User blog:Qwertyxp2000 the second/Balance change suggestions for Version 23.0

Version 22.0 has brought a lot of new changes for the whole meta. Many of these changes have been very welcomed. Dartling Gunner as a whole is fairly balanced too, even on initial release of the tower, although personally the only problems with it right now are the crosspathing benefits. Some changes were hardly welcome, with the only two instances being the base Bomb Shooter pierce decreases and the Exploding Pineapples pierce decreases, although those two nerfs were truly necessary to balance out the powerful MOAB Maulers and Bomber Aces, respectively, which I respect NK's decision for.

The most notable changes that I were pleasantly surprised about the Maim MOAB shrapnel buffs and the 3-2-0 Spiked Balls indirect nerfs. Those two were very surprising, but they balance out in their respective fields.

So here are my balance change suggestions for Version 23.0 to balance out some of the towers in my opinion.

Dart Monkey
Compared to Crossbow Master, Sharp Shooter falls behind at providing a good stepping stone towards it. Its tendency to either waste its critical shots on much weaker bloons or on immune bloons makes Sharp Shooter fall behind in reliability. Along with bridging the gap with Dart Monkey's poor lead-popping in general, this change should help give Sharp Shooter with considerably more value overall. Even with a higher price, the new Sharp Shooter will transition more smoothly from Crossbow and become a better stepping stone towards Crossbow Master.

As for Super Monkey Fan Club, it is usually outclassed by alternate options, especially because of its ability status. One small cooldown decrease plus a range benefit for Path 3 Dart Monkeys should give it a little more use overall. Similarly, Plasma Monkey Fan Club suffers a similar issue, but with a bigger issue with the main tower itself. Giving Plasma Monkey Fan Club with normal damage with its non-plasma attacks as well as overall extra pierce and damage for all attacks should give it a little more purpose in strategical positioning for the main tower.

One small change to Razor Sharp Shots should make it a little more affordable overall for the early-game, as well as improve for affording Spike-O-Pult too. We want to see Juggernaut benefit from obstacles in the same way that Ultra-Juggernaut does, so the option to re-hit the same bloon upon bouncing off obstacles has been given to the base Juggernaut too.


 * Sharp Shooter pierce now gains double pierce, including crosspathing benefits (3 --> 6, 4 --> 8, 6 --> 12). Only affects base pierce and crosspathing benefits, so adding additive pierce buffs do not change benefit.
 * Does not affect Crossbow Master.
 * Sharp Shooter critical arrows gain normal damage type instead of sharp
 * Sharp Shooter attack speed increased (0.85s --> 0.80s)
 * Sharp Shooter costs more ($2000 --> $2500)
 * Super Monkey Fan Club cooldown decreased (50s --> 40s). Also affects Plasma Monkey Fan Club.
 * Super Monkey Fan Club range bonuses from Path 3 transformed Dart Monkeys now stack.
 * Plasma Monkey Fan Club main tower now deals +2 damage and +4 pierce for all attacks
 * Plasma Monkey Fan Club normal attack gains normal damage type instead of sharp. Does not affect its plasma.
 * Juggernaut now can re-hit the same bloon if bouncing off obstacles
 * Razor Sharp Shots costs less ($220 --> $160)

Boomerang Monkey
With exception of MOAB Press, Upper Path 3 suffers from a unanimous Path 2 crosspathing, leaving Path 1 crosspathing heavily left out in favor of faster attack speed. Some of these changes should help balance out crosspathing benefits, while strengthening some of the weaker upgrades. We didn't want MOAB Press to benefit from these changes too much, so its price was adjusted as so.


 * Kylie Boomerang costs less ($1300 --> $1150)
 * Kylie Boomerang deals +1 damage versus Ceramics and MOAB-class
 * Kylie Boomerang pierce bonuses from Path 1 upgrades increased (+4 --> +8, +9 --> +18)
 * MOAB Shove costs more ($2200 --> $2400)
 * 1+-5-0 MOAB Domination explosions deal more damage (100 --> 200)
 * 1+-5-0 MOAB Domination explosions deal more pierce (20 --> 30)
 * 2-5-0 MOAB Domination explosions deal more pierce (30 --> 48)

Bomb Shooter
The lower upgrades for Bomb Shooter are weak in the early game for its high price, so a number of adjustments have been made to give it a little more purpose in the early-game. Some of the value of its lower upgrades are also shifted to its more popular upgrades, to provide earlier upgrades with some more overall use. With these pierce changes, the bonus pierce scaling on the first few Path 1 upgrades should be a little more similar to that for the Dart Monkey.

Likewise, its lesser popular crosspath options have been given a little more overall use. Again, the pierce bonuses on the earlier Path 1 upgrades are somewhat more aligned with alternate Primary Monkeys. Frag Bombs has been given an overwhelming change for crosspathing benefits, to make them more worth purchasing for higher level crosspathing, especially for Bloon Impact and MOAB Mauler, as there is a lot of favor for either faster attack speed or large explosion sizes but seldomly the addition of fragments. Extra Range's cost was slashed greatly because it was hardly useful for lower Bomb Shooters and only was pretty much only justifiable for MOAB Maulers.

MOAB Maulers are still very dominant on the current meta, so while it has been given more pierce overall because of its lower upgrade buffs, each explosion consumes more pierce versus Ceramics and MOAB-class. In this sense, it pretty much has 12 pierce for Ceramics and MOAB-class without Path 1 upgrades, 17 with Bigger Bombs, and 25 with Heavy Bombs. Fortunately, the cost for Heavy Bombs should be even less, so a 2-3-0 Mauler should cost only a little less than before.

While MOAB Eliminator is decent, it is frequently outclassed by First Strikes or Spike Storms, or even multiple MOAB Assassins. Adding even further ability damage will make it superior at accurately stripping off single-target strong blimps, even in situations where there is extreme blimp HP, including epic late-game.


 * Base Bomb Shooter costs less ($600 --> $500)
 * Base Bomb Shooter pierce increased (14 --> 20)
 * Bigger Bombs costs less ($350 --> $300)
 * Bigger Bombs pierce bonus increased (+6 --> +5 +10), for 30 pierce overall.
 * Heavy Bombs costs less ($650 --> $600)
 * Heavy Bombs pierce bonus increased (+10 --> +15 +16), for 46 pierce overall.
 * MOAB Mauler costs more ($900 --> $1000)
 * Missile Launcher pierce increased (14 --> 24, grants +4 pierce)
 * Description is now "Exchanges bombs for missiles, which fire faster, fly faster, and increase range and pierce."
 * Base MOAB Mauler pierce increased (14 --> 15 24), but less than base Bomb Shooter pierce. No effect on 1-3-0 Mauler, as pierce for this is the same.
 * 2-3-0 MOAB Mauler pierce increased (30 --> 35 50)
 * MOAB Maulers now consume 2 pierce per Ceramic or MOAB-class instead of 1.
 * Extra Range costs less ($200 --> $125)
 * Frag Bombs costs less ($300 --> $275)
 * Cluster Bombs costs more ($800 --> $900)
 * Really Big Bombs pierce increased (50 --> 60 75). Also affects Bloon Impact.
 * Bloon Crush pierce increased (50 --> 90 120)
 * Bloon Crush stuns Ceramics and below for longer (2.0s --> 3.0s 5.0s)
 * Frag Bombs pierce increased from 1 to 2 with Bigger Bombs
 * Frag Bombs pierce increased from 1 to 3 with Heavy Bombs
 * Frag Bombs pierce increased from 2 to 5 with Really Big Bombs or Bloon Impact
 * Frag Bombs pierce increased from 3 to 8 with Bloon Crush
 * Frag Bombs fragment count increased from 8 to 12 with Really Big Bombs or Bloon Impact
 * Frag Bombs fragment count increased from 8 to 16 with Bloon Crush
 * Frag Bombs deals +2 damage to MOAB-class with MOAB Mauler
 * Frag Bombs deals +4 damage to MOAB-class with MOAB Assassin
 * Frag Bombs deals +24 damage to MOAB-class with MOAB Eliminator
 * Frag Bombs now has shatter damage type with Really Big Bombs
 * Frag Bombs now has normal damage type with Bloon Impact, Bloon Crush, or MOAB Eliminator
 * Crosspath pierce bonuses for Cluster Bombs secondary explosions are halved (+6 --> +3 with Bigger Bombs, and +10 --> +8 for Heavy Bombs) but not for tertiary explosions from Recursive Clusters or above.
 * MOAB Eliminator range increased (54 --> 69)
 * MOAB Eliminator base damage versus blimps increased (100 --> 180 200)
 * MOAB Eliminator ability damage increased from 4500 to 7500 or deals 5% blimp damage, whichever is greater.
 * Description for MOAB Eliminator is now "Assassinate ability does at least 10x damage with a shorter cooldown."

Tack Shooter
Although Hot Shots is decent, it's a little too pricy for its low pierce. There is merit in keeping Hot Shots with low pierce per tack, encouraging upgrading to Ring of Fire for greater pierce or using alternate single-damage options like Tack Sprayer, so instead the price for the Hot Shots upgrade has decreased to keep in line with alternate +1 damage upgrades like Red Hot Rangs.

Small buffs to the base pierce of Blade Maelstrom and Super Maelstrom are added to make them more useful outside of their ability.

The Tack Zone is predominantly powerful with maximum attack speed buffs from the Path 1 upgrades and when paired with damage buffs from Alchemist and Pat Fusty. Similarly to Crossbow Master in a previous update, crosspathing changes have been made to give Tack Zone more variety in strategy styles. Hybridizing Path 2 is implemented similarly to Inferno Ring, but with greater range bonuses to compensate the overwhelming Path 1 usage. The new changes should make the popular Path 1 crosspath Tack Zone even better with buffs but with more dependency, while the Path 2 crosspath Tack Zone becomes more independently strong on good central spots.
 * Hot Shots cost decreased ($600 --> $480)
 * Blade Maelstrom main attack pierce increased (6 --> 10)
 * Super Maelstrom main attack pierce increased (6 --> 30)
 * The Tack Zone attacks faster (0.2625s --> 0.21s)
 * The Tack Zone base pierce decreased (9 --> 4)
 * 0-1-5 The Tack Zone gains more range bonus (+4 --> +8), for 54 range
 * 0-1-5 The Tack Zone pierce decreased (9 --> 6)
 * 0-2-5 The Tack Zone gains more range bonus (+4 --> +8), for 62 range
 * 0-2-5 The Tack Zone pierce decreased (10 --> 9)

Ice Monkey
Ice Monkey tend to fall behind on a number of its upgrades. In particular, there appears to be little purpose to buying Deep Freeze besides purchasing further Path 2 upgrades. Likewise, the Ice Monkey's abilities are quite weak, especially in comparison to the Glue Gunner's abilities.

While Cryo Cannon is seeing more use as a cheap long-ranged stalling option with the increased blast radius buff several updates ago, Icicles is falling in popularity even in niche situations. In order to keep Icicles relevant again, we've allowed it to target MOAB-class bloons and deal increased damage, as MOAB-class is an extreme weakness to all Ice Monkeys in general, and we've improved the icicle functionality for bloons popped by the tower.

Super Brittle has seen adequate use on some games, in spite of its low range. Instead of increasing its range again, we increased its overall pierce to increase its usefulness at combating dense rounds.

Massive buffs to the Ice Monkey across the board to keep the tower more in line compared to other towers.
 * Deep Freeze freezes for longer (2.2s --> 3.0s)
 * Description changed to "Freezes through 2 layers of Bloon, and freeze duration increases further."
 * Snowstorm main attack now freezes for longer (2.2s --> 5.0s)
 * Snowstorm ability now freezes all layers.
 * Snowstorm ability freeze duration increased for bloons other than Whites, Zebras, Camo, and MOAB-class (4s --> 8s)
 * Absolute Zero freeze duration increased for main attack (2.2s --> 15.0s)
 * Absolute Zero ability now freezes all layers.
 * Absolute Zero ability now applies a persistent freeze status for all bloons on screen for 15 seconds. Bloons frozen by the ability are frozen for up to 15 seconds.
 * Absolute Zero's Arctic Wind effect now affects blimps, but for half the slowdown.
 * Absolute Zero now pops and freezes any bloon type
 * Absolute Zero now detects camo by default
 * 0-5-2 Absolute Zero now applies frozen status to blimps with its main attack
 * 2-5-0 Absolute Zero now deals +5 damage to MOAB-class and Ceramics with all attacks
 * For the duration of the Absolute Zero ability, all Ice Monkeys on screen temporarily gain normal damage type.
 * Icicles now targets MOAB-class, but does not freeze or apply effects to them, only pure damage
 * Icicles blasts now deal +5 damage versus MOAB-class. Icicle spikes still deal 2 damage to MOAB-class.
 * 2-0-4 Icicles spikes now gain normal damage type instead of shatter. Also applies to Icicle Impale.
 * Bloons destroyed by Icicle's blast attack spawns icicles on the track with the following stats:
 * 6 pierce (rather than 3 with icicles placed on bloons)
 * 1 damage (rather than 2 with icicles placed on bloons)
 * 15 seconds lifespan
 * Embrittlement blast pierce increased (40 --> 46)
 * Embrittlement projectile type changed to normal from shatter
 * Super Brittle blast pierce increased (40 --> 95)
 * Super Brittle projectile pierce increased (3 --> 7)
 * Super Brittle projectile count increased (3 --> 6)

Glue Gunner
The balance for Path 2 crosspath MOAB Glue feels quite balanced, but the Path 1 crosspath MOAB Glue serves no purpose, with little reason to crosspath there, as Path 2 crosspath MOAB Glue possess far more overall pierce. Several changes have been made to give this more value. Relentless Glue feels very left out, especially with the presence of MOAB-class bloons. To give it more purpose as a multi-purpose glue, we've increased the potential of the track glue blobs for both Relentless Glue and Super Glue, which should also give Super Glue more unique features over Icicle Impale.

Additionally, the dissolve rate for Bloon Dissolver has been increased to give it a little more value with its cleanup option. With base duration, the glue will deal a total of 22 damage, dealing enough damage to turn a Fortified Ceramic into Blacks and Whites. Rainbows will dissolve within 4.0s rather than 4.6s, making for an easier time for other towers to handle other bloons.


