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Activated Abilities are activatable abilities in Bloons TD Battles 2, renamed from "Special Abilities" in BTD5 and BTDB1. There is a lot more variety of 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 are the Dark Knight and above upgrades, as of currently.

There are five potential sources of decreasing ability cooldowns of towers: 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, Striker Jones' Level 10+ Artillery Command ability.

Most activated abilities have no initial cooldown, with exception of income-only abilities (e.g. Supply Drop and Jungle's Bounty) and most hero abilities.

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

Primary Monkeys[]

Super Monkey Fan Club[]

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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 faster 0-0-0 Super Monkeys for 15 seconds.

Super Monkey Fan Club Ability
  • Ability: The Dart Monkey itself and up to 9 other closest Dart Monkeys below Tier 5 not upgraded to 3+-x-x or x-x-3+ are transformed into Super Monkeys temporarily.
  • Duration: 15 seconds
  • Cooldown: 50 seconds
  • Uptime: 30%
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

Plasma Monkey Fan Club[]

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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, plus even more attack speed.

Plasma Monkey Fan Club Ability
  • Ability: The Dart Monkey itself and up to 19 closest Dart Monkeys not upgraded to 3+-x-x or x-x-3+ are transformed into Plasma Monkeys temporarily.
  • Duration: 15 seconds
  • Cooldown: 50 seconds
  • Uptime: 30%
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

Turbo Charge[]

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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
  • Duration: 10 seconds
  • Cooldown: 45 seconds
  • Uptime: 22%
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

Perma Charge[]

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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 Red Hot Rangs)
  • Duration: 15 seconds
  • Cooldown: 40 seconds
  • Uptime: 37.5%
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

MOAB Assassin[]

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MOAB Assassin Ability

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

MOAB Assassin Ability
  • Ability: Instantly deals 750 damage to the strongest blimp on screen
  • Duration: Instant
  • Cooldown: 30 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff, Striker Jones' Artillery Command ability

MOAB Eliminator[]

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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 damage to the strongest blimp on screen to be precise. Additionally, it has no initial cooldown.

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

Bomb Blitz[]

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

Just like Elite Defender, Bomb Blitz's passive ability can be automatically triggered by activating Ezili's Sacrificial Totem Ability. 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 instantly destroy all blimps below ZOMG (includes DDTs) on screen, and deals 2000 damage to all ZOMGs and BADs on screen
  • Duration: Instant
  • Cooldown: 40 seconds (ability), ~0.5s (deployment)
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff, Striker Jones' Artillery Command ability

Blade Maelstrom[]

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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 200 pierce, but cannot pop Lead unless near an MIB or similar tower. They also spread out the farther they fly away from the tower.

Cooldown for this ability is 20 seconds.

Blade Maelstrom Ability
  • Ability: Produces two sprays of continuous blades clockwise for the ability duration
  • Duration: 3 seconds
  • Cooldown: 20 seconds
  • Uptime: 15%
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

Super Maelstrom[]

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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 500 pierce per blade, and ability lasts much longer (9 seconds). Cooldown remains at 20 seconds.

Super Maelstrom Ability
  • Ability: Produces four sprays of continuous higher damage blades clockwise for the ability duration
  • Duration: 9 seconds
  • Cooldown: 20 seconds
  • Uptime: 45%
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

Snowstorm[]

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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). 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
  • 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: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

Absolute Zero[]

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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.

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.
  • Duration: Instant (ability), 10 seconds (freeze), 10 seconds (buff)
  • Cooldown: 20 seconds
  • Uptime: 50% (freeze), 50% (buff)
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

Glue Strike[]

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Glue Strike Ability

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

Cooldown is 30 seconds.

Glue Strike Ability
  • Ability: Immediately glues all bloons on screen. Bloons affected are vulnerable to +2 damage and Lead Bloons vulnerable by Sharp damage Type attack for the duration of the glue. Soaks up to 6 non-blimp layers.
  • Duration: Instant (ability), 11.0 seconds (glue, x-4-0), 24.0 seconds (glue, 0-4-1+), halved for blimps
  • Cooldown: 30 seconds
  • Uptime: 36.67% (x-4-0 glue duration), 80% (0-4-1+ glue duration), halved for blimps
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

Glue Storm[]

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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 15 seconds, once immediately upon activation and every 2 seconds the glue reapplies (i.e. will apply glue up to 7 times during the ability). Like Glue Strike, all affected bloons are vulnerable to +2 damage 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 9 layers, which pretty much implies all layers for non-MOAB-class bloons. Requires 2-5-0 to affect blimps.

Cooldown is 30 seconds.

Glue Storm Ability
  • Ability: Immediately glues all bloons on screen and persistently produces glue until the ability expires. Bloons affected are vulnerable to +2 damage for the duration of the glue. Soaks up to 9 non-blimp layers.
  • Duration: 15.0 seconds (ability), 22.0 seconds (glue, x-4-0), 48.0 seconds (glue, 0-4-1+), halved for blimps
  • Cooldown: 30 seconds
  • Uptime: 120% (x-4-0 glue duration), 207% (0-4-1+ glue duration), halved for blimps
  • Initial cooldown: None
  • Reduced cooldowns from: Primary Mentoring buff, global Energizer buff

Military Monkeys[]

Supply Drop[]

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Supply Drop Ability

This is the 4th tier special ability for the Sniper Monkey. It calls an Operation: Dart Storm that flies from the left and drops a crate full of cash worth a straight $2000 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 $2000 per crate.
  • Duration: Instant
  • Cooldown: 40 seconds, ~3 seconds before crate is collectable
  • Uptime: N/A
  • Initial cooldown: 20s (50%)
  • Reduced cooldowns from: global Energizer buff

Elite Sniper[]

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Elite Sniper Ability

The crate produced by the Elite Sniper gives more money. The value for these new grey crates is a straight $5,000 cash. The ability is shared with the Supply Drop Ability. Again, it will stop attacking temporarily as it deploys the ability. It still has a cooldown of 90 seconds, and it takes ~3 seconds before the crate arrives to pick up.

Similar limitation of use rules apply from normal Supply Drop.

Elite Supply Drop Ability
  • Ability: Drops a crate of money worth $5,000 per crate.
  • Duration: Instant
  • Cooldown: 40 seconds, ~3 seconds before crate is collectable
  • Uptime: N/A
  • Initial cooldown: 20s (50%)
  • Reduced cooldowns from: global Energizer buff

Elite Defender[]

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

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

Elite Defender Passive Ability
  • Ability: If life is lost, attacks 4x faster temporarily
  • Duration: 7 seconds
  • Cooldown: 10 seconds
  • Uptime: 70%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff, "Master Defender" MK

First Strike Capability[]

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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 7,000 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 8,000 damage to the strongest bloon on screen with a splash damage of 350 to up to 80 bloons caught in the blast radius.
  • Duration: Instant
  • Cooldown: 60 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: local Bloontonium Reactor buff, global and local Energizer buff

Pre-Emptive Strike[]

Pre-Emptive Strike, the 5th tier ability upgrade for the Sub, has a lower cooldown for its own First Strike Capability 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.

First Strike Capability (x-5-x)
  • Ability: same as above
  • Duration: Instant
  • Cooldown: 30 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: local Bloontonium Reactor buff, global and local Energizer buff

Monkey Pirates[]

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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 or BADs. Cooldown of 50 seconds.

The ability name is different from the upgrade name.

MOAB Takedown Ability
  • Ability: Pulls down the strongest blimp on screen that isn't a ZOMG or BAD.
  • Duration: Instant
  • Cooldown: 50 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: local Bloontonium Reactor buff, global and local Energizer buff

Pirate Lord[]

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Pirate Lord Ability

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

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

Ground Zero[]

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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 1000 bloons on screen. Although the pierce is arbitrarily high, the ability affects the bloons closest to the center of the Ace's runway. There is a delay of ~0.8s as the ability deploys the bomb. Cooldown of 45 seconds.

Ground Zero Ability
  • Ability: Deploys a green nuke that deals 700 damage once detonated onto the ground
  • Duration: Instant (explosion damage)
  • Cooldown: 45 seconds, ~0.8s (deployment)
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Tsar Bomba[]

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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 the BAD, on impact. Again, although the pierce is arbitrarily high, the ability affects the bloons closest to the center of the Ace's runway. There is a delay of ~0.8s as the ability deploys the bomb. Cooldown of 35 seconds.

