * 2-0-5 attack speed bonus changed to +33%, or a 0.75x cooldown. 2-0-5 attack speed is now per 0.0984s
 * Tack Zone pierce increased by +2 with 0-1-5 (6 overall)
 * Tack Zone pierce increased by +3 with 0-2-5 (9 overall)
 * Tack Zone range increased (46 --> 52)
 * Tack Zone range bonus increased for each Path 2 upgrade (+4 → +8).
 * 0-1-5 Tack Zone now has 60 range (from 52), and 0-2-5 Tack Zone now has 68 range (from 54).
 * Overdrive range increased (23 --> 26)
 * Overdrive range bonus from Path 2 upgrades increased (+4 → +5)
 * Ring of Fire’s and Inferno Ring’s Path 2 crosspaths give extra pierce (+10 → +15)
 * Makes it far more viable than purely with Path 3 upgrades.
 * Blade Maelstrom main blade attack has +5 range and +2 pierce
 * Super Maelstrom main blade attack now attacks 2x faster
 * Super Maelstrom main blade attack pierce increased (6 --> 30)
 * Inferno Ring main flame ring attack deals +1 damage per Path 3 upgrade.
 * Ring of Fire and Inferno Ring's ring attacks gain +10% attack speed with More Tacks a burning damage-over-time. 4-0-1 and 4-0-2 Ring of Fire's damage-over-time becomes 1 damage per 1.5s for 3 seconds, while 5-0-1 and 5-0-2 Inferno Ring's damage-over-time becomes 5 damage per 1.0s for 3 seconds.
 * Another way to make 4-0-1 and 5-0-1 not a complete waste of money and therefore make crosspathing make more sense without ruining balance changes.
 * "Shoots out 10 tacks instead of 8. For Ring of Fire, increases flame intensity, setting affected Bloons on fire."


 * Ice Monkey
 * Embrittlement has more pierce (40 → 45)
 * Embrittlement shard projectile count increased (3 → 5, arranged like in BTD5)
 * Super Brittle has more pierce (40 → 75)
 * Reworked Absolute Zero to become a far more powerful super-stalling freeze-based tower
 * Absolute Zero aura now slows down MOAB-class, but with decreased amounts for larger blimps
 * 30% for MOABs
 * 20% for BFBs and DDTs
 * 10% for ZOMGs
 * Absolute Zero now detects camo
 * Absolute Zero can now pop and freeze Whites and Zebras with base attack
 * Absolute Zero base attack freeze duration increased (2.2s → 4.0s 5.0s)
 * Absolute Zero ability now fully immobilizes all affected blimps instead of slightly immobilizing them.
 * Absolute Zero ability now slows all unfrozen Bloons by 50% (25% for blimps) for the rest of the ability duration. Can soak through all blimp layers too.
 * Adjusted the entirety of Upper Path 3 to make them more viable outside of custom challenges or when trying to afford Icicle Impale
 * Cryo Cannon blast radius increased by +5 (probably from 20 --> 25, but not so sure)
 * Cryo Cannon costs less ($2000 → $1600)
 * Cryo Cannon now can target MOAB-class bloons but not freeze them or apply special effects on them. Deals purely 1 damage to MOAB-class and consumes 1 pierce.
 * Icicles icicle spikes have more pierce (3 --> 5)
 * Icicles now can target MOAB-class bloons but not freeze them or apply special effects on them. Deals purely 5 damage to MOAB-class and consumes 1 pierce.
 * Finally might make it practically possible to damage MOAB-class with Ice Monkeys only without Tier 5.
 * Icicles costs more ($2000 --> $2400).
 * This is to make up for the fact that its main attack would now deal good damage against MOAB-class.
 * Super Brittle has more range (25 --> 30)


 * Glue Gunner
 * 2-0-3 MOAB Glue deals more DoT damage to blimps (1 → 5)
 * Relentless Glue now shoots 2 projectiles instead of 1
 * Relentless Glue ground blobs last longer (5.0s → 10.0s)
 * Super Glue’s standard glue formula slows blimps more (37.5% → 75%).
 * Super Glue now fully locks MOAB-class bloons
 * ZOMGs are locked for 0.5s (instead of 0.75s 90% slowdown)
 * BFBs are locked for 1.5s (instead of 2.5s 95% slowdown)
 * DDTs are locked for 3.0s (instead of a 5.0s lock)
 * MOABs are locked for 6.0s (instead of 5.0s lock)
 * Super Glue damage to MOAB-class decreased (50 → 30) to compensate the new change to the bonus projectile
 * 1-0-5 Super Glue now penetrates all blimp layers
 * x-x-5 Super Glue deals more DoT damage to blimps (1 → 5)
 * 2-0-5 Super Glue deals more DoT damage to blimps (1 → 10)
 * Glue Strike main attack splash pierce increased (6 → 10)
 * Glue Storm main attack attacks 3x faster
 * Bloon Liquefier pierce increased (1 --> 2). Stacks on top of Path 2 benefits.
 * Adjusted Super Glue pierce to make it far better against regular bloons but worse against blimps
 * Super Glue main attack pierce increased (6 → 30)
 * Super Glue main attack pierce consumption increased from MOAB-class bloons
 * MOABs consume 2 pierce
 * DDTs consume 3 pierce
 * BFBs consume 5 pierce
 * ZOMGs and BADs consume 10 pierce


 * Sniper Monkey
 * Supply Drop now attacks 33% faster. Also affects Elite Sniper.
 * x-5-x Elite Sniper now deals Ceramic Shock effect to Ceramics; Ceramic Shock MK now increases duration of the shock effect by 1.0s for Elite Sniper.
 * Cripple MOAB deals more damage (60 → 75).
 * Cripple MOAB main bullet now deals +75 damage to any blimp affected by any debuff type (i.e. debuffs such as Super Brittle, Glue Strike, Glue Storm, or Cripple MOAB)
 * Cripple MOAB debuff versus BADs increased duration (0.75s --> 1.0s)
 * Cripple MOAB now can instakill Ceramics
 * Improved Shrapnel pierce with higher tiers. Reasoning for this is to make the slower higher-tier Snipers more useful as crowd control, compared to the superior Upper Path 3 options.
 * 3-2-0 Deadly Precision shrapnel now deals more pierce (2 --> 4)
 * 5-2-0 Cripple MOAB shrapnel now deals more pierce (2 --> 9)
 * x-5-x Elite Sniper shrapnel now deals more pierce (2 --> 4)