 * 1-0-3 MOAB Glue now soaks through MOAB-class bloons
 * 2-0-3 MOAB Glue deals more damage to MOAB-class (1 / 2.3s --> 5 / 2.3s)
 * Relentless Glue costs less ($3000 --> $2600)
 * Relentless Glue track glue lasts longer (5s --> 30s)
 * 0-1-4 Relentless Glue track glue has more pierce (1 --> 2)
 * 0-2-4 Relentless Glue track glue has more pierce (1 --> 6)
 * Relentless Glue track glue now coats blimps in Relentless Glue, but still consumes all pierce of a contacted track glue blob.
 * x-0-5 Super Glue track glue has more pierce (1 --> 5)
 * 0-1-5 Super Glue track glue has more pierce (1 --> 10)
 * 0-2-5 Super Glue track glue has more pierce (1 --> 20)
 * Super Glue track glue now coats blimps in Super Glue, but still consumes all pierce of a contacted track glue blob.
 * 0-x-5 and 1-0-5 Super Glue deals more damage to MOAB-class (1 / 2.3s --> 5 / 2.3s)
 * 2-0-5 Super Glue deals more damage to MOAB-class (1 / 2.0s --> 25 / 2.0s)
 * Bloon Dissolver dissolve rate increased (1 / 0.575s --> 1 / 0.5s). Does not affect further upgrades.

Sniper Monkey
An interesting change for Supply Drop and Elite Sniper should make for greater viability in CHIMPS while keeping the choices between crosspathing and no crosspathing in specific scenarios.

Full Auto Rifle's value was increased to increase variety in Deflation strategies, as a solo 0-2-5 Elite Defender is too good in Deflation Mode.

And although minor, the Cripple MOAB's extra Ceramic damage from the Deadly Precision upgrade has been further improved to highlight its Tier 5 status.


 * 1-4-0 Supply Drop adds +2 projectiles for shrapnel (7 total), alongside other benefits. Also affects Elite Sniper.
 * 2-4-0 Supply Drop adds +4 projectiles for shrapnel (9 total), alongside other benefits. Also affects Elite Sniper.
 * 0-4-1 Supply Drop adds +1 pierce for bullet (4 --> 5), alongside basic attack speed bonus. Also affects Elite Sniper.
 * 0-4-2 Supply Drop adds +1 pierce for bullet (4 --> 6), alongside basic attack speed bonus. Also affects Elite Sniper.
 * Elite Sniper now applies Ceramic Shock effect by default. Adding the Ceramic Shock MK makes Elite Sniper deal a full stun to Ceramics instead.
 * Full Auto Rifle attack speed increased (2x --> 3x). Also affects Elite Defender.
 * Full Auto Rifle costs more ($4750 --> $5000).
 * Cripple MOAB's bullet now instakills Ceramics regardless of health.

Monkey Sub
Airburst Darts possesses too much value in comparison to alternate early-game options, especially with Advanced Intel. The cost for Airburst Darts has been shifted from Triple Guns to give way for alternate options, such as 3-0-1 Ninja or 1-0-2 Dartling.

The decamo power for Submerge and Support is far too powerful at decamo for its low cost, especially compared to Shimmer, with the only lower cost decamo being Counter-Espionage. More value is re-located into crosspathing, specifically for improving potential for Path 2 crosspathing. 3-0-2 will still be a lot more effective at decamo compared to Shimmer, but at a somewhat greater cost, while 3-2-0 will serve a real purpose while submerged. Similarly, 4-0-2 will find it harder to be a full-on solo bloon DPS for its price, while 4-2-0 will now have better synergy with Ice Monkeys.

First Strike Capability's main attacks have been improved slightly to give more incentive to purchasing this tower outside of its ability, carrying over these improvements to Pre-Emptive Strike. Because Advanced Intel is more expensive, directed at nerfing Upper Path 3, the effectiveness for Upper Path 2 crosspathed with Advanced Intel has been increased to compensate.


 * Advanced Intel costs more ($500 --> $600)
 * Submerge and Support submerge base rate decreased (1.5s --> 2.4s 2.0s)
 * 3-1-0 Submerge and Support sonar submerge range increased by +10
 * 3-2-0 Submerge and Support sonar submerge range increased by +10 for +20 range total
 * 3-0-1 Submerge and support sonar submerge overall rate decreased (1.275s --> 1.8s 1.5s). Buff is 0.70x 0.75x cooldown.
 * 3-0-2 Submerge and Support sonar submerge overall rate increased (0.956s --> 1.008s 0.9s). Buff is 0.60x cooldown on top of 3-0-1 benefit.
 * 4-0-0 submerge attack and decamo base rate decreased (0.3s --> 0.6s 0.5s).
 * 4-0-1 submerge attack and decamo rate decreased overall (0.255s --> 0.42s 0.375s). Buff is 0.70x 0.75x cooldown.
 * 4-0-2 submerge attack and decamo rate decreased overall (0.19125s --> 0.252s 0.225s). Buff is 0.60x cooldown on top of 4-0-1 benefit.
 * 4-1-0 submerge attack and decamo range increased by +10
 * 4-2-0 submerge attack and decamo range increased by +10 for +20 range total
 * 4-2-0 submerge attack now deals +1 to Frozen as well as for Lead
 * Energizer submerge attack and decamo base rate increased (0.3s --> 0.25s). Also stacks on top of attack speed buffs from crosspathing.
 * Airburst Darts costs more ($1000 --> $1100)
 * Triple Guns costs less ($1100 --> $975)
 * 2-3-0 Ballistic Missile's missile now always detects camo
 * First Strike base range increased (50 --> 60)
 * First Strike damage from ballistic missile and dart increased (1 --> 2)
 * First Strike now deals more Ceramic and above damage (6 --> 9)
 * Pre-Emptive Strike ballistic missiles deal more Ceramic and above damage (11 --> 18)
 * Energizer costs less ($32,000 --> $28,000)

Monkey Buccaneer
Overall balanced. A few buffs for Trade Empire have been added to both provide more potential as a solo tower and to add decisive planning for which Favored Trades specific to upgrade.


 * Trade Empire produces more income per round ($800 --> $1500). Global Trade Empire buff still does not benefit itself.
 * Trade Empire range increased (71 --> 120)
 * Trade Empire projectile speed increased by a further 25% and all of its attacks gain +4 pierce.

Monkey Ace
The Monkey Ace is powerful, but it can be quite unreliable overall. Some of these changes should help diversify the crosspathing benefits of the Monkey Ace, most particularly for Exploding Pineapples, which currently is only ever affected by Tier 1 crosspaths. Blast radius increases from Sharper Darts should both help the Exploding Pineapples potential. On the opposite side, a lower blast radius for Bomber Ace should give more reason for Bomber Ace crosspathing to Path 3, as Path 1 crosspathing still remains the dominant crosspath for this upgrade. There's also little reason to go for Lots More Darts besides increasing dart potential, and a new crosspathing change for bombs should give more reason to use this upgrade rather than sticking with just Rapid Fire. Additionally, reverting pineapple pierce nerf at opposite Tier 3 upgrades other than Bomber Ace should balance out its low purpose on those higher upgrades.


