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BTD6
BATTD


You have an Activated Ability! These create powerful temporary effects to help you win. Choose careful when to use them however as each one has a cooldown before it can be used again.
~ "Activated Abilities" popup upon encountering Activated Abilities
Activated Ability icon

Activated Ability icon

Activated Abilities notice

Activated Abilities notice

Activated Abilities are activatable abilities in Bloons TD 6, renamed from "Special Abilities" in BTD5. There is a lot more variety for activated 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 some potential sources of decreasing ability cooldowns of towers outside of Monkey Knowledge Points and Relic Knowledge, for exmple: 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, Primary Expertise's Primary Monkey further cooldown buff, Obyn Greenfoot Level 12+. And some even reset cooldown, such as Striker Jones' Level 10+ Artillery Command ability, and Geraldo's Rejuv Potion. 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), four exceptions to this rule being Wizard Lord Phoenix, Pop and Awe, income-only abilities, and all Paragon activated 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 1: Ability descriptions here are written in terms of their respective game mechanics, rather than using their official descriptions.
  • Note 2: Ability "type" determines how abilities are handled in-game. Abilities with "duration" involve a duration, those with "instant" are instant-use abilities, and "delay" refers to presence of a time delay before activating the final product (e.g. Ground Zero requires a brief time delay before dropping the nuke, Striker Jones firing Concussive Shell before stunning the bloons). Some abilities cannot be reactivated if ability is in use under a specific condition; such a condition should be clearly specified for a particular duration-oriented ability.

Primary Monkeys[]

Super Monkey Fan Club[]

Super Monkey Fan Club Ability

Super Monkey Fan Club Ability

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.
  • Type: Duration
  • Duration: 15 seconds
  • Cooldown: 50 seconds
  • Uptime: 30%
  • Initial cooldown: 16.67s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

Plasma Monkey Fan Club[]

Plasma Monkey Fan Club Ability

Plasma Monkey Fan Club Ability

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.
  • Type: Duration
  • Duration: 15 seconds
  • Cooldown: 50 seconds
  • Uptime: 30%
  • Initial cooldown: 16.67s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

Turbo Charge[]

Turbo Charge Ability

Turbo Charge Ability

This is the ability for the Tier 4 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
  • Type: Duration, cannot be reactivated while active
  • Duration: 10 seconds
  • Cooldown: 45 seconds
  • Uptime: 22%
  • Initial cooldown: 15s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

Perma Charge[]

Perma Charge Ability

Perma Charge Ability

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.

Perma Charge Ability
  • Ability: Deals +8 damage temporarily (Deals +10 damage if crosspathed with Red Hot Rangs)
  • Type: Duration, cannot be reactivated while active
  • Duration: 15 seconds
  • Cooldown: 45 seconds
  • Uptime: 25%
  • Initial cooldown: 15s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

MOAB Assassin[]

MOAB Assassin Ability

MOAB Assassin Ability

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

MOAB Assassin Ability
  • Ability: Instantly deals 750 blimp-penetrating damage to the targeted visible blimp on screen
  • Type: Instant, cannot activate without visible MOAB-class
  • Duration: Instant
  • Cooldown: 30 seconds
  • Uptime: N/A
  • Initial cooldown: 10s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Striker Jones' Artillery Command ability, Geraldo's Rejuv Potion

MOAB Eliminator[]

MOAB Eliminator Ability

MOAB Eliminator Ability

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 blimp-penetrating damage to the targeted visible blimp on screen to be precise. Additionally, it has no initial cooldown.

MOAB Eliminator Ability
  • Ability: Instantly deals 4500 blimp-penetrating damage to the targeted visible blimp on screen
  • Type: Instant, cannot activate without visible MOAB-class
  • Duration: Instant
  • Cooldown: 10 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Striker Jones' Artillery Command ability, Geraldo's Rejuv Potion

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. Cooldowns for Bomb Blitz can be reset with Striker Jones' Artillery Command ability or Geraldo's Rejuv Potion.

Bomb Blitz Passive Ability
  • Ability: If life is lost, a bomb storm will deals 2000 damage on whole screen, then instantly destroy all bloons and MOABs.
  • Type: Instant + delay
  • 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, Geraldo's Rejuv Potion

Blade Maelstrom[]

Blade Maelstrom Ability

Blade Maelstrom Ability

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 120 pierce, +40 per Path 1 crosspath (up to 200), but cannot pop Lead unless near an MIB or receives any other benefit from external sources. 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 (anti-clockwise with 0-4-1+) for the ability duration
  • Type: Duration, cannot be reactivated while active
  • Duration: Depends on crosspath
    • x-4-0: 3 seconds
    • 0-4-1: 3.5 seconds
    • 0-4-2: 4 seconds
  • Cooldown: 20 seconds
  • Uptime: Depends on crosspath
    • x-4-0: 15%
    • 0-4-1: 17.5%
    • 0-4-2: 20%
  • Initial cooldown: 6.67s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

Super Maelstrom[]

Super Maelstrom Ability

Super Maelstrom Ability

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 300 (+100 per Path 1 crosspath, up to 500) pierce per blade, and ability lasts much longer (9 seconds, +1.5s per Path 3 crosspath, up to 12s). Cooldown remains at 20 seconds.

Super Maelstrom Ability
  • Ability: Produces four sprays of continuous higher damage blades clockwise for the ability duration
  • Type: Duration, cannot be reactivated while active
  • Duration: Depends on crosspath
    • x-5-0: 9 seconds
    • 0-5-1: 10.5 seconds
    • 0-5-2: 12 seconds
  • Cooldown: 20 seconds
  • Uptime: Depends on crosspath
    • x-4-0: 45%
    • 0-4-1: 52.5%
    • 0-4-2: 60%
  • Initial cooldown: 6.67s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

Snowstorm[]

Snowstorm Ability

Snowstorm Ability

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 or Bosses). Additionally, all bloons on screen except lead (unless with Cold Snap 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
  • Type: Instant
  • 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: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

Absolute Zero[]

Absolute Zero Ability

Absolute Zero Ability

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 50% faster for 10 seconds.
  • Type: Instant + duration, cannot be reactivated while active
  • Duration: Instant (ability), 10 seconds (freeze), 10 seconds (buff)
  • Cooldown: 20 seconds
  • Uptime: 50% (freeze), 50% (buff)
  • Initial cooldown: None
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

Glue Strike[]

Glue Strike Ability

Glue Strike Ability

Glue Strike, the Tier 4 Glue Gunner's ability, glues all bloons on screen immediately upon activation, and affected bloons including MOAB-class bloons are vulnerable to +2 damage for the duration of the glue. The ability glue can soak up to 3 layers, or all standard bloons with Glue Soak. It does not soak through MOAB-class layers. Glued bloons are soaked for standard duration based on the glue of itself. Also causes all Lead properties to be rendered ineffective while attached on bloons.

Cooldown is 30 seconds.

Glue Strike Ability
  • Ability: Immediately glues all bloons on screen. Bloons affected are vulnerable to +2 damage and Lead Bloons vulnerable by Sharp damage Type attack for the duration of the glue.
  • Type: Instant
  • 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: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

Glue Storm[]

Glue Storm Ability

Glue Storm Ability

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 20 seconds, once immediately upon activation and every 1 seconds the glue reapplies (i.e. will apply glue up to 20 times during the ability). Like Glue Strike, all affected bloons are vulnerable to +2 damage and Lead Bloons vulnerable by Sharp damage Type attack 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 3 layers.

Cooldown is 40 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.
  • Type: Instant + duration, cannot be reactivated while active
  • Duration: 20.0 seconds (ability), 22.0 seconds (glue, x-4-0), 48.0 seconds (glue, 0-4-1+), halved for blimps
  • Cooldown: 40 seconds
  • Uptime: 50% (ability), 105% (x-5-0 glue duration), 170% (0-5-1+ glue duration), 77.5% (x-5-0 glue duration for blimps), 110% (0-5-1+ glue duration for blimps)
  • Initial cooldown: 20 seconds (50%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Primary Mentoring buff, Primary Expertise buff, global Energizer buff, Geraldo's Rejuv Potion

Deadeye[]

Take Aim Ability

Take Aim Ability

Take Aim is an activated ability of Desperado's Deadeye and above upgrades. Target Monkey gains improved range, accuracy, and Camo detection for short time.

  • Ability: Target tower gains +25% extra range, 50% reduced projectile spread, and camo detection.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: 15 seconds
  • Cooldown: 30 seconds
  • Initial cooldown: 10 seconds
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Bounty Hunter[]

Tier 4 Take Aim Ability

Tier 4 Take Aim Ability

Marked to Pop is an ability of Desperado's Bounty Hunter. It pauses attacking to Mark Bloons, then proceeds to attack all Marked Bloons. Marked Bloon priority is shared with other x-2-x Desperados, and Marked Bloons take more damage and give more cash.

  • Ability: Target tower gains +50% extra range, 50% reduced projectile spread, and camo detection
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: 15 seconds
  • Cooldown: 30 seconds
  • Initial cooldown: 10 seconds
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Golden Justice[]

Golden Justice's abilities are identical to the Bounty Hunter. The ability now does 300 damage for the execution pistols, with identical of other stats.

  • Ability: Target tower gains +50% extra range, 50% reduced projectile spread, camo detection and +300 damage.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: 15 seconds
  • Cooldown: 30 seconds
  • Initial cooldown: 10 seconds
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Nomad[]

Desperado has a passive ability for path 3 tier 2, Nomad. To activate this, if a bloon has leak, temporarily grants a boost in range and attack speed, plus a small amount of cash.

Avenger[]

Desperado has improved passive ability for path 3 tier 4, Avenger. If lives are lost, non-Ceramic and blimps bloons lose only 1 life for a short duration.

Military Monkeys[]

Supply Drop[]

Supply Drop Ability

Supply Drop Ability

This is the 4th tier activated 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 $1100 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.

Like most income-only abilities, Supply Drop Ability has a full initial cooldown. In addition, Supply Drop can only be used up to 3 times per round for each Supply Drop Sniper. Starting from Version 28.0, Supply Drop abilities are disabled after 3 minutes in a single round.

Supply Drop Ability
  • Ability: Drops a crate of money worth $1100 per crate.
  • Type: Instant + delay, caps at 3 uses per round and cannot activate after 3 minutes from start of round
  • Duration: Instant
  • Cooldown: 90 seconds, ~3 seconds before crate is collectable
  • Uptime: N/A
  • Initial cooldown: 90s (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Elite Sniper[]

Elite Sniper Ability

Elite Sniper Ability

The crate produced by the Elite Sniper gives more money. The value for these new grey crates is a straight $3,000 cash. The ability is separate from the Supply Drop Ability. Again, the Sniper 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. In addition, upon activating the Elite Supply Drop, all other Supply Drop snipers will activate their abilities at the same time, lessening the need to repeatedly press buttons.

Similar limitation of use rules apply from normal Supply Drop.

Elite Supply Drop Ability
  • Ability: Drops a crate of money worth $3,000 per crate. All other Supply Drop Snipers activate their abilities.
  • Type: Instant + delay, caps at 3 uses per round and cannot activate after 3 minutes from start of round
  • Duration: Instant
  • Cooldown: 90 seconds, ~3 seconds before crate is collectable
  • Uptime: N/A
  • Initial cooldown: 90s (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

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
  • Type: Duration, cannot be reactivated while active
  • Duration: 7 seconds
  • Cooldown: 10 seconds
  • Uptime: 70%
  • Initial cooldown: 3.33 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, "Master Defender" MK

First Strike Capability[]

First Strike Capability Ability, shared with Pre-Emptive Strike

First Strike Capability Ability, shared with Pre-Emptive Strike

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.
  • Type: Instant
  • Duration: Instant
  • Cooldown: 60 seconds
  • Uptime: N/A
  • Initial cooldown: 20s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, local Bloontonium Reactor buff, global and local Energizer buff, Geraldo's Rejuv Potion

Pre-Emptive Strike[]

Pre-Emptive Strike, the 5th tier ability upgrade for the Sub, has a lower cooldown for its own First Strike Capability to 45 seconds. 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 lesser 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
  • Type: Instant
  • Duration: Instant
  • Cooldown: 45 seconds
  • Uptime: N/A
  • Initial cooldown: 5s (11.11%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, local Bloontonium Reactor buff, global and local Energizer buff, Geraldo's Rejuv Potion

Nautic Siege Core[]

Final Strike Ability
Final Strike Ability

The Nautic Siege Core has one activated ability, the Final Strike ability. When activated, the Nautic Siege Core unsubmerges (if prevoiusly submerged) and disables itself from attacking for 15 seconds, before deploying three massive nuclear missiles, and resubmerging(if prevoiusly submerged). Together, each produces very devastating explosions that cover an exceedingly wide radius and each leave behind 5 pools of bloontonium radiation that deal massive continuous damage for lasts 36 seconds to an extended ability duration. Each missile explosion produces a primary explosion that covers 60 radius and 30 pierce, alongside a secondary explosion that covers 180 radius and 120 pierce. Base cooldown of 240 seconds.

the Final Strike Ability
  • Ability: the Nautic Siege Core unsubmerges and disables itself from attacking for 15 seconds, before deploying three massive nuclear missiles, each produces very devastating explosions that cover an exceedingly wide radius and each leave behind 5 pools of bloontonium radiation that deal massive continuous damage for lasts 36 seconds.
  • Type: Duration, cannot be reactivated while active
  • Duration: 15 seconds
  • Cooldown: 240 seconds (Degree 1)
  • Uptime: 6.25% (Degree 1)
  • Initial cooldown: 240 seconds (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Extra degrees for Paragon

Monkey Pirates[]

MOAB Takedown Ability

MOAB Takedown Ability

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, BADs, or Boss Bloons. Cooldown of 45 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.
  • Type: Instant, cannot activate without valid MOAB-class (MOABs, BFBs, or DDTs)
  • Duration: Instant
  • Cooldown: 45 seconds
  • Uptime: N/A
  • Initial cooldown: 15s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, local Bloontonium Reactor buff, global and local Energizer buff, Geraldo's Rejuv Potion

Pirate Lord[]

Pirate Lord Ability

Pirate Lord Ability

This is the special ability for the Tier 5 Monkey Buccaneer, Pirate Lord. It now has 6 hooks per ability, allowing it to destroy up to 6 of the strongest blimps at once, and it plunders extra cash for each blimp hooked in. Pirate Lord can also pull down ZOMGs, but doing so uses 3 of the 6 hooks. This ability does not affect BADs or Boss Bloons at all but can affect Rock Bloons without Military immunity. 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: Deploys 6 hooks to pull down and destroy the strongest blimps on screen. ZOMGs require three hooks each, while blimps below ZOMG require one hook. Cannot target BADs, but can pull non-Military Rock Bloons.
  • Type: Instant, cannot activate without valid MOAB-class (MOABs, BFBs, DDTs, ZOMGs, Rocks)
  • Duration: Instant
  • Cooldown: 30 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, local Bloontonium Reactor buff, global and local Energizer buff, Geraldo's Rejuv Potion

Navarch of the Seas[]

Navarch of the Seas Ability

Navarch of the Seas Ability

This is the special ability for the Monkey Buccaneer Paragon, Navarch of the Seas. Using this ability grabs the strongest non-Boss blimp on screen including one BAD per use. This is the first Paragon with an ability, and later abilities were added to subsequent Paragons. 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. In addition there are 6 kinetic grappling hooks that automatically take down MOAB-class bloons of ZOMG strength and below every 0.6s. These shoot 10 times before entering a 10 second cooldown period (a ZOMG uses 2 hooks).

Navarch's ability has a short initial cooldown upon obtaining the Paragon, which also requires the transformation animation.

Navarch Ability
  • Ability: Pulls down strongest non-Boss blimp on screen, including a BAD. Caps at 2 per round.
  • Type: Instant, cannot activate without valid MOAB-class (MOABs, BFBs, DDTs, ZOMGs, or BADs), caps at 2 uses per round
  • Duration: Instant
  • Cooldown: 30 seconds (Degree 1)
  • Uptime: N/A
  • Initial cooldown: 10 seconds + transformation animation duration (roughly 33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Extra degrees for Paragon, local Nautic Siege Core buff
Navarch Passive Ability
  • Ability: Automatically, every 0.6 seconds, hooks in up to the 10 strongest blimps on screen below BADs, ZOMGs consume 2 hooks.
  • Duration: Instant + duration
  • Cooldown: 10 seconds (Degree 1)
  • Uptime: N/A
  • Initial cooldown: None + transformation animation duration (roughly 0%)
  • Reduced cooldowns from: Monkey Knowledge (?), Relic Knowledge (?), Extra degrees for Paragon

Ground Zero[]

Ground Zero Ability

Ground Zero Ability

This is the special ability for the Monkey Ace. It drops a large nuclear bomb that deals 700 damage to up to 2000 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
  • Type: Instant + delay
  • Duration: Instant (explosion damage)
  • Cooldown: 45 seconds, ~0.8s (deployment)
  • Uptime: N/A
  • Initial cooldown: 15 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Tsar Bomba[]

Tsar Bomba Ability

Tsar Bomba Ability

Drops a devastating bomb that deals 3000 damage to up to 5000 bloons across the whole screen and also stuns MOAB-class Bloons, excluding BADs and Boss Bloons, 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
  • Type: Instant + delay
  • Duration: Instant (explosion damage)
  • Cooldown: 35 seconds, ~0.8s (deployment)
  • Uptime: N/A
  • Initial cooldown: 5 seconds (2.85%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Goliath Doomship[]

Carpet Bomb Ability

Carpet Bomb Ability

This is the special ability for the Monkey Ace Paragon, Goliath Doomship. Using this ability to calls 3 mini-doomships that carpet bomb the screen along a straightline through a fixed, adjustable path, dealing enormous localized explosive damage and stunning all bloon types excluding BADs. Each ability can deal at least 30,000 damage for most maps.

Doomship's Ability has a full initial cooldown upon obtaining the Paragon, which also requires the transformation animation.

Carpet Bomb Ability
  • Ability: After a delay of a few seconds, 3 mini-doomships carpet bomb along a straightline path, depending on the Set Linear Path adjustable targeting option.
  • Type: Instant + delay
  • Duration: Instant (explosion damage)
  • Cooldown: 60 seconds, ~4s (deployment) (Degree 1)
  • Uptime: N/A
  • Initial cooldown: 60 seconds + transformation animation duration (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Extra degrees for Paragon, local Nautic Siege Core buff

Support Chinook[]

Redeploy Ability

Redeploy Ability

Crate Ability

Crate Ability

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 $1650 and life crate worth 10.

Like most income-only abilities, Support Chinook's crate ability has a full initial cooldown. In addition, Support Chinook's crate ability can only be used up to 3 times per round for each Chinook. Starting from Version 28.0, Chinook's crate abilities are disabled after 3 minutes in a single round.

Redeploy Ability (x-4-x)
  • Ability: Redeploys any pickupable tower (excludes Aces, Helis, Farms, Villages, Beast Handlers, 4+-x-x Buccaneers, 4+-x-x Supers, Paragons, or any sub-towers) to a new location
  • Type: Instant + delay
  • Duration: N/A
  • Cooldown: 45 seconds (ability), <3 seconds to finish process depending on distance of Heli from target tower and its target location
  • Uptime: N/A
  • Initial cooldown: 15s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion
Crate Ability (x-4-x)
  • Ability: Drops a cash crate or a life crate simultaneously: a crate of money worth $1650 and a health crate worth 10 lives
  • Type: Instant + delay, caps at 3 uses per round and cannot activate after 3 minutes from start of round
  • Duration: N/A
  • Cooldown: 90 seconds (ability), ~0.25 seconds to deploy before collectable
  • Uptime: N/A
  • Initial cooldown: 90s (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Special Poperations[]

Marine Ability

Marine Ability

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.

Similar limitation of use rules for the crate ability apply from normal Support Chinook's crate ability.

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

Redeploy Ability (x-5-x)
  • Ability: Redeploys any pickupable tower (excludes Aces, Helis, Farms, Villages, Beast Handlers, 4+-x-x Buccaneers, 4+-x-x Supers, Paragons, or any sub-towers) to a new location
  • Type: Instant + delay
  • Duration: N/A
  • Cooldown: 15 seconds (ability), <3 seconds to finish process depending on distance of Heli from target tower and its target location
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion
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.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: 30 seconds
  • Cooldown: 25 seconds
  • Uptime: 120%
  • Initial cooldown: 10s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion
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
  • Type: Instant + delay, caps at 3 uses per round and cannot activate after 3 minutes from start of round
  • Duration: N/A
  • Cooldown: 90 seconds (ability), ~0.25 seconds to deploy before collectable
  • Uptime: N/A
  • Initial cooldown: 90s (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Artillery Battery[]

Bombardment Ability

Bombardment Ability

The Mortar Monkey's Tier 4 ability was introduced in Version 27.0, introducing the Bombardment ability. It quadruples its attack speed and explosions have 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
  • Type: Duration, cannot be reactivated while active
  • Duration: 8.0s
  • Cooldown: 60 seconds
  • Uptime: 13.33%
  • Initial cooldown: 20s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Striker Jones' Artillery Command ability

Pop and Awe[]

Pop and Awe Ability

Pop and Awe Ability

Formerly the only Tier 5 ability without a Tier 4 ability. Pop and Awe replaces the Bombardment ability from its previous upgrade 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. It always undergoes initial cooldown regardless of whether its previous ability was active or not.

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.
  • Type: Duration, cannot be reactivated while active (?)
  • Duration: 8.0s
  • Cooldown: 60 seconds
  • Uptime: 13.33%
  • Initial cooldown: 20s (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Striker Jones' Artillery Command ability

Rocket Storm[]

Rocket Storm Ability

Rocket Storm Ability

The Dartling Gunner's Tier 4 ability belongs to Rocket Storm. It shoots a spray of 10 erratically moving missiles every 0.5s for up to 8 seconds. Ability rockets deal 5 damage each and pop up to 8 bloons per missile at base. Cooldown of 40 seconds.

Rocket Storm Ability
  • Ability: For the duration of the ability, the Rocket Storm persistently shoots sprays of 10 erratically moving missiles that deal 5 damage each.
  • Type: Duration, cannot be reactivated while active
  • Duration: 8 seconds
  • Cooldown: 40 seconds
  • Uptime: 20.0%
  • Initial cooldown: 13.33 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

M.A.D[]

M.A

M.A.D Rocket Storm Ability

Ability for the M.A.D. is a unique ability with an almost identical functionality to the Rocket Storm, but the pierce per rocket is much greater and deals more damage to Ceramics and MOAB-class. Like Rocket Storm, it shoots a spray of 10 erratically moving missiles every 0.5s for up to 8 seconds. Ability rockets deal 5 damage each can deals 9 Ceramic damage and 323 MOAB-class damage and pop up to 18 bloons per missile at base. Cooldown of 40 seconds.

M.A.D Rocket Storm Ability
  • Ability: For the duration of the ability, the Rocket Storm persistently shoots sprays of 10 erratically moving missiles that deal 5 damage each. Also greater pierce.
  • Type: Duration, cannot be reactivated while active
  • Duration: 8 seconds
  • Cooldown: 40 seconds
  • Uptime: 20.0%
  • Initial cooldown: 13.33 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Magic Monkeys[]

Summon Phoenix[]

Summon Phoenix Ability

Summon Phoenix Ability

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. The Phoenix cannot see camo without Monkey Sense or external camo detection. Phoenix's flames can lightly seek with 1-4-0 crosspath. 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.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: 20 seconds
  • Cooldown: 45 seconds
  • Uptime: 44%
  • Initial cooldown: 15 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Wizard Lord Phoenix[]

Wizard Lord Phoenix Ability

Wizard Lord Phoenix Ability

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.
  • Type: Duration, cannot be reactivated while active
  • Duration: 20 seconds
  • Cooldown: 45 seconds
  • Uptime: 44%
  • Initial cooldown: 15 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Soulbind[]

Soulbind Ability (removed)

Soulbind Ability (removed)

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.
  • Type: Instant
  • 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)

Magus Perfectus[]

Magus Perfectus has 2 abilities: Phoenix Explosion and Arcane Metamorphosis. Using any of these abilities will drain the Magus Perfectus's graveyard mana bar.

Phoenix Explosion Ability

Phoenix Explosion Ability

Phoenix Explosion Ability
  • Ability: Instantly consumes the Paragon's entire graveyard and mana bar and causes the dark phoenix to explode, burning all Bloons and summoning Zombie ZOMGs all over the track. After a short time, these zombie ZOMGs will decay into zombie BFBs and will eventually disappear completely. The number of zombie ZOMGs will depend on how much graveyard it had before the ability.
  • Type: Instant + duration
  • Duration: N/A
  • Cooldown: 40 seconds (Degree 1)
  • Uptime: N/A
  • Initial cooldown: 40 seconds + transformation animation duration (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Extra degrees for Paragon, local Nautic Siege Core buff
Arcane Metamorphosis Ability

Arcane Metamorphosis Ability

Arcane Metamorphosis Ability
  • Ability: Transform the Magus briefly into an alternate form which decimates everything with a flame cascade attack. This alternate form rapidly drains its graveyard mana bar, and ends when it runs out.
  • Type: duration
  • Duration: Until Magus Perfectus runs out of mana
  • Cooldown: 120 seconds (Degree 1)
  • Uptime: N/A
  • Initial cooldown: 120 seconds + transformation animation duration (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Extra degrees for Paragon, local Nautic Siege Core buff

Tech Terror[]

Annihilation Ability

Annihilation Ability

The Tech Terror upgrade, the x-4-x Super Monkey with an activated ability, has the Annihilation Ability. When activated, a radial burst of 2600 damage is applied with 70 blast radius onto up to 2000 bloons, and every third use of the ability deals crits for +50% damage for 3900 damage. If the Knockback upgrade is purchased, any surviving Bloons are knocked back by a large amount. Cooldown of 45 seconds.

Annihilation Ability
  • Ability: Deals 2600 damage (3900 for third time ability crit damage) over 70 range instantly, knocks back any surviving Bloons with 0-4-1+
  • Type: Instant
  • Duration: Instant
  • Cooldown: 45 seconds
  • Uptime: N/A
  • Initial cooldown: 15 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

The Anti-Bloon[]

Mega Annihilation Ability

Mega Annihilation Ability

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 10400 damage to all bloons in range onto up to 10,000 bloons, and every third use of the ability deals crits for +50% damage for 15,600. As with the Tech Terror, if the Knockback upgrade is purchased, any surviving Bloons will be knocked back. Cooldown of 45 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 Anti-Bloon's ability.

Mega Annihilation Ability
  • Ability: Deals 10400 damage (15600 for third time ability crit damage) over 120 range instantly, knocks back any surviving Bloons with 0-5-1+
  • Type: Instant
  • Duration: Instant
  • Cooldown: 30 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Dark Knight[]

Darkshift Ability

Darkshift Ability

Unlike most upgrades, Dark Knight, the x-x-3 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
  • Type: Instant + delay
  • Duration: Instant
  • Cooldown: 20 seconds, ~0.25s (teleportation)
  • Uptime: N/A
  • Initial cooldown: 6.67 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Dark Champion[]

Enhanced Darkshift Ability

Enhanced Darkshift Ability

This ability is the upgrade of the aforementioned Darkshift, used by Dark Champion and Legend of the Night. Works exactly the same as the Dark Knight's version but can teleport to any land location on screen, given there is space.

Enhanced Darkshift Ability
  • Ability: Teleport to any land location anywhere on screen
  • Type: Instant + delay
  • Duration: Instant
  • Cooldown: 20 seconds, ~0.25s (teleportation)
  • Uptime: N/A
  • Initial cooldown: 6.67 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, 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 all leaked bloons except Golden Bloons and Boss Bloons (which are unaffected by this ability). However, the black holes will only last for up to 8s before disappearing. Not only that, but the cooldown is massive, at a 180 second cooldown.

Legend of the Night Passive Ability
  • Ability: Summons black holes at the exits, temporarily absorbing any lives lost from leaking bloons
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: 8 seconds
  • Cooldown: 180 seconds
  • Uptime: 4.44%
  • Initial cooldown: None, but downtime for ability is global
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Bloon Sabotage[]

Bloon Sabotage Ability

Bloon Sabotage Ability

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.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: 15 seconds
  • Cooldown: 60 seconds
  • Uptime: 25%
  • Initial cooldown: 20 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Grand Saboteur[]

Grand Saboteur Ability

Grand Saboteur Ability

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. All Shinobis are also buffed for the duration of the ability. 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. All Shinobis on screen gain +2 MOAB-Class Bloon damage and +10 range for the duration of the ability.
  • Type: Duration, cannot be reactivated while active
  • Duration: 30 seconds
  • Cooldown: 60 seconds
  • Uptime: 50%
  • Initial cooldown: 20 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Transforming Tonic[]

Transforming Tonic Ability

Transforming Tonic Ability

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. Lasers deal 3 damage each, pierce up to 6 bloons (9 with 1-4-0), and pop Lead but not Purple. 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.
  • Type: Duration, cannot be reactivated while active
  • Duration: 20 seconds
  • Cooldown: 60 seconds
  • Uptime: 33%
  • Initial cooldown: 20 seconds (33%)
  • Reduced cooldowns from: global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Total Transformation[]

Total Transformation Ability

Total Transformation Ability

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, each dealing 2 damage and piercing up to 10 bloons each. 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.
  • Type: Duration, cannot be reactivated while active
  • Duration: 20 seconds
  • Cooldown: 40 seconds
  • Uptime: 50%
  • Initial cooldown: None
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Jungle's Bounty[]

Jungle's Bounty Ability, shared with Spirit of the Forest's Jungle's Bounty Ability

Jungle's Bounty Ability, shared with Spirit of the Forest's Jungle's Bounty Ability

This is the special ability for the Tier 4 Druid, Jungle's Bounty. The ability instantly generates $320 plus +$130 more cash per Banana Farm within range. Cooldown of 60 seconds.

Like most income-only abilities, Jungle's Bounty ability has a full initial cooldown. In addition, Jungle's Bounty ability can only be used up to 3 times per round for each Druid. Starting from Version 28.0, Jungle's Bounty abilities are disabled after 3 minutes in a single round.

Jungle's Bounty Ability
  • Ability: Generates $320 plus +$130 per Banana Farm within range.
  • Type: Instant, caps at 3 uses per round and cannot activate after 3 minutes from start of round, disabled in CHIMPS
  • Duration: Instant
  • Cooldown: 60 seconds
  • Uptime: N/A
  • Initial cooldown: 60 seconds (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, 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 $320 plus +$130 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.

Uses similar ability rules to Jungle's Bounty

Spirit of the Forest's Jungle's Bounty Ability
  • Ability: Same as the previous iteration, except also gives 25 lives.
  • Type: Instant, caps at 3 uses per round and cannot activate after 3 minutes from start of round, disabled in CHIMPS
  • Duration: Instant
  • Cooldown: 60 seconds
  • Uptime: N/A
  • Initial cooldown: 60 seconds (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Arctic Knight[]

Ice Jet Ability

Ice Jet Ability

Arctic Knight has an activated ability, Ice Jet Ability. When activated, the Mermonkey shoots a barrage of bouncing ice balls that can target bloons or aimed at a specific point.

Ice Jet Ability
  • Ability: TBA
  • Type: TBA
  • Duration: 3 seconds
  • Cooldown: 45 seconds
  • Uptime: TBA
  • Initial cooldown: 15 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Popseidon[]

Popseidon Ice Jet Ability

Popseidon Ice Jet Ability

Popseidon improves its own Ice Jet ability into the Popseidon Ability. When activated, the Mermonkey summons a gigantic freezing wave that freezes all bloons on screen, in addition to even stronger bouncing ice balls that can bounce off map borders and last even longer.

Popseidon's Ice Jet Ability
  • Ability: TBA
  • Type: TBA
  • Duration: 3 seconds
  • Cooldown: 45 seconds
  • Uptime: TBA
  • Initial cooldown: 15 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Support Monkeys[]

IMF Loan[]

IMF Loan Ability

IMF Loan Ability

The ability gives the player with an extra $9,000 but at the cost of 50% of the income earnings going into paying off the loan debt.

Like most income-only abilities, IMF Loan ability has a full initial cooldown. In addition, IMF Loan ability can only be used up to 2 times per round for each IMF Loan bank. Starting from Version 28.0, IMF Loan abilities are disabled after 3 minutes in a single round.

IMF Loan Ability
  • Ability: Gives an instant extra $9,000 to the player, but at the cost of 50% income earnings going into paying off loan debt.
  • Type: Instant + conditional, requires full debt of current bank paid off, caps at 2 uses per round and cannot activate after 3 minutes from start of round
  • Duration: Instant (ability), almost indefinite (payoff)
  • Cooldown: 90 seconds
  • Uptime: N/A
  • Initial cooldown: 90 seconds (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Monkey-Nomics[]

Monkey-Nomics Ability

Monkey-Nomics Ability

The Monkey-Nomics ability replaces the previous IMF Loan ability. When activated, the Monkey-Nomics gives the player with an extra $9,000 with no added downsides.

Like most income-only abilities, Monkey-Nomics has a full initial cooldown. In addition, Monkey-Nomics ability can only be used up to 2 times per round for each Monkey-Nomics bank. Starting from Version 28.0, Monkey-Nomics abilities are disabled after 3 minutes in a single round.

Monkey-Nomics Ability
  • Ability: Gives an instant extra $9,000 to the player.
  • Type: Instant, caps at 2 uses per round and cannot activate after 3 minutes from start of round
  • Duration: Instant (ability)
  • Cooldown: 60 seconds
  • Uptime: N/A
  • Initial cooldown: 60 seconds (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Spike Storm[]

Spike Storm Ability, shared with Carpet of Spikes' Spike Storm Ability

Spike Storm Ability, shared with Carpet of Spikes' Spike Storm Ability

Spike Storm produces spikes around the whole screen at 200 spike piles per second for 1 second. Unlike most abilities, Spike Storm spikes cannot be buffed by attack speed bonuses. The 0-4-2 Spike Storm crosspath is special in that its ability can benefit by targeting only paths with active lanes. 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.
  • Type: Duration, cannot be reactivated while active
  • Duration: 1 second
  • Cooldown: 50 seconds
  • Uptime: 2% (spike dispensing), 18% (generated spike carpet, x-4-0), 36% (generated spike carpet, 0-4-1+)
  • Initial cooldown: 16.67 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

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.
  • Type: Duration, cannot be reactivated while active
  • Duration: 1 second
  • Cooldown: 15 seconds
  • Uptime: 6.67% (spike dispensing), 130% (generated spike carpet, x-5-0), 240% (generated spike carpet, 0-5-1+)
  • Initial cooldown: None (or 20s if bought before starting a round)
  • Reduced cooldowns from: None
Spike Storm Ability (x-5-x)
  • Ability: Generates spikes across the whole screen at an extremely fast rate for 1 second.
  • Type: Duration, cannot be reactivated while active
  • Duration: 1 second
  • Cooldown: 50 seconds
  • Uptime: 2% (spike dispensing), 36%% (generated spike carpet, x-5-0), 72% (generated spike carpet, 0-5-1+)
  • Initial cooldown: 16.67 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Call To Arms[]

Call To Arms Ability

Call To Arms Ability

Call To Arms is the upgrade for the Tier 4 Monkey Village that grants an activated ability. When activated, all towers on screen gain +50% attack speed and +50% pierce for up to 15 seconds. Cooldown of 45 seconds.

Call To Arms Ability
  • Ability: All towers on screen temporarily attack +50% faster and gain +50% more pierce
  • Type: Duration, cannot be reactivated while active
  • Duration: 15 seconds
  • Cooldown: 45 seconds
  • Uptime: 33.33%
  • Initial cooldown: 15 seconds
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Homeland Defense[]

Homeland Defense Ability

Homeland Defense Ability

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
  • Type: Duration, cannot be reactivated while active
  • Duration: 20 seconds
  • Cooldown: 45 seconds
  • Uptime: 44.44%
  • Initial cooldown: 15 seconds
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Overclock[]

Overclock Ability

Overclock Ability

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.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: 30-60 seconds depending on the tier of targeted tower
  • Cooldown: 45 seconds
  • Uptime: 66% with Tier 5 tower target, 100% with Tier 4 target, 133% with Tier 3 or below target
  • Initial cooldown: 15 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Ultraboost[]

Ultraboost Ability

Ultraboost Ability

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. Ultraboost caps at 3 per round, although more abilities can be used with resell-and-buy methods.

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. Cap of 3 times per round.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends, caps at 3 per round
  • Duration: 30-60 seconds depending on the tier of targeted tower
  • Cooldown: 35 seconds
  • Uptime: 171%
  • Initial cooldown: 5 seconds (11%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Master Builder[]

Master Builder has 2 abilities: Mega Sentry Ability and Power Glove Ability:

Mega Sentry Ability[]

Mega Sentry Ability when activated, the user can place a Mega Sentry on any land location, and the type cycles depending on the Mega Sentry queue. The Mega Sentry Ability's icon changes depending on the type of Mega Sentry to be deployed next.
  • Ability: Deploys a Mega Sentry on any land location on screen. Cycles between Green, Red, Blue.
  • Type: Instant + delay
  • Duration: N/A
  • Cooldown: 20 seconds
  • Uptime: N/A
  • Initial cooldown: 6.67 seconds + transformation animation duration (roughly 33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Extra degrees for Paragon, local Nautic Siege Core buff
Power Glove Ability

Power Glove Ability

Power Glove Ability[]

  • Ability: Which acts similar an Overclock but area and can affect Paragons. It has a full initial cooldown when bought. Like the Mega Sentry Ability, the initial cooldown does not begin until after the transformation is complete.
  • Type: Instant + delay
  • Duration: N/A
  • Cooldown: 30-60 seconds depending on the tier of targeted tower (15 seconds for area of affected towers)
  • Uptime: N/A
  • Initial cooldown: 45 seconds + transformation animation duration (100%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, Extra degrees for Paragon, local Nautic Siege Core buff

Tyrannosaurus Rex[]

T Rex Stomp Ability

T Rex Stomp Ability

Tyrannosaurus Rex is the 4th tier ability for the Beast Handler. It immediately deals 150 damage and stun nearby bloons within a massive range, up to 400 bloons for 6 seconds duration, halves for MOAB-Class bloons.

T Rex Stomp Ability
  • Ability: Stuns nearby bloons within a massive range
  • Type: Instant
  • Duration: Instant
  • Cooldown: 35 seconds (minimum and default power), 17.5 seconds (maximum power)
  • Uptime: N/A
  • Initial cooldown: 11.7 seconds (minimum and default power), 5.9 seconds (maximum power)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Extra beast power when Merged

Giganotosaurus[]

Giganotosaurus Stomp Ability

Giganotosaurus Stomp Ability

Giganotosaurus is the 5th tier ability for the Beast Handler. It immediately deals 150 damage and stun bloons across the whole screen, up to 600 bloons, and stunning affected targets for 12 seconds duration, 3 seconds for MOABs, 6 seconds for BFBs, and 4 seconds for ZOMGs and DDTs.

Giganotosaurus Stomp Ability
  • Ability: Stuns numerous bloons in the whole screen
  • Type: Instant
  • Duration: Instant
  • Cooldown: 35 seconds (minimum and default power), 17.5 seconds (maximum power)
  • Uptime: N/A
  • Initial cooldown: Initial cooldown: 11.7 seconds (minimum and default power), 5.9 seconds (maximum power)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Extra beast power when Merged

Heroes[]

Most heroes have two abilities, one simple ability unlocked in Level 3 and another more powerful ability in Level 10. Some heroes (specifically Ezili, Adora, and Admiral Brickell) 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%.

The only exception to this rule is Geraldo, who has an activated ability that can be used at any time and does not follow standard ability rules.

Quincy[]

Rapid Shot Ability

Rapid Shot Ability

Storm of Arrows Ability

Storm of Arrows Ability

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.
  • Type: Duration, cannot be reactivated while active
  • Duration: Depends on level
    • Level 3-12: 8 seconds
    • Level 13+: 12 seconds
  • Cooldown: Depends on level
    • Level 3-14: 60 seconds
    • Level 15+: 45 seconds
  • Uptime: Depends on level
    • Level 3-12: 13.3%
    • Level 13-14: 20%
    • Level 15+: 26.67%
  • Initial cooldown: Depends on level
    • Level 3-14: 20 seconds (33%)
    • Level 15+: 5 seconds (11.1%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
Storm of Arrows Ability
  • Ability: Creates a region of damage area, with each target taking a chance to become dealt extra damage.
  • Type: Duration, cannot be reactivated while active (?)
  • 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 18+: 9.33 seconds (16.67%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Gwendolin[]

Cocktail of Fire Ability

Cocktail of Fire Ability

Firestorm Ability

Firestorm Ability

Gwendolin has two activated 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 a selected point, defaulting on Close.

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.
  • Type: Instant + delay, can be used multiple times if cooldown refreshes before duration ends
  • 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, Geraldo's Rejuv Potion, The Final Harmonic buff
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.
  • Type: Instant
  • 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, the "Ability Discipline" MK, Geraldo's Rejuv Potion

Striker Jones[]

Concussive Shell Ability

Concussive Shell Ability

Target Focus Ability

Target Focus Ability

Artillery Command Ability

Artillery Command Ability

Striker Jones has three 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+, as goes for the pierce and stun durations.

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.
  • Type: Instant + delay
  • 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+: 0.33 seconds (3%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
Target Focus Ability
  • Ability: Mortar Monkeys target touch/cursor with increased accuracy.
  • Type: Duration
  • Duration: 15 seconds
  • Cooldown: 45 seconds
  • Uptime: 33%
  • Initial cooldown: 15 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, Geraldo's Rejuv Potion, The Final Harmonic buff
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.
  • Type: Instant + Duration (At Level 20)
  • Duration: Instant (reset ability cooldowns), 10 seconds (At Level 20 double damage)
  • Cooldown: 80 seconds
  • Uptime: 12.5% (At Level 20 double damage)
  • Initial cooldown: 26.66 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Obyn Greenfoot[]

Brambles Ability

Brambles Ability

Wall of Trees Ability

Wall of Trees Ability

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 120 seconds or 6 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 9001 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+).
  • Type: Instant
  • Duration: 120 seconds, 6 rounds
  • Cooldown: 30 seconds
  • Uptime: 400%
  • Initial cooldown:' 10 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
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 9001 RBE at Level 20.
  • Type: Instant
  • Duration: Infinite, provided the trap doesn't overflow or refreshed.
  • Cooldown: Depends on level
    • Level 10-19: 90 seconds
    • Level 20: 75 seconds
  • Uptime: N/A
  • Initial cooldown: Depends on level
    • Level 10-19: 30 seconds (33%)
    • Level 20: 15 seconds (20%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Captain Churchill[]

Armor Piercing Shells Ability

Armor Piercing Shells Ability

MOAB Barrage Ability

MOAB Barrage Ability

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.
  • Type: Duration, cannot be reactivated while active
  • 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, Geraldo's Rejuv Potion, The Final Harmonic buff
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.
  • Type: Instant + delay
  • 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: None
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Benjamin[]

Biohack Ability

Biohack Ability

Syphon Funding Ability

Syphon Funding Ability

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, BADs, and Bosses 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.
  • Type: Duration, cannot be reactivated while active (?)
  • 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: 10 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
Syphon Funding Ability
  • Ability: Downgrades any newly spawned bloon except DDTs and BADs that have spawned during the duration of the ability.
  • Type: Duration, cannot be reactivated while active (?)
  • 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: 21.67 seconds
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Ezili[]

Heartstopper Ability

Heartstopper Ability

Sacrifical Totem Ability

Sacrifical Totem Ability

MOAB Hex Ability

MOAB Hex Ability

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, as well as stop all Purple Bloons for the same duration. This means all Regrow Bloons cannot regenerate at all while the ability is active, and Purple Bloons can be popped by all types of magic.

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. Nearby Wizards receive +2 pierce and +25% attack speed instead of the ordinary bonus pierce and attack speed values. 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 and stops Purple properties for the duration of the ability
  • Type: Duration, cannot be reactivated while active (?)
  • Duration: Depends on level
    • Level 3-11: 10 seconds
    • Level 12+: 15 seconds
  • Cooldown: Depends on level
    • Level 3-11: 45 seconds
    • Level 12+: 40 seconds
  • Uptime: Depends on level
    • Level 3-11: 22.22%
    • Level 12+: 37.5%
  • Initial cooldown: Depends on level
    • Level 3-11: 15 seconds (33%)
    • Level 12+: 10 seconds (20%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
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. More pierce and attack speed for Wizards.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • 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, Geraldo's Rejuv Potion, The Final Harmonic 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.
  • Type: Duration, cannot be reactivated while active
  • 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, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Pat Fusty[]

Rallying Roar Ability

Rallying Roar Ability

Big Squeeze Ability

Big Squeeze Ability

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 blimp below BAD 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
  • Type: Duration, cannot be reactivated while active
  • 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, Geraldo's Rejuv Potion, The Final Harmonic buff
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.
  • Type: Duration, cannot be reactivated while active
  • 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, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Adora[]

Long Arm of Light Ability

Long Arm of Light Ability

Blood Sacrifice Ability

Blood Sacrifice Ability

Ball of Light Ability

Ball of Light Ability

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 and even longer duration 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.
  • Type: Duration, cannot be reactivated while active
  • Duration: Depends on level
    • Level 3-15: 10 seconds
    • Level 16+: 15 seconds
  • Cooldown: 45 seconds
  • Uptime: Depends on level
    • Level 3-15: 22%
    • Level 16+: 33.33%
  • Initial cooldown: 15s (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
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.
  • Type: Instant
  • Duration: Depends on level
    • Level 7-19: 10 seconds
    • Level 15+: 60 seconds
  • Cooldown: 30 seconds
  • Uptime: Depends on level
    • Level 7-19: 33% (buff)
    • Level 20: 200% (buff)
  • Initial cooldown: 10s (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, Geraldo's Rejuv Potion, The Final Harmonic 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.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: Depends on level
    • Level 10-19: 12 seconds
    • Level 20: 15 seconds
  • Cooldown: 60 seconds
  • Uptime: Depends on level
    • Level 10-19: 20%
    • Level 20: 25%
  • Initial cooldown: 20 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Admiral Brickell[]

Naval Tactics Ability

Naval Tactics Ability

Blast Chain Ability

Blast Chain Ability

Mega Mine Ability

Mega Mine Ability

Admiral Brickell has three abilities: Naval Tactics (Level 3+), Blast Chain (Level 7+), 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.

Blast Chain is a new ability added in Version 31.0, which was added to address a rework in Version 27.0 that changed her mines to only set off at a capped rate. When activated, Blast Chain halves attack cooldown for the mine set-off rate, and doubles mine projectile speed too, all for up to 10 seconds. Cooldown of 45 seconds.

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 11,000 and the stun increased to 10 seconds, plus a further pierce bonus.

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, Level 19 can affect all water towers on screen.
  • Type: Duration, cannot be reactivated while active
  • 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, Geraldo's Rejuv Potion, The Final Harmonic buff
Blast Chain
  • Ability: Halved mine set-off delay and doubled projectile speed for a limited time.
  • Type: Duration, cannot be reactivated while active
  • Duration: 10 seconds
  • Cooldown: 45 seconds
  • Uptime: 16.67%
  • Initial cooldown: 20s (33%)
  • Reduced cooldowns from: leveling up hero, global and local Energizer buff, local Bloontonium Reactor buff, Geraldo's Rejuv Potion, The Final Harmonic buff
Mega Mine Ability
  • Ability: Drops a Mega Mine into any water location. If it 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 11,000 damage and 10 second stun at Level 20.
  • Type: Instant + delay
  • Duration: 150 seconds or 4 rounds (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: 250% (lifespan, so up to 3 Mega Mines on screen)
    • Level 13-17: 300% (lifespan, so up to 3 Mega Mines on screen)
    • Level 18+: 375% (lifespan, so up to 4 Mega Mines on screen)
  • Initial cooldown: Depends on level
    • Level 10-12: 20 seconds (33%)
    • Level 13-17: 10 seconds (2”%)
    • Level 18+: None
  • Reduced cooldowns from: leveling up hero, global and local Energizer buff, local Bloontonium Reactor buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Etienne[]

Drone Swarm Ability

Drone Swarm Ability

UCAV Ability

UCAV Ability

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)
  • Type: Duration, cannot be reactivated while active
  • 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 + 15.5)/70; between 24.28% and 25.71%
    • Level 6+: Equation is (L/2 + 15.5)/55; between 33.63% and 46.36%
  • Initial cooldown: Depends on level
    • Level 3-5: 23.33 seconds (33%)
    • Level 6+: 8.33 seconds (15.14%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
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.
  • Type: Duration, cannot be reactivated while active
  • 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+: 15 seconds (20%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Sauda[]

Leaping Sword Ability

Leaping Sword Ability

Sword Charge Ability

Sword Charge Ability

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 80 MOAB-class damage (40 damage or 180 MOAB-class damage at Level 12-14, 80 damage or 220 MOAB-class damage at Level 15-19, 400 damage or 540 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 a constant amount of damage every 0.2s to up to a certain maximum number of 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 30 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.
  • Type: Instant + delay
  • Duration: Based on the equation "5+.5*L" where L is level.
  • Cooldown: 30 seconds
    • Deployment cooldown: ~0.5 seconds
  • Uptime: Equation is (L/2 + 5)/30; between 21.67% and 50%
  • Initial cooldown: 10 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
Sword Charge Ability
  • Ability: Charges across all bloon paths, dealing high damage to bloons every time a copy of her contacts them.
  • Type: Instant + delay
  • 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, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Psi[]

Psychic Blast Ability

Psychic Blast Ability

Psionic Scream Ability

Psionic Scream Ability

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 200 bloons in each stunwave. 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.
  • Type: Instant (?)
  • 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, Geraldo's Rejuv Potion, The Final Harmonic buff
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.
  • Type: Instant
  • Duration: Instant
  • Cooldown: 60 seconds
  • Uptime: N/A
  • Initial cooldown: 20 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Geraldo[]

Geraldo's Shop

Geraldo's Shop

Geraldo has only one ability: Geraldo's Shop. It accesses his shop, allowing the player to buy his items for use. The player can access his shop as many times as possible without any cooldown time or other conditions.

Geraldo's Shop
  • Ability: Visits his shop. All available items can be bought at any time. He unlocks new items as he levels up. Items have limited stock per game.
  • Type: Instant
  • Duration: Various
  • Cooldown: N/A
  • Uptime: N/A
  • Initial cooldown: N/A
  • Reduced cooldowns from: N/A

Corvus[]

Soul Harvest Ability

Soul Harvest Ability

Spirit Walk Ability

Spirit Walk Ability

Dark Ritual Ability

Dark Ritual Ability

Corvus has three activated abilities: Soul Harvest (Level 3+), Spirit Walk (Level 7+), and Dark Ritual (Level 10+). He also has a fourth "activated ability" which is actually his Spellbook (refer to #Spells for specific details).

Soul Harvest harvests nearby bloons within Corvus's range instantly. He can harvest up to 20 bloons at once, and inflicts 20 damage to all his targets, accumulating mana based on any bloons he pops. When activated, Soul Harvest earns 100 Mana plus an extra +1 per damage dealt. It can affect all visible bloon types including Lead and Purple. Mana will not be absorbed if the target is a regenerated Regrow Bloon. It is unlocked at Level 3.

At level 11, the damage done by Soul Harvest increases to 35, with +45 bonus damage to ceramics, for a total of 80 damage.

The Soul Harvest ability has a cooldown of 40 seconds at level 3 and decreases by 0.5 seconds every level. Soul Harvest can only be activated if bloons are within range of Corvus himself.

The Soul Harvest ability will disable after 3 minutes per round and can be used up to 8 times per round.

Spirit Walk allows Corvus to travel to any valid land location, just like Dark Champion's improved Darkshift ability. It is unlocked at Level 7.

The Spirit Walk ability has a cooldown of 20 seconds.

Dark Ritual harvests a huge number of Bloons near Corvus. Instead of direct damage, like Soul Harvest, it creates a damaging aura with a pierce cap of 100 bloons, doing 1 Plasma-type damage every 0.2 seconds, for up to 12 seconds. This damage is affected by the damage increases that Haunting gives to energy-based attacks. As he damages bloons, he accumulates mana based on the damage he dealt but not including regenerated Regrow Bloons. It works similar to the Malevolence spell. It is unlocked at Level 10.

The Dark Ritual ability has a cooldown of 90 seconds.

Similarly to Geraldo's Shop, Corvus has a series of spells that he can use to take advantage of his spells. Like the Necromancer: Unpopped Army for its Undead Bloons, or Magus Perfectus's Consumption Mode toggle, Corvus must spend Mana in order to access his additional spells via his Spellbook. Corvus can store up to 800 Mana. He can learn up to 16 spells, up to Level 13 where he learns his last spell, and some levels further improve his current spells.

A valid spell (depending on level) can be picked to spend mana on that spell. Upon activating any spell, it will be activated but will undergo a full cooldown (if applicable) if worn out naturally, but the player can cancel certain spells any time at the cost of potentially wasting the spell. Some spells have no cooldown but recurringly drain mana until depleted. The cooldown of a spell can be sped up substantially with the Recovery spell, but cannot be improved by any other means of cooldown reduction, and cannot be affected by cooldown reset methods outside of Sandbox Mode's "Reset Cooldowns" button (which restores all spell cooldowns and sets Mana to max values).

Tapping a section of Corvus's Spellbook selects a spell. To activate a spell, the "Cast" button is pressed in that spell submenu. To cancel a spell, the "Dismiss" button is pressed in that spell submenu.

Soul Harvest Ability
  • Ability: Harvests nearby bloons within Corvus's range instantly. He can harvest up to 20 bloons at once, and inflicts 20 damage to all his targets, accumulating mana based on any bloons he pops. When activated, Soul Harvest earns 100 Mana plus an extra +1 per damage dealt. It can affect all visible bloon types including Lead and Purple.
  • Type: Instant, caps at 8 uses per round and cannot activate after 3 minutes from start of round
  • Duration: Instant
  • Cooldown: Based on the equation "41–L/2" where L is level.
  • Uptime: N/A
  • Initial cooldown: Based on the equation "14.33–L/2" where L is level.
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
Spirit Walk Ability
  • Ability: Spirit Walk allows Corvus to travel to any valid land location, just like Dark Champion's improved Darkshift ability.
  • Type: Instant
  • Duration: Instant
  • Cooldown: 20 seconds
  • Uptime: N/A
  • Initial cooldown: 6.67 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, Geraldo's Rejuv Potion, The Final Harmonic buff
Dark Ritual Ability
  • Ability: Harvests a huge number of Bloons near Corvus. Instead of direct damage, like Soul Harvest, it creates a damaging aura with a pierce cap of 100 bloons, doing 1 Plasma-type damage every 0.2 seconds, for up to 12 seconds. This damage is affected by the damage increases that Haunting gives to energy-based attacks.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: 12 seconds
  • Cooldown: 90 seconds
  • Uptime: 13.33%
  • Initial cooldown: 30 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Corvus’ Spellbook

  • Ability: Visits his Spellbook. All available spells can be used when Mana is sufficient. He unlocks new spells as he levels up.
  • Type: Instant
  • Duration: Various
  • Cooldown: N/A
  • Uptime: N/A
  • Initial cooldown: N/A
  • Reduced cooldowns from: N/A

Rosalia[]

Scatter Missile Ability

Scatter Missile Ability

Flight Boost Ability

Flight Boost Ability

Kinetic Charge Ability

Kinetic Charge Ability

Rosalia has three activated abilities: Scatter Missile (Level 3+), Flight Boost (Level 7+), and Kinetic Charge (Level 10+).

While Scatter Missile ability is activated, Rosalia's workshop launches 20 missiles that deal 5 damage each and stun regular bloons for 1 second, targeting bloons based on Rosalia's target priority. However, the missiles cannot pop Black Bloon properties. The ability cooldown is 45 seconds, 30 seconds if Level 16+.

At Level 9-19, 30 missiles are released instead of 20, further increased to 90 missiles at Level 20. Level 14 improves damage from 5 to 10 and inflicts bonus +5 MOAB-class damage.

Flight Boost increases all nearby Monkey Ace and Heli Pilot flying speed by 30% for 20 seconds, and allows Rosalia to target bloons all across the screen, similar to Pursuit, and to use both her lasers and grenades at the same time.

The Flight Boost ability has a cooldown of 45 seconds, 25 seconds at Level 18+.

Kinetic Charge is a charge that attaches to a MOAB-Class Bloon and harnessing energy when the target takes damage. Then it releases accumulated energy in a huge damage. It is similar to the Sticky Bomb, except the more damage taken the greater the damage of the timed munition. Kinetic Charge can be stacked as much as possible, but only lasts up to 1 round.

Level 10-19 Kinetic Charge's base damage is 1500 and cannot penetrate MOAB-class layers, but if the target gets damaged, the explosion deals extra damage based on the amount of damage dealt to that target, up to a bonus 3000 damage, totalling 4500 damage, with an immediate detonation if the target takes 6000 damage. At Level 20, the Kinetic Charge's base damage is increased to 4000 and max bonus damage to 8000, totalling 12,000 damage, and the immediate detonation threshold increasing to 16,000.

The Kinetic Charge ability has a cooldown of 75 seconds, 60 seconds at Level 16+.

Scatter Missile Ability
  • Ability: Rosalia's workshop launches many missiles that deal damage each and stun regular bloons for 1 second, targeting bloons based on Rosalia's target priority. However, the missiles cannot pop Black Bloon properties.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: Depends on level
    • Level 3-8: 6 seconds
    • Level 9+: 9 seconds
  • Cooldown: Depends on level
    • Level 3-15: 45 seconds
    • Level 16+: 30 seconds
  • Uptime: Depends on level
    • Level 3-8: 13.33%
    • Level 9-15: 20%
    • Level 16+: 30%
  • Initial cooldown: Depends on level
    • Level 7-17: 15 seconds (33%)
    • Level 18+: None
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Mastery" MK, Geraldo's Rejuv Potion, The Final Harmonic buff
Flight Boost Ability
  • Ability: Increases all nearby Monkey Ace and Heli Pilot flying speed by 30% for 20 seconds, and allows Rosalia to target bloons all across the screen, similar to Pursuit, and to use both her lasers and grenades at the same time.
  • Type: Duration, cannot be reactivated while active
  • Duration: 20 seconds
  • Cooldown: Depends on level
    • Level 7-17: 45 seconds
    • Level 18+: 25 seconds
  • Uptime: Depends on level
    • Level 7-17: 44.4%
    • Level 18+: 80%
  • Initial cooldown: Depends on level
    • Level 7-17: 15 seconds (33%)
    • Level 18+: None
  • Reduced cooldowns from: leveling up hero, global and local Energizer buff, local Bloontonium Reactor buff, Geraldo's Rejuv Potion, The Final Harmonic buff
Kinetic Charge Ability
  • Ability: Release a charge that attaches to a MOAB-Class Bloon and harnessing energy when the target takes damage. Then it releases accumulated energy in a huge damage. It is similar to the Sticky Bomb, except the more damage taken the greater the damage of the timed munition. Kinetic Charge can be stacked as much as possible, but only lasts up to 1 round.
  • Type: Instant + duration, can be used multiple times if cooldown refreshes before duration ends
  • Duration: Infinity or 1 round
  • Cooldown: Depends on level
    • Level 10-15: 75 seconds
    • Level 16+: 60 seconds
  • Uptime: Infinity
  • Initial cooldown: Depends on level
    • Level 3-13: 25s (33%)
    • Level 14+: 10s (16.67%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff, the "Ability Discipline" MK, Geraldo's Rejuv Potion, The Final Harmonic buff

Monkey Knowledge Points[]

Emergency Unlock[]

Emergency Unlock Ability

Emergency Unlock Ability

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 5 seconds. Cooldown of 15 seconds. Unlike most abilities, there is no initial cooldown.

Emergency Unlock Ability
  • Ability: Immediately sets all Dartling Gunners to Normal, and increases swivel speed temporarily.
  • Type: Duration
  • Duration: 5 seconds
  • Cooldown: 15 seconds
  • Uptime: 33%
  • Initial cooldown: None
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Door Gunner[]

Door Gunner Pickup Ability

Door Gunner Pickup Ability

Door Gunner Deploy Ability

Door Gunner Deploy Ability

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.
  • Type: Instant + delay
  • Duration: Indefinite, until tower is relocated
  • Cooldown: 15 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion

Vine Rupture[]

Vine Rupture Ability

Vine Rupture Ability

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.
  • Type: Instant + delay
  • Duration: ~0.5s (ability vine explosions), 10.0s (stun)
  • Cooldown: 60 seconds
  • Uptime: 16.67% (stun)
  • Initial cooldown: 20 seconds (33%)
  • Reduced cooldowns from: Monkey Knowledge, Relic Knowledge, global Energizer buff, Geraldo's Rejuv Potion, Obyn Level 12+ buff

Trivia[]