 * Monkey Sub
 * Airburst Darts costs more ($1000 --> $1200)
 * Brought back the nerf suggestion of Airburst Darts, as the overall reliability versus alternate options is far too effective. Also would nerf the Triple Guns + Alch interaction, alongside the general nerf to Alch buffs versus multi-projectile towers.
 * Adjusted Ballistic Missile to make 2-3-0 Ballistic become a little more balanced against 0-3-2, but adjusting the price to make it not so spammy.
 * Ballistic Missile deals +1 damage (1 → 2). Does not affect the Ceramic and MOAB damage bonus, and remains at 6.
 * Ballistic Missile costs more ($1400 → $1600)
 * Ballistic Missile pierce decreased (100 → 60). Requires Airburst Darts to return the pierce back to 100.
 * Adjusted First Strike's main attacks to make it more worth than simply for the ability
 * First Strike Capability ballistic missiles deal +1 damage, on top of Ballistic Missile buff (1 → 3). Affects Ceramic and MOAB damage bonus (6 → 7).
 * First Strike Capability has more range (50 → 60)
 * First Strike Capability's Path 3 crosspaths now use the old Ballistic Missile attack speed buff bonuses (i.e. +25% attack speed from 0-4-1 and +100% attack speed from 0-4-2 compared to x-4-0).
 * First Strike Capability now adds +40 pierce to each ballistic missile.
 * First Strike Capability's ballistic missiles now have unlimited range; Advanced Intel instead provides camo detection for the Sub.
 * Changed description from "First Strike ability: A devastating missile strike on the largest Bloon on screen." to "Shoots powerful missiles capable of seeking targets anywhere. First Strike ability: A devastating missile strike on the largest Bloon on screen."
 * Adjusted Pre-Emptive Strike to become more worth the $32,000 cost, comparable to Archmage except expertises as a non-homing attacker with unique explosive powers.
 * Pre-Emptive Strike has more range (50 → 75)
 * Pre-Emptive Strike ballistic missiles deal +2 damage to Fortified Bloons
 * Pre-Emptive Strike ballistic missile deals +1 damage (on top of Ballistic Missile, from 1 --> 4). MOAB and Ceramic damage increased too, from 11 to 14.
 * Pre-Emptive Strike's First Strike Capability ability main nuke explosion deals more damage (10,000 --> 15,000)
 * Pre-Emptive Strike ballistic missiles now have unlimited range; Advanced Intel instead provides camo detection for the Sub.
 * Pre-Emptive Strike's Path 3 crosspaths now use the old Ballistic Missile attack speed buff bonuses.
 * Pre-Emptive's First Strike Capability ability is now separate from First Strike Capability.
 * 0-1-2 Airburst Darts grants +1 pierce to each airburst dart.
 * Energizer cost decreased ($32,000 --> $28,000)
 * Unsubmerged Energizer now produces a one-pierce laser attack, similar to High Energy Beacon. Has one pierce (can be buffed, unlike Sniper, but like Inferno Ring), 6 damage, and attacks every 0.06s, but cannot pop Purples.
 * With Path 2 upgrades, increases pierce by +1 per Path 2 upgrade, while Heat-Tipped Darts grants +1 damage.
 * With Path 3 upgrades, decreases attack speed cooldown by 0.90x and 0.85x on top, respectively.
 * Would make Energizer more useful than simply just a support tower, but submerging is still required for the main benefits (i.e. the faster global ability cooldowns, the even faster local water ability cooldowns, and the Hero XP bonuses)
 * 5-2-0 Energizer's extra damage versus Leads is increased (+1 --> +3)
 * Adjusted 3-x-x Submerge and 4-x-x crosspathing to make the crosspaths more equally viable. Adding extra range for submerged for Path 2 would become useful in a handful of situations where the range of the submerging isn't quite enough, such as on the map Bazaar.
 * Barbed Darts increases range of the Submerge and Support (and by extension Reactor) by +5 if submerged
 * Heat-Tipped Darts increases range of the Submerge and Support (and by extension Reactor) by another +5 if submerged
 * Heat-Tipped Darts also allows Bloontonium Reactors to deal +1 damage to Frozen Bloons, just like the +1 damage to Lead Bloons.
 * Might be useful for interactions with Ice Monkeys, and could be useful for late-game Super Ceramic anti-stall. Also makes it quicker to let off an Ice Shards explosion for a lower price than the superior 4-0-2 crosspath.
 * 3-0-0 Submerge and Support sonar pierce reduced (infinite --> 100). Requires 3-1-0 or 3-2-0 for infinite sonar pierce.
 * This is because a simple 3-0-0 is far too cheap for efficient decamo across all stages of the game, especially compared to Cleansing Foam.

Only a few changes are necessary for the Monkey Buccanneer, mostly the Upper Path 3 upgrades with the benefits of the Favored Trades selling buff and the cash-per-round of Trade Empire.
 * Monkey Buccaneer
 * Favored Trades range increased (71 → 78 85)
 * Trade Empire range increased (71 → 90 120)
 * Trade Empire cash production adjusted so that it is still viable when used solo
 * Trade Empire produces more cash per round ($800 --> $1600)
 * Note: Trade Empire is already unaffected by Trade Empire bonus cash buffs from Merchantmen.

