Special Abilities

"TIP: ACTIVATED ABILITIES

You unlocked an activated ability. These powerful effects can instantly turn the tide of a battle. Abilities can be found in the abilities menu.

Unlike powers, activated abilities have unlimited uses. However, each ability will take some time to recharge after you use it."

- Cuber's introduction to activated abilities in BATTD when player has an activated ability available for the first time  (also called Activated Abilities) made their debut in Bloons TD 5, and they make further appearance in other games in the BTD5 series, as well as sequel games Bloons TD 6 and Bloons Adventure Time TD. Special Abilities allow towers to perform special attacks or special assistance at the will of the player by the activation of a button. Some abilities last for a limited time, while others are instantaneous or require a brief deployment time before activating its effect. Most abilities involve either adding a new special attack, improving an existing attack, or a special transformation of some sort, but some may involve income generation or special mobility. Cooldowns can be reduced with certain upgrades or with special premium upgrades. Most abilities have no initial cooldown (in BTD5 generation games) or have an initial cooldown of 33% of the original cooldown (in BTD6), although in Bloons Adventure Time TD character abilities have no initial cooldown but item abilities have a full initial cooldown.

Abilities (BTD6)
This serves as an index of abilities in Bloons TD 6. There is a lot more variety of abilities in this game, with Tier 5 upgrades further improving predecessor abilities in general. It is also worth a note that Banana Farm now has an activated ability despite not having one in BTD5. And finally, sometimes there are abilities given to upgrades that aren't necessarily along Path 2; the only towers to do so without the use of Monkey Knowledge Points are the Dark Knight and above upgrades, as of currently.

There are five potential sources of decreasing ability cooldowns of towers outside of Monkey Knowledge Points: Energizer's local water-based cooldown buff and global cooldown buff, Bloontonium Reactor's local water-based cooldown buff, Primary Mentoring's Primary Monkey cooldown buff (and by extent, Primary Expertise), and Striker Jones' Level 10+ Artillery Command ability. There are also special Monkey Knowledge Points that reduce the ability cooldowns of certain towers. Unless specified, assume all abilities also can get buffed by the "Global Ability Cooldowns" when MK is active.

Most abilities have an initial cooldown of 1/3 the original cooldown duration (e.g. First Strike Capability has an initial cooldown of 20s, as it has a 60s normal cooldown). Most abilities with a reduced cooldown duration from a further upgrade will reduce the initial cooldown to the original ability's initial cooldown minus the cooldown reduction between the faster and slower abilities (e.g. Tsar Bomba initial cooldown is 5s because Ground Zero full cooldown is 45s and Tsar Bomba full cooldown is 35s, and the difference 10s is taken away from 15s initial cooldown of the first-mentioned), two exceptions to this rule being Wizard Lord Phoenix and income-only abilities. As of Version 8.0, all income-only abilities in BTD6 now undergo a full initial cooldown, regardless of whether the prior upgrade ability was available or not.

Note: Ability descriptions here are written in terms of their respective game mechanics, rather than using their official descriptions.

Super Monkey Fan Club
This is the special ability for the Tier 4 Dart Monkey, Super Monkey Fan Club. It transforms up to 10 Dart Monkeys that are neither x-x-3+ nor 3+-x-x nor x-5-x into 0-0-0 Super Monkeys for 15 seconds.


 * Super Monkey Fan Club Ability
 * Ability: The Dart Monkey itself and up to 9 other closest Dart Monkeys below Tier 5 not upgraded to 3+-x-x or x-x-3+ are transformed into Super Monkeys temporarily.
 * Duration: 15 seconds
 * Cooldown: 50 seconds
 * Uptime: 30%
 * Initial cooldown: 16.67s (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

Plasma Monkey Fan Club
This is the 5th tier ability for the Dart Monkey, Plasma Monkey Fan Club. Instead of transforming to 0-0-0 Super Monkeys, the ability transforms up to 20 Dart Monkeys to Plasma Monkeys, reminiscent of the 2-0-0 Super Monkey upgrade but with 2 damage instead of 1 and with 4 base pierce.


 * Plasma Monkey Fan Club Ability
 * Ability: The Dart Monkey itself and up to 19 closest Dart Monkeys not upgraded to 3+-x-x or x-x-3+ are transformed into Plasma Monkeys temporarily.
 * Duration: 15 seconds
 * Cooldown: 50 seconds
 * Uptime: 30%
 * Initial cooldown: 16.67s (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

Turbo Charge
This is the ability for the Boomerang Monkey, Turbo Charge. Turbo Charge temporarily increases the attack speed of the Boomerang Monkey by 7x and deals +1 damage for 10 seconds.


 * Turbo Charge Ability
 * Ability: Attacks 7x faster and deals +1 damage temporarily
 * Duration: 10 seconds
 * Cooldown: 45 seconds
 * Uptime: 22%
 * Initial cooldown: 15s (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

Perma Charge
As the Tier 5 Boomerang Monkey ability, Perma Charge keeps the same speed as turbo charge permanently, while the ability allows the Boomerang Monkey to deal +8 damage at an incredibly fast speed.

Due to the way that most types of Tier 5 abilities with lower cooldowns work in the game, there is a much greater initial cooldown for the Perma Charge ability; instead of 13.3s as the 33% initial cooldown rule-of-thumb suggests, the initial cooldown is a fair bit lower.


 * Perma Charge Ability
 * Ability: Deals +8 damage temporarily
 * Duration: 15 seconds
 * Cooldown: 40 seconds
 * Uptime: 33%
 * Initial cooldown: 10.0s (25%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

MOAB Assassin
The Tier 4 Bomb Shooter ability belongs to the MOAB Assassin, which allows it to deal an instant 750 damage to the strongest blimp on screen when activated. Cooldown of 30 seconds.


 * MOAB Assassin Ability
 * Ability: Instantly deals 750 damage to the strongest blimp on screen
 * Duration: Instant
 * Cooldown: 30 seconds
 * Uptime: N/A
 * Initial cooldown: 10s (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Striker Jones' Artillery Command ability

MOAB Eliminator
The Tier 5 Bomb Shooter ability belongs to the MOAB Eliminator. It is a greatly improved version of MOAB Assassin with greater damage and a 3x shorter cooldown (10 seconds instead of 30), 4500 damage to the strongest blimp on screen to be precise. Additionally, it has no initial cooldown.


 * MOAB Eliminator Ability
 * Ability: Instantly deals 4500 damage to the strongest blimp on screen
 * Duration: Instant
 * Cooldown: 10 seconds
 * Uptime: N/A
 * Initial cooldown: None.
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Striker Jones' Artillery Command ability

Bomb Blitz
There is one more Bomb Shooter ability, for the Bomb Blitz upgrade, but instead of being activatable by the press of a button, the player must lose a life in order to trigger it. When activated, it triggers a bomb storm that instantly destroys anything below ZOMG (includes DDTs), and deals 2000 damage to ZOMGs and BADs. Cooldown of 40 seconds.

Just like Elite Defender, Bomb Blitz's passive ability can be automatically triggered by activating Ezili's Sacrificial Totem Ability. But Bomb Blitz can also have its cooldown reset by Striker Jones' Artillery Command ability.


 * Bomb Blitz Passive Ability
 * Ability: If life is lost, a bomb storm will instantly destroy all blimps below ZOMG (includes DDTs) on screen, and deals 2000 damage to all ZOMGs and BADs on screen
 * Duration: Instant
 * Cooldown: 40 seconds (ability), ~0.5s (deployment)
 * Uptime: N/A
 * Initial cooldown: 13.33 seconds (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Striker Jones' Artillery Command ability

Blade Maelstrom
This is the special ability for the Tier 4 Tack Shooter, Blade Maelstrom. It covers the entire screen with spiraling blades from the tower for up to 3 seconds. These blades have 200 pierce, but cannot pop Lead unless near an MIB or similar tower. They also spread out the farther they fly away from the tower.

Cooldown for this ability is 20 seconds.


 * Blade Maelstrom Ability
 * Ability: Produces two sprays of continuous blades clockwise for the ability duration
 * Duration: 3 seconds
 * Cooldown: 20 seconds
 * Uptime: 15%
 * Initial cooldown: 6.67s (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

Super Maelstrom
The Tier 5 Tack Shooter, Super Maelstrom, has an upgraded version of the Blade Maelstrom ability that makes the Blade Maelstrom ability produce twice the blades. It also deals greater damage, has 500 pierce per blade, and ability lasts much longer (9 seconds). Cooldown remains at 20 seconds.


 * Super Maelstrom Ability
 * Ability: Produces four sprays of continuous higher damage blades clockwise for the ability duration
 * Duration: 9 seconds
 * Cooldown: 20 seconds
 * Uptime: 45%
 * Initial cooldown: 6.67s (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

Snowstorm
Snowstorm replaces the old Absolute Zero upgrade in BTD5. The ability freezes all bloons on screen, including frozen-immune (white and zebra, but not lead unless with Cold Snap or any other source of lead-popping power), camo, and MOAB-class (but not BADs). Additionally, all bloons on screen except lead (unless with Metal Freeze or any other source of lead-popping power) are dealt 1 damage. However, the freeze duration is reduced to 3 seconds for any bloon with properties of white, camo, or MOAB-class, while other types of bloon without any of the three properties are frozen for up to 6 seconds. The freezing soaks up to 2 layers, not including MOAB-class.

Cooldown is 30 seconds.


 * Snowstorm Ability
 * Ability: Immediately freezes all bloons on screen temporarily, with much less effect on white, zebra, camo, and MOAB-class
 * Duration: Instant (ability), 6 seconds (freeze to bloons other than white, zebra, camo, or MOAB-class), 3 seconds (freeze to white, zebra, camo, or MOAB-class)
 * Cooldown: 30 seconds
 * Uptime: 20% (freeze, non-immune), 10% (freeze, immune)
 * Initial cooldown: 10 seconds (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

Absolute Zero
Absolute Zero is an entirely new upgrade in BTD6, improving on the potency of the Snowstorm upgrade. The ability freezes all bloons on screen, including frozen-immune, camo, and MOAB-class (but not BADs or Bosses) for the full 10 seconds duration. The freezing soaks up to 4 layers, not including MOAB-class. In addition, all Ice Monkeys attack 100% faster for 10 seconds.