Tsar Bomba Ability
  • Ability: Deploys a large red nuke that deals 3000 damage and stuns survivors for 8.2s once detonated onto the ground
  • Duration: Instant (explosion damage)
  • Cooldown: 35 seconds, ~0.8s (deployment)
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Support Chinook[]

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Redeploy Ability

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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 $1800 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
  • Ability: Redeploys any pickupable tower (excludes Aces, Helis, Farms, Villages, 4+-x-x Buccaneers, 4+-x-x Supers, Paragons or any sub-towers) to a new location
  • Duration: N/A
  • Cooldown: 60 seconds (ability), <3 seconds to finish process depending on distance of Heli from target tower and its target location
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff
Crate Ability (x-4-x)
  • Ability: Drops a cash crate or a life crate simultaneously: a crate of money worth $1800 and a crate of lives worth 10
  • Duration: N/A
  • Cooldown: 60 seconds (ability), ~0.25 seconds to deploy before collectable
  • Uptime: N/A
  • Initial cooldown: 20s (33%)
  • Reduced cooldowns from: global Energizer buff

Special Poperations[]

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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:

Marine Ability
  • Ability: Drops a temporary Marine that deals 6 damage per dart to up to 20 bloons per shot at a rate of 0.06s (or 0.048s with 0-5-2) with a range of 50.
  • Duration: 30 seconds
  • Cooldown: 25 seconds
  • Uptime: 120%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff
Crate Ability (x-5-x)
  • Ability: Drops a cash crate or a life crate simultaneously: a crate of money worth $4500 and a crate of lives worth 25
  • Duration: N/A
  • Cooldown: 60 seconds (ability), ~0.25 seconds to deploy before collectable
  • Uptime: N/A
  • Initial cooldown: 20s (33%)
  • Reduced cooldowns from: global Energizer buff

Artillery Battery[]

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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 explodes with a +15% larger blast radius for a limited time.

Bombardment Ability
  • Ability: 4x attack speed and +15% blast radius for the duration of the ability
  • Duration: 8.0s
  • Cooldown: 60 seconds
  • Uptime: 13.33%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff, Striker Jones' Artillery Command ability

Pop and Awe[]

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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.

Pop and Awe Ability
  • Ability: Stuns all bloons on screen for the duration, with stuns over 1.0s intervals that last 1.0s each. Also deals an instant 20 damage on screen for every new stun interval, including initial activation.
  • Duration: 8.0s
  • Cooldown: 60 seconds
  • Uptime: 13.33%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff, Striker Jones' Artillery Command ability

Rocket Storm[]

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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 4 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 4 damage each.
  • Duration: 8 seconds
  • Cooldown: 40 seconds
  • Uptime: 20.0%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

M.A.D[]

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M.A.D Rocket Storm Ability

Ability for the M.A.D. is almost identical to the Rocket Storm, but the pierce per rocket is much greater and deals more damage to Ceramics and MOAB-class. The main attack deals enormous damage to blimps, but it does not apply to its rockets. 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 23 (?) 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 4 damage each. Also greater pierce.
  • Duration: 8 seconds
  • Cooldown: 40 seconds
  • Uptime: 20.0%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Magic Monkeys[]

Summon Phoenix[]

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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. Lasts 20 seconds. Cooldown of 45 seconds.

Summon Phoenix Ability
  • Ability: Temporarily summons a constantly flying phoenix that spews out flames towards bloons on screen based on target priority of parent.
  • Duration: 20 seconds
  • Cooldown: 45 seconds
  • Uptime: 44%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Wizard Lord Phoenix[]

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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.
  • Duration: 20 seconds
  • Cooldown: 45 seconds
  • Uptime: 40%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Tech Terror[]

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Annihilation Ability

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

Annihilation Ability
  • Ability: Deals 2500 damage over 70 range instantly
  • Duration: Instant
  • Cooldown: 45 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

The Anti-Bloon[]

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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 5000 damage to all bloons in range onto up to 10,000 bloons. Cooldown of 45 seconds.