Overall, the main issue for the Monkey Ace is its unreliable pineapples, but a few adjustments to Upper Path 1 can be made to increase its overall viability against grouped MOAB-class. The Sky Shredder upgrade is considered on par with the power of Apache Prime for a somewhat lesser cost, but due to the general inaccuracy of Sky Shredder it does deserve a few more adjustments to its overall popping power. Tsar Bomba is pretty good for its ability, but it remains niche outside of custom challenges, so a buff to its base bombs may help make it more useful in a real CHIMPS game.
 * Monkey Ace
 * Fighter Plane reworked to make it better against bloons but somewhat worse against blimps. This is to make it a little more similar to the new Aircraft Carrier planes. Likewise, Operation Dart Storm will be a little better at bloon popping and the more main upgrade for the anti-MOAB feature.
 * Fighter Plane shoots only one missile that deals 20 25 damage.
 * Fighter Plane missile attacks faster (4.0s --> 3.0s)
 * Fighter Plane missile explosion pierce increased (3 --> 4)
 * Operation: Dart Storm now shoots two missiles that deal 20 damage each every 1.5s instead of every 2.0s
 * Fighter Plane now adds and automatically equips to Wingmonkey target priority.
 * This is to further utilize the role of acting like Aircraft Carrier planes. Although the MK for Wingmonkey will become less valuable, even though it would still be useful with Bomber Aces, this is important for filling the role of the Fighter Plane's mobility options.
 * "Flies fast, launches anti-MOAB missiles, and gains a new mobile flight target option."
 * Modified Sky Shredder so that its missiles are more area-of-denial against blimps, as well as reduced dart damage but increased pierce per dart to make them more zone-based at high range, much like the old Tack Zone but with near-unlimited range. Made the darts more accurate too so that the Ace can pierce through more bloons throughout the entire screen. The added Wingmonkey feature regardless of MK also makes its darts hit better anyways
 * Sky Shredder now shoots four missiles that deal 50 damage each every 1.0s instead of every 2.0s
 * Overall single-target damage is 200 damage per shot, but can attack more blimps at a faster rate
 * Sky Shredder missile projectile speed and explosion radius both increased by 25%
 * Sky Shredder missile explosion pierce increased (6 --> 12)
 * Sky Shredder darts have more pierce (5 --> 8)
 * Sky Shredder darts projectile speed increased by +50%
 * Tsar Bomba main bombing run attack deals more damage (10 --> 20) and pops all bloon types
 * Tsar Bomba main bombing run attack now stuns regular bloons for 1.0s
 * 2-0-4 Spectre now shoots a twin array of darts but at the cost of only 1 damage darts. Might be more useful when paired with damage buffs or bloon debuffs.
 * 2-0-5 Flying Fortress now shoots a twin array of darts but at the cost of only 2 damage darts.
 * Reworked Exploding Pineapple crosspathing benefits to make them more useful on higher upgrades. Currently, its attack speeds are not at all affected by crosspath benefits.
 * Exploding Pineapple deploys pineapples faster (3.0s --> 2.0s).
 * This is due to the general unreliability of pineapples in general.
 * 1-1-0 Exploding Pineapple deploys pineapples +66% faster.
 * 4-1-0 ODS deploys pineapples +100% faster.
 * 5-1-0 Sky Shredder deploys pineapples +100% faster, and deal 5 damage each instead of 1.
 * 0-1-4 Spectre now deploys 4-unit arrays of 3-damage pineapples similar to Bomber Ace every 1.5s 1.0s.
 * 0-1-5 Flying Fortress now deploys 4-unit arrays of 10-damage pineapples similar to Ground Zero every 1.5s 1.0s. Can pop Blacks and Zebras, unlike Ground Zero bomb arrays.


 * Heli Pilot
 * Comanche Defense main helicopter now shoots regular dual missile attacks every 4.0s with the same stats as mini-Comanches, except with only 30 pierce per missile. Also affects Comanche Commander.
 * Comanche Defense cost decreased ($8500 --> $7000). At this point, I think it's a fair compromise for a tower whose main popping power depends far too strongly on one metaphorical basket.
 * Special Poperations redeploy ability cooldown decreased (60s → 30s)
 * Razor Rotors now pops more bloons (10 --> 24)
 * Apache Dartship's rotor blade attack now pops more bloons (10 --> 40) deals more damage (1 --> 2), and has +3 range.
 * Apache Dartship costs more ($19,600 --> $20,000)
 * Apache Prime's rotor blade attack now pops more bloons (10 --> 65), deals more damage (1 --> 6), attacks faster (0.75s --> 0.32s), and has +3 range on top of Apache Dartship.
 * Apache Prime's lasers no longer pop Purple Bloons without support
 * This change is to further encourage usage of the rotor blade attacks.
 * Faster Darts now increases projectile speed of all projectile-based attacks.


 * Mortar Monkey
 * Pop and Awe main damage increased by +1, ceramic damage by +3, lead damage by +1, Fortified by +1, and MOAB-class damage by +1.
 * Burny Stuff reworked for Tier 5 upgrades
 * 5-0-2 now deals 30 DoT damage per 1.5s for up to 3 seconds
 * 0-5-2 deals +5 DoT damage versus Ceramics, Lead, and MOAB-class
 * 3-0-2 Shell Shock's shockwaves now applies Burny Stuff to damaged bloons. (I know for sure that Shell Shock shockwaves don't apply napalm regardless of further upgrades.)
 * The Big One and The Biggest One can now stun Black Bloons and Zebra Bloons
 * It's a bit silly for The Big One and The Biggest One to not affect Black Bloons or Zebra Bloons.
 * The Big One's and The Biggest One's secondary shockwave explosion pierces now will increase accordingly with the main explosion's default pierce (85 and 200, respectively).
 * Certainly will make both of these more reliable at the stunning portion of the upgrades for sure, and it sure is needed, even though The Big One is already a good anti-R63 tower.
 * The Biggest One's outer secondary shockwaves now deal 10 damage to Ceramics and 5 damage to all other bloons.
 * Burny Stuff description changed to "Sets affected Bloons on fire with each hit." for accuracy reasons.


 * Wizard Monkey
 * Adjusted Wall of Fire entirely
 * Adjusted Wall of Fire algorithm when paired with Guided Magic
 * When set on First, Wall of Fire now is set on Smart (i.e. as front towards the start of the track as possible) when no bloons are within range.
 * When set on Last, Wall of Fire now is set on Co-Smart (i.e. as back towards the end of the track as possible) when no bloons are within range
 * When set on Close, Wall of Fire now is set on Close (i.e. as close to the track to the Wizard as possible) when no bloons are within range
 * When set on Strong, Wall of Fire now is set on Smart (i.e. as front towards the start of the track as possible) when no bloons are within range.
 * Wall of Fire reworked entirely for Tier 3 and later
 * All Tier 3 Wizards with Wall of Fire have 20 pierce for the Wall of Fire (15 → 20 for Arcane Mastery and Dragon’s Breath, no effect for Shimmer)
 * Summon Phoenix’s Walls of Fire last 2.0s longer (4.5s → 6.5s)
 * All Tier 5 Wizards with Wall of Fire last 5.5s longer (4.5s → 10.0s, 12.0s for WLP)
 * Wizard Lord Phoenix’s Walls of Fire have more pierce (15 → 30)
 * Arcane Spike’s Walls of Fire have more damage (1 → 2)
 * Archmage’s Walls of Fire have more pierce (15 → 30 25)
 * Archmage’s Walls of Fire attack faster (5.5s → 4.5s)
 * Summon Phoenix’s main attack flame projectile speed increased by 25%
 * Summon Phoenix’s main attack flame attacks faster (0.1s → 0.08s)
 * Dragon Breath’s Fireball attack speed increased (3.0s → 1.8s)
 * Dragon's Breath Fireball attack has more pierce (18 --> 28)
 * 2-3-0 Dragon Breath's Fireball deals increased damage (1 --> 2) and adds damage-over-time equivalent to base Burny Stuff.
 * Adjusted Lower Path 3 and Lower Path 1 to make it more worth crosspathing for Upper Path 2.
 * Arcane Blasts adds +1 damage to each Dragon's Breath (and subsequent upgrades) flame and their Walls of Fire. Does not affect x-2-x, but affects x-3-x.
 * Summon Phoenix's phoenix no longer detects camo without crosspathing with Monkey Sense. Wizard Lord Phoenix main ability remains the same (can detect camo even without Monkey Sense).
 * Intense Magic adds +2 pierce to each Summon Phoenix ability (and subsequent upgrades) flame, and increases projectile speed by +25% for the same ability's flames.
 * Arcane Blasts adds +1 damage to each Summon Phoenix ability (and subsequent upgrades) flame.
 * Reworked Prince of Darkness to make crosspathing more worth it, and to reduce RNG and/or increase overall power depending on crosspath.
 * 1-0-5 Prince of Darkness now allows undead bloons and undead blimps to seek at bloons through the air, as well as last 50% longer and move +25% faster. Undead bloons and undead blimps will still spawn from random paths though.
 * 2-0-5 Prince of Darkness now adds +1 damage to all undead bloons and undead blimps
 * 0-1-5 Prince of Darkness and 0-2-5 Prince of Darkness allows undead bloons to gain a separate contact damage attack, similar to a Wall of Fire but with mobility.
 * Undead Bloons deal contact damage of 1 with a pierce of 2 with 0-1-5, or 4 pierce with 0-2-5.
 * Undead MOABs deal contact damage of 2 with a pierce of 8 with 0-1-5, or 12 pierce with 0-2-5.
 * Undead BFBs deal contact damage of 4 with a pierce of 20 with 0-1-5, or 30 pierce with 0-2-5.
 * Reworked Arcane Spike and Archmage damage to make them a little more viable specialize-from-higher-costs towers.
 * Arcane Spike deals +2 pierce per bolt (6 --> 8). Archmage is also affected (10 --> 12).
 * Arcane Spike deals +3 damage to Ceramics per bolt, for 8 damage to Ceramics overall. Archmage is also affected, but deals 9 10 damage to Ceramics from the bolt instead.
 * Arcane Spike costs more ($10,900 --> $11,500)