Cooldown is 20 seconds. Due to the way that most types of Tier 5 abilities with lower cooldowns work in the game, there is no initial cooldown for Absolute Zero's ability.


 * Absolute Zero Ability
 * Ability: Immediately freezes all bloons on screen for an extensive period, including for white, zebra, lead, camo, and MOAB-class. All Ice Monkeys attack 100% faster for 10 seconds.
 * Duration: Instant (ability), 10 seconds (freeze), 10 seconds (buff)
 * Cooldown: 20 seconds
 * Uptime: 50% (freeze), 50% (buff)
 * Initial cooldown: None
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

Glue Strike
Glue Strike, the Tier 4 Glue Gunner's ability, glues all bloons on screen immediately upon activation, and affected bloons are vulnerable to +2 damage for the duration of the glue. The ability glue can soak up to 6 layers, or all non-MOAB-class with Glue Soak. Requires 2-4-0 to affect blimps.

Cooldown is 30 seconds.


 * Glue Strike Ability
 * Ability: Immediately glues all bloons on screen. Bloons affected are vulnerable to +2 damage for the duration of the glue. Soaks up to 6 non-blimp layers.
 * Duration: Instant (ability), 11.0 seconds (glue, x-4-0), 24.0 seconds (glue, 0-4-1+), halved for blimps
 * Cooldown: 30 seconds
 * Uptime: 36.67% (x-4-0 glue duration), 80% (0-4-1+ glue duration), halved for blimps
 * Initial cooldown: 10 seconds (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

Glue Storm
Glue Storm is an improved version of Glue Strike, for the Tier 5 upgrade of the same name. It persistently glues all bloons on screen for 15 seconds, once immediately upon activation and every 2 seconds the glue reapplies (i.e. will apply glue up to 7 times during the ability). Like Glue Strike, all affected bloons are vulnerable to +2 damage for the duration of the glue, but the glue has much greater slowdown potential and lasts twice as long. The ability glue can soak up to 9 layers, which pretty much implies all layers for non-MOAB-class bloons. Requires 2-5-0 to affect blimps.

Cooldown is 30 seconds.


 * Glue Storm Ability
 * Ability: Immediately glues all bloons on screen and persistently produces glue until the ability expires. Bloons affected are vulnerable to +2 damage for the duration of the glue. Soaks up to 9 non-blimp layers.
 * Duration: 15.0 seconds (ability), 22.0 seconds (glue, x-4-0), 48.0 seconds (glue, 0-4-1+), halved for blimps
 * Cooldown: 30 seconds
 * Uptime: 120% (x-4-0 glue duration), 207% (0-4-1+ glue duration), halved for blimps
 * Initial cooldown: 10 seconds (33%)
 * Reduced cooldowns from: Primary Mentoring buff, Primary Expertise buff, global Energizer buff

Supply Drop
This is the 4th tier special ability for the Sniper Monkey. It calls an Operation: Dart Storm that flies from the left and drops a crate full of cash worth a straight $1200 per crate. It will stop attacking temporarily as it deploys the ability. It has a cooldown of 90 seconds, and it takes ~3 seconds before the crate arrives to pick up.


 * Supply Drop Ability
 * Ability: Drops a crate of money worth between $500-$1000 per crate.
 * Duration: N/A
 * Cooldown: 90 seconds, ~3 seconds before crate is collectable
 * Uptime: N/A
 * Initial cooldown: 90s (100%)
 * Reduced cooldowns from: global Energizer buff

Elite Sniper
The crate produced by the Elite Sniper gives more money. The value for these new grey crates is a straight $3000 cash. The ability is shared with the Supply Drop Ability. Again, it will stop attacking temporarily as it deploys the ability. It still has a cooldown of 90 seconds, and it takes ~3 seconds before the crate arrives to pick up.


 * Elite Supply Drop Ability
 * Ability: Drops a crate of money worth between $1500-$2500 per crate.
 * Duration: N/A
 * Cooldown: 90 seconds, ~3 seconds before crate is collectable
 * Uptime: N/A
 * Initial cooldown: 90s (100%)
 * Reduced cooldowns from: global Energizer buff

Elite Defender
The Sniper Monkey has one more ability, for the Elite Defender upgrade, but instead of being activatable by the press of a button, the player must lose a life in order to trigger it. When activated, the Elite Defender attacks 4x faster for 7 seconds. Cooldown of 10 seconds. Cooldown will be bypassed if the "Master Defender" MK is active.

Just like Bomb Blitz, Elite Defender's passive ability can be automatically triggered by activating Ezili's Sacrificial Totem Ability.


 * Elite Defender Passive Ability
 * Ability: If life is lost, attacks 4x faster temporarily
 * Duration: 7 seconds
 * Cooldown: 10 seconds
 * Uptime: 70%
 * Initial cooldown: 3.33 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, "Master Defender" MK

First Strike Capability
This is the special ability for the 4th tier Monkey Sub. It fires a devastatingly large missile that targets the largest bloon on screen, dealing a massive 10,000 damage to the strongest bloon and producing an 80 pierce splash damage of 350.


 * First Strike Capability (x-4-x)
 * Ability: Shoots a devastating missile that deals 10,000 damage to the strongest bloon on screen with a splash damage of 350 to up to 80 bloons caught in the blast radius.
 * Duration: Instant
 * Cooldown: 60 seconds
 * Uptime: N/A
 * Initial cooldown: 20s (33%)
 * Reduced cooldowns from: local Bloontonium Reactor buff, global and local Energizer buff

Pre-Emptive Strike
Pre-Emptive Strike, the 5th tier ability upgrade for the Sub, has a lower cooldown for its own First Strike Capability. Deals 750 damage to target MOAB-class Bloons when they appear. Its First Strike Capability ability is shared with other First Strikes, and deals equal damage to affected bloons.

Due to the way that most types of Tier 5 abilities with lower cooldowns work in the game, there is a much greater initial cooldown for the Pre-Emptive's First Strike Capability ability; instead of 15s as the 33% initial cooldown rule-of-thumb suggests, the initial cooldown is much lower.


 * First Strike Capability (x-5-x)
 * Ability: same as above
 * Duration: Instant
 * Cooldown: 45 seconds
 * Uptime: N/A
 * Initial cooldown: 5s (11.11%)
 * Reduced cooldowns from: local Bloontonium Reactor buff, global and local Energizer buff

Monkey Pirates
This is the special ability for the Tier 4 Monkey Buccaneer, Monkey Pirates. It grabs the strongest BFB, MOAB, or DDT with a harpoon and destroys it along with all bloons inside instantly. It can't target ZOMGs or BADs. Cooldown of 50 seconds.

The ability name is different from the upgrade name.


 * MOAB Takedown Ability
 * Ability: Pulls down the strongest blimp on screen that isn't a ZOMG or BAD.
 * Duration: Instant
 * Cooldown: 50 seconds
 * Uptime: N/A
 * Initial cooldown: 16.67s (33%)
 * Reduced cooldowns from: local Bloontonium Reactor buff, global and local Energizer buff

Pirate Lord
This is the special ability for the Tier 5 Monkey Buccaneer, Pirate Lord. It now has 3 hooks per ability, allowing it to hook up to 3 of the strongest blimps at once, and plunders extra cash for each blimp hooked in. Pirate Lord can also pull down ZOMGs, but requires 2 hooks per usage. This ability does not affect BADs at all. Cooldown of 30 seconds.

Due to the way that most types of Tier 5 abilities with lower cooldowns work in the game, there is no initial cooldown for Pirate Lord's ability.


 * Pirate Lord Ability
 * Ability: Pulls down the three strongest blimps on screen below ZOMG, or a ZOMG and a blimp below ZOMG rank.
 * Duration: Instant
 * Cooldown: 30 seconds
 * Uptime: N/A
 * Initial cooldown: None
 * Reduced cooldowns from: local Bloontonium Reactor buff, global and local Energizer buff

Navarch of the Seas
This is the special ability for the Monkey Buccaneer Paragon, Navarch of the Seas. Using this ability grabs the a large number of blimps including up to one BAD per use. This is the only Paragon with an ability, at least as of now. There is a cap of around 2 uses per round, mainly to balance power, though Navarch of the Seas can be sold and rebought for more uses.

Due to the way that most types of Tier 5 abilities with lower cooldowns work in the game, there is no initial cooldown for Navarch's ability.


 * Navarch Ability
 * Ability: Pulls down a large number of blimps including one BAD. Caps at 2 per round.
 * Duration: Instant
 * Cooldown: 30 seconds (?)
 * Uptime: N/A
 * Initial cooldown: None
 * Reduced cooldowns from: None

Ground Zero
This is the special ability for the Monkey Ace. It drops a large nuclear bomb that deals 700 damage to up to 1000 bloons on screen. Although the pierce is arbitrarily high, the ability affects the bloons closest to the center of the Ace's runway. There is a delay of ~0.8s as the ability deploys the bomb. Cooldown of 45 seconds.


 * Ground Zero Ability
 * Ability: Deploys a green nuke that deals 700 damage once detonated onto the ground
 * Duration: Instant (explosion damage)
 * Cooldown: 45 seconds, ~0.8s (deployment)
 * Uptime: N/A
 * Initial cooldown: 15 seconds (33%)
 * Reduced cooldowns from: global Energizer buff

Tsar Bomba
Drops a devastating bomb that deals 3000 damage to up to 5000 bloons across the whole screen and also stuns MOAB-class Bloons, excluding the BAD, on impact. Again, although the pierce is arbitrarily high, the ability affects the bloons closest to the center of the Ace's runway. There is a delay of ~0.8s as the ability deploys the bomb. Cooldown of 35 seconds.

Due to the way that most types of Tier 5 abilities with lower cooldowns work in the game, there is a much greater initial cooldown for the Tsar Bomba ability; instead of 11.7s as the 33% initial cooldown rule-of-thumb suggests, the initial cooldown is much lower.


 * Tsar Bomba Ability
 * Ability: Deploys a large red nuke that deals 3000 damage and stuns survivors for 8.2s once detonated onto the ground
 * Duration: Instant (explosion damage)
 * Cooldown: 35 seconds, ~0.8s (deployment)
 * Uptime: N/A
 * Initial cooldown: 5 seconds (2.85%)
 * Reduced cooldowns from: global Energizer buff

Support Chinook
The only Tier 4 to naturally have two abilities belongs to the Path 2 Tier 4 Heli Pilot, Support Chinook. Support Chinook's first ability is the Redeploy ability, an ability that allows it to pick up any pickupable tower to another location. Its second ability is the Crate Ability, which drops a cash crate and life crate simultaneously, the cash crate worth $1800 and life crate worth 10.


 * Redeploy Ability
 * Ability: Redeploys any pickupable tower (excludes Aces, Helis, Farms, Villages, 4+-x-x Buccaneers, 4+-x-x Supers, Paragons) to a new location
 * Duration: N/A
 * Cooldown: 60 seconds (ability), <3 seconds to finish process depending on distance of Heli from target tower and its target location
 * Uptime: N/A
 * Initial cooldown: 20s (33%)
 * Reduced cooldowns from: global Energizer buff


 * Crate Ability (x-4-x)
 * Ability: Drops a cash crate or a life crate simultaneously: a crate of money worth $1800 and a crate of lives worth 10
 * Duration: N/A
 * Cooldown: 90 seconds (ability), ~0.25 seconds to deploy before collectable
 * Uptime: N/A
 * Initial cooldown: 90s (100%)
 * Reduced cooldowns from: global Energizer buff

Special Poperations
Special Poperations, the Tier 5 Heli Pilot, gains a third ability. Alongside keeping the old Redeploy Ability, Special Poperations gains a new Marine Ability and a new but improved Crate Ability. The cooldown for the Crate Ability is reset back to initial cooldown. But for the Marine Ability, it deploys a Marine that deals 6 damage per dart and pops up to 20 bloons per shot at a rate of every 0.06s (or 0.048s with 0-5-2) with a range of 50, similar to a camo-detecting Super Monkey that can pop any bloon type.

Below is a list of new abilities Special Poperations receives, excluding Monkey Knowledge:


 * Marine Ability
 * Ability: Drops a temporary Marine that deals 6 damage per dart to up to 20 bloons per shot at a rate of 0.06s (or 0.048s with 0-5-2) with a range of 50.
 * Duration: 30 seconds
 * Cooldown: 25 seconds
 * Uptime: 120%
 * Initial cooldown: 8.33s (33%)
 * Reduced cooldowns from: global Energizer buff


 * Crate Ability (x-5-x)
 * Ability: Drops a cash crate or a life crate simultaneously: a crate of money worth $4500 and a crate of lives worth 25
 * Duration: N/A
 * Cooldown: 60 seconds (ability), ~0.25 seconds to deploy before collectable
 * Uptime: N/A
 * Initial cooldown: 60s (100%)
 * Reduced cooldowns from: global Energizer buff

Artillery Battery
The Mortar Monkey's Tier 4 ability was introduced in Version 27.0, introducing the Bombardment ability. It quadruples its attack speed and explodes with a +15% larger blast radius for a limited time.


 * Bombardment Ability
 * Ability: 4x attack speed and +15% blast radius for the duration of the ability
 * Duration: 8.0s
 * Cooldown: 60 seconds
 * Uptime: 13.33%
 * Initial cooldown: 20s (33%)
 * Reduced cooldowns from: global Energizer buff, Striker Jones' Artillery Command ability

Pop and Awe
Formerly the only Tier 5 ability without a Tier 4 ability as its previous upgrade, Pop and Awe replaces the Bombardment ability with the Pop and Awe ability. It produces a barrage of mortar shells on screen that stun all bloons on screen for up to 8.0s. Every time a new interval of stuns is produced, which occurs every 1.0s with a stun duration of 1.0s each, the entire screen is dealt 20 damage, including the initial stun.


 * Pop and Awe Ability
 * Ability: Stuns all bloons on screen for the duration, with stuns over 1.0s intervals that last 1.0s each. Also deals an instant 20 damage on screen for every new stun interval, including initial activation.
 * Duration: 8.0s
 * Cooldown: 60 seconds
 * Uptime: 13.33%
 * Initial cooldown: 20s (33%)
 * Reduced cooldowns from: global Energizer buff, Striker Jones' Artillery Command ability

Rocket Storm
The Dartling Gunner's Tier 4 ability belongs to Rocket Storm. It shoots a spray of 9 erratically moving missiles every 0.467s for up to 9 seconds. Ability rockets deal 6 damage each and pop up to 8 bloons per missile. Cooldown of 40 seconds.


 * Rocket Storm Ability
 * Ability: For the duration of the ability, the Rocket Storm persistently shoots sprays of 9 erratically moving missiles that deal 6 damage each.
 * Duration: 9 seconds
 * Cooldown: 40 seconds
 * Uptime: 22.5%
 * Initial cooldown: 13.33 seconds (33%)
 * Reduced cooldowns from: global Energizer buff

M.A.D
Ability for the M.A.D. is almost identical to the Rocket Storm, but the pierce per rocket is much greater. The main attack deals enormous damage to blimps, but it does not apply to its rockets. Like Rocket Storm, it shoots a spray of 9 erratically moving missiles every 0.467s for up to 9 seconds. Ability rockets deal 6 damage each and pop up to 16 bloons per missile. Cooldown of 40 seconds.


 * M.A.D Rocket Storm Ability
 * Ability: For the duration of the ability, the Rocket Storm persistently shoots sprays of 9 erratically moving missiles that deal 6 damage each. Also greater pierce.
 * Duration: 9 seconds
 * Cooldown: 40 seconds
 * Uptime: 22.5%
 * Initial cooldown: 13.33 seconds (33%)
 * Reduced cooldowns from: global Energizer buff

Summon Phoenix
This is the Tier 4 ability for the Wizard Monkey, Summon Phoenix. When activated, the Wizard summons a Phoenix that flies around the screen in a circle. It will always spew out a constant stream of flames when bloons appear on screen, targeting at whatever target priority its parent has. Each flame deals a straight 5 damage. Lasts 20 seconds. Cooldown of 45 seconds.


 * Summon Phoenix Ability
 * Ability: Temporarily summons a constantly flying phoenix that spews out flames towards bloons on screen based on target priority of parent.
 * Duration: 20 seconds
 * Cooldown: 45 seconds
 * Uptime: 44%
 * Initial cooldown: 15 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Wizard Lord Phoenix
This is the Tier 5 ability for the Wizard Monkey, Wizard Lord Phoenix. It always has a permanent Summon Phoenix flying around with the same stats as the previous upgrade. Wizard Lord Phoenix's new ability transforms himself into a Wizard Lord Phoenix that produces much stronger flames and continuously produces a spray of 8 meteors every so often, like a Monkey Ace but with much greater damage. Each flame deals a straight 20 damage, while each meteor deals 50 damage. While transformed, the original Wizard can no longer make its normal attacks. Lasts 20 seconds. Cooldown of 45 seconds. The ability always starts on initial cooldown when upgraded, regardless of whether its preceding upgrade's ability was in cooldown or not.


 * Wizard Lord Phoenix Ability
 * Ability: Temporarily transforms into a Wizard Lord Phoenix that spews out powerful flames towards bloons based on target priority and produces powerful meteors regularly in flight.
 * Duration: 20 seconds
 * Cooldown: 45 seconds
 * Uptime: 40%
 * Initial cooldown: 15 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Soulbind
Additional ability to the Wizard. Binds monkeys that will be sacrificed for lives if you lose lives. This ability has been removed as of the 2.0.0 update and since has been replaced with Prince of Darkness.


 * Soulbind Ability
 * Ability: Soulbinds any tower on screen. If lives dip to zero, the Soulbind will generate lives in an attempt to reverse the game loss.
 * Duration: Forever until Soulbind is sold
 * Cooldown: 10 seconds
 * Uptime: N/A
 * Initial cooldown: 3.33 seconds (33%)
 * Reduced cooldowns from: N/A (in theory, the Energizer's global buff would do this, but this never existed back then)

Tech Terror
The Tech Terror upgrade, the T4P2 Super Monkey with an activated ability, has the Annihilation Ability. When activated, a radial burst of 2500 damage is applied with 70 blast radius onto up to 2000 bloons. Cooldown of 45 seconds.


 * Annihilation Ability
 * Ability: Deals 2500 damage over 70 range instantly
 * Duration: N/A
 * Cooldown: 45 seconds
 * Uptime: N/A
 * Initial cooldown: 15 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

The Anti-Bloon
The Anti-Bloon is an upgrade of the Tech Terror upgrade. The Anti-Bloon's "Mega Annihilation Ability" (no official name for this variant is found) is a stronger version of the previous Annihilation ability. Range has largely increased (120 instead of 70) and now deals 5000 damage to all bloons in range onto up to 10,000 bloons. Cooldown of 45 seconds.


 * Mega Annihilation Ability
 * Ability: Deals 5000 damage over 120 range instantly
 * Duration: N/A
 * Cooldown: 45 seconds
 * Uptime: N/A
 * Initial cooldown: 15 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Dark Knight
Unlike most upgrades, Dark Knight, the T3P3 upgrade for the Super Monkey, has an ability called "Darkshift". It teleports the Dark Knight to any land location within its immediate range. It takes around ~0.25s to teleport. Cooldown of 20 seconds.


 * Darkshift Ability
 * Ability: Teleport to any land location within range
 * Duration: N/A
 * Cooldown: 20 seconds, ~0.25s (teleportation)
 * Uptime: N/A
 * Initial cooldown: 6.67 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Dark Champion
This ability is for the Dark Champion. Works exactly the same as Dark Knight but can teleport to any land location on screen. Also for Legend of the Night.


 * Enhanced Darkshift Ability
 * Ability: Teleport to any land location anywhere on screen
 * Duration: N/A
 * Cooldown: 20 seconds, ~0.25s (teleportation)
 * Uptime: N/A
 * Initial cooldown: 6.67 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Legend of the Night
Besides also having the Enhanced Darkshift Ability, Legend of the Night has a passive ability. To activate this, a bloon has to try to leak. Once a bloon attempts to exit, black holes will appear on all exits, preventing losing lives to leaked bloons. However, the black holes will only last for up to 7.5s before disappearing. Not only that, but the cooldown is massive, at a 120 second cooldown.


 * Legend of the Night Passive Ability
 * Ability: Summons black holes at the exits, temporarily absorbing any lives lost from leaking bloons
 * Duration: 7.5 seconds
 * Cooldown: 120 seconds
 * Uptime: 6.25%
 * Initial cooldown: None
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Bloon Sabotage
This is the special ability for the Tier 4 Ninja Monkey, Bloon Sabotage. During the ability, all bloons and blimps on screen are slowed by 50% for 15 seconds. The ability's slow cannot soak through blimp layers. Cooldown of 60 seconds.


 * Bloon Sabotage Ability
 * Ability: Slows all bloons and blimps (excluding BADs) on screen by 50% for the duration of the ability. Descendants of popped blimps move at normal speed, unless a new Bloon Sabotage ability (or its upgrade) is activated.
 * Duration: 15 seconds
 * Cooldown: 60 seconds
 * Uptime: 25%
 * Initial cooldown: 20 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Grand Saboteur
This is the special ability for the Tier 5 Ninja Monkey, Grand Saboteur. The ability functions almost exactly like Bloon Sabotage except all blimps spawning from the entrance lose 25% of their maximum health, and the ability lasts for 30 seconds instead of 15 seconds. Cooldown of 60 seconds.


 * Grand Saboteur Ability
 * Ability: Slows all bloons and blimps (excluding BADs) on screen by 50% for the duration of the ability, and while the ability is active any incoming blimps spawning from entrance begin with 25% less health. Descendants of popped blimps move at normal speed, unless a new Bloon Sabotage ability (or its upgrade) is activated.
 * Duration: 30 seconds
 * Cooldown: 60 seconds
 * Uptime: 50%
 * Initial cooldown: 20 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Transforming Tonic
This is the special ability for the Tier 4 Alchemist, Transforming Tonic. The ability turns the Alchemist into a vicious blue monster that shoots constant beams of hot blue lasers that pop lead for up to 20 seconds. All other attacks cease for the duration of the ability. Cooldown of 60 seconds.


 * Transforming Tonic Ability
 * Ability: Temporarily turns the Alchemist into a vicious blue monster that shoots hot blue lasers instead of acid potions and concoctions.
 * Duration: 20 seconds
 * Cooldown: 60 seconds
 * Uptime: 33%
 * Initial cooldown: 20 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Total Transformation
Total Transformation improves the transformation ability to also affect up to 5 nearby towers below Tier 4, including Tier 3 Super Monkeys. All affected Monkeys turn into vicious blue monsters that shoot constant beams of hot blue lasers that pop lead for up to 20 seconds. All other attacks cease for the duration of the ability. Tower-exclusive buffs can stack with this ability, with an exception of Super Monkey Fan Clubs and Plasma Monkey Fan Clubs. It is one of the few abilities to lack an initial cooldown. Cooldown of 40 seconds.


 * Total Transformation Ability
 * Ability: Temporarily turns the Alchemist and 5 nearby below Tier 4 towers into a vicious blue monsters that shoot hot blue lasers instead of their normal attacks.
 * Duration: 20 seconds
 * Cooldown: 40 seconds
 * Uptime: 50%
 * Initial cooldown: None
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Jungle's Bounty
This is the special ability for the Tier 4 Druid, Jungle's Bounty. The ability instantly generates $240 plus +$120 more cash per Banana Farm within range. Cooldown of 60 seconds.


 * Jungle's Bounty Ability
 * Ability: Generates $200 plus +$100 per Banana Farm within range.
 * Duration: Instant
 * Cooldown: 60 seconds
 * Uptime: N/A
 * Initial cooldown: 60 seconds (100%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Spirit of the Forest
For the Tier 5 Druid, Spirit of the Forest, the ability is almost the same but with life generation too. The ability instantly generates $240 plus +$120 more cash per Banana Farm within range, alongside a bonus 25 lives. Ability is shared with the Jungle's Bounty Ability. Cooldown of 60 seconds.


 * Spirit of the Forest's Jungle's Bounty Ability
 * Ability: Same as the previous iteration, except also gives 25 lives.
 * Duration: Instant
 * Cooldown: 60 seconds
 * Uptime: N/A
 * Initial cooldown: 60 seconds (100%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

IMF Loan
Spelled with a lowercase "l". The ability gives the player with an extra $10,000 but at the cost of 50% of the income earnings going into paying off the loan debt.


 * IMF Loan Ability
 * Ability: Gives an instant extra $10,000 to the player, but at the cost of 50% income earnings going into paying off loan debt.
 * Duration: Instant (ability), almost indefinite (payoff)
 * Cooldown: 90 seconds
 * Uptime: N/A
 * Initial cooldown: 90 seconds (100%)
 * Reduced cooldowns from: global Energizer buff

Monkey-Nomics
The Monkey-Nomics ability replaces the previous IMF Loan ability. When activated, the Monkey-Nomics gives the player with an extra $10,000 with no added downsides.


 * Monkey-Nomics Ability
 * Ability: Gives an instant extra $10,000 to the player.
 * Duration: Instant (ability)
 * Cooldown: 60 seconds
 * Uptime: N/A
 * Initial cooldown: 60 seconds (100%)
 * Reduced cooldowns from: global Energizer buff

Spike Storm
Spike Storm produces spikes around the whole screen at 200 spikes per second for 1 second. Unlike most abilities, Spike Storm spikes cannot be buffed by attack speed bonuses, except from 0-4-2's internal bonus. The 0-4-2 Spike Storm crosspath is special in that its ability can benefit by targeting only paths with active lanes as well as be affected by the 0-4-2 start-of-round attack speed bonus. Ability spikes last for 10 seconds, or 15 with Long Reach.


 * Spike Storm Ability (x-4-x)
 * Ability: Generates spikes across the whole screen at an extremely fast rate for 1 second.
 * Duration: 1 second
 * Cooldown: 40 seconds
 * Uptime: 2.25% (spike dispensing), 25% (generated spike carpet, x-4-0), 37.5% (generated spike carpet, 0-4-1+)
 * Initial cooldown: 13.33 seconds (33%)
 * Reduced cooldowns from: global Energizer buff

Carpet of Spikes
Carpet of Spikes gains a passive ability that automatically creates Spike Storms every 15 seconds. It also keeps the old Spike Storm ability, identical to the previous iteration except spike damage is increased. The Carpet of Spikes' Spike Storm ability is shared with the other Spike Storm abilities. Spikes produced from ability and passive ability last for 20 seconds.

Below is its new Carpet of Spikes attack. Unlike most automatic attacks, the passive ability cooldown can be affected by Energizer but it cannot be affected by normal attack speed buffs, as this passive ability is coded to be an ability.


 * Carpet of Spikes Passive Ability
 * Ability: Generates spikes across the whole screen at an extremely fast rate for 1 second. Automatically repeats after cooldown passes.
 * Duration: 1 second
 * Cooldown: 15 seconds
 * Uptime: 6.67% (spike dispensing), 150% (generated spike carpet, x-5-0), 200% (generated spike carpet, 0-5-1+)
 * Initial cooldown: None (or 20s if bought before starting a round)
 * Reduced cooldowns from: global Energizer buff


 * Spike Storm Ability (x-5-x)
 * Ability: Generates spikes across the whole screen at an extremely fast rate for 1 second.
 * Duration: 1 second
 * Cooldown: 40 seconds
 * Uptime: 2.25% (spike dispensing), 50% (generated spike carpet, x-4-0), 75% (generated spike carpet, 0-4-1+)
 * Initial cooldown: 13.33 seconds (33%)
 * Reduced cooldowns from: global Energizer buff

Call To Arms
Call To Arms is the upgrade for the Tier 4 Monkey Village that grants an activated ability. When activated, all towers within range gain +50% attack speed and +50% pierce for up to 12 seconds. Cooldown of 45 seconds.


 * Call To Arms Ability
 * Ability: All towers in range temporarily attack +50% faster and gain +50% more pierce
 * Duration: 12 seconds
 * Cooldown: 45 seconds
 * Uptime: 26.67%
 * Initial cooldown: 15 seconds
 * Reduced cooldowns from: global Energizer buff

Homeland Defense
Homeland Defense further improves the Call To Arms ability, and is the Tier 5 Village upgrade after Call To Arms. When activated, every tower on screen gains +100% attack speed and +100% pierce for up to 20 seconds. Cooldown of 45 seconds.


 * Homeland Defense Ability
 * Ability: All towers on screen temporarily attack +100% faster and gain +100% more pierce
 * Duration: 20 seconds
 * Cooldown: 45 seconds
 * Uptime: 44.44%
 * Initial cooldown: 15 seconds
 * Reduced cooldowns from: global Energizer buff

Overclock
Overclock is the 4th tier ability for the Engineer Monkey. It buffs a target tower by giving it 66% faster attack rate (25% range for Village, 66% more money making for Farm). Duration of the ability decreases based on the target's tier. There is a special case with Heroes: every 4th level is a new tier, with a maximum of Tier 5 for Level 20. The Overclock ability has a 45 second cooldown.


 * Overclock Ability
 * Ability: Target tower gains +66% attack speed temporarily. Also gains +25% range for Villages, and Banana Farms gain +66% more income instead of more attack speed.
 * Duration: 30-105 seconds depending on the tier of targeted tower
 * Cooldown: 45 seconds
 * Uptime: 66% with Tier 5 tower target, 100%+ otherwise
 * Initial cooldown: 15 seconds (33%)
 * Reduced cooldowns from: global Energizer buff

Ultraboost
Ultraboost is the 5th tier ability for the Engineer Monkey. It buffs a target tower by giving it 66% faster attack rate (25% range for Village, 66% more money making for Farm). Additionally, it gives a 6.66% permanent attack speed raise to the target tower upon every ability usage, for up to 10 stacks. For Villages, they also gain +2.5% range for each Ultraboost stack. As for Banana Farms, they gain +6.67% more bananas instead of bonus attack speed whenever gaining Ultraboost stacks.

Due to the way that most types of Tier 5 abilities with lower cooldowns work in the game, there is a much greater initial cooldown for the Ultraboost ability; instead of 11.7s as the 33% initial cooldown rule-of-thumb suggests, the initial cooldown is much lower.


 * Ultraboost Ability


 * Ability: Same rules as Overclock, but also applies stacks of bonus +6.67% attack speed, as well as +2.5% range for Villages, and +6.67% more bananas for Banana Farms instead of bonus attack speed. Up to 10 stacks for a single tower.
 * Duration: 30-105 seconds depending on the tier of targeted tower
 * Cooldown: 35 seconds
 * Uptime: 85.71% with Tier 5 tower target, 129%+ otherwise
 * Initial cooldown: 5 seconds (11%)
 * Reduced cooldowns from: global Energizer buff

Heroes
Most heroes have two abilities, one simple ability unlocked in Level 3 and another more powerful ability in Level 10. The only exceptions are Ezili and Adora, who both have three abilities, with another ability unlocked at Level 7. At Level 20, if the "Ability Mastery" MK is active, the hero's Level 3 ability's cooldowns are reduced by 30%.

Quincy
Quincy has two abilities: Rapid Shot (Level 3+), and Storm of Arrows (Level 10+).

Rapid Shot makes Quincy temporarily attack 3x faster (4x with Level 15+).

Storm of Arrows creates a region of damage area, with each bloon taking a chance (5% at Level 10-17, 7.5% at Level 18-19, and 10% at Level 20) at getting hit with a certain amount of damage, for the duration of the ability. While the ability is active, the floating arrows will attempt up to 3 times to hit each individual smaller radial target within the damage area, with a certain percentage chance based on level, and may repeat again elsewhere within the damage area. The center of Storm of Arrows radius depends on Quincy's targeting.


 * Rapid Shot Ability


 * Ability: Attacks 3x faster (or 4x with Level 15+) temporarily.
 * Duration: Based on the equation "L/2 + 2" where L is level.
 * Cooldown: Depends on level
 * Level 3-14: 60 seconds
 * Level 15+: 45 seconds
 * Uptime: Depends on level
 * Level 3-14: Equation is (L/2 + 2)/60; between 5.83% and 15%
 * Level 15+: Equation is (L/2 + 2)/45; between 21.11% and 26.67%
 * Initial cooldown: Depends on level
 * Level 3-14: 20 seconds (33%)
 * Level 15+: 15 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * Storm of Arrows Ability
 * Ability: Creates a region of damage area, with each target taking a chance to become dealt extra damage.
 * Duration: 3 seconds
 * Cooldown: Depends on level
 * Level 10-17: 70 seconds
 * Level 18+: 56 seconds
 * Uptime: Depends on level
 * Level 10-17: 4.29%
 * Level 15+: 5.36%
 * Initial cooldown: Depends on level
 * Level 10-17: 23.33 seconds (33%)
 * Level 15+: 18.67 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Gwendolin
Gwendolin has two abilities: Cocktail of Fire (Level 3+), and Firestorm (Level 10+).

Her first ability, Cocktail of Fire, allows her to lob a molotov cocktail onto the track, spawning a long-lasting Wall of Fire with 40 pierce, lasting for 12 seconds on the track. Her cocktail targets based on her target priority, or randomly if no visible bloons are within her range.

As for her Firestorm ability, it instantaneously generates a burst of fire that affects all bloons on screen and applies Heat It Up to all towers on screen. The Heat It Up buffs applied are identical to her respective level.


 * Cocktail of Fire Ability


 * Ability: Throws a molotov cocktail onto the track, spawning a long-lasting Wall of Fire with high pierce and long lifespan.
 * Duration: 12 seconds (cocktail lifespan)
 * Cooldown: 30 seconds
 * Uptime: 40%
 * Initial cooldown: 10 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * Firestorm Ability
 * Ability: Generates a burst of fire, setting all bloons on fire and applying global Heat It Up effect for all towers on screen.
 * Duration: Depends on level
 * Level 10-15: ~0.5s (flames), 8.0s (burn)
 * Level 16+: ~0.5s (flames), 10.4s (burn)
 * Cooldown: 60 seconds
 * Uptime: Depends on level
 * Level 10-15: 13.33% (burn)
 * Level 16+: 17.33% (burn)
 * Initial cooldown: 60 seconds
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Striker Jones
Striker Jones has two abilities: Concussive Shell (Level 3+), and Artillery Command (Level 10+).

Concussive Shell creates a stunning shell that homes towards the strongest non-BAD bloon on screen, thereby creating an explosion that stuns all bloons hit by the explosion. The damage caused by the Concussive Shell increases with Level 9+.

Artillery Command resets all cooldowns for all Bomb Shooters and Mortar Monkeys on screen, including Bomb Blitz's passive ability. Cannot be activated if there are no Bomb Shooter or Mortar Monkey abilities, unless Level 20 whereby he is able to activate as long as there is at least one Bomb Shooter or Mortar Monkey on screen.


 * Concussive Shell Ability


 * Ability: Creates a stunning shell that homes towards the strongest non-BAD bloon on screen. Once hit, stuns all bloons hit by the explosion.
 * Duration: Depends on level
 * Level 3-8: 1.0 seconds
 * Level 9-13: 5.0 seconds (bloons), 3.0 seconds (blimps)
 * Level 14+: 7.5 seconds (bloons), 4.5s (blimps)
 * Cooldown: Depends on level
 * Level 3-14: 16 seconds
 * Level 15+: 11 seconds
 * Uptime: Depends on level
 * Level 3-8: 6.25% (stun duration)
 * Level 9-13: 31.25% (stun duration, bloons), 18.75% (stun duration, blimps)
 * Level 14: 46.88% (stun duration, bloons), 28.12% (stun duration, blimps)
 * Level 15+: 68.18% (stun duration, bloons), 40.91% (stun duration, blimps)
 * Initial cooldown: Depends on level
 * Level 3-14: 5.33 seconds (33%)
 * Level 15+: 3.66 seconds (33%
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * Artillery Command Ability
 * Ability: Resets ability cooldowns for all Bomb Shooters and Mortar Monkeys on screen. At Level 20, also doubles damage for all Bomb Shooters and Mortar Monkeys on screen for 10 seconds.
 * Duration: Instant (reset ability cooldowns), 10 seconds (Level 20 double damage)
 * Cooldown: 60 seconds
 * Uptime: 16.67% (Level 20 double damage)
 * Initial cooldown: 20 seconds
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Obyn Greenfoot


Obyn Greenfoot has two abilities: Brambles (Level 3+), and Wall of Trees (Level 10+).

His first ability, Brambles, creates a bramble bush randomly on the track, or smartly according to his target priority if there are visible bloons in his range. Brambles gain more pierce with higher levels (50 for Level 3-6, 100 for Level 7-15, 500 for Level 16+). Brambles last for ~150 seconds (unconfirmed?) or 2 rounds, whichever comes first.

His second Wall of Trees ability places a literal forest trap onto nearby track. The placement of the trees is dependent on a "lock in place" target button that enforces consistent placement within his immediate range. The Wall of Trees engulfs any bloons passing by and can suck up blimps if the trap has sufficient HP to engulf its RBE in whole. Wall of Trees can suck up to 3000 RBE, or 5000 at Level 20.


 * Brambles Ability


 * Ability: Produces a bramble bush on the track. Gains more pierce depending on levels (50 for Level 3-6, 100 for Level 7-15, 500 for Level 16+).
 * Duration: 120 seconds, 2 rounds
 * Cooldown: 35 seconds
 * Uptime: 342%
 * Initial cooldown:' 11.67 seconds
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * Wall of Trees Ability
 * Ability: Produces a literal forest trap that engulfs any bloons passing by, and can suck up MOAB-class bloons as long as the trap has sufficient HP to suck the blimp in. Can suck up to 3000 RBE, or 5000 RBE at Level 20.
 * Duration: Infinite, provided the trap doesn't overflow
 * Cooldown: 90 seconds
 * Uptime: N/A
 * Initial cooldown: 30 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Captain Churchill
Captain Churchill has two abilities: Armor Piercing Shells (Level 3+), and MOAB Barrage (Level 10+).

Armor Piercing Shells temporarily pop Black Bloons, produce up to 2 more explosions per shell, and deal +3 damage to Ceramics and MOAB-class. At Level 13, shells temporarily deal +1 damage and +7 Ceramic and MOAB damage on top, while at Level 17 the base damage buff is +2 and Ceramic and MOAB buff to +11.

MOAB Barrage sends out targets up to 10 of the strongest blimps on screen with waves of powerful missiles. These missiles will keep targeting the same blimp until the duration ends or if the blimp pops, but the next target(s) won't switch to a different target if the original target pops before the 7.5s duration ends.


 * Armor Piercing Shells Ability


 * Ability: Shell explosions temporarily can pop Black Bloons, produce up to 2 more explosions per shell, and deal +3 damage to Ceramics and MOAB-class. More damage at higher levels.
 * Duration: Based on the equation "L/2 + 8" where L is level.
 * Cooldown: Depends on level
 * Level 3+: 30 seconds
 * Uptime: Depends on level
 * Level 3+: Equation is (L/2 + 8)/30; between 28.33% and 60%
 * Initial cooldown: Depends on level
 * Level 3+: 30 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * MOAB Barrage Ability
 * Ability: Targets up to 10 of the strongest blimps on screen with powerful missiles. MOAB Barrage missiles will keep targeting the same blimp until the target pops or if the duration of the ability ends. Can't switch to different targets if the original target(s) pop before duration ends.
 * Duration: 7.5 seconds
 * Cooldown: Depends on level
 * Level 10-19: 60 seconds
 * Level 20: 30 seconds
 * Uptime: Depends on level
 * Level 10-19: 12.5%
 * Level 15+: 25%
 * Initial cooldown: Depends on level
 * Level 10-19: 20 seconds (33%)
 * Level 20: 10 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Benjamin


Benjamin has two abilities: Biohack (Level 3+), and Syphon Funding (Level 10+).

Biohack allows up to 4 of the closest towers to gain +1 damage (+2 with Level 13-18, +3 with Level 19+) temporarily. Once expired, affected towers cannot attack for 2 seconds. Duration of the damage buff increases with further levels.

Syphon Funding downgrades any incoming bloon except DDTs and BADs that have spawned during the duration of the ability.


 * Biohack Ability


 * Ability: Up to 4 of the closest towers (6 with Level 13+) gain +1 damage (+2 with Level 13-18, +3 with Level 19+) temporarily. Once expired, affected towers cannot attack for 2 seconds.
 * Duration: Depends on level
 * Level 3-12: 6 seconds
 * Level 13-18: 8 seconds
 * Level 19+: 9 seconds
 * Cooldown: 30 seconds
 * Uptime: Depends on level
 * Level 3-12: 20% (damage buff)
 * Level 13-18: 26.67% (damage buff)
 * Level 19+: 30% (damage buff)
 * Initial cooldown: 30 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * Syphon Funding Ability
 * Ability: Downgrades any newly spawned bloon except DDTs and BADs that have spawned during the duration of the ability.
 * Duration: Depends on level
 * Level 10-19: 10 seconds
 * Level 20: 20 seconds
 * Cooldown: 65 seconds
 * Uptime: Depends on level
 * Level 10-19: 15.38%
 * Level 15+: 20.77%
 * Initial cooldown: Depends on level
 * Level 10-19: 20 seconds (33%)
 * Level 20: 10 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Ezili


Ezili has three abilities: Heartstopper (Level 3+), Sacrificial Totem (Level 7+), and MOAB Hex (Level 10+).

Heartstopper temporarily sets all Regrow Bloons under the Heartstopper effect, which is essentially just a temporary global Grow Blocker in practice. This means all Regrow Bloons cannot regenerate at all while the ability is active.

Sacrificial Totem sacrifices 10 lives (or 1 at Level 16+) in exchange for a sacrificial totem that buffs nearby towers. The totem grants +1 pierce, +17.8% attack speed (or 0.85x attack cooldown), +15% range, and camo detection. The totem has a range of 78. It lasts for 30 seconds, or 60 seconds at Level 16+.

MOAB Hex attacks any applicable MOAB-class bloon based on her target priority, reducing the health of that blimp by 4% every second, additionally dealing 1 damage every second on top of this, and spawns no offspring while affected. If the target blimp is destroyed before the duration of the ability ends, the hex will transfer to the next blimp based on her target priority. At Level 20, her hex improves her percentage damage to 5%. MOAB Hex cannot affect BADs until she reaches Level 20.


 * Heartstopper Ability


 * Ability: Temporarily prevents Regrow for the duration of the ability
 * Duration: Depends on level
 * Level 3-11: 6 seconds
 * Level 12+: 15 seconds
 * Cooldown: Depends on level
 * Level 3-11: 60 seconds
 * Level 12+: 45 seconds
 * Uptime: Depends on level
 * Level 3-11: 16.67%
 * Level 12+: 33.33%
 * Initial cooldown: Depends on level
 * Level 3-11: 20 seconds (33%)
 * Level 12+: 15 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * Sacrificial Totem Ability


 * Ability: Sacrifices 10 lives (or 1 at Level 16+) in exchange for a temporary totem that buffs nearby towers over a wide range with extra pierce, attack speed, and range, as well as grants camo detection.
 * Duration: Depends on level
 * Level 7-15: 30 seconds
 * Level 16: 60 seconds
 * Cooldown: 90 seconds
 * Uptime: Depends on level
 * Level 7-15: 33.33%
 * Level 16+: 66.67%
 * Initial cooldown: 30 seconds
 * Reduced cooldowns from: leveling up hero, global Energizer buff


 * MOAB Hex Ability


 * Ability: Targets blimp based on target priority, and slowly destroys the blimp based on a percentage damage. Destroyed blimps do not produce offspring.
 * Duration: 25 seconds
 * Cooldown: Depends on level
 * Level 10-19: 60 seconds
 * Level 20: 40 seconds
 * Uptime: Depends on level
 * Level 10-19: 41.67%
 * Level 20: 62.5%
 * Initial cooldown: Depends on level
 * Level 10-19: 20 seconds (33%)
 * Level 20: 13.33 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Pat Fusty


Pat Fusty has two abilities: Rallying Roar (Level 3+), and Big Squeeze (Level 10+).

Rallying Roar creates a loud rallying call that provides all towers within a small range with +1 damage (+3 damage at Level 14+) for the duration of the ability.

Big Squeeze takes the strongest non-BAD blimp within range and squeezes it for 4 seconds. He will instantly destroy the outer blimp layer and stun the offspring for 2 seconds. He can grab up to 4 blimps at Level 20.


 * Rallying Roar Ability


 * Ability: All towers within a small range gain +1 damage (+3 damage at Level 14+) for the duration of the ability
 * Duration: Depends on level
 * Level 3-13: 8 seconds
 * Level 14+: 10 seconds
 * Cooldown: 45 seconds
 * Uptime: Depends on level
 * Level 3-13: 17.78%
 * Level 14+: 22.22%
 * Initial cooldown: 15 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global and local Energizer buff, local Bloontonium Reactor buff, the "Ability Mastery" MK


 * Big Squeeze Ability
 * Ability: Takes strongest non-BAD blimp within range and squeezes it for 4 seconds, instantly destroying the outer layer and stunning the children for 2 seconds. Squeezes up to 4 blimps within range at Level 20.
 * Duration: Instant (grabbing)
 * Cooldown: 20 seconds
 * Uptime: N/A
 * Initial cooldown: 6.67s (33%)
 * Reduced cooldowns from: leveling up hero, global and local Energizer buff, local Bloontonium Reactor buff

Adora
Adora has three abilities: Long Arm of Light (Level 3+), Blood Sacrifice (Level 7+), and Ball of Light (Level 10+).

Long Arm of Light doubles pierce and range of Adora's bolts, and can damage Purple Bloons. Interestingly enough, all range stacks can stack with this ability, except for Alch buffs. Also gains double damage starting from Level 16.

Blood Sacrifice sacrifices any tower for 4x the number of XP Points of the tower's monetary value. In addition, she temporarily gains a minimum of +10% range and 0.90x attack cooldown for herself and all nearby Sun Avatars and above. Until Level 20, the buff increases by +1% or decreases attack cooldown by 0.01x additively for every $100 value of sacrifices, until +25% range or 0.75x attack cooldown. At Level 20, the rate thresholds are reduced to $50, cap out at +50% range or 0.50x attack cooldown, and duration is 60 seconds.

Ball of Light is a ball of sunlight that sends a thin fast-attacking sunbeam laser that attacks every 0.05s, deals 3 damage per shot (5 at Level 15-19, 20 at Level 20), and can pop any non-camo type except Purples (unless Level 20). Her Ball of Light's target priority is set based on her target priority, but can also hit other targets that are in the way, up to 8 bloons (13 with Level 13+, and 43 with Level 20 plus nearby True Sun God).


 * Long Arm of Light Ability


 * Ability: Temporarily doubles range and pierce of Adora's bolts, and temporarily can damage Purple Bloons.
 * Duration: Depends on level
 * Level 3-15: 10 seconds
 * Level 16+: 15 seconds
 * Cooldown: 45 seconds
 * Uptime: Depends on level
 * Level 3-14: Equation is (L/2 + 2)/60; between 5.83% and 15%
 * Level 15+: Equation is (L/2 + 2)/45; between 21.11% and 26.67%
 * Initial cooldown: Depends on level
 * Level 3-14: 20 seconds (33%)
 * Level 15+: 15 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * Blood Sacrifice Ability


 * Ability: Sacrifices a tower for quadruple XP gain per dollar sacrificed, and temporarily buffs range and attack speed of herself and nearby Sun Avatars and above. Gains stronger buffs the greater the monetary amount of sacrifices.
 * Duration: Instant
 * Cooldown: 10 seconds
 * Uptime: Depends on level
 * Level 7-19: 100% (buff)
 * Level 20: 600% (buff)
 * Initial cooldown: 3.33s (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff


 * Ball of Light Ability


 * Ability: Produces a ball of sunlight that creates a thin fast-attacking laser that deals high damage to bloons. Targets based on target priority of Adora.
 * Duration: Depends on level
 * Level 10-19: 12 seconds
 * Level 20: 20 seconds
 * Cooldown: 60 seconds
 * Uptime: Depends on level
 * Level 10-19: 20%
 * Level 20: 33%
 * Initial cooldown: 20 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Admiral Brickell
Admiral Brickell has two abilities: Naval Tactics (Level 3+), and Mega Mine (Level 10+).

Naval Tactics allows all nearby water-based towers and herself to attack 2x faster temporarily. At Level 5+, she also grants +1 pierce and popping of all bloon types for all attacks affected by her Naval Tactics buff. At Level 8+, she grants camo detection as well as the aforementioned benefits. At Level 19+, the ability affects all water-based towers on screen.

Mega Mines are large versions of ordinary sea mines that can be sent onto any water space on screen, dealing huge damage and stuns once detonated. It only targets MOAB-class bloons, but once detonated it deals 4000 damage and stuns survivors for 5 seconds. At Level 20, her Mega Mine damage increases to 15,000 and the stun increased to 10 seconds.


 * Naval Tactics Ability


 * Ability: All nearby water-based towers and herself attack 2x faster temporarily. Level 5+ grants bonus pierce and popping of all bloon types excluding camo detection. Level 8+ grants camo detection as well as the aforementioned benefits.
 * Duration: Depends on level
 * Level 3-13: 9 seconds
 * Level 14+: 12 seconds
 * Cooldown: 50 seconds
 * Uptime: Depends on level
 * Level 3-13: 18%
 * Level 14+: 24%
 * Initial cooldown: 16.67s (33%)
 * Reduced cooldowns from: leveling up hero, global and local Energizer buff, local Bloontonium Reactor buff, the "Ability Mastery" MK


 * Mega Mine Ability
 * Ability: Drops a Mega Mine into any water location. If detects MOAB-class bloon nearby, immediately targets blimp, creating an enormous explosion dealing 4000 damage and a 5 second stun for any survivors. Increases to 15,000 damage and 10 second stun at Level 20.
 * Duration: 180 seconds (lifespan)
 * Cooldown: Depends on level
 * Level 10-12: 60 seconds
 * Level 13-17: 50 seconds
 * Level 18+: 40 seconds
 * Uptime: Depends on level
 * Level 10-12: 300% (lifespan, so up to 3 Mega Mines on screen)
 * Level 13-17: 360% (lifespan, so up to 4 Mega Mines on screen)
 * Level 18+: 450% (lifespan, so up to 5 Mega Mines on screen)
 * Initial cooldown: Depends on level
 * Level 10-12: 20 seconds (33%)
 * Level 13-17: 16.67 seconds (33%)
 * Level 18+: 13.33 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global and local Energizer buff, local Bloontonium Reactor buff

Etienne
Etienne has two abilities: Drone Swarm (Level 3+), and UCAV (Level 10+).

Etienne's Drone Swarm ability temporarily summons 4 more drones with different target priority: First, Last, Strong, and Strong. The drones summoned are based on the main drones' base stats.

Etienne's UCAV ability summons a powerful UCAV that shoots many high-damage missiles per shot at a fast rate, and deal more damage at higher levels (2 at Level 10-14, 4 at Level 15-16, 7 at Level 17-19, and the Level 20 ability damage increases to 10). At Level 20, the UCAV is a permanent Level 10 UCAV, so instead of summoning a UCAV, the ability increases its damage by +8, increases its pierce by +5, and can damage any bloon type.


 * Drone Swarm Ability


 * Ability: Summons 4 more drones temporarily. Each drone has specific target priority (First, Last, Strong, Strong)
 * Duration: Based on the equation "15.5+.5*L" where L is level.
 * Cooldown: Depends on level
 * Level 3-5: 70 seconds
 * Level 6+: 55 seconds
 * Deployment cooldown: 0.5 seconds
 * Uptime: Depends on level
 * Level 3-5: Equation is (L/2 + 2)/70; between 24.28% and 25.71%
 * Level 6+: Equation is (L/2 + 2)/55; between 33.63% and 46.36%
 * Initial cooldown: Depends on level
 * Level 3-5: 23.33 seconds (33%)
 * Level 6+: 18.33 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * UCAV Ability
 * Ability: Summons a UCAV that shoots many high-damage missiles per shot at a fast rate, lasting for a limited time. At Level 20, instead of a summoned UCAV, the permanent UCAV deals +8 damage, gains +5 pierce, and can pop any bloon type.
 * Duration: Depends on level
 * Level 10-14: 18 seconds
 * Level 15-20: 20 seconds.
 * Cooldown: Depends on level
 * Level 10-12: 90 seconds
 * Level 13+: 75 seconds
 * Uptime: Depends on level
 * Level 10-12: 20%
 * Level 13-14: 24%
 * Level 15+: 26.67%
 * Initial cooldown: Depends on level
 * Level 10-12: 30 seconds (33%)
 * Level 13+: 25 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Sauda
Sauda has two abilities: Leaping Sword (Level 3+), and Sword Charge (Level 10+).

Sauda's Leaping Sword ability allows her to strike two swords on the ground from anywhere on the map onto the target bloon, with the location being based on her target priority. The swords initially will deal 20 damage or 100 MOAB-class damage (70 damage or 200 MOAB-class damage at Level 12-19, 570 damage or 700 MOAB-class damage at Level 20) to up to 20 bloons (40 with Level 12+, 60 with Level 20) upon impact, including versus Leads, with a small area-of-effect. The swords on the ground will deal 1 damage (10 damage at Level 15+) every 0.2s to up to 5 bloons that touch them. The swords on the ground will last for a few seconds before disappearing.

Sauda's Sword Charge ability allows her to charge across all bloon paths, dealing 20 damage (120 at Level 16-19, 220 at Level 20) to up to 400 bloons (1400 at Level 20), and can rehit the same bloons more than once. If the map is not single-entry-single-exit, she can spawn more than one temporary copy of herself; she spawns as many temporary copies of herself as there are entry-to-exit combinations. At Level 20, the ability allows her to charge up to 3 times in a single ability use.

While she is using any ability, her other attacks cease until she returns back to her original location.


 * Leaping Sword Ability


 * Ability: Strikes two swords onto a bloon anywhere on screen based on her target priority, dealing big damage to them. The two swords on the ground then deal more damage to passing bloons for the rest of the sword's duration.
 * Duration: ~5s (on-track swords)
 * Cooldown: 30 seconds
 * Deployment cooldown: ~0.5 seconds
 * Uptime: ~16.67% (on-track swords)
 * Initial cooldown: 10 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * Sword Charge Ability
 * Ability: Charges across all bloon paths, dealing high damage to bloons every time a copy of her contacts them.
 * Duration: Depends on track length
 * Logs (longest RBS map): ~10 seconds
 * # Ouch (shortest RBS map excluding track speed): ~3 seconds
 * Multiply by 3x with Level 20
 * Cooldown: 45 seconds
 * Uptime: Depends on track length; hard to determine mathematically perfectly
 * Initial cooldown: 15 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Psi
Psi has two abilities: Psychic Blast (Level 3+), and Psionic Scream (Level 10+).

Psi's Psychic Blast ability allows Psi to stun bloons within a 60 range, affecting up to 50 bloons in each stunwave, or 100 bloons at Level 7+. Bloons are stunned for 6.0s and MOAB-class for 1.5s. Blasts can affect any bloon type. Starting at Level 7, Psi will produce a second stunwave after 2.0s, essentially refreshing stuns for bloons and clumping stuns for blimps. Level 12+ allows them to create a third stunwave after 2.0s from the second stunwave.

Psi's Psionic Scream ability allows Psi to affect all targetable bloons on screen with either a vibrational instakill or a blowback, with 50% chance for both. At higher levels, Psi can affect "stronger" tiers of bloon (Purples at 13+, MOABs at 14+, BFBs at 16+, and ZOMGs and DDTs at 20), while at Level 20 they can guarantee to cause affected bloons to undergo a vibrational instakill. Psionic Scream affects up to 2000 bloons on screen.


 * Psychic Blast Ability


 * Ability: Creates a stunwave from Psi's centerpoint and stuns all affected bloons and blimps temporarily. Pierce increases with higher levels. Higher levels allows Psi to create more than one stunwave delayed between 2.0s.
 * Duration: Depends on level
 * Level 3-6: 6s (bloons), 1.5s (MOAB-class)
 * Level 7-11: 8s (bloons, 2s + 6s), 3s (MOAB-class, 2 * 1.5s)
 * Level 12+: 10s (bloons, 2 * 2s + 6s), 4.5s (MOAB-class, 3 * 1.5s)
 * Cooldown: 40 seconds
 * Uptime: Depends on level
 * Level 3-6: 15% (bloons), 3.75% (MOAB-class)
 * Level 7-11: 20% (bloons), 7.5% (MOAB-class)
 * Level 12+: 25% (bloons), 11.25% (MOAB-class)
 * Initial cooldown: 13.33 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK


 * Psionic Scream Ability
 * Ability: Targets an arbitrarily high number of bloons on screen and sets them with equal chance to undergo either a vibrational instakill or a blowback. Can affect "stronger" tiers of bloon starting at Psi's respective higher levels. At Level 20, guarantees a vibrational instakill for all affected bloons.
 * Duration: Instant
 * Cooldown: 60 seconds
 * Uptime: N/A
 * Initial cooldown: 20 seconds (33%)
 * Reduced cooldowns from: leveling up hero, global Energizer buff

Emergency Unlock
This is only available as a Monkey Knowledge. The ability is available for all Dartling Gunners that are set to a target priority other than Normal. When activated, all Dartling Gunners will automatically be set to Normal, as well as boosting their swivel speed for a short time. There is a short cooldown of around 10 seconds, although this has not been formally tested as of yet. Unlike most abilities, there is no initial cooldown.


 * Emergency Unlock Ability
 * Ability: Immediately sets all Dartling Gunners to Normal, and increases swivel speed temporarily.
 * Duration: Instant
 * Cooldown: 10 seconds (?)
 * Uptime: N/A
 * Initial cooldown: None
 * Reduced cooldowns from: global Energizer buff

Door Gunner
This is only available as a Monkey Knowledge Point. It is a new ability for the Special Poperations. This allows the Special Poperations to pick up any tower up to Tier 4 (this applies to placeable powers too) and move it anywhere on screen while the helicopter is moving around the screen. Towers picked up by this ability have the High Ground, evading Line of Sight while picked up. The ability is shared with the Redeploy Ability, and neither can be used while the other is in use or in cooldown.


 * Door Gunner Ability
 * Ability: Picks up any pickable non-hero tower up to Tier 4, and can transport it anywhere where the Special Poperations helicopter goes.
 * Duration: Indefinite, until tower is relocated
 * Cooldown: 60 seconds
 * Uptime: N/A
 * Initial cooldown: 20 seconds (33%)
 * Reduced cooldowns from: global Energizer buff

Vine Rupture
This is only available as a Monkey Knowledge Point. It is available as the second ability for the Spirit of the Forest. Upon activation, vines from the Spirit of the Forest will explode one by one, starting from the vine closest to the monkey. Each vine explodes with 150 damage (requires MIB or similar to damage DDTs and similar), stuns all bloons and blimps for up to 10 seconds, but at the cost of destroying the infinite pierce vines. Cooldown of 60 seconds.


 * Vine Rupture Ability
 * Ability: Explodes every vine one by one, starting from the first vines to the last, and each explosion stuns any bloon type and damages any non-black type.
 * Duration: ~0.5s (ability vine explosions), 10.0s (stun)
 * Cooldown: 60 seconds
 * Uptime: 16.67% (stun)
 * Initial cooldown: 20 seconds (33%)
 * Reduced cooldowns from: global Energizer buff, Obyn Level 12+ buff

Abilities (BATTD)
TBA (insert info here)

Abilities (BTD5)
Special Abilities first make their debut in the BTD5 generation.

Some of these effects last 5-15 seconds, and others do something on the screen instantly, like glueing or freezing all bloons on screen. Special abilities are available after towers are upgraded to Tier Four on the Second Path with the exception of the Banana Farm in BTD5. Some abilities get a more powerful version upon upgrading to 5th tier on the Second Path. Each special ability, when used, has a "cooldown" time before it can be used again, but this cooldown can be reduced with either the "Hotter Cooldown" Premium Upgrade, (-30%) Being in the range of a 4/x Monkey Village, (-20%) or being in the range of a submerged 4/x Monkey Sub (-15%). These cooldown reducing effects can stack with each other, greatly reducing the cooldown time of some abilities.

All abilities have no initial cooldown, with exception of Supply Drop (Flash versions only), and Misdirection.

This serves as an index of abilities.

Super Monkey Fan Club
This is the special ability for the Dart Monkey. It changes up to 10 Dart Monkeys into 0/0 Super Monkeys for 15 seconds

Blade Maelstrom
This is the special ability for the Tack Shooter. It covers the entire screen with spiralling blades from the tower.

The blades have unlimited popping power, but cannot pop Lead. They also spread out the farther they fly away from the tower.

Supply Drop
This is the special ability for the Sniper Monkey. It calls an Operation: Dart Storm that flies from the left and drops a crate full of $500 - $1500 cash.

Turbo Charge
This allows the Boomerang Thrower that activated it to attack 5x as fast for 10 seconds.

Sabotage Supply Lines
This is the special ability for the Ninja Monkey in BTD5. During the sabotage all newly spawned bloons will move at half the speed.

MOAB Assassin
This is the special ability for the Bomb Tower. It fires deadly missiles that targets any MOAB or BFB and destroys that layer instantly. This does 1000 damage to ZOMGs. (Seventh image in the gallery.) It also creates an explosion that does 3 damage to anything in its radius.

Absolute Zero
This is the special ability for the Ice Tower. It freezes the entire sceen for 4 seconds. It only slows MOAB-class Bloons in BTD5. (11th in the picture)

Glue Striker
This is the special ability for the Glue Gunner. It glues all the bloons on the screen. This does not affect M.O.A.B. Class Bloons in BTD5. (6th in the picture.)

Monkey Pirates
This is the special ability for the Monkey Buccaneer. It grabs the nearest BFB, MOAB, or DDT with a harpoon and destroys it along with all bloons inside instantly. This does not affect a ZOMG.

Ground Zero
This is the special ability for the Monkey Ace. It drops a bloontonium bomb and deals 350 damage to all Bloons on screen. (4th in the picture)

Bloon Annihilation
This is the special ability for the Technological Terror, and for the Phase Crystal in Bloons Monkey City. This destroys all the bloons inside the ability's radius, which is as large as the range of a 0/0 Super Monkey. It does 1000 damage to the ZOMG bloon. (5th in the picture) For Phase Crystal's Bloon Annihilation Ability, the cooldown is 10 seconds on normal speed, and 3 seconds on fast forward.

Summon Phoenix
This is the special ability for the Monkey Apprentice. It summons a phoenix that spits fire at bloons for 20 seconds. (8th in the picture.)

M.I.B Call to Arms
This is the special ability for the Monkey Village. It doubles the attack speed and popping power of all towers in range of the village for ten seconds. (12th in the picture.)

Pop and Awe
This is the special ability for the Mortar Tower.

In BTD5, it immobilizes the bloons and bombards the entire screen with mortar shells for five seconds, popping one layer off every bloon on-screen once per second. MOAB-Class Bloons will also be stunned, though BFBs are stunned for slightly less (2 seconds), and ZOMGs are barely stunned at all (half a second). (2nd to last in the picture.)

Rocket Storm
This is the special ability for the Dartling Gun's Bloon Area Denial System upgrade. It shoots 5 volleys / pulses of missiles at 100 Bloons each (500 in total) or, if there is less than 100 Bloons on the screen, it will shoot as many rockets as there are bloons on screen. Note that the missiles can still miss their targets. (Last in the picture.)

Orbital Strike
This is the special ability for the special agent, the Bloonsday Device. For a few seconds a beam controlled by the mouse destroys bloons and does massive damage to MOAB class bloons.

Spike Storm
This is the special ability of the Spike Factory. When used, it covers the whole screen with short-lived spikes (just like in BTD4).

First Strike Capability
This is the special ability for the Monkey Sub. It fires a devastatingly large missile that targets the largest bloon on screen, sometimes destroying up to a ZOMG Bloon in one go, or many lesser bloons.

Misdirection
Misdirection is the COBRA's special ability. It sends the strongest bloon in range up to BFB to the start of the opponent's side. As the COBRA is only available in Bloons TD Battles Mobile, this ability is limited to said game.

The Swarm!
This is the special ability for the special agent Beekeeper Pro. It makes a swarm of 100 bees that pop bloons the way normal ones do, but disperse after an amount of time.

Activate Sea Monster!
This is the special ability for the special agent Portable Lake Pro. It creates a tentacle that lashes nearby bloons for 5 seconds. Pops 5 layers off of bloons with unlimited popping power, can pop lead but can't detect Camo Bloons.

Abominable Ability
This is for the Mad Snowman pro version appearing in Bloons Tower Defense 5 Deluxe only. It throws snowballs hypersonic for 10 seconds.

Shadow Double
This is the special ability for the Ninja Monkey. It creates a shadow copy of itself, with identical upgrades. This can be unlocked by the Ninja Academy Specialty Building at Tier 3. It is represented by a white and black shuriken.

Trivia

 * Ability icons in BTD6 are generally the same as their upgrade icons, but in BTD5 generation games, ability icons are always not the same as their respective upgrades.

Specific to BTD5

 * By selling and rebuying towers, it is possible to use a special ability lots of times (unlimited times with Monkey Tycoon). This doesn't work on Supply Drop Snipers, for obvious reasons and for most upgrades in BTD6.
 * This makes Hotter Cooldown much less useful.
 * If there is no MOAB-class Bloon on the screen, the MOAB Takedown Ability will still hook on the strongest Bloon on the screen.Fgfhfgh.jpg
 * Soulbind had the shortest recharge time before it got removed and Orbital Strike has the longest.
 * Oddly, Absolute Zero can freeze White Bloons and Zebra Bloons even without a level 3 Ice Fortress.
 * Perhaps it is so cold that not even they can withstand its arctic temperature.
 * If this were the case, then maybe the M.O.A.B. Class Bloons have an advanced heating system since they can't be frozen by Absolute Zero.
 * The Banana Farm is the only tower without an ability in BTD5.
 * The Bloonsday Device (on non-pro & pro), the Beekeeper (pro), the Portable Lake (pro), & the Mad snowman (pro) are the only Special Agents that have a special ability.
 * The Supply Drop Ability is the only ability that has to charge right away, possibly to avoid sell/rebuy abuse to gain unlimited cash.
 * Despite this, the Support Chinook ability doesn't need to charge right away.
 * Most abilities are the last upgrades for path 2 (with the exceptions like for special agents).
 * As of Mar 22, 2012, the Super Monkeys that the Super Monkey Fan Club makes no longer fire triple darts during the ability, nerfing it.
 * Technological Terror only destroys things in a 0/0 Super Monkey range for Bloon Annihilation Ability.
 * The Shadow Double Ability is the only ability that you get from a Specialty Building. However, some tier 4 upgrades in the Mobile version grants some abilities (i.e. Fourth Upgrade Tier for Bombing Range grants a temporary doubled range that could cover the entire track).
 * Precaution: Only save at round 1~46, 49, 59, 69 & 79 or all your special abilities will have to recharge again after you reloaded.
 * The Monkey Beacon from BTD3 and BTD4 has a special ability, Super Monkey Storm . However, this costs money, only one tower can have it, and selling/rebuying doesn't work on this tower.
 * With the Hotter Cooldown and the High Energy Beacon, the Super Monkey Fan Club can be constantly used.
 * The Dart Monkey, Boomerang Thrower, Glue Gunner, and Spike Factory are the only towers who's abilities will change depending on their path 1 upgrades. (And the Shadow Double Ability, but that's a replica of the ninja.)
 * Generally, fast forward often will actually make the recharge last for 1/3 of the original time, making it very useful for some abilities, such as the MOAB Assassin, but detrimental to other abilities, such as the M.I.B. Call To Arms.

Specific to BTD6

 * Energizer proves the existence of some non-tappable abilities, more specifically the passive abilities of the Bomb Blitz, Elite Defender, and Legend of the Night. Hence, the Energizer buff icon can appear on the top of them. Strangely, it doesn't affect Carpet of Spike's passive ability, although there is a possibility that the Carpet of Spike's passive ability counts as a normal attack rather than a passive ability.