Is a meme
What's on your mind?
Why is Bloons Adventure Time TD the only game to get a unique rounds page? In addition, why does the page include a different format of table that makes page viewing harder on mobile, and what is the explanation behind certain rounds with question marks for the Bloon spawns?
Here are all of the bloon changes for mastery mode, (if it ever gets added)
Red => Blue
Blue => Green
Green => Yellow
Yellow => Pink
Pink => Black
Purple => 2 Purples
Black => Lead
White => Zebra
Lead => F. Lead
F. Lead => 2 F. Lead
Zebra => Rainbow
Rainbow => Ceram
Ceram => F. Ceram
F. Ceram => MOAB
MOAB => F. MOAB
F. MOAB => BFB
BFB => F. BFB
F. BFB => ZOMG
ZOMG => F. ZOMG
F. ZOMG => BAD
DDT => F. DDT
F. DDT => 2 F. DDT
BAD = F. BAD
F. BAD => 2 F. BAD
Unlocked after graing all medals of a difficulty, on begginer, get all easy difficulty on every map, on mastery mode, you must redo all modes in order, (Ej: Complete ABR mastery mode to unlock Impoppable mastery)
Hope you like it! :)
34 Votes in Poll
Make it like sniper monke but with suit and pistol
And i forgot the upgrades lol
YRLPEPRROPI PETY NTCAI P EHL
I was playing BMC on the Bloonchipper mission and the music glitched for a second. Please help I think my copy of BMC is now haunted.
Professor Evil and his would-be-general, Simon, made their way through the snow. The escape plan was simple and flawless. Simon was to tread normally through the snow. Evil would follow behind with his invisibility cloak, making sure to step in Simon's footprints. None of the soldiers really knew Simon, and they would assume him to be a runaway. If he was even discovered that is. It didn't look like the cloak would be necessary.
While Simon and Evil tread rather uninterestingly through the snow, let me tell you something about bloons. Bloons have this strange telepathic relationship with the maker of them or their factories. They must only attack what and when their makers wish them to. However, this means that Evil has to think about all his bloons at once, deciding where they attack, when they do, and when to retreat. Naturally, this would be quite bothersome, especially with the army and bloon production he had back before the bosses. So he had this idea: what if he made blimps that can do that for him? Everyone, even Simon, said it was a bad idea. But Evil did not listen, he had had enough of this. So the bosses were underway. After years of study, Evil's research monkeys found out how, but pleaded him to stop. He did not listen. Eventually, the bosses were complete. He had given each power over one element, along with one that was a living bloon factory (bloonarius). The possibility everyone feared was the outcome. As was suspected, when given another source of leadership that had no care for the monkeys, the bloons turned on Evil and his monkeys, forcing him, Simon, and those of his soldiers not dead to flee to the Frozen Fields, where Evil's fortress was until he was forced to abandon it in the last part.
"There's a cave there we can stay in for the night." Simon whispered to Evil. "Yes, it looks fairly deep, and we must not pitch our tent unless we have to." the Professor whispered back. That night both monkeys fell asleep dreaming of a safe way to the Bloontonium Barrens and relative safety while there.
If you think about it, challenge editor really can't change much. It can add tower restrictions, nerf and buff some bloons, make everything camgrow, and that's kinda it. It would be awesome if there were more options, so I've supplied some ideas.
Starting with the big stuff, Custom Rounds:
Custom rounds are self explanatory, but what they would do would be allowing you to choose which bloons come at which round. Want 1,000 BADs at round 1? You can do that now. This would be awesome for creating one round or even a few round challenges.
Bloon Popping Types:
I don't have a good idea for the name of this one, but what it would be is you could customize certain towers to be able to pop certain bloons. For example, you could allow dart monkeys to pop lead bloons but not white bloons. It would be even cooler if you could allow certain upgrades and crosspaths to pop certain bloons, like a 3-0-0 boomerang can pop camos, but not a 3-1-0 or 4-0-0. This one would probably be hard to use, but it'd be worth it.
Allowing certain powers: Having powers as part of the solution to a challenge would be cool, but you can't do it as you can't use powers when verifying. It would be nice if you could assign a price to powers, or allow a certain amount of a certain type of power.
Mixed tower limits: Say you only want the hero and one other tower in a challenge, but there's no way to do this as you could just pick 2 towers. With mixed tower limits, you could allow either an ice monkey or a tack shooter and either a spactory or an engineer.
Pre-Set up map: Allows towers to be placed on the map before the game starts, like you could have a pre-existing alch on the map and it would be part of the solution. Also, you could choose if you could sell it or upgrade it and how far.
Custom selling: Allow selling on only certain towers, or add a limit to selling, eg you can only sell 4 times per game, or you can only sell either during the round or at the end of a round.
Custom MK: Allow which monkey knowledge is allowed for a challenge.
Limited target changing: Allow if targeting can be changed after the round, during the round, or not at all, or restrict certain targeting options.
Going with the smaller ideas now, this stuff won't have much explanation.
Allow Abilites: Some middle path towers, like Monkey Pirates, gain upgrades outside of their abilities.
Bloons spawn extra bloons: Don't know what to call this one, basically blacks will only spawn 1 pink, rainbows will only spawn 1 zebra, etc.
Moabs spawn extra bloons
Ignore footprints: You can place towers anywhere on the map.
Free obstacles: Removing obstacles is free.
Some of these would likely be hard to use, but it would open the doors to so many new challenge ideas.
"Get the monkeys in position!" Professor Evil said to his would-be-general. "Our forces are almost gone and Super Monkey is coming! Our troops must survive long enough for us to escape!". "so we just leave them?" the officer asked. "There are always outcasts ready to join a resistance, these troops are expendable. Our worst loss will be the bloon factories, but even they are low on bloontonium." Evil replied.
The Monkey Royal Army, much smaller than it was before the boss bloons attacked, assembled around Professor Evil's arctic fortress. Super Monkey got ready to fight both Evil's bloons and the wild bloons, dartling gunners and snipers readied their guns, and Wizards charged their magic.
The battle was quick. Though the Monkey Army was devastated by the bosses, it still far outnumbered Evil's remaining forces. But there was just enough time for the Professor and his would-be-general to escape. After Super Monkey defeated the MOABs and ceramics, they realized Evil had escaped. "How could I not have seen that!" Super Monkey said angrily. "I should have known he'd be too cowardly to fight!".
"Where do you think he will go next?" Super Monkey asked Doctor Monkey. "The Bloontonium Barrens are relatively unguarded due to him moving here, so that is likely where he will go." Doctor Monkey replied. "We went to collage together, I know him better than most". "In addition, several necromancers have their bases there, he will probably try to recruit them.". "Did you find anything when you ransacked the place?" Doctor Monkey inquired. "Yes, in fact, I was about to show you a blueprint I found." Super Monkey replied. "A new MOAB-class bloon, fast with camo, lead, and black properties! This is of utmost importance! Thank you Super Monkey, I will send this to the millitary right away! It will be safe there.".
A 0-0-0 has a chance to stun
Range: Same as ettienne level 1
Pops 2 layers per shot.
The biggere the bomb the larger the radius.
Faster throwing $150
Even faster throwing $250
Big dynamite: $2500 (Increased stun chance and larger bombs)
Dynastorm $15,500 (Throws even faster, Bigger bombs and can pop blacks,Stun chance is the same. pops 5 layers)
Bigger bombs $250 (Bigger area and pops 3 layers)
Blitz bombs $650 (Stun chance increased and has a chance to burn bloons)
Destructive bombs $2300 (100% stun chance and bigger splash area does extra damage to MOAB class bloons)
MOAB Bomb $5000 (Ability: Throw a bomb at a moab on the screen. the bomb can pop a regular moab. can pop black bloons. Like middle path bomb shooter)
Doom barrel $20,000 (Ability: Deploy a doom barrel. basically a mega mine. activated by a moab and can be placed in water)
Camo goggles $250
Shockwave $500 (bloons out of the blast radius can be stunned)
Bloon break $650 (Deal extra damage to ceramics moabs and fortified bloons)
Grenuke $3500 (Throw multiple bombs and throw grenades on the ground that eventually explode.like bomber ace)
NUKE?!?! $35,000 (Has larger radius then the biggest one(5-X-X mortar), fires faster, can pop black bloons.Pops 15 layers.)
What do you think?
A water version of obyn.
Lvl 1: Shoots a spirit shark attack that can pop through 4 layer's of bloons and can go through walls.
Lvl 2: The shark attack can follow and pop up to 10 bloons.
Lvl3: Unlocks coral wall (summon a coral wall that can stop bloons from passing for 5 seconds)
Lvl 4:Every 30 seconds Viryn summon a wave that can slow bloons down and push them back
Lvl 5: Gains camo detection, Purple popping power and increased attack speed
Lvl 6: Shark attack can pop 1 extra layer and can follow up to 15 bloons.
Lvl 7: Coral wall lasts for 10 seconds instead of 5
Lvl 8: The wave can push bloons out of viryns range
Lvl 9: Attack pops 1 extra layer and larger range
Lvl10: Unlocks the great mako (Summon a large fish that shreds through bloons in viryns range. after the mako is gone viryn attacks faster for 5 seconds. mako lasts until there are no more bloons in viryns range. cooldown restarts until the 5 second effect and the mako have worn off)
Lvl 11: Coral wall cooldown decreased
Lvl 12:Increased range.
Lvl 13: Pops 2 extra layers
Lvl 14: Shark attack can follow up to 25 bloons
Lvl 15: Wave can blow back bloons to the beginning
Lvl 16: Coral wall lasts for 20 second and can block all bloons below a Bad
Lvl 17: The great mako can last for the whole round. And the after effect lasts for 8 seconds instead of 5.
Lvl 18:Water towers can pop double the layers
Lvl 19: Shark attack can ricochet off of up to 25 bloons!
Lvl 20: The great mako lasts 2 rounds, Deals extra damage to fortified and moab class bloons, And after effect lasts for 20 seconds
I am ready to get btdb2 damn i wonder if future tower and heroes that will be added to btd6 will they be added near the same date
(All costs are on Easy)
Summary: COBRA is a supportive Military tower that can do very special things. Path 1 focuses on sabotaging the Bloons and hindering them in many different ways. Path 2 focuses on supporting other towers and you, while the abilities provide massive but short bursts of power. Path 3 transforms the COBRA into a DPS focused tower that can dish out high damage to Bloons.
Locked On ($450): Every 20th Bloon spawned a target will appear on the bloon, allowing it to take +1 damage.
Bloon Adjustment ($700): Every 7th Bloon spawned will either remove Camo, remove Regen, or -1 rank. Affects up to Ceramic Bloons.
Monkey Stim ($1500): Stimulates the most expensive tower in its range to attack 10% faster. Can stack up to 100%.
Misdirection ($4500): Every 20 seconds, a confusion pulse will be sent to the “strongest” Bloon on screen (a complicated optimization of closest to exit and strongest) and deal 20 damage to MOABs Affects up to BFBs.
Perplex and Vex ($40,000): Every 15 seconds, a stronger confusion pulse will be sent to the “strongest” Bloon on screen, dealing 100 damage, stunning it for 2 seconds, and then sending it back to the start. Affect DDTs and ZOMGs.
Wired Funds ($450): At the end of every round, wires in $80 for you.
Attrition ($800): Every 15 seconds, grants you a life. Caps at 500 lives.
Declassification ($2000): Towers nearby can see and deal +1 damage to Camo Bloons, including DDTs.
Offensive Push ($8500): Ability- for 6 seconds, the 8 nearest monkeys deal +2 damage and have +33% attack speed, as well as a 7 pierce increase. Does not affect itself. Cooldown of 45 seconds.
Final Stand ($34,000): Ability- For 10 seconds, the 15 nearest monkeys deal +5 damage and 50% attack speed as well as a 15 pierce increase, plus can damage all bloon types! Does not affect itself. Cooldown of 30 seconds.
Double Tap ($400): Attacks with two pistols for double attack speed.
Pistol Whip ($750): Stronger pistols and heavier bullets knock back Bloons a short distance.
FANG ($1500): FANG agents attack 2x as fast, and deal 2 extra layers of damage, as well as double the range.
VENOM ($4000): VENOM agents pop all bloon types, see camo, attack 2 more times as fast, and pop 2 more layers of Bloon.
King COBRA ($50,000): Every FANG or VENOM agent attacks 1.5% faster, has 2x range, and deals 1.75% damage. Affects itself. King COBRA’s own attack speed and damage are tripled and Pistol Whips MOABs as well.
(Constructive criticism is welcome and hoped for.)
22 Votes in Poll
Speed of Green Bloon
Strat: best dealt with stuns
Parent of: 8 Armored Ceramics
Children of: BFB ( impoppable or Chimps ONLY )
Round Debut: 55 ( Hard ) 50 ( Impoppable ) 40 ( C.H.I.M.P.S, Replaces Moab on round 40 )
( Can be on any bloon EXCEPT MOAB CLASS BLOONS )
It sucks up Pierce. Nothing else.