Decreased Knockback effects against Ceramics and Leads for higher upgrades has made them far less effective overall, so suggestions for increasing knockback versus Ceramics and Leads is worth adding. Similarly, although Dark Champion has great popping power overall it is worth making Dark Champion better at knocking back regular bloons.
 * Super Monkey

On the other side, Laser Blasts is one of the weaker Super Monkey upgrades in the game, mostly due to Epic Range costing less but for increased benefits and no backlash of no Purple popping. As such, a price cut is necessary to fix it. Prices for Plasma Blasts and Sun Avatar are increased slightly to account for the Laser Blasts cost changes.


 * Sun Temple and Tech Terror with Knockback now knockback Ceramics and Leads more (-60% → -80%)
 * True Sun God and Anti-Bloon with Knockback now knockback Ceramics and Leads more (-60% → -100%)
 * Dark Champion knockback against Ceramics increased (-100% → -120%), and against regular bloons increased (-125% → -150%)
 * Reworked Laser Blasts cost to make it more worth the price compared to 0-2-0 Super Monkey, but also adjusted to avoid buffing Sun Avatar.
 * Laser Blasts costs less ($2500 --> $2000)
 * Plasma Blasts costs more ($4500 --> $4800)
 * Sun Avatar costs more ($22,000 --> $22,500)

Overall pretty balanced on their own, but Path 3 crosspath Bloonjitsu is still by far the best of the offense-based Ninja upgrades, especially when paired with Alchemist. Adjustments to the pierce portion of the Alchemist buffs should make the Ninja not as overpowered in combination with Alch buff, and a slight rework for Grandmaster Ninja should make the Path 2 option a lot more viable.
 * Ninja Monkey

Similarly, the Path 2 crosspath for the Upper Path 3 upgrades is least desired, and this can also be attributed to the lack of power from Distraction effects towards flash bombs.
 * Grand Saboteur now pops Frozen and Lead
 * Grand Saboteur distraction chance increased to 75%.
 * Bloon Sabotage distraction chance increased to 25% instead of 15%.
 * 0-1-3 Flash Bomb's flash bombs now have 15% chance to knockback regular bloons by 5-10 units backwards.
 * 0-1-5 Master Bomber's flash bombs now have 15% chance to knockback regular bloons by 20-30 units backwards.
 * 0-1-5 Master Bomber's flash bombs now have 15% chance to knockback blimps by 5 units backwards.
 * Master Bomber's caltrops now deal +2 damage against MOAB-class.
 * Master Bomber's flash bombs now deal more damage against MOAB-class (5 --> 25)
 * 5-0-2 Grandmaster caltrops now (correctly) deals 6 pierce and 2 damage each, instead of 5 damage and 1 pierce, and the caltrops is now affected by Grandmaster Ninja's 2x attack speed bonuses.
 * It's a big buff for Grandmaster overall, but it is still worth utilizing a Grandmaster + Shinobi army for this.
 * 5-1-0 Grandmaster distraction chance increased (15% --> 20%)
 * This is to make a solo Grandmaster more worth using over the increased pierce one, since Shinobis make Path 2 crosspathed Grandmaster near redundant.
 * Grandmaster Ninja now shoots 10 projectiles instead of 8.
 * Probably would make better sense to make it shoot many more projectiles of lesser damage. Buffs the Path 2 Grandmaster Ninja overall.
 * Grandmaster Ninja deals less damage (2 --> 1).
 * Overall less damage DPS, even with a buff to its projectile count, but the total pierce would overall be increased. Even still, less of an improvement with Pat Fusty damage buff, but it might make the Alch buff interaction even better.