 * Version 1
 * Exploding Pineapple and Bomber Ace with Sharper Darts pops more (32 --> 36) and explosion radius increased by +20%. Exploding Pineapple explosion radius becomes 30 with Sharper Darts.
 * Bomber Ace base explosion radius decreased (35 --> 30). Blast radius remains the same for Exploding Pineapple (~25), and Ground Zero and above (35).
 * Exploding Pineapple explosion radius increased (~25 --> 30)
 * 0-3-1 and 0-3-2 Bomber Ace explosion radius increased (35 --> 36 42). Also affects later upgrades.
 * 0-4-1 Ground Zero and above explosion radius increased (35 --> 42)
 * Lots More Darts now adds +1 bombs for Exploding Pineapple and above (1 --> 2 for pineapples, 4 --> 5 for bomb arrays), with a very brief delay of an extra bombs equivalent to that for Bomber Ace.
 * 3-1-0 Fighter Plane and 0-1-3 Neva Miss pineapples gain more pierce (20 --> 40)
 * 4-1-0 Operation Dart Storm now deploys pineapples at twice the rate, plus increases pineapple count to 4.
 * 5-1-0 Sky Shredder now deploys pineapples at twice the rate on top of Operation Dart Storm, as well as increasing pineapple count to 8, increasing damage from 1 to 3, and popping any bloon type.
 * 0-1-4 Spectre now deploys pineapples at 10x the rate (3.0s --> 0.3s), deals 3 damage, have 60 pierce, and now partially ignores the Targeted Pineapples MK to ensure pineapples do not waste explosion radius potential on overlapping areas of track.
 * 0-1-5 Flying Fortress pineapples now deploy at 15x the rate (3.0s --> 0.2s), deal 5 damage, have 60 pierce, can pop any bloon type, and now partially ignores the Targeted Pineapples MK to ensure pineapples do not waste explosion radius potential on overlapping areas of track.


 * Version 2
 * Exploding Pineapple bombs deploys faster (3.0s --> 1.5s). Bomber Ace remains at 1.7s.
 * 1-1-0 Exploding Pineapple bombs deploy faster (new 1.5s --> 0.9s)
 * 2-1-0 Exploding Pineapple bombs are now deployed in sprays of 2, split between 0.2s
 * 3-1-0 Exploding Pineapple bombs pierce increased (20 --> 40)
 * 4-1-0 Exploding Pineapple bombs deploy 100% faster on top of the new 1-1-0 attack speed (0.45s)
 * 5-1-0 Exploding Pineapple bombs now deal more damage (1 --> 3, +2 versus Ceramics)
 * 0-1-3 Exploding Pineapple bombs now have more pierce (32 --> 52)
 * 0-1-4 Exploding Pineapple bombs are now deployed in sprays of 5, split between 0.1s
 * 0-1-4 Exploding Pineapple bombs deploy faster (new 1.5s --> 0.5s)
 * 0-1-5 Exploding Pineapple bombs now deal 5 damage instead of 1

Heli Pilot
The decreased flight speed nerf was not necessary for balancing out the efficiency of this versus alternate mobile towers like Monkey Aces, although intended more for increasing incentive for Bigger Jets. Rather, the flight speed nerf should have been applied to Apache Prime, as Apache Prime's immense damage already makes it significantly better than alternate Tier 5 options overall. So the flight speed nerf has been fully reverted for all except Apache Prime without Bigger Jets and for Special Poperations, and more flight speed was added for Heli Pilots with Bigger Jets.

Although Razor Rotors is pretty balanced overall, crosspathing benefits have been added for the Razor Rotors attack to mix and match effective crosspathing outside of the Heli Pilot's dart attacks or for camo detection. Similarly was done for its higher upgrades to give the rotor attack more overall use.


 * Base flight speed increased (40 --> 45). 5-0-x Apache Prime movement speed remains the same as before (~60).
 * Bigger Jets flight speed increased (70 --> 80). 5-1-0 Apache Prime movement speed increased again (~105 --> ~120). Special Poperations movement speed remains the same as before (~140).
 * 3-0-2 Razor Rotors rotor now attacks 25% faster.
 * 3-1-0 Razor Rotors rotor pierce increased by 50% rounded up (10 --> 15).
 * Apache Dartship now increases rotor damage (1 --> 2) and gains more pierce (10 --> 17, or 26 with Bigger Jets)
 * Apache Prime now increases rotor damage (1 --> 9) and gains more pierce (10 --> 21, or 32 with Bigger Jets)

Mortar Monkey
The reversion of the inaccuracy nerf has made the Upper Path 3 far less unviable, and a buff to Pop and Awe's main Heavy Shells damage has increased its overall power. Additional fire changes have been followed up to both give incentive to buying Burny Stuff with Bloon Buster, improving both the base Mortar and to give the 2-0-5 Blooncineration more of a solid option versus single-target bloons to compete its faster attack speed counterpart.

Simply speaking, the more favorable 0-2-5 Blooncineration was better in 2-0-5 Blooncineration is almost all ways possible, and the improved firewalls are not enough to compete with the currently dominant variant. With this change, 2-0-5 Blooncineration will have greater damage overall for slower blimps, with 0-2-5 still being the better option versus DDTs. Similar story applies for The Biggest One, although in this case the topic is centered mostly about countering Ceramics rather than DDTs.

On the same note, a buff has been given to the Burny Stuff effect on Heavy Shells and above, as there is little point countering Black Bloons when Heavy Shells already pops Black by default, and because the Path 1 crosspathing option is always seen as superior. Extra Ceramic and MOAB-class damage is added to the Burny Stuff effect for Heavy Shells and above.


 * Burny Stuff effect with Bloon Buster now damages bloons faster (1 / 1.5s for 3.0s --> 1 / 1.0s for 3.0s). Increased damage tick rate also carries over to Shell Shock, The Big One, and The Biggest One.
 * Extra Burny Stuff no longer increases damage rate for Bloon Buster or above
 * Blooncineration effect with Bloon Buster now damages bloons faster (5 / 1.0s for 3.0s --> 5 / 0.75s for 3.0s) and MOAB-class faster (100 / 1.0s for 3.0s --> 100 / 0.75s for 3.0s)
 * 0-3-2 Heavy Shells' Burny Stuff effect now deals +2 damage to Ceramics and MOAB-class per tick. Also affects 0-4-2 Artillery Battery.
 * 0-5-2 Pop and Awe's Burny Stuff effect now deals +10 damage to Ceramics and MOAB-class per tick.

Dartling Gunner
Dartling is fairly balanced overall, but the main problem with Dartling is crosspathing benefits for its higher upgrades. More specifically, Path 1 crosspathing with Upper Path 3, Path 3 crosspathing with Ray of Doom, and possibly Path 1 crosspathing with Hydra Rocket Pods.

Ray of Doom's attack speed has been increased overall to make it much stronger, the attack speed crosspath's bonus is slightly softened, and the turning speed has been decreased without Faster Swivel, all to give the Ray of Doom with a bit more benefit without crosspathing and to increase crosspathing variety.

Additionally, the base Dartling Gunner has been given a few buffs while suppressing the value of Faster Barrel Spin in crosspathing, as it has always been the unanimous crosspathing choice between other possible higher upgrades. This change should give alternate crosspathing better potential, especially for Buckshot, which now also has a little more pierce to compensate its heavy lack of attack speed.


 * 1-0-3 Buckshot projectile speed increased by 25%. For 1-0-4 Buckshot, range also increases by 25% for Independent Targeting option. Affects Buckshot and above.
 * 5-0-2 Ray of Doom now has infinite pierce instead of 1025 pierce.
 * 2-3-0 Hydra Rocket Pods now applies Laser Shock effect for its explosions. Also applies for later upgrades.
 * 2-4-0 Rocket Storm now applies Laser Shock effect for its main explosions and ability explosions.
 * 0-3-2 Hydra Rocket Pods blast radius now increased (~12 --> ~15).
 * 0-4-2 Rocket Storm ability rocket blast radius is now increased by +20%.
 * 5-0-x Ray of Doom attack speed increased (0.25s --> 0.125s)
 * 5-2-0 Ray of Doom attack speed increased (0.1875s --> 0.1s)
 * 5-x-0 Ray of Doom turning speed decreased (2s --> 3s). 5-0-1 and 5-0-2 turning speed remains at 1s.
 * Base Dartling attack speed increased (0.2s --> 0.167s)
 * Faster Barrel Spin attack speed increased (0.133s --> 0.125s). Also affects Hydra Rocket Pods and Rocket Storm.
 * Faster Barrel Spin attack speed bonus decreased (+50% --> +33%)
 * Faster Barrel Spin costs less ($950 --> $750)
 * Laser Cannon base attack speed increased (0.167s --> 0.133s)
 * 3-2-0 Laser Cannon attack speed increased (0.133s --> 0.1s)
 * Description of Laser Cannon now changed to "Rapid fire laser blasts deal more damage, pop more bloons, and can pop Frozen Bloons."
 * Plasma Accelerator base attack speed increased (0.25s --> 0.2s)
 * 4-2-0 Plasma Accelerator attack speed increased (0.167s --> 0.15s)
 * Buckshot attack speed increased (1.8s --> 1.6s)
 * 0-2-3 Buckshot attack speed remains the same
 * Buckshot pierce increased (4 --> 6). Also affects Bloon Area Denial System.
 * Bloon Exclusion Zone pierce increased (6 --> 8).

Wizard Monkey
Arcane Blasts currently sees no benefit in crosspaths besides purely for the bolt, rendering Upper Path 2 and Upper Path 3 seeing no purpose for this upgrade. Several adjustments have been made to give the Wizard Monkey's alternate upgrades more potential. Similarly, Intense Magic has no effect on the Fireball or Phoenix attacks, and so with these changes, pierce buffs and projectile speed buff have been given to all fire attacks.

Wall of Fire is still too strong in the early-game while still being far too RNG-dependent, making it highly unbalanced overall. Some changes have been made to minimize RNG while still keeping crosspathing more useful. The target priority settings from Guided Magic benefits have been moved to the base Wall of Fire, as the random behavior of Wall of Fire is seen as too unfair. Instead, Guided Magic now increases lifespan of the Wall of Fire for reduced downtime of the firewalls.

Dragon's Breath is decent mid-game, but it falls heavily in the late-game. While the 0-3-2 Dragon's Breath is balanced, the alternate 2-3-0 crosspath sees next to no purpose except flame sniping with 1-3-0. With the Arcane Blasts change, this should make a 2-3-0 Dragon's Breath advance as a good mid-game DPS option, in a similar way to how Bloonjitsu + Alch and Sub + Alch perform.


 * Wall of Fire attack now uses target priority settings as used by Guided Magic regardless of crosspaths
 * Guided Magic now allows Wall of Fire attacks to last 1.0s longer on the track.
 * Arcane Blasts now increases Wall of Fire size (~10 --> ~15)
 * Wall of Fire contact damage rate decreased (1 / 0.1s --> 1 / 0.2s). Requires Arcane Blasts or Dragon's Breath to return back to the old contact damage rate.
 * Dragon's Breath's Walls of Fire contact damage rate increased with Arcane Blasts (1 / 0.1s --> 1 / 0.05s)
 * Intense Magic now increases pierce of Fireball by +8 (18 --> 26)
 * Intense Magic now increases pierce of Phoenix by +5 (6 --> 11)
 * Intense Magic now increases projectile speed of all fire attacks by +25%. Affects from Fireball to Wizard Lord Phoenix.
 * Arcane Blasts now increases damage of all Wizard Lord Phoenix ability attacks by +25%, rounded up (20 --> 25 for flame, and 50 --> 63 for meteors)
 * Arcane Blasts now increases attack speed of Dragon's Breath attack by +66%.
 * Arcane Blasts now increases damage of Phoenix by +1.
 * Summon Phoenix's phoenix no longer detects camo without Monkey Sense active for the current Wizard. Does not affect Wizard Lord Phoenix's transformed form.
 * Dragon's Breath's Fireball attack now deploys faster (3.0s --> 1.8s)
 * Wizard Lord Phoenix's Fireball and Wall of Fire attack pierce are now both increased to 50.

Super Monkey
Laser Vision feels outclassed by Epic Range in many aspects outside of as a stepping stone towards Plasma Vision. Some cost has been shifted from Laser Vision to Plasma Vision to give this stepping stone upgrade a little more individual use.


 * Laser Vision costs less ($2500 --> $2250)
 * Plasma Vision costs more ($4500 --> $4750)

Ninja Monkey
Master Bomber's potential with Shinobi is inferior compared to with Grandmaster, and Master Bomber isn't as reliable versus high-HP blimps, so the timer for the sticky bomb has decreased to alleviate these issues.

Grand Saboteur is decent, but one change has been added to add a little more potential overall, with lead-popping and guaranteed Distraction effects. Likewise, Bloon Sabotage ability is balanced, but a little more value to its main attack's Distraction effect is added to make it more strategical to upgrade specific Shinobi Ninjas rather than just nilly-willy upgrading any Shinobi Tactics.

Although minor, 5-0-2 Grandmaster's caltrop pierce has been fixed to match the base Caltrops stats, with 6 pierce and 1 damage.


 * Master Bomber's sticky bomb timer decreased (3s --> 1s)
 * Bloon Sabotage's Distraction effect now has greater chance (15% --> 50%)
 * Grand Saboteur now deals damage to all bloon types
 * Grand Saboteur now guarantees Distraction effect, rather than a chance.
 * 5-0-2 Grandmaster Ninja's caltrops now deal more pierce (5 --> 6)

Alchemist
Alchemist is mostly a support-based Magic Monkey. Much of its power comes from its buffing potential from Path 1 and the blimp damage from Unstable Concoction, as well as occasionally Total Transformation + Druids of Wrath or Total Transformation + Shinobi combos for high DPS.

Acid Pool is highly left out in favor of other upgrades, especially now that it is swapped with Faster Throwing. Added potential is given for the Acid Pool attack to make it less of a nuisance, with more incentive to actually utilizing it than avoiding strengthening Acid Pool attacks. Crosspathing benefits should also improve potential for Acid Pool overall.

More specifically, Acid Pool tends to become usually counterproductive with Rubber to Gold's attacks, as it not only wastes up income potential from the goldify potions but it is also weak at offense. Keeping it with a weaker offense is more desirable, so letting the acid attack for Rubber to Gold add +$1 income per pop should help moderate these issues.


 * Acid Pool base pierce increased (5 --> 7)
 * Acid Pool lasts longer (7s --> 10s)
 * Acid Pool with Stronger Acid lasts longer (7s --> 15s)
 * Acid Pool with Bigger Potions pierce increased (5 --> 12)
 * Rubber to Gold acid attacks now add +$1 income per pop.
 * Rubber to Gold acid is now yellow, or dark yellow with Path 2.

Druid
Superstorm is highly expensive and deals neither effective stalling nor effective damage. Alongside a price cut, it has been given much more power overall. Base lightning damage was increased for the weaker 2-0-5 Avatar of Wrath as a more effective option for earlier rounds.


 * Superstorm cost decreased ($90k --> $75k)
 * Superstorm main lightning deals more damage (3 --> 8), +10 damage versus Ceramics, and +20 damage versus MOAB-class bloons
 * Superstorm ball lighting deals more damage versus MOAB-class (5 --> 10)
 * Superstorm normal tornado now deals damage (0 --> 5) and gains more pierce (30 --> 120) with a larger projectile size (~10 --> ~25)
 * Superstorm supertornado now deals more damage (12 --> 60)
 * Superstorm supertornado pierce increased (200 --> 400)
 * Superstorm supertornado pierce consumption reduced for MOAB-class bloons
 * MOABs consume less pierce (20 --> 10)
 * BFBs consume less pierce (50 --> 40)
 * DDTs consume less pierce (50 --> 25)
 * ZOMGs and BADs consume less pierce (200 --> 100), although BADs still are immune to blowback.
 * 2-0-5 Avatar of Wrath lighting deals more damage (1 --> 4), but still does not benefit from the scaling damage benefit.

Banana Farm
Monkey Bank is too easy to afford in the early-game, making it far too easy to cheese games with the Bank Deposits functionality. More value has been added to the base Bank income generation with the price increased, making it slightly harder to spam up Monkey Banks early on in the game. On the opposite side, IMF Loan with Bank Deposits is hardly utilized outside of gaining excessive money, so its interest rate has been increased to make up for this. Monkey-Nomics' bank capacity and income production has increased to provide incentive outside of its ability.

Banana Plantation feels too invaluable compared to Marketplace, especially with the Marketplace's convenience of automatic collection. Adjustments to both of them have been added to give them more individual value for their own unique benefits. Banana Plantation compensates the large quantities of bananas for more income per round overall if all collected. On the other side, Marketplace is overall cheaper but produces less income, allowing for convenient spamming at the cost of less overall cost efficiency.

The first Path 3 upgrades, although not popular, are somewhat imbalanced between each other, with a lone EZ Collect possessing little value on its own without further upgrading to the next upgrade, Banana Salvage. Costs for EZ Collect and Banana Salvage have been swapped to account for this.


 * Monkey Bank costs more ($3300 --> $3750)
 * Monkey Bank base income production increased ($230 --> $260)
 * IMF Loan interest rate increased (15% --> 20%). Also affects Monkey-Nomics.
 * Monkey-Nomics bank capacity increased ($10,000 --> $20,000)
 * Monkey-Nomics base income production increased ($230 --> $720)
 * Banana Plantation produces more bananas (16 --> 20), for $400 per round ($500 with 3-2-0)
 * Banana Plantation costs more ($3000 --> $3200; $5350 --> $5550 for total cost of 3-0-0)
 * Cost efficiency for 3-2-0 is 13.3, while 3-0-0 cost efficiency is 13.875.
 * Banana Research Facility produces 6 crates instead of 5, for $1800 per round (or $2250 with 4-2-0).
 * Banana Research Facility costs more ($19,000 --> $22,000)
 * 4-2-0 cost efficiency becomes 12.733, and 4-0-0 becomes 15.305.
 * Marketplace now produces 8 bananas worth $30 each instead of 16 bananas worth $20 each ($320 --> $240). Additionally, adding Path 1 crosspaths only adds 1 banana per crosspath instead of 2.
 * Marketplace costs less ($2900 --> $2000)
 * Cost efficiency for 0-0-3 becomes 15.417, while 2-0-3 or 0-2-3 becomes 16.
 * Costs for Banana Salvage are now swapped with EZ Collect

Spike Factory
The value of Spiked Balls is now quite balanced overall, giving it an edge as a mid-game cleanup option while not overwhelmingly good at tanking for its cost. However, the stockpiling value of MOAB SHREDR doesn't match as well compared to Spiked Balls, most particularly due to how spikes tend to far too easily waste on weaker bloons. Some of the Upper Path 2 upgrades have been slightly improved to further improve potential for stockpiles.

Base Spike Factory is slightly too ineffective for its price with the lifespan nerf, so its base cost is shifted slightly to Spiked Balls to take this into account. Additionally, Spiked Balls is still a tad bit too powerful in the mid-game and late-game for its cost, so a very tiny overall price nerf should alleviate this while still becoming a solid option across all stages of the game. Overall, Spiked Balls is still much more powerful compared to its BTD5 counterpart, which should settle its overall power balance when adjusted to BTD6 conditions.

Carpet of Spikes has been given more non-crosspathed value, as well as greater Path 3 value while also improving efficiency for the popular Path 1 crosspath. While decent at overall damage versus DDTs and BADs, it is a little too expensive for how effective it does versus other MOAB-class bloons compared to alternate options.

The base lifespan nerf deals little to no effect to improving Path 3 crosspathing over other paths, as most of the time rounds are not very long anyway, and further decreasing spike lifespan will ruin Spike Factory's stockpile mechanic. Long Reach is now given further projectile speed to allow Spike Factories with this upgrade to become more effective with this upgrade, more specifically to neutralize backfiring from increased random spike placement.

Deadly Spikes is now more effective in normal games thanks to the increased round lifespan, but it serves no benefit on Apopalypse Mode aside from +1 damage due to how Apopalypse negates round lifespan anyway. Increased spike lifespan has been added to Deadly Spikes to address this issue.


 * MOAB SHREDR main attack attacks faster, by 0.85x (0.99s --> 0.8415s)
 * Spike Storm main attack attacks faster, by 0.85x on top of MOAB SHREDR (0.99s --> 0.7153s)
 * Carpet of Spikes main attack speed attacks faster (0.99s --> 0.5s)
 * Carpet of Spikes gains +5 pierce for all spikes (5 --> 10, 10 --> 15)
 * Spike Factory costs less ($800 --> $700)
 * Spiked Balls costs more ($2200 --> $2300 $2400)
 * Long Reach now increases projectile speed by +50%.
 * Description changed to: "Increases range and projectile speed for spike pile drops, plus piles last longer."
 * Deadly Spikes lasts longer (150s --> 200s). Permaspike lifespan remains 300s.
 * Description changed to: "Extra deadly spikes can pop through 2 layers per spike. Spike piles last even longer and last another round."
 * Deadly Spikes costs more ($3500 --> $3600)

Monkey Village
While mostly balanced overall, a few small changes have been suggested to give some of its lesser value upgrades with more value overall.


 * Monkey Town costs less ($10,000 --> $9000)
 * Monkey Intelligence Bureau grants the following upgrades with the following positive interactions:
 * Pin effect can now apply to Leads and Ceramics
 * Downdraft now blows back Frozen Bloons (although it can already blowback Leads)
 * Super Monkey knockback now knockbacks Leads and Ceramics at the same amount as non-MOAB bloons.

Engineer Monkey
Sentry Expert has overall good value for its cost, but the poor custom selection tends to make it fall behind in value. Options for modifying sentry spawns manually should help keep it in line. Sentry Paragon's plasma Paragon DPS is decent, but tends to make little sense compared to Sentry Expert. Likewise, additional crosspathing benefits have been added to sentry crosspaths. Larger Service Area's range bonus to sentries did not scale very well with the increased sentry spawning range, so more range bonus has been added to sentries to match more similarly to the range bonus given to the main Engineer.


 * Sentry Expert now adds a secondary target priority option list with the following target priorities in order:
 * Normal (original spawning algorithm)
 * Crushing
 * Boom
 * Cold
 * Energy
 * Larger Service Area sentry range bonus increased (+4 --> +8)
 * With Sprockets or above, Deconstruction allows sentries to deal +1 damage to MOAB-class and +1 damage to Fortified
 * Crushing Sentries add +3 damage versus MOAB-class and +2 damage versus Fortified
 * Boom Sentries deal +4 damage versus MOAB-class and +1 damage versus Fortified
 * Energy Sentries deal +1 damage versus MOAB-class and +1 damage versus Fortified
 * Cold Sentries deal +1 damage to Ceramics and +1 damage versus Fortified, as they cannot target MOAB-class
 * Paragon Sentries deal +1 damage to MOAB-class and +1 damage to Fortified
 * Sentry Paragon now adds a secondary target priority option list with the following target priorities in order, with new upgraded versions of Sentry Expert sentries as well as the original Paragon Sentries:
 * Plasma (Plasma Paragon Sentry)
 * Crushing (Crushing Paragon Sentry)
 * Deals 1 damage with +1 damage versus Ceramics, attacks every 0.1s, 22 pierce, with shatter damage type.
 * Explodes with 100 damage and 50 pierce with explosion type. Default blast radius of 50.
 * Boom (Boom Paragon Sentry)
 * Deals 10 damage, attacks every 0.25s, 40 pierce, ~35 blast radius, with explosion damage type.
 * Explodes with 200 damage and 80 pierce with explosion type. Default blast radius of 50.
 * Cold (Cold Paragon Sentry)
 * Deals 1 damage, attacks every 0.4s, 30 pierce, ~25 blast radius, with glacier damage type plus lead-popping.
 * Freezes affected non-blimp bloons for 1.5s. Applies Permafrost effect.
 * Can target MOAB-class.
 * Explodes with 50 damage and 50 pierce with glacier type plus lead-popping, and freezes non-blimp bloons for 3.0s with Permafrost effect. Default blast radius of 50.
 * Energy (Energy Paragon Sentry)
 * Deals 2 damage, attacks every 0.03s, 5 pierce, with energy damage type.
 * Explodes with 100 damage and 50 pierce with plasma type. Default blast radius of 50.

Quincy
None so far.

Gwendolin
TBA

Striker Jones
Dominant in Mauler spam strategies, but the base cost has been slightly decreased to make him more useful for the early-game.


 * Striker Jones base cost decreased ($750 --> $700)

Obyn Greenfoot
TBA

Captain Churchill
Thanks to a recent bug fix with his shell not dealing damage if both the shell and machine gun deal damage at the same time, Captain Churchill is a solid option overall. However, the Level 13 +1 damage buff from Armor Piercing Shells loses value by the time he reaches said level, as by then the majority of normal bloons are Super Ceramics. Some of the damage bonus has shifted towards his earlier levels, and now stacks into his higher levels. Level 20 is also given more overall damage to the base attack, to match the description on improving his "main gun".

Level 15 improves the Fortified damage of the shells a little further to improve overall shell potential versus Fortified compared to his machine gun.


 * Level 11-12 now allows Armor Piercing Shells deals +1 damage to all bloons, and can stack on top of the existing +4 damage versus Ceramic and above.
 * Description of Level 11 becomes "Increased popping power per shell, and Armor Piercing Darts deals extra damage to all bloon types."
 * Level 13-16 Armor Piercing Shells now deals +2 damage to all bloon types instead of +1, and stacks on top of the existing +7 Ceramic and MOAB damage.
 * Level 17+ Armor Piercing Shells now deal +3 damage to all bloon types instead of +2, and stacks on top of the existing +11 Ceramic and MOAB damage.
 * Level 20 Churchill's main shell attack now deals more damage (5 --> 9)
 * Level 15 Churchill's main shell deals more Fortified damage (+1 --> +3). Churchill's machine gun remains at +1 damage.

Benjamin
TBA

Ezili
Ezili has a strong niche option for tacking early Camos and dealing high damage versus MOAB-class. Several aspects have set her back, however, but a small change allow her to become very slightly more viable as a CHIMPS start.

Additionally, her Level 15 upgrade now also increases sacrifice totem range as well as increased base range so the buffing range is less skewed by increased base range, which otherwise makes her Level 15 useless and more of a detriment than a help.


 * Ezili's footprint changed from Medium to Small (i.e. Boomerang Monkey footprint to Dart Monkey footprint)
 * Level 15+ Ezili's sacrifice totem now gains even more range (78 --> 84)

Pat Fusty
TBA

Adora
Adora is a powerful option for late-game at maximum level. She remains outcompeted by Ezili and Admiral Brickell, so her damage has been increased even more to have more benefit when interacting with VTSG. Paired with her sacrifice ability, this will add more benefit to using her for epic late-game attempts.


 * Level 20 Adora gains 3x damage for all her attacks if under range of VTSG

Admiral Brickell
TBA

Etienne
TBA

Monkey Knowledge
TBA

Description changes
Some descriptions deserve a little adjustment to their descriptions to make them more useful.

Note: This does not include new descriptions based upon balance changes I suggest.

None
 * Dart Monkey


 * Boomerang Monkey
 * Glaive Lord: "Glaive Lord surrounds itself in 3 special glaives that shred anything that comes near. Main glaive attack additionally slowly rips apart the first bloon struck by glaives."
 * Kylie Boomerang: "Throws heavy Kylie boomerangs that follow a straight path instead of curved. Kylie boomerangs can rehit the same bloon more than once per shot."


 * Bomb Shooter
 * Really Big Bombs: "Huge bombs blow up Bloons in a large area. With Frag Bombs, fragments pop more bloons."
 * MOAB Mauler: "MOAB Maulers specialize at dealing high damage to MOAB-Class Bloons and ceramics."
 * Bomb Blitz: "When a life is lost, a Bomb Storm will destroy every Bloon on the screen below a ZOMG. Powerful explosives."


 * Tack Shooter
 * Blade Shooter: "Switches tacks for sharp blades that pop up to 6 Bloons per blade".
 * More Tacks: "Shoots 10 tacks instead of 8. Increases Ring of Fire damage instead of numbers of tacks."
 * Even More Tacks: "Shoots out 12 tacks per shot. Increases Ring of Fire damage further."
 * Tack Sprayer: "Sprays out 16 tacks per volley, and attacks faster."


 * Ice Monkey
 * Embrittlement: "Detects Camo Bloons and all Bloons hit become brittle, take extra damage while frozen, and lose Camo and Regrow properties."
 * Arctic Wind: "Super cold aura that slows Bloons that come near it. Also freezes nearby water, allowing land towers to be placed on top."


 * Glue Gunner
 * Corrosive Glue: "Glued Bloons pop one layer every few seconds. Can stick to but not slow MOAB-class bloons."


 * Sniper Monkey
 * Large Calibre: "Shots can pop through 7 layers of Bloon. From this upgrade onwards, shrapnel deals greater damage."

No comment, besides fixing a discrepancy with crosspath benefits.
 * Monkey Buccaneer
 * Faster Shooting: "All weapons on board attack faster."
 * Long Range: "Much longer range, and projectiles fly faster."


 * Monkey Ace
 * Sharper Darts: "Darts can pop 8 Bloons each, and bombs pop up to 12 more Bloons."

None
 * Heli Pilot


 * Mortar Monkey
 * Pop and Awe: "Pop and Awe ability: rains explosions over the whole screen, damaging and immobilizing all bloons for a few seconds. Main attack gains additional Heavy Shells damage."
 * Burny Stuff: "Sets affected Bloons on fire with each hit."


 * Dartling Gunner
 * Laser Shock: "Laser-tipped shots apply an electric shock to bloons, slowly dealing damage to them over time. Dartling Gunners with this upgrade deal bonus damage to shocked bloons." rather than "Laser tipped shots shock Bloons into popping again 1 second after being struck."
 * Laser Cannon: "High energy laser blasts deal extra damage and pop more bloons per shot. Can pop Frozen Bloons." rather than "Rapid fire laser blasts can pop Frozen Bloons.".
 * Buckshot: "Shoots blasts of deadly buckshot instead of darts. Attacks slower, but deals huge overall damage."

None
 * Wizard Monkey

None
 * Super Monkey

None
 * Ninja Monkey


 * Alchemist
 * Permanent Brew: "All brews and acidic mixture dips thrown from this Alchemist are now PERMANENT."

None
 * Druid

None
 * Banana Farm


 * Spike Factory
 * Spiked Balls: "Produces spiked balls that do extra damage to all bloon types, especially versus Ceramic and Fortified."
 * Super Mines: "Creates gigantic exploding mines capable of wiping out almost anything."

Crosspath mentions are a little clumsy.
 * Engineer Monkey
 * Faster Production: "Increased efficiency produces sentries more often and refreshes Foam and Traps faster."
 * Larger Service Area: "Engineer and sentries shoot further, and deploys sentries in a much larger area."
 * Oversize Nails: "Massive nails pop 8 bloons at once, including frozen. Improves sentry pierce and Foam strength."

Pre-Round Comments
I miss seeing the frequency of Pre-Round Comments in previous games, so I would like the large quantities of pre-round comments come back some day.

In italics are official pre-round comments.


 * Round 2: Easy peasy.
 * Round 3: You get 1 cash for every layer of Bloon popped, plus some bonus at the end of each round.
 * Round 4: Every round has unique waves of Bloons. Some rounds will be very easy, while others will be quite hard.
 * Round 5: Did you lose any lives yet? Don't worry, because you are still winning, as long as you don't reach 0 lives. Make sure your towers pop as many Bloons as possible.
 * Round 6: Blue Bloons spawn Red Bloons when popped. Popping Green Bloons will spawn Blue Bloons.
 * Round 8: Keep playing Bloons TD 6 regularly and check for new updates - maps, new heroes, challenges, and other awesomeness.
 * Round 10: Heroes are special types of Monkeys that automatically level up each round. The earlier you place them, the sooner they reach maximum upgrades.
 * Round 11: Yellow Bloons are fast, and they spawn Green Bloons when popped.
 * Round 13: The more you use a certain Monkey, the more upgrades you will unlock for using it.
 * Round 15: Pink Bloons are even faster than Yellow Bloons! Popping a Pink will spawn a Yellow.
 * Round 16: Each Monkey has a unique set of strengths and weaknesses. Play around with your Monkeys, and try see which combinations work the best for you and which combinations do not.
 * Round 17: In the options menu, you can change the settings to turn pre-round comments on or off.
 * Round 20: Black Bloons are immune to explosions, and they spawn two Pink Bloons when popped.
 * Round 22: White Bloons are just like Black Bloons, but instead they are immune to freezing.
 * Round 25: Did you see that Camo Bloon last round? Some towers cannot damage them because Camo Bloons are just too sneaky. Next round are some Purple Bloons, which are immune to energy, plasma, and fire.
 * Round 27: See those Zebra-striped Bloons? They combine the meanness of White Bloons and Black Bloons, and contain one of each just for fun.
 * Round 28: Lead Bloons are slow but cannot be at all damaged by sharp objects.
 * Round 29: Thought you could get away with just using a Bomb Shooter? Popping a Lead Bloon spawn two Black Bloons.
 * Round 31: The same Monkey can have access to up to 2 out of 3 upgrade paths. Purchasing a Tier 3 upgrade on one path locks out access to the Tier 3 upgrade of the other for that Monkey.
 * Round 35: Rainbow Bloons contain lots of Bloons inside.
 * Round 37: There are 4 classes of Monkey: Primary, Military, Magic, and Support.
 * Round 38: Ceramic Bloons take 10 hits to fully pop those layers.
 * Round 49: Spend your money wisely. Starting from Round 50, you will earn less money per pop, and even less money again after Round 60.
 * Round 52: Monkey Money is a special currency that you can use for all future games. You can buy powers, continues, new Heroes, and a lot of other awesome.
 * Round 62: Fortified MOABs have double the health of regular MOABs.
 * Round 67: Certain maps have Line of Sight, preventing most projectiles from passing through tall obstacles. Placing Monkeys in the high ground can counter this problem.
 * Round 70: Tier 5 upgrades are very powerful. There can only be one unique Tier 5 Monkey on the map at any given time.
 * Round 81: What's this? Ceramics with much more health and only one child? From now on, these "Super Ceramics" replace ordinary Ceramics.
 * Round 85: If you manage to beat Round 100, there is a special prize waiting for you...
 * Round 95: How dangerous could rows of DDTs and Fortified MOABs be? Very dangerous.
 * Round 98: When you thought you reached so far in the game, this round will kiss your dreams goodbye.
 * Round 99: Or maybe this round.
 * Round 100: Beware of the BAD.
 * Round 101: Congratulations on beating round 100! Enjoy your reward!
 * Round 85: If you manage to beat Round 100, there is a special prize waiting for you...
 * Round 95: How dangerous could rows of DDTs and Fortified MOABs be? Very dangerous.
 * Round 98: When you thought you reached so far in the game, this round will kiss your dreams goodbye.
 * Round 99: Or maybe this round.
 * Round 100: Beware of the BAD.
 * Round 101: Congratulations on beating round 100! Enjoy your reward!
 * Round 100: Beware of the BAD.
 * Round 101: Congratulations on beating round 100! Enjoy your reward!