Mega Annihilation Ability
  • Ability: Deals 5000 damage over 120 range instantly
  • Duration: Instant
  • Cooldown: 45 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Dark Knight[]

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Darkshift Ability

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

Darkshift Ability
  • Ability: Teleport to any land location within range
  • Duration: Instant
  • Cooldown: 20 seconds, ~0.25s (teleportation)
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Dark Champion[]

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Enhanced Darkshift Ability

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

Enhanced Darkshift Ability
  • Ability: Teleport to any land location anywhere on screen
  • Duration: Instant
  • Cooldown: 20 seconds, ~0.25s (teleportation)
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Legend of the Night[]

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

Legend of the Night Passive Ability
  • Ability: Summons black holes at the exits, temporarily absorbing any lives lost from leaking bloons
  • Duration: 8 seconds
  • Cooldown: 120 seconds
  • Uptime: 6.25%
  • Initial cooldown: None, but downtime for ability is global
  • Reduced cooldowns from: global Energizer buff

Bloon Sabotage[]

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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.
  • Duration: 15 seconds
  • Cooldown: 60 seconds
  • Uptime: 25%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Grand Saboteur[]

GrandSaboteurUpgradeIcon

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. Also buffs Shinobis 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. Also buffs Shinobis for duration of the ability.
  • Duration: 30 seconds
  • Cooldown: 60 seconds
  • Uptime: 50%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Transforming Tonic[]

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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. Cooldown of 60 seconds.

Transforming Tonic Ability
  • Ability: Temporarily turns the Alchemist into a vicious blue monster that shoots hot blue lasers instead of acid potions and concoctions.
  • Duration: 20 seconds
  • Cooldown: 60 seconds
  • Uptime: 33%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Total Transformation[]

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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. All other attacks cease for the duration of the ability. Tower-exclusive buffs can stack with this ability, with an exception of Super Monkey Fan Clubs and Plasma Monkey Fan Clubs. It is one of the few abilities to lack an initial cooldown. Cooldown of 40 seconds.

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

Jungle's Bounty[]

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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 $240 plus +$120 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 $200 plus +$100 per Banana Farm within range.
  • Duration: Instant
  • Cooldown: 40 seconds
  • Uptime: N/A
  • Initial cooldown: 20 seconds (50%)
  • Reduced cooldowns from: global Energizer buff

Spirit of the Forest[]

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

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.
  • Duration: Instant
  • Cooldown: 40 seconds
  • Uptime: N/A
  • Initial cooldown: 20 seconds (100%)
  • Reduced cooldowns from: global Energizer buff

Support Monkeys[]

IMF Loan[]

IMFLoanUpgradeIcon

IMF Loan Ability

Spelled with a lowercase "l". The ability gives the player with an extra $20,000 but at the cost of 50% of the income earnings going into paying off the loan debt. Only one loan can be paid off at a time.

IMF Loan Ability
  • Ability: Gives an instant extra $20,000 to the player, but at the cost of 50% income earnings going into paying off loan debt.
  • Duration: Instant (ability), almost indefinite (payoff)
  • Cooldown: 90 seconds
  • Uptime: N/A
  • Initial cooldown: 22.5 seconds (25%)
  • Reduced cooldowns from: global Energizer buff

Monkey-Nomics[]

MonkeyNomicsUpgradeIcon

IMF Loan Ability

The Monkey-Nomics ability replaces the previous IMF Loan ability. When activated, the Monkey-Nomics gives the player with an extra $20,000 with no added downsides.

Monkey-Nomics Ability
  • Ability: Gives an instant extra $20,000 to the player.
  • Duration: Instant (ability)
  • Cooldown: 15 seconds
  • Uptime: N/A
  • Initial cooldown: 15 seconds (100%)
  • Reduced cooldowns from: global Energizer buff

Spike Storm[]

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

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

Spike Storm Ability (x-4-x)
  • Ability: Generates spikes across the whole screen at an extremely fast rate for 1 second.
  • Duration: 1 second
  • Cooldown: 40 seconds
  • Uptime: 2.25% (spike dispensing), 25% (generated spike carpet, x-4-0), 37.5% (generated spike carpet, 0-4-1+)
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Carpet of Spikes[]

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

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

Carpet of Spikes Passive Ability
  • Ability: Generates spikes across the whole screen at an extremely fast rate for 1 second. Automatically repeats after cooldown passes.
  • Duration: 1 second
  • Cooldown: 15 seconds
  • Uptime: 6.67% (spike dispensing), 150% (generated spike carpet, x-5-0), 200% (generated spike carpet, 0-5-1+)
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff
Spike Storm Ability (x-5-x)
  • Ability: Generates spikes across the whole screen at an extremely fast rate for 1 second.
  • Duration: 1 second
  • Cooldown: 40 seconds
  • Uptime: 2.25% (spike dispensing), 50% (generated spike carpet, x-4-0), 75% (generated spike carpet, 0-4-1+)
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Call To Arms[]

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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 within range gain +50% attack speed and +50% pierce for up to 8 seconds. Cooldown of 45 seconds.

Call To Arms Ability
  • Ability: All towers in range temporarily attack +50% faster and gain +50% more pierce
  • Duration: 8 seconds
  • Cooldown: 45 seconds
  • Uptime: TBA%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Homeland Defense[]

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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
  • Duration: 20 seconds
  • Cooldown: 45 seconds
  • Uptime: 44.44%
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Overclock[]

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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.
  • Duration: 30-105 seconds depending on the tier of targeted tower
  • Cooldown: 45 seconds
  • Uptime: 66% with Tier 5 tower target, 100%+ otherwise
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Ultraboost[]

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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 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 income for Banana Farms instead of bonus attack speed. Up to 10 stacks for a single tower.
  • Duration: 30-105 seconds depending on the tier of targeted tower
  • Cooldown: 35 seconds
  • Uptime: 85.71% with Tier 5 tower target, 129%+ otherwise
  • Initial cooldown: None
  • Reduced cooldowns from: global Energizer buff

Heroes[]

Most heroes have two abilities, one simple ability unlocked in Level 3 and another more powerful ability in Level 10. Some heroes (specifically Ezili) have three abilities, with another ability unlocked at Level 7. Unlike BTD6, different variants of the same hero, "Hero Alts", each have different functionalities that are designed as sidegrades of the main hero of choice, and as such may also have differently functioning abilities too.

Quincy[]

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Rapid Shot Ability

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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.
  • Duration: Based on the equation "L/2 + 2" where L is level.
  • Cooldown: Depends on level
    • Level 3-14: 45 seconds
    • Level 15+: 35 seconds
  • Uptime: Depends on level
    • Level 3-14: Equation is (L/2 + 2)/45; between 5.83% and 15%
    • Level 15+: Equation is (L/2 + 2)/35; between 21.11% and 26.67%
  • Initial cooldown: Depends on level
    • Level 3-14: 15 seconds (33%)
    • Level 15+: TBA seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff
Storm of Arrows Ability
  • Ability: Creates a region of damage area, with each target taking a chance to become dealt extra damage.
  • Duration: 3 seconds
  • Cooldown: Depends on level
    • Level 10-17: 70 seconds
    • Level 18+: 56 seconds
  • Uptime: Depends on level
    • Level 10-17: 4.29%
    • Level 15+: 5.36%
  • Initial cooldown: Depends on level
    • Level 10-17: 23.33 seconds (33%)
    • Level 15+: 18.67 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff

Cyber Quincy[]

TBA

Gwendolin[]

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Cocktail of Fire Ability

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Firestorm Ability

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

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

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

Cocktail of Fire Ability
  • Ability: Throws a molotov cocktail onto the track, spawning a long-lasting Wall of Fire with high pierce and long lifespan.
  • Duration: 12 seconds (cocktail lifespan)
  • Cooldown: 30 seconds
  • Uptime: 40%
  • Initial cooldown: 10 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff
Firestorm Ability
  • Ability: Generates a burst of fire, setting all bloons on fire and applying global Heat It Up effect for all towers on screen.
  • Duration: Depends on level
    • Level 10-15: ~0.5s (flames), 8.0s (burn)
    • Level 16+: ~0.5s (flames), 10.4s (burn)
  • Cooldown: 60 seconds
  • Uptime: Depends on level
    • Level 10-15: 13.33% (burn)
    • Level 16+: 17.33% (burn)
  • Initial cooldown: 60 seconds
  • Reduced cooldowns from: leveling up hero, global Energizer buff

Scientist Gwendolin[]

TBA

Striker Jones[]

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Concussive Shell Ability

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Artillery Command Ability

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

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

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

Concussive Shell Ability
  • Ability: Creates a stunning shell that homes towards the strongest non-BAD bloon on screen. Once hit, stuns all bloons hit by the explosion.
  • Duration: Depends on level
    • Level 3-8: 1.0 seconds
    • Level 9-13: 5.0 seconds (bloons), 3.0 seconds (blimps)
    • Level 14+: 7.5 seconds (bloons), 4.5s (blimps)
  • Cooldown: Depends on level
    • Level 3-14: 16 seconds
    • Level 15+: 11 seconds
  • Uptime: Depends on level
    • Level 3-8: 6.25% (stun duration)
    • Level 9-13: 31.25% (stun duration, bloons), 18.75% (stun duration, blimps)
    • Level 14: 46.88% (stun duration, bloons), 28.12% (stun duration, blimps)
    • Level 15+: 68.18% (stun duration, bloons), 40.91% (stun duration, blimps)
  • Initial cooldown: Depends on level
    • Level 3-14: 5.33 seconds (33%)
    • Level 15+: 3.66 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff
Artillery Command Ability
  • Ability: Resets ability cooldowns for all Bomb Shooters and Mortar Monkeys on screen. At Level 20, also doubles damage for all Bomb Shooters and Mortar Monkeys on screen for 10 seconds.
  • Duration: Instant (reset ability cooldowns), 10 seconds (Level 20 double damage)
  • Cooldown: 60 seconds
  • Uptime: 16.67% (Level 20 double damage)
  • Initial cooldown: 20 seconds
  • Reduced cooldowns from: leveling up hero, global Energizer buff

Biker Bones[]

TBA

Obyn Greenfoot[]

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Brambles Ability

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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 ~150 seconds (unconfirmed?) or 2 rounds, whichever comes first.

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

Brambles Ability
  • Ability: Produces a bramble bush on the track. Gains more pierce depending on levels (50 for Level 3-6, 100 for Level 7-15, 500 for Level 16+).
  • Duration: 120 seconds, 2 rounds
  • Cooldown: 35 seconds
  • Uptime: 342%
  • Initial cooldown:' 11.67 seconds
  • Reduced cooldowns from: leveling up hero, global Energizer buff
Wall of Trees Ability
  • Ability: Produces a literal forest trap that engulfs any bloons passing by, and can suck up MOAB-class bloons as long as the trap has sufficient HP to suck the blimp in. Can suck up to 3000 RBE, or 5000 RBE at Level 20.
  • Duration: Infinite, provided the trap doesn't overflow
  • Cooldown: 90 seconds
  • Uptime: N/A
  • Initial cooldown: 30 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff

Ocean Guardian[]

TBA

Captain Churchill[]

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Armor Piercing Shells Ability

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

Sentai Churchill[]

TBA

Benjamin[]

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Biohack Ability

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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 and BADs that have spawned during the duration of the ability, Level 20 affecting DDTs too. Only up to 10 ZOMGs per Syphon Funding use can be downgraded.

Biohack Ability
  • Ability: Up to 4 of the closest towers (6 with Level 13+) gain +1 damage (+2 with Level 13-18, +3 with Level 19+) temporarily. Once expired, affected towers cannot attack for 2 seconds.
  • Duration: Depends on level
    • Level 3-12: 6 seconds
    • Level 13-18: 8 seconds
    • Level 19+: 9 seconds
  • Cooldown: 30 seconds
  • Uptime: Depends on level
    • Level 3-12: 20% (damage buff)
    • Level 13-18: 26.67% (damage buff)
    • Level 19+: 30% (damage buff)
  • Initial cooldown: 30 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff
Syphon Funding Ability
  • Ability: Downgrades any newly spawned bloon except DDTs and BADs that have spawned during the duration of the ability.
  • Duration: Depends on level
    • Level 10-19: 10 seconds
    • Level 20: 20 seconds
  • Cooldown: 65 seconds
  • Uptime: Depends on level
    • Level 10-19: 15.38%
    • Level 15+: 20.77%
  • Initial cooldown: Depends on level
    • Level 10-19: 20 seconds (33%)
    • Level 20: 10 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff

DJ Benjammin'[]

DJ Benjammin' has two abilities: Good Vibes (Level 3+), and Deep Down (Level 10+).

Biohack allows up to 6 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 1 seconds. Duration of the damage buff increases with further levels.

Deep Down permanently downgrades up to 10 of the strongest bloons on screen below ZOMG, Level 20 affecting DDTs too. Only up to 2 BFBs per Deep Down use can be downgraded.

Biohack Ability
  • Ability: Up to 4 of the closest towers (6 with Level 13+) gain +1 damage (+2 with Level 13-18, +3 with Level 19+) temporarily. Once expired, affected towers cannot attack for 2 seconds.
  • Duration: Depends on level
    • Level 3-12: 6 seconds
    • Level 13-18: 8 seconds
    • Level 19+: 9 seconds
  • Cooldown: 30 seconds
  • Uptime: Depends on level
    • Level 3-12: 20% (damage buff)
    • Level 13-18: 26.67% (damage buff)
    • Level 19+: 30% (damage buff)
  • Initial cooldown: 30 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff
Deep Down Ability
  • Ability: Downgrades up to 10 strongest bloons on screen below ZOMG. Can affect DDTs at Level 20.
  • Duration: Instant
  • Cooldown: 65 seconds
  • Uptime: Depends on level
    • Level 10-19: 15.38%
    • Level 15+: 20.77%
  • Initial cooldown: Depends on level
    • Level 10-19: 20 seconds (33%)
    • Level 20: 10 seconds (33%)
  • Reduced cooldowns from: leveling up hero, global Energizer buff

Ezili[]

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Heartstopper Ability

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Sacrifical Totem Ability

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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. This means all Regrow Bloons cannot regenerate at all while the ability is active. In addition, Purple Bloons temporarily lose Purple immunity, allowing all attacks to damage them while the duration is active.

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

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

Heartstopper Ability
  • Ability: Temporarily prevents Regrow for the duration of the ability
  • Duration: Depends on level
    • Level 3-11: 10 seconds
    • Level 12+: 15 seconds (?)
  • Cooldown: Depends on level
    • Level 3-11: 60 seconds (?)
    • Level 12+: 45 seconds (?)
  • Uptime: Depends on level
    • Level 3-11: 16.67% (?)
    • Level 12+: 33.33% (?)
  • Initial cooldown: Depends on level
    • Level 3-11: 20 seconds (33%) (?)
    • Level 12+: 15 seconds (33%) (?)
  • Reduced cooldowns from: leveling up hero, global Energizer buff
Sacrificial Totem Ability
  • Ability: Sacrifices 10 lives (or 1 at Level 16+) in exchange for a temporary totem that buffs nearby towers over a wide range with extra pierce, attack speed, and range, as well as grants camo detection.
  • Duration: Depends on level
    • Level 7-15: 30 seconds (?)
    • Level 16: 60 seconds (?)
  • Cooldown: 90 seconds (?)
  • Uptime: Depends on level
    • Level 7-15: 33.33% (?)
    • Level 16+: 66.67% (?)
  • Initial cooldown: 30 seconds
  • Reduced cooldowns from: leveling up hero, global Energizer buff
MOAB Hex Ability
  • Ability: Targets blimp based on target priority, and slowly destroys the blimp based on a percentage damage. Destroyed blimps do not produce offspring.
  • Duration: 25 seconds (?)
  • Cooldown: Depends on level
    • Level 10-19: 60 seconds (?)
    • Level 20: 40 seconds (?)
  • Uptime: Depends on level
    • Level 10-19: 41.67% (?)
    • Level 20: 62.5%
  • Initial cooldo (?)wn: Depends on level
    • Level 10-19: 20 seconds (33%) (?)
    • Level 20: 13.33 seconds (33%) (?)
  • Reduced cooldowns from: leveling up hero, global Energizer buff

Smudge Catt[]

TBA

Pat Fusty[]

RallyingRoarAA

Rallying Roar Ability

BigSqueezeAA

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
  • 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
Big Squeeze Ability
  • Ability: Takes strongest non-BAD blimp within range and squeezes it for 4 seconds, instantly destroying the outer layer and stunning the children for 2 seconds. Squeezes up to 4 blimps within range at Level 20.
  • Duration: Instant (grabbing)
  • Cooldown: 20 seconds
  • Uptime: N/A
  • Initial cooldown: None
  • Reduced cooldowns from: leveling up hero, global and local Energizer buff, local Bloontonium Reactor buff


Trivia[]

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