Crosspathing/Ninja Monkey

In Bloons TD 6, it is important to choose the best crosspathing for a specific tower in order to receive the best benefits out of that tower type. Towers have special roles to play for each stage of the game. The Ninja Monkey in its core is to counter Camo Bloons very efficiently.

Introduction
Ninja is essentially a 0-1-2 dart monkey that is a little more expensive but does provide camo detection at it's base. Path 1 focuses on increasing the power and the number of shuriken that it throws (Overall increase in DPS). Path 2 focuses on support with upgrades like Counter-Espionage, Shinobi Tactics, and Bloon Sabotage. Path 3 focuses on popping all types of bloons but especially M.O.A.B-class bloons. Crosspathing with Ninja monkey isn't the most important aspect (except for top path Ninja for reasons that are about to be explained) because the shuriken themselves are the only thing that gets affected with crosspaths.

Tier 2 and below



 * 0-0-0: As previously stated, this monkey has automatic camo-detection which could prove useful if you need camo detection quickly without having to crosspath the monkey.
 * 1-0-0: This increases the range and attack speed of the Ninja Monkey. Because of its increase in both range and attack speed, and because next upgrades, this is a very popular upgrade for ninja monkeys.
 * 0-1-0: This kind of "Knockback" makes the bloons float backward to a random part of the track that the bloons haven't traveled on yet. Because of its double RNG factor (The chance to get distracted + the distance of that distraction will be) it is not the most popular upgrade to go for. Usually bought as a stepping stone for Shinobi Tactics or 0-2-3+ Ninja Monkeys.
 * 0-0-1: This allows the shurikens to utilize its pierce much more easily.
 * 1-1-0: The overall chance to distract is greater with this crosspath, thanks to the faster attack speed.
 * 1-0-1: Combines a reasonably high attack speed with seeking, which can prove to be useful in the early-game against spaced bloons. This is usually a stepping stone for its top path upgrades.
 * 0-1-1: Usually a stepping stone for a 0-X-X Ninja Monkey, However, an army of 0-3-2 Ninja Monkeys could prove effective at laying done tons of caltrops really fast if supported with a Jungle Drums and MIB for DDTs.
 * 2-0-0: Increase the pierce of the Ninja Monkey to 4. In itself, it is best placed along straightaways.
 * 0-2-0: Its main attack now decamos Bloons. However, it must actually damage the bloon to decamo it. So this specific crosspath won't work on Lead bloons because its main attack doesn't pop the lead unless it has some way of doing so (Heat it up, MIB, Alchbuff, etc.).
 * 0-0-2: It lays down spiked Caltrops similar to the Spike Factory. The rate at which it deploys its Caltrops is entirely dependent on it's attack speed.
 * 2-1-0: It now distracts bloons at a higher rate due to more bloons having the chance to be distracted.
 * 2-2-0: More bloons may or may distract more than a 0-2-2 due to the fact that not all of the pierce is utilized. This can be remedied by placing the Ninja Monkey on straightaways. However, it losses to 0-2-3 in decamo power due to have the ability to affect multiple and Lead bloons by itself with no support required.
 * 1-2-0: Even more reliability for straight decamo. Usually a stepping stone for 2-2-0 for the better pierce.
 * 0-2-1: Usually a stepping stone for 0-2-2.
 * 1-0-2: This crosspath is not the worst, as it is a stepping stone for 1-0-3 which allows the Ninja Monkey to use it's Flash bomb attack from further away and do it much more frequently.
 * 2-0-2: Usually a stepping stone for 3-0-2 and even then, 3-0-1 is enough, as its main attack is going to do the vast majority of the damage.
 * 0-1-2: Caltrops do distract bloons as of Version 29.0.
 * 0-2-2: In a similar way its Caltrops is affected by Alchbuff, when using this crosspath, its caltrops can decamo bloons the same way its main attack does.

Double Shot



 * 3-0-0: It now shoots 2 shurikens per shot. Crosspathing will normally give this Ninja the best value, but it is sometimes worth just having a straight 3-0-0 for the double shuriken benefit.
 * 3-1-0: Due to its numerous projectiles, will distract kind of frequently.
 * 3-2-0: Usually only useful if you need more anti-camo popping power.
 * 3-0-1: This allows each shuriken to fully utilize its damage and pierce.
 * 3-0-2: This slightly increases the DPS of the Double Shot Ninja, however, it synergizes well with Alchbuff since once they receive buff, it will be able to pop leads until, all of its "spikes" are used up.

Bloonjitsu



 * 4-0-0: It now shoots 5 shurikens per shot. Crosspathing will be even more important for a Bloonjitsu, as crosspathing makes a majority of its value. The non-crosspathed Bloonjitsu is still not as inefficient as multiple lower-level Ninjas, but crosspathing provides Bloonjitsu its true mid-game value.
 * 4-1-0: The distraction effect becomes even more effective, thanks to the greater numbers of projectiles per shot from the Bloonjitsu. While the 4-1-0 crosspath misses out on Path 3 crosspathing for superior DPS, the 4-0-1 Bloonjitsu's supporting role isn't necessarily bad either, but Shinobi Tactics spam is still superior for that purpose if encompassing a Ninja DPS strategy.
 * 4-2-0: If even more anti-camo popping power is needed, Bloonjitsu with Counter-Espionage would be useful here. That being said, Shinobi Tactics spam will usually suffice at reliable decamo, unless Shinobi Tactics spam is not planned ahead.
 * 4-0-1: Just like 3-0-1, this allows shurikens of a 4-0-1 Bloonjitsu to maximize damage and pierce potential. This is much amplified with Alch buff, especially compared to previous upgrades.
 * 4-0-2: Adding Caltrops adds extra DPS of the Bloonjitsu. It synergizes well with Alch buff, and while smaller than that for Bloonjitsu itself it actually provides a significant role at stockpiling extra popping power. Alch buffs still remain on caltrops even if the original Ninja used up all their buffs.

Grandmaster Ninja



 * 5-0-0: It now shoots 8 shurikens per shot (9 with the Deadly Tranquility Monkey Knowledge) and it does this much faster. Crosspathing is even more necessary to maximize its potential, alongside supports from Shinobi Tactics. In fact, a vanilla non-crosspathed Grandmaster Ninja is very cost-inefficient.
 * 5-1-0: Grandmaster Ninja depends mostly on Shinobi Tactics to utilize its maximum attack speed, but massive armies of nearby Shinobi Tactics already provides the Distraction effect quite effectively. Only use 5-1-0 if there are no other forms of blowback out there and if Grandmaster is the only Ninja on screen.
 * 5-2-0: Grandmaster Ninja depends mostly on Shinobi Tactics to utilize its maximum attack speed, but massive armies of nearby Shinobi Tactics already provides the Counter-Espionage effect quite effectively. Only use 5-2-0 if Grandmaster is the only Ninja on screen and if non-lead Camo Bloons are a significant issue. 5-2-0 can also be paired with Permanent Brew to act as a decamo for anything, thanks to its supreme attack speed.
 * 5-0-1: Because it throws shurikens so quickly, it is extremely valuable to let shurikens seek towards bloons for the maximum DPS benefit.
 * 5-0-2: Adds even more DPS for the Grandmaster Ninja. However, it's even more valuable on grandmaster ninja, whose strategies are notorious to struggle with high hitpoint fortified Z.O.M.Gs and the B.A.D. Caltrops also help immensely with single target damage, seeing as the shinobis' pierce buff is effectively a damage buff to the caltrops against the same bloons, as all the caltrops' pierce will be used against one bloon, effectively increasing the single target damage of grandmaster ninja by 30%.

Shinobi Tactics



 * 0-3-0: Shinobi Tactics is a support-oriented tower, which buffs the attack speed and pierce of nearby Ninja Monkeys by +8% and +8%, respectively, including buffing itself. As such, it is usually adequate to leave it as 0-3-0, unless more range influence or DPS is necessary.
 * 1-3-0: If you need the extra range for more Shinobi Tactics to buff Grandmaster Ninja and/or Master Bomber then you should specifcally only use this crosspath.
 * 2-3-0: Not very useful as Shinobis aren't made for DPS. It improves shuriken pierce of the Shinobi Tactics Ninja itself, but it's better to spend on more Shinobis and add other supports than to simply improve pierce of the Shinobi Tactics Ninjas, especially because the Distraction effect is RNG-based.
 * 0-3-1: Not very useful as Shinobis aren't made for DPS. While shurikens will have both seeking and distraction, the distraction effects still aren't very reliable even in large groups because of how low pierce and attack speed the shurikens will have. It is better off using other forms of blowback or by just adding more Shinobis to increase the Distraction's blowback reliability.
 * 0-3-2: Can be useful if more single target DPS is needed, as caltrops buffed by Shinobi Tactics are powerful in numbers.