 * Alchemist
 * Transforming Tonic’s Unstable Concoction attack attacks faster (2.0s → 1.6s)
 * Total Transformation's main non-ability attacks attack 5x faster.
 * This makes it more useful outside of its new ability, as personally it is still very weak outside of its not-so-strong ability, although transforming Shinobis and Druids of Wrath are what keeps it alive.
 * Total Transformation main monster plasma has +4 pierce
 * Total Transformation monsters now detect camo if the tower transformed from has camo detection (e.g. a transformed 3-0-0 Arcane Mastery doesn't but a transformed 3-0-2 Arcane Mastery does).
 * Total Transformation monsters from Tier 3 Super Monkeys now have +1 damage.
 * Permanent Brew effects will now affect all sub-towers if the Alchemist buffs the parent tower.
 * This change will likely make Permanent Brew become better synergy with stuff like Comanche Commander, Aircraft Carriers and Carrier Flagships, Engineer's Sentries, and various other towers that are heavily reliant on sub-towers.
 * Would also make Permanent Brew a much more significantly viable option for its already high price of $60,000. Some players still complain that it's "too expensive", but it's worth it. Although, it just isn't worth it on Comanche Commander or Aircraft Carriers at the current state.
 * Reworked the pierce portion of the brews in order to make multi-projectile towers a little less powerful but also make higher-pierce towers more viable. This is mostly to try to tackle the overpoweredness of staple mid-game defenses like Bloonjitsu + Stimulant or Triple Guns + Stimulant, while other combos such as Long Life Spikes + Stimulant or Recursive + Stimulant would become more viable options.
 * Berserker Brew now gives +20% pierce rounded up instead of +2 pierce, thereby giving at least +1 pierce. Applied before all other pierce buffs.
 * This would nerf the low-pierce multi-projectile towers overall (+2 --> +1)
 * But this would buff higher-pierce towers overall (e.g. Recursive Cluster tertiary explosions gets +12 instead of +2, from 60 pierce; or Spiked Balls gains +4 pierce instead of +2, from 16 pierce)
 * Stronger Stimulant now gives +25% pierce rounded up plus an extra +1 on top instead of +3 pierce, thereby giving at least +2 +1 pierce. Applied before all other pierce buffs.
 * This would nerf the low-pierce multi-projectile towers overall (+3 --> +1 or +2)
 * But this would buff higher-pierce towers overall (e.g. Recursive Cluster tertiary explosions gets +15 instead of +3, from 60 pierce, whereby +15 for the percentage portion; or Spiked Balls gains +4 pierce instead of +3, from 16 pierce)
 * Permanent Brew now gives +25% pierce rounded up plus an extra +2 on top instead of only +3 pierce, thereby giving at least +3 pierce. Applied before all other pierce buffs.
 * Overall, this is a buff to any tower whose pierce is at least 4 pierce.
 * 2-1-0 Stronger Acid now also increases Acidic Mixture Dip usage count (10 --> 12)
 * Might seem insignificant at first, but it would make quite a difference.
 * "Acid potions dissolve Bloons faster, and improves Acidic Mixture Dip."


 * Druid
 * Ball Lightning base lightning pops more (1 → 2)
 * Ball Lightning tornadoes blow more (30 → 45), have larger projectile size, and pop 1 layer before blowing back (except Leads, which only consume pierce and are dealt 1 damage).
 * Ball Lightning thorns have +2 pierce each
 * Reworked Superstorm's attacks to make it more useful late-game, become more economical for massively powerful stalling of blimps, and deal good damage overall.
 * Superstorm costs less ($90,000 → $75,000)
 * Superstorm regular tornado blows more (30 → 120), attacks faster (2.5s → 2.0s), even larger projectile size, and damages up to 5 layers
 * Superstorm mega tornado deals more damage (12 → 20)
 * Superstorm mega tornado consumes less pierce per MOAB-class bloon
 * Superstorm mega tornado consumes less pierce per MOAB (20 → 10)
 * Superstorm mega tornado consumes less pierce per BFB (50 → 25)
 * Superstorm mega tornado consumes less pierce per DDT (50 → 20)
 * Superstorm mega tornado consumes less pierce per ZOMG (200 → 100)
 * Superstorm regular lightning deals more damage (3 → 4), even more damage versus Ceramics and MOAB-class (3 → 10), and attacks faster (2.3s → 1.75s)
 * Superstorm ball lightning deals more damage (5 → 8)
 * Superstorm thorns now have more pierce (2 → 10) and deal more damage (1 → 4)
 * Spirit of the Forest’s Jungle’s Bounty per-farm income increased ($100 → $150) and now counts all Banana Farms on screen.
 * Poplust now affects itself


 * Banana Farm
 * Banana Plantation adjusted such that it pays off faster than standard Banana Farms.
 * Banana Plantation now produces more bananas (16 → 18).
 * Pays off in around 14.8611 rounds, a little more than base Banana Farm.
 * 3-2-0 pays off in 14.3333 rounds, still lower efficiency compared to 4-2-0 Farms.
 * Marketplace adjusted such that it can be afforded sooner, produces less bananas, but pays off reasonably quickly compared to a collect-once-per-round Bank.
 * Marketplace now produces $30 per banana but in groups of 8.
 * This produces $240 per round.
 * Path 1 crosspaths only add one banana per upgrade.
 * Marketplace cost decreased ($2900 → $2400).
 * Pays off in around 17.08333 rounds, which is less efficient than most Farms, but still more efficient than the quick-withdraw-account Bank.
 * Monkey Bank adjusted such that it is more of a heavy investment and becomes less of an obvious favor over the Banana Plantation. This in turn also nerfs the Bank Deposits MK too, as it would take a lot more income to afford multiple extra Banks per round just from the optimal depositing business, while also making it still viable without the MK.
 * Monkey Bank production per round increased ($230 → $240)
 * Monkey Bank cost increased ($3300 → $3600)
 * Monkey Bank capacity increased ($7000 → $8000)
 * Monkey Bank capacity now (correctly) is deducted by half in Half Cash. Interest is now halved, primarily to make Bank Deposits less powerful on that game mode.
 * With "Bank Deposits" MK, the Monkey Bank becomes OP on that mode.
 * IMF Loan production per round increased ($230 → $280) and produces 7 divided units instead of 6 (7 --> 8 and 8 --> 9 with each Path 1 upgrade).
 * IMF Loan capacity increased ($10,000 → $12,000)
 * Monkey-Nomics production per round increased ($230 → $720) and produces 8 divided units instead of 6 (8 --> 9 and 9 --> 10 with each Path 1 upgrade).
 * Monkey-Nomics bank capacity increased ($10,000 → $20,000)
 * Central Market now produces $140 per banana but in groups of 8; income gain remains relatively unchanged. Path 1 crosspaths only add one banana per upgrade.
 * Monkey Wall Street reworked to produce more income overall but at a higher cost
 * Monkey Wall Street now produces 8 $300 bananas per round instead of 16 $70 bananas per round.
 * Monkey Wall Street costs more ($60,000 → $75,000)
 * Pays off in 14.703125 rounds, slightly more efficient than base Banana Farm and Banana Plantation.
 * 0-1-3 Marketplace now auto-gathers Banana Farms' bananas like a Monkey Farmer. Only affects Banana Farm bananas and their crates.
 * New description shall be "Bananas last 30 seconds before rotting instead of 15. Marketplaces autocollect nearby bananas within its range instead."
 * Central Market range increased (40 --> 50)
 * Monkey Wall Street range increased (40 --> 75)


 * Spike Factory
 * Adjusted Carpet of Spikes to be more effective at area-of-denial and to close the gap between optimal crosspaths.
 * 0-5-0 Carpet of Spikes pierce increased (5 → 10)
 * 1-5-0 Carpet of Spikes pierce increased (10 → 15)
 * Carpet of Spikes ability is now affected by Spike Storm crosspathing benefits with Smart Spikes
 * Carpet of Spikes ability is now separated from Spike Storm
 * Reworked Spike Storm to make it less for its ability, and to make it more varied when interacting with crosspath benefits.
 * Spike Storm now has +50% attack speed to its main attack
 * Spike Storm now costs more ($5000 --> $5400)
 * The old cost nerf to $6500 was far too harsh, and that could have destroyed the viability of Spike Storm. The $5400 is just right now to accommodate these new changes.
 * Spike Storm with Smart Spikes now changes its ability when changed to different settings.
 * Normal sets the Spike Storms everywhere on the map
 * Close sets the Spike Storms only within the applicable range of the Spike Factory. Cannot be activated if there is no range within the track to begin with.
 * Far sets the Spike Storms only outside the range of the Spike Factory. Cannot be activated if there the only track range is outside of the Spike Factory's range (which should only occur in very special short maps like the so-called "Slons" map).
 * Smart sets the Spike Storms such that the spike piles only distribute around the available lanes being used on a certain round.
 * Adjusted Spiked Mines to make it a little better as a mid-game offense tower.
 * Spiked Mines napalm now pops bloons every 1.0s for 6.0s instead of every 2.0s for 6.0s.
 * Reworked Super Mines to become extremely powerful but much slower, relying on stockpiling rather than purely just letting it attack directly onto passing blimps. Additionally makes it more useful against hyperclumped Purples. These changes additionally would make Super Mines worth decreasing the pricetag for too.
 * Super Mines spikes have more pierce (16 → 64)
 * Super Mines costs less ($175,000 → $150,000)
 * Super Mines attacks slower (4.4s → 8.0s)
 * Super Mines explosions have more pierce (60 → 180)
 * 5-0-2 Super Mines attacks 4x faster for the first 10.0s of the round instead of the first 2.5s.
 * Super Mines spike piles now last for 2 rounds. Super Mines spike piles additionally can be saved in game saves.
 * Super Mines napalm effect now deals 100 damage per 0.5s for 6.0s to all bloons (including blimps) affected by its explosions, for a total of 1200 damage.
 * 2-0-5 Permaspike has more pierce (70 → 80). 1-0-5 Permaspike remains at 70.
 * Long Life Spikes costs less ($1400 → $1250)
 * 0-x-5 Deadly Spikes spikes have more pierce (5 → 10)
 * 1-0-5 Deadly Spikes spikes have more pierce (10 → 20)
 * Deadly Spikes costs more ($3500 → $3600)
 * Long Reach now also increases projectile speed by +66%. Does not affect Permaspike.


 * Monkey Village
 * Primary Expertise base range increased by +5
 * On top of +1 pierce from the benefits of Primary Training, Primary Expertise now grants Bomb Shooters +25% pierce to explosions instead of +2 pierce. Does not affect Frag Bombs fragments (frags still have +3 range)
 * It's a better buff overall when synergizing with Bomb Shooters, and it also does just a bit for the 10-pierce clusters from Cluster Bombs (13.5 pierce instead of 13 pierce, due to ((10 * 1.25) + 1) pierce)
 * Primary Expertise now adds a bonus +25% pierce for all flame ring attacks from Ring of Fire and Inferno Rings instead of just +2 pierce. So +25% pierce (e.g. 60 --> 75 for no Path 3) plus +1 from Primary Training.
 * Again, better synergy with area-based attacks.
 * Primary Expertise now adds a bonus +15% +25% pierce for all Ice Monkeys' ice blast attacks instead of +2 pierce. So +25% pierce (e.g. 40 --> 50) plus +1 from Primary Training. Does not affect Icicles' icicles (remains at a basic +2 pierce on top of Primary Training's +1)
 * Again, better synergy with area-based attacks. Will help become an expertising synergy with Ice Monkeys.
 * Monkey Town now also discounts all Monkeys and their upgrades, including Tier 4 but not Tier 5, by a flat extra 5%.
 * Although most likely not very useful for CHIMPS, every little dollar saved is every little defense improved. Would still help greatly as a viable income plus utility option in a non-CHIMPS game though, and the hefty $10,000 would come as a potentially viable option overall.
 * Personally, I love this upgrade, but its income-per-pop generation seems very limited by only nearby towers in range, and any other towers outside its range simply just worsen the income portion. Adding a further discount portion would both help add an at least somewhat viable choice on CHIMPS and become useful in a real game.
 * Description shall become "All Monkeys within the radius of the Monkey Town get extra cash per Bloon pop, and all Monkeys and their upgrades up to Tier 4 within range are discounted by an additional 5%."
 * Adjusted Monkeyopolis efficiency to make its sacrifice values become based on the types of Farms rather than the pure monetary value of the Farms, while also making it on par for income generation efficiency against standard Farms on harder difficulties.
 * Monkeyopolis now calculates value of the nearby Banana Farm on a certain difficulty as though it has no discounts or cost reducers. For example, a 0-0-0 Farm with the Banana Subsidy MK discounted by 10% on Hard would be calculated as $1350, the normal Hard Price without Banana Subsidy, not $1215.
 * Monkeyopolis per-farm price now adjusts with difficulty: $4250 per farm on Easy, $5000 per farm on Medium, $5400 per farm on Hard, and $6000 per farm on Impoppable.
 * Adding a nearby Monkey City will now buff Monkeyopolis cash crates
 * Not much a big deal, but this is like the only upgrade where direct cash generators are unaffected by Monkey City.


 * Engineer Monkey
 * Sentry Paragon self-destruction pierce increased (50 → 90)
 * Sentry Paragon nail attack can pop frozen and lead.
 * Sentry Expert price decreased ($2500 → $2400)
 * Sentry Expert’s Energy Sentry attack speed increased (0.57s → 0.20s 0.10s)
 * Sentry Expert’s Energy Sentry damage decreased (2 → 1)
 * Nerfed Overclock's main ability overall, but compensated with a few minor buffs to make it still useful, particularly for challenges such as Engineers Only (whereby Engineers in general have poor camo detection options).
 * Overclock’s main attack now detects camo, pops lead, and can decamo and degrow. Cleansing Foam attack remains the same.
 * Rather strange buff, but I hope all Tier 4 Path 2 upgrades in the game gain some form of another bonus outside of just their respective ability.
 * Overclock ability cooldown increased (45s --> 60s)
 * This is to make Overclock more of a strategical ability tower, rather than just "spam the button" when applied to most towers
 * Ultraboost ability cooldown decreased (45s --> 30s).
 * For $120,000, it deserves a little buff, considering its main prowess, the mega permanent attack speed buff, is already nerfed. Plus, this change will make it quicker to max stack boosts on a single tower.
 * Overclock and Ultraboost now affect all air-based sub-towers (i.e. Comanche Defense mini-Comanches, Comanche Commander mini-Comanches, Aircraft Carrier planes, Carrier Flagship planes, Sun Temple planes, TSG/AotVM planes)
 * It makes better sense for Overclock and Ultraboost to affect air-based sub-towers because much of those types of subtowers are pretty much run by the respective towers they belong to.
 * Adjusting crosspaths such that crosspaths now benefit contraption-based Engineer attacks.
 * Faster Engineering now adds +33% (rather than +66%) attack speed for Cleansing Foams and Bloon Traps, and +17.65% attack speed (0.85x cooldown) for XXXL Traps.
 * Deconstruction now adds +150 RBE to Bloon Traps and +2000 RBE to XXXL Traps.
 * Oversize Nails now adds +5 pierce to each Cleansing Foam (10 --> 15)

Pretty good early-game hero overall, but Level 13+ is almost completely useless for its high level. Would be thematically useful for Level 13+ to grant small pierce and attack speed bonuses too instead of leaving it as just a tiny range buff.
 * Quincy
 * Level 13+ also increases pierce by +1 and attack speed increased by ~5.26% ("Small increase to range, attack speed, and pierce")

Gwendolin is a very useful hero for supporting nearby towers with her Heat It Up, but her cocktail ability is a bit too powerful when MK is enabled, and as such makes her an annoying hero in Races due to buy-and-resell for her Level 3 ability. These adjustments should make it more worth investing on her higher levels to improve her cocktail rather than just buy-and-resell.
 * Gwendolin
 * Gwendolin's Level 3 Cocktail pierce decreased (40 → 20)
 * This is to mitigate the Gwen cocktail spam used in Races
 * Gwendolin's Level 3+ Cocktail gains +5 extra pierce per level, capped at 60, starting with Level 4. Level 7 would be when the pierce cap meets again as 40 pierce, while Level 11 would be when the cocktail reaches the new capped 60 pierce.


 * Striker Jones
 * Level 8+ now grants nearby Mortar Monkeys with +10% pierce and another +10% blast radius
 * Level 10+ Artillery Command ability now grants himself and all Bomb Shooters and Mortar Monkeys with +1 damage and +25% pierce for 10 seconds. Reset cooldown functionality remains the same.
 * Level 20 Artillery Command ability now also affects himself.


 * Obyn Greenfoot
 * Obyn’s totems slowdown effects are modified for certain MOAB-class types
 * One half slowdown against MOABs
 * One third slowdown against BFBs and DDTs
 * One quarter slowdown against ZOMGs
 * Obyn's Brambles now save between game saves.
 * To make Obyn less reliant on RNG, at least whenever there are favorable Brambles placements.
 * Level 12+ also grants nearby Druids with +10% attack speed.
 * "Increased attack speed and grants nearby Druids with +10% attack speed.
 * Further encourages players to use Druids with Obyn.
 * Level 18 (Druids of Wrath full wrath) is now swapped with Level 19 (extra damage to main attack)
 * Personally this is by far the strongest buff for late-game with especially Avatar of Wrath + Poplusts. I also feel Obyn should become stronger himself sooner. So to swap the two upgrades would be more balanced, personally.
 * Level 18+ gives his main wolf spirit attacks with +5 MOAB-class damage, and main wolf spirit attacks pop +6 bloons.
 * This is to further increase his popping power to become just a little bit better for attacking in late-game.
 * "Attack pops extra layers, has increased pierce, and deals extra damage to MOAB-class."
 * Level 20 adds +1 damage to Brambles
 * "Wall of Trees can hold a lot more Bloons, and Brambles deal extra damage."
 * Obyn's totems now gain +1 range per level, starting with Level 5.
 * "Every 18 seconds, Obyn creates a nature totem that slows down all bloons in its range by 30%. Less effective against MOAB-class bloons. Totem range improves with higher upgrades."
 * Level 16+ now allows all Spirit of the Forest attacks to pop Frozen and Lead.
 * Would be cool to make him far better synergy with Druids besides just Bottom Path.
 * Level 13+ now allows all Druids on screen to receive the Level 2+ "Nature's Wrath" +1 pierce buff.
 * Benefiting nature is probably something he should expertise a little more for.


 * Captain Churchill
 * Level 16+ adds 5 more barrage missiles to the MOAB Barrage ability
 * Although likely not possible to reach him to Level 16+ on CHIMPS, it's still a decent possibility to look forward to. Plus, it would balance out as a good anti-MOAB ability
 * Level 19+ Churchill now has +1 damage per explosion.
 * To make Level 19 far more viable besides just adding one more explosion, which by that stage is almost redundant.


 * Benjamin
 * Level 18+ Syphon Funding now affects DDTs
 * Level 9-16 Bank Hack increased interest effect reduced (12% --> 10%)
 * They buffed his Bank Hack at Level 9+ from 8% to 12%, but now he is too good with Banks, and Banks are already arguably the most efficient Farms even without the Bank Deposits MK. This will hurt him mid-game, but later level changes should make him far better for late-game when the Bank profits are less valued later on due to the increased per-round increase. Although, it is worth noting that Bank Deposits interest is NOT affected by Ben.
 * Level 17+ Bank Hack increased interest effect increased (12% --> 15%)
 * Level 17+ earns more cash per round ($800 --> $1000)

Pretty balanced overall for her camo niche and powerful singular MOAB-class popping, but Sacrificial Totems could do with a bit of bonuses at later levels, thereby improving the incentive to use Sacrificial Totems besides waiting purely for Level 16+.
 * Ezili
 * Level 11+ Sacrificial Totem and Level 15+ Sacrificial Totem influence ranges now both benefit from increased range, by increasing influence range by +5.
 * Sacrificial totems should be improved when Ezili herself improves her range internally, in my personal opinion.

Some adjustments for Pat Fusty may be required, particularly making him better than just his Rallying Roar. In particular, his main attacks are quite lacking.
 * Pat Fusty
 * Level 14+ Rallying Roar damage bonus decreased (3 → 2)
 * Now requires Level 19+ Rallying Roar damage bonus increased (2 → 3)
 * Level 16+ Rallying Roar influence range increased by +5.
 * To make Rallying Roar a little more useful at higher levels, which in turn makes levels besides Level 14 a viable option to go towards.
 * Level 13+ stuns regular bloons for longer (0.3s --> 0.6s).
 * Level 13+ allows stun to MOAB-class, and although stated that it stuns regular bloons for longer, it actually doesn't.
 * Added bonus buffs to Level 20 to make him far more viable when maxed out
 * Level 20 adds +3 damage (6 --> 9), +3 MOAB-class damage (6 --> 12) and +6 Ceramic damage (12 --> 21) to each slam attack
 * MOAB-class bloons are stunned longer (0.2s --> 0.5s) and regular bloons are stunned longer (0.3s --> 1.25s)
 * Attack speed increased (per 0.55s --> 0.50s)
 * Description shall be "Big Squeeze can squeeze multiple MOAB-class bloons at once, and Pat Fusty deals even more damage and longer stuns at a faster rate."
 * Rallying Roar now also temporarily boosts Pat Fusty's own attack speed by +33%.
 * Currently one of the weakest DPS heroes, and it would certainly benefit heaps from it, particularly for its useful stunning and slapping support attacks. I could even ditch the decreased XP requirements buff suggestion for this buff suggestion if Pat Fusty really is so weak at pure damage despite being a giant strong monkey.

Adora is decent overall, but she remains weak without any of her abilities active. In order to reduce the ability cooldown punishment in her later levels, and therefore make her better late-game, I made a few suggestions to help boost her viability in late-game especially versus the overwhelming Ezili late-game meta.
 * Adora
 * Adora deals 3x damage when nearby Avatar of the Vengeful Monkey, added on top of any damage buffs provided to her.
 * This is to make her a far more viable option as a superpowered late-game hero, specifically to challenge the Ezili late-game meta.
 * Plus, it would be rather disappointing if using Avatar of the Vengeful Monkey did no difference for her, considering that she turned into her dark vengeful self too.
 * Level 19+ now deals +1 damage with each bolt
 * She is pretty useful at early-game and mid-game with sufficient tower buffs, but she is very powerless without her abilities active, especially at her higher levels. This one buff might make her much more useful in late-game.

Brickell is now fairly balanced after her Naval Tactics duration nerf, but a few minor changes such as allowing her pistol to pop Frozen and Lead at higher levels should help make her better. Nothing to urgent right now, as her moderate level speed is quite a good compromise for her water towers support niche.
 * Admiral Brickell
 * Level 15+ allows her pistol to damage Frozen and Lead Bloons.

Probably one of the weakest heroes currently, if not for that unique global camo buff. Mostly early-game buffs are necessary for Etienne to become more viable and therefore worth the expensive pricetag. One single limited-range flying Dart Monkey for $850 is too expensive to me.
 * Etienne

Initially was considering increasing attack speed and range overall, but then I thought of a better idea that would help adjust Etienne to become better as an early-game tower by addressing the most weak parts of him: his high base cost and his low pierce in earlier levels.

Other than that, he's a pretty decent hero, but his early-game is pretty trash compared to other heroes.


 * Etienne base cost decreased ($850 --> $700)
 * Kind of a better between point for hero costs, slightly more than Obyn but less than Striker or Pat, and he's kind of a tight spot in terms of where he sits on the hero offense spectrum. Early-game hero? Late-game hero? Mid-game hero? Probably mid-game hero to be fair.
 * Fair compromise for a somewhat high-range mobile Dart Monkey with no possible micromanagement.
 * Etienne's base drone pierce increased (2 --> 3)
 * Fair enough pierce buff to make him a little bit more reliable but not so much that he would be overpowered in early-game. Also pairs well with his Level 3+ ability, which at the moment is pretty weak.
 * Etienne's drone pierce increases at Level 4+ (3 --> 4). Does not affect later levels (Level 12-15 remains at 6 pierce, Level 16+ remains at 9)
 * Level 7 is swapped with Level 9.
 * To be fair, Level 7's controlling of two drones and Level 9's damage buff should be swapped. For one, it makes more sense for his drones to be stronger before he is able to operate multiple drones at once, and two, this change is far better in terms of reliability for the drone attacks in general. Multiple drones attacking in different locations can be pretty unreliable overall to be fair.
 * Level 20 Etienne's Perma-UCAV ability damage increased (12 --> 15) and pierce bonus increased (30 --> 60)
 * Just +3 damage at the cost of losing that 9-damage UCAV? Not very worth. Similarly, the extra pierce should help a lot in terms of extreme damage to compensate its poor 25 pierce when ability is inactive.


 * Monkey Knowledge
 * Healthy Bananas now allows Monkey Wall Streets to earn 10 lives per round.
 * Tiny Tornadoes also affects Superstorm, and each mini mega tornado has 60 pierce.
 * Vine Rupture now damages DDTs and Leads if under support from MIB or Acidic Mixture Dip. Each rupture consumes 1 unit of Acidic Mixture Dip per rupture.
 * Violent Impact now increases stun time for Bloon Impact and Bloon Crush by +0.5s instead of +25%, giving an increase of increased stun for bloons from 1.25s to 1.5s. Bloon Crush stun time calculationally is the same.
 * There Can Be Only One now also increases Support Sacrifice buff benefits by 3x (e.g. if it grants +2 damage to nearby towers, it grants +6 damage to nearby towers instead). Also affects its income per round. Discount benefits cap at 95% discount. Doesn't affect base range increase (doesn't count as a buff benefit).
 * Bonus income is now up to $15,000 per Tier-9 Support Sacrifice tier, for up to $30,000 per round.
 * Discount benefits can stack, but AotVM discount buffs cap at 95%, not including free-price buffs such as Primary Mentoring or Primary Expertise.
 * Up to +300% more cash from bloon pops for nearby towers.
 * These changes are done to add more variety over strategizing the "best" AotVM, rather than settling only for the 2-2-2-1 sacrifices for the optimal purely immense DPS over the insignificant extra buffs.
 * Hi-Value Mines now decreases costs of Spiked Mines and Super Mines by 15% instead of just $1500 for Spiked Mines.
 * This is to make this MK a little more useful for its high rank.
 * Reworked Ceramic Shock to become less useful without Path 1, to make it thematically better with stronger calibres. I assume the Ceramic Shock effect is 90% speed slowdown.
 * Ceramic Shock only applies for 1 second for Sniper Monkeys without Full Metal Jacket. Full Metal Jacket returns the 2 second Ceramic Shock effect.
 * Ceramic Shock now slows Ceramics by 95% for 2.0 seconds with Large Calibre.
 * Ceramic Shock now fully stuns Ceramics for 3.0 seconds with Deadly Precision
 * Shrapnel Shot shrapnel now only applies the original 2.0 seconds Ceramic Shock effect if it is crosspathed with Deadly Precision