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DamageTypesGeneral

Sample of towers with a variety of different damage types

On Bloons Wiki, Attack Interactions describe elements of an attack's style and behavior, including their interactions with gameplay. Elements are marked with an icon of a particular official artwork (e.g. Curved Attack Curved Movement is represented as the upgrade icon for Boomerang Monkey's Faster Throwing), depicting a particular game mechanic interaction of an attack itself and the attack's interaction(s). The aim of this system is to provide visual categorization of attacks according to common traits applying on particular attacks and their interaction(s).

Attack Interactions began as a guide to visualizing towers with Damage Types. However, as certain attacks began to exhibit different interactions with actual damage types (e.g. BTD6 Fireball's on-hit being Fire Type (pops Black, White, Lead, Frozen) Fire but explosion being Explosion Type (pops White, Purple, Lead, Frozen) Explosion), the system began to expand into an arbitrary science of various in-game interactions.

This page will provide a condensed visual guide on how each tower and its upgrades behave in Bloons TD 6. Some intricate details about income generation and tower buffs may not be included; see the other tables on those pages instead.

Overview[]

In Bloons TD 6, all towers and their interactions are built from a basis of damage types and specialized attack interactions. Each specific in-game "attack" is typically coded in a particular manner to output such way, typically using an algorithmic model to generate the output. Even "non-attacking" towers are written in such a way that utilizes "attack interactions" to create an attack; this sometimes leads to strange cases, such as Geraldo's See Invisibility Potion letting Farms become targeted but not Villages, since Farms technically create an "attack" of bananas and other collectables. Modded towers and upgrades may also cause strange interactions that are not normal in non-modded gameplay, due to the largely modified coding affecting similarly constructed "attack" interactions.

Key[]

Main Damage Types[]

The following are arranged in order of priority from "strongest" to "weakest". Stronger types are prioritized over weaker types, specifically when crosspathed or buffed by other towers.
  • Normal Type (pops Black, White, Purple, Lead, Frozen) Normal (Black, White, Lead, Purple, Ceramic, Frozen, Ghost)
  • Acid Type (pops Black, White, Purple, Lead, Frozen) Acid (Black, White, Lead, Purple, Ceramic, Frozen, Ghost)
  • Crushing Type (pops Black, White, Purple, Lead, Frozen, not Ghost) Crushing (Black, White, Lead, Ceramic, Purple, Frozen)
  • Plasma Type (pops Black, White, Lead, Frozen) Plasma (Black, White, Lead, Ceramic, Frozen, Ghost)
  • Magic Type (pops Black, White, Glass, Lead, Frozen, not Ceramic) Magic (Black, White, Lead, Purple, Frozen)
  • Fire Type (pops Black, White, Lead, Frozen) Fire (Black, White, Lead, Ceramic, Frozen, Ghost)
  • Frigid Type (pops Black, Lead, Frozen) Arctic (Black, Lead, Ceramic, Frozen, Ghost?)
  • Explosion Type (pops White, Purple, Lead, Frozen) Explosion (White, Lead, Ceramic, Purple, Frozen)
  • Shatter Type (pops Black, White, Purple, Frozen) Shatter (Black, White, Purple, Ceramic, Frozen)
  • Metal Glacier Freeze Type (pops Black, Purple, Lead, Frozen)Metal Glacier Freeze Type (pops Black, Purple, Lead, Frozen) Metal Glacier Freeze (Black, Purple, Lead, Ceramic, Frozen, Ghost)
  • Metal Freeze Type (pops Black, Purple, Lead) Metal Freeze (Black, Purple, Lead, Ceramic, Ghost)
  • Frost Type (pops Black, Frozen) Frost (Black, Ceramic, Frozen, Ghost?)
  • Glacier Type (pops Black, Purple, Frozen) Glacier (Black, Purple, Ceramic, Frozen)
  • Energy Type (pops Black, White, Frozen) Energy (Black, White, Ceramic, Frozen, Ghost)
  • Sharp Type (pops Black, White, Purple) Sharp (Black, White, Purple, Ceramic)
  • Cold Type (pops Black, Purple) Cold (Black, Purple, Ceramic)
  • Passive Type (no attack) Passive (does not attack)

Popping[]

  • Also affects Black Bloons Black
  • Also affects White Bloons White
  • Also affects Lead Bloons Lead
  • Also affects Purple Bloons Purple
  • Also affects Frozen Bloons Frozen
  • Also affects Camo Bloons Camo
  • Also affects Ghost Bloons Ghost
  • Also affects Ceramic Bloons Ceramic
  • Also affects Glass Bloons Glass

Type of Attack[]

  • Tower Action and Behavior
    • Method
      • Melee (Creates an attack within close range via melee means) Melee
      • Ranged (Creates an attack by the use of a ranged attack) Ranged
        • Main Styles
          • Single Projectile Single Projectile
          • Area of Effect Area of Effect (AoE)
            • Partial Area of Effect (unspecified partial area-of-effect) Partial Area of Effect
            • Laserbeam Laserbeam
          • Spