Crosspathing/Super 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 Super Monkey in its core is the opposite of the Dart Monkey, that is, to provide an effective source of extreme late-game popping power.

Introduction
Super Monkey's are a really powerful tower but is also equally as expensive. All three paths focuses on DPS but do it in different ways. Path 1 will increase the power of it's main attack through changing the properties of it attacks. Path 2 increases the power of it's main attack through attacking as many bloons at possible at any given time. Path 3 increases the power of it's main attacks through slicing though M.O.A.B class-bloons very easily and eventually deleting them out right. Crosspathing can be important for the super monkey because it directly affects tiers 3 and higher instead of just adding different attacks to the super monkey.

Tier 2 and below



 * 0-0-0: The base Super Monkey attacks quickly without need for micro, and it is the fastest unupgraded tower in the game. However, it has low pierce and only a moderate range for its footprint size.
 * 1-0-0: Increases pierce of the Super Monkey and can pop Frozen. Super Range already adds bonus pierce and more range, but if Plasma Blasts feels enticing then it's not a bad option to go for a 1-0-0 Super.
 * 0-1-0: Gains more range and increases pierce from 1 to 2. It is a cheap but useful option for the Super Monkey to handle bloons.
 * 0-0-1: Can be used to slow down MOABs or Ceramics easily, normally for the Round 40 MOAB.
 * 2-0-0: This allows the Super to pop lead bloons.
 * 0-2-0: Possesses huge range and contains a considerable amount of pierce, 3 pierce per shot with 0-2-0. It becomes a useful early mid-game option.
 * 0-0-2: Cheapest Super Monkey crosspath to pop camo. Comes with Knockback too for the slowdown of bloons.
 * 1-1-0: This utilizes its increase pierce with more range.
 * 1-0-1: This knockback more bloons
 * 0-1-1: Just like 0-0-1, but it can reach further and is much more reliable for knocking back the Ceramics that pop out.
 * 2-1-0: Same as 1-1-0 but now with more pierce and can now affect leads.
 * 2-2-0: The strongest lower-tier Super Monkey option at DPS. Combines the double attack speed from Plasma Blasts and pierce bonuses from both Plasma Blasts and Epic Range.
 * 1-2-0: This only increase the pierce and range by a far amount.
 * 0-2-1: Combines the large range and rather small pierce with the ability to knockback bloons
 * 1-0-2: Combines the increase in Pierce with the ability to knockback bloons and see camo bloons
 * 2-0-2: Combines the fast attack speed and good pierce of Plasma Blasts with the knockback potential and camo detection from Ultravision. This combination allows it to perform a substantial help at taking down early mid-game bloons.
 * 0-1-2: Usually a stepping stone for 0-2-2
 * 0-2-2: It has a lot of pierce, attacks quickly like the unupgraded Super Monkey, and can detect camo, making it a solid early mid-game option all-round except for handling Frozen and Lead.

Sun Avatar



 * 3-0-0: As the most expensive 3rd Tier upgrade by far, crosspathing must be used to get more value out of this tower.
 * 3-1-0: Gives the Sun Avatar with extra range and +1 pierce. Mainly a stepping stone to 3-2-0. Loses potential for 3-0-1 for the Knockback.
 * 3-2-0: Gives the Sun Avatar with the maximum amount of upgraded range and gives its sunbeams with +2 pierce and faster projectile speed. Mainly used as the superior DPS option.
 * 3-0-1: Especially when placed around an effective location where it can maximize its damage potential, the combination of knockback and its high overall pierce is valuable for surviving the mid-game and can be a useful support slow for the late-game. For combatting Camos or DDTs, use 3-0-2 or just add a nearby Radar Scanner, although if planning for just Sun Avatar's camo detection and buying 3-0-2 later is enough.
 * 3-0-2: In addition to the built-in knockback, Sun Avatar receives camo detection to affect Camos, especially DDTs. Therefore, a Radar Scanner is not normally needed with this crosspath. If there's already a Radar Scanner nearby, 3-0-2 is superfluous except for purely a very minor range boost.

Sun Temple



 * 4-0-0: This tower is unique due to that fact that it may receive stronger attacks, new attacks, or spawn sub towers, depending of what category was sacrificed and how much money spent on that category. However, this page will only recognize its main attack for crosspaths and assuming no sacrifices are made.
 * 4-1-0: A simple range buff, not much to mention here. The additional pierce buff is small in comparison to its main attacks due to its already decently high pierce.
 * 4-2-0: This gives the super Monkey extra pierce and even more range. This means that this tower will attack more bloons, more often and may or may not be better than the knockback it gives.
 * 4-0-1: Knockback bloons, which give the Temple more Utility. However, it is debatable whether the extra pierce and range is more worth it than the knockback and camo detection, assuming the player doesn't have Etienne.
 * 4-0-2: Use this to give the Sun Temple Camo detection, however, if the player has Etienne Level 8+ than it is better to either stop at 4-0-1 or go middle path.

True Sun God



 * 5-0-0: Being the second-most expensive single upgrade in the entire Bloons TD series and the most DPS when sacrifices are made, the True Sun God must be crosspathed to gain full effectiveness. Also, VTSG will not be counted due to it requiring sacrifices to be possible.
 * 5-1-0: A generic range upgrade.
 * 5-2-0: Best crosspath most of the time, as the TSG needs range to be able to have as large an influence as possible. If sacrifices were allowed, then it would also allow it's support sacrifices to have much better coverage.
 * 5-0-1: Knockback is admirable, but range is better for coverage.
 * 5-0-2: Basically useless unless there are no other camo options which is extremely unlikely because if the player had the economy to do afford a $500,000+ tower with sacrifices on medium (which is impossible to afford without farms), then the player should be able to afford a Radar Scanner or Etienne Lvl8+.

Robo Monkey



 * 0-3-0: Robo Monkey gains an independent second attack, bonus pierce, and potential for semi-random crits that deal 10 damage each. An uncrosspathed Robo Monkey has very low value compared to a crosspathed Robo Monkey except for simply accessing the option to inflict random crits. Highly recommended to crosspath the Robo or otherwise avoid a non-crosspathed Robo.
 * 1-3-0: Gives pierce and frozen, generally just a stepping stone.
 * 2-3-0: Gives lead, pierce, and double attack speed, highly superior crosspath.
 * 0-3-1: Knockback can be used to slow down MOAB-class and to keep Super Ceramics at bay, but the lost DPS and lack of lead popping leaves much to be desired.
 * 0-3-2: This crosspath is known as the ISAB Monkey. Sadly, as ISAB himself demonstrated, it is mostly useless. On harder maps, knockback for slowing down MOAB-class isn't a very good option when other options for MOAB slows exist, and camo detection without lead popping is very useless in late game where DDTs come to the fore. However, 0-3-2 does serve useful in the mid-game for beating any non-lead bloon, including Camo Bloons.

Tech Terror



 * 0-4-0: The base Tech Terror is terrible at DPS without a crosspath, only receiving a minor attack speed increase, a small pierce bonus, and conversion to plasma damage type. Its ability is, however, unaffected by crosspathing, so a crosspath simply improves its plasma ball attacks.
 * 1-4-0: The plasma balls already pop Frozen and Lead, so all this upgrade does is add +1 pierce.
 * 2-4-0: Doubles attack speed of the plasma balls for much more DPS.
 * 0-4-1: Knockback can be used to slow down MOAB-class and to keep super ceramics at bay, but the lost DPS leaves much to be desired. Tech Terror with this crosspath can clump up the bloons and therefore its ability can be used in combination to provide a devastating effect.
 * 0-4-2: Unlike 0-3-2 Robo Monkey, 0-4-2 can affect DDTs, so it can both slow down DDTs and do good damage to them. However, the DPS from 2-4-0 plus external camo detection is still generally the better option.

The Anti-Bloon



 * 0-5-0: With the enormous price that you will spend on an anti-bloon, it is highly recommended to crosspath, as a base anti-bloon is very weak. On certain occasions, a 0-5-0 Anti-Bloon is acceptable; having a 0-5-0 Anti-Bloon makes no difference compared to any crosspathed Anti-Bloon in terms of the Vengeful True Sun God secondary sacrifices.
 * 1-5-0: Stepping stone upgrade, completely useless to keep a 1-5-0 super.
 * 2-5-0: Best crosspath, more than doubles DPS.
 * 0-5-1: Knockback is very situational in slowing MOAB-class bloons, but it's ineffective and generally not worth it when the job could be done by a MOAB Glue, or even other Knockback Super Monkeys.
 * 0-5-2: Generic camo upgrade. This particular crosspath sees the most in 2TC challenges, especially the Quincy + Anti-Bloon 2TC combo.

Dark Knight



 * 0-0-3: Dark Knight deals extra damage to MOAB-class, gain much more pierce, and gain better knockback versus Leads and Ceramics. The non-crosspathed Dark Knight can pop any bloon type except Frozen and Lead but automatically detects camo. The 0-0-3 Dark Knight can be crosspathed later with Path 1 for the higher DPS once Camo Purples are a lack of a concern. Otherwise, a plain 0-0-3 Dark Knight is worthless, although Dark Knights can do extra damage to MOAB-class.
 * 1-0-3: Gives extra pierce and popping of frozen. It in itself is more of a stepping stone to 2-0-3, and 1-0-3 only adds a small amount of bonus pierce. Even still, it's not a bad crosspath, just not the best.
 * 2-0-3: Double the attack speed for double the DPS, providing the greatest mid-game MOAB-class DPS for a Super Monkey per dollar.
 * 0-1-3: Increases range and pierce. The extra range can allow it to Darkshift further from the Dark Knight's origin.
 * 0-2-3: Further increases range and pierce and gains extra projectile speed. Again, the extra range can allow it to Darkshift even further from the Dark Knight's origin. The extra projectile speed can be useful for sniping, but isn't as good as the double attack speed offered by the 2-0-3 crosspath. 0-2-3 is considerably cheaper, however.

Dark Champion



 * 0-0-4: Dark Champion attacks twice as fast, gains further damage and pierce, and Darkshift is now mapwide. It also gains no weaknesses to any bloon type, so one can freely upgrade to any crosspath and not worry about not popping certain bloon types. Because of its immense price, 2-0-4 is near unanimously better crosspath for the double attack speed, as Path 2 benefits for a better Darkshift are redundant because Dark Champion's Darkshift is now mapwide.
 * 1-0-4: Almost redundant due to only providing literally +1 pierce for the Dark Champion.
 * 2-0-4: Double the attack speed for double the DPS, giving the true value of Dark Champion's DPS.
 * 0-1-4: Unlike 0-1-3 and 0-2-3 Dark Knight, range and pierce is less important here, especially because Dark Champion is very expensive and would appreciate more from the 2-0-4 crosspath.
 * 0-2-4: Redundant due to having infinite Darkshift range anyway.

Legend of the Night



 * 0-0-5: If wanting just the black hole passive ability, 0-0-5 is sufficient. The ability is unaffected by crosspathing. Similarly, a 0-0-5 Legend of the Night makes no difference compared to any crosspathed Legend of the Night in terms of the Vengeful True Sun God secondary sacrifices.
 * 1-0-5: Same principles as 1-0-4 Dark Champion
 * 2-0-5: The double attack speed improves its DPS to break down MOAB-class and Ceramics better and thus help avoid needing to activate its black hole passive ability too soon.
 * 0-1-5: Useless due to wasting potential for 2-0-5, and the bonus pierce and range are redundant.
 * 0-2-5: Useless due to wasting potential for 2-0-5, and the bonus pierce, range, and projectile speed are redundant.