Bloon Sabotage



 * 0-4-0: Bloon Sabotage adds an ability that slows all bloons on screen for up to 15 seconds. There is no need to crosspath it unless part of a Shinobi Tactics strategy. Its crosspaths have no influence on the ability, and its main attacks provide little value unless paired with other Shinobis. Bloon Sabotage is statistically identical to Shinobi Tactics outside of the ability.
 * 1-4-0: Same principles as 1-3-0
 * 2-4-0: Same principles as 2-3-0
 * 0-4-1: Same principles as 0-3-1
 * 0-4-2: Same principles as 0-3-2

Grand Saboteur



 * 0-5-0: Grand Saboteur improves its ability by lasting twice as long and instantly dealing 25% damage to the outer layer of incoming blimps. Just like Bloon Sabotage, Grand Saboteur is statistically identical to Shinobi Tactics outside of its improved ability, so crosspathing means little for it.
 * 1-5-0: Same principles as 1-3-0
 * 2-5-0: Same principles as 2-3-0
 * 0-5-1: Same principles as 0-3-1
 * 0-5-2: Same principles as 0-3-2

Flash Bomb



 * 0-0-3: Adds a flash bomb attack that stuns all non-blimp bloons for 1.0s. Can be affected by crosspathing.
 * 1-0-3: Ninja Discipline also increases the attack rate of the flash bomb attack, making this crosspath generally the better crosspath due to stunning bloons at a faster rate.
 * 2-0-3: Redundant for a Flash Bomb Ninja due to not affecting the flash bomb attack, but can be useful for the shuriken attack.
 * 0-1-3: Not as useless as it was before Version 29.0, as the flash bomb and caltrops can blow back bloons, leading to a high chance of blowback against the bloons. Bear in mind that the stun comes first before the distraction if the explosion does hit the bloons.
 * 0-2-3: Can be useful for decamoing bloons, especially Camo Leads and DDTs. Flash Bomb can damage any bloon type by default, so just this upgrade alone can decamo DDTs because it can damage them.

Sticky Bomb



 * 0-0-4: Gains a sticky bomb attack that applies a sticky bomb onto a MOAB-class bloon. The MOAB-class bloon will subsequently be dealt an instant 500 damage upon detonation, alongside a deadly secondary explosion that deals 100 damage. The sticky bomb attack naturally gains further range than the Ninja's base range, which helps it with apply sticky bombs from further, but otherwise treat as if its sticky bomb attack is only within its own immediate range. Crosspathing is highly beneficial but not required to be useful. 0-0-4 can be used just to make its first sticky bomb shot as soon as possible, but try immediately adding crosspathing afterwards.
 * 1-0-4: Like Flash Bomb, Ninja Discipline also increases attack rate of the sticky bomb attack, making this crosspath generally the better crosspath due to increasing the rate of applying sticky bombs onto blimps. Sticky Bomb's sticky bomb attack naturally has more than than its base range, but even more range can help too.
 * 2-0-4: Redundant for a Sticky Bomb Ninja due to affecting neither the flash bomb attack nor the sticky bomb attack, but can be useful for the shuriken attack.
 * 0-1-4: As with 0-1-3, explosions from Flash Bombs does apply Distraction.
 * 0-2-4: Basically the 0-2-3 Ninja except comes with sticky bomb attack too. It is worth a note that the sticky bomb attack itself can decamo but the secondary explosion does not (likely a bug). 0-2-4 Sticky Bomb is also the most expensive Tier 4 Ninja, which can be added in conjunction to Sabo Ninjas to fill in costs for obtaining sacrifice costs for Ascended Shadow.

Master Bomber



 * 0-0-5: The Master Bomber's sticky bombs now have infinite range, deal 1,000 damage, stun MOAB-class bloons for 1 second, and secondary sticky bomb explosions deal 300 damage. Its flash bombs deal 5 damage and stun MOAB-class for up to 0.25s or standard bloons for 1.0s. Crosspathing is essential for a Master Bomber to make the most use of its special attacks.
 * 1-0-5: Attacks much faster and therefore can throw sticky bombs and flash bombs much faster. With more attack speed for both, it can stun blimps more reliably and consistently.
 * 2-0-5: No effect compared to 1-0-5 besides the improved shuriken pierce. Since the majority of its firepower and support comes from its sticky bombs and flash bombs, the 2-0-5 is normally just a remnant of an early-game Ninja in practical play. If going for a pure Master Bomber, 1-0-5 is sufficient.
 * 0-1-5: Same principles as 0-1-4.
 * 0-2-5: Just like 0-2-4 but now it throws infinite-range sticky bombs, allowing it to attack and decamo DDTs from any range. While this specific crosspathing interaction may seem useful, it is better off using separate 0-2-3 Ninjas to decamo grouped bloons with their Flash Bombs, as Master Bomber is built for DPS in particular.

Strategy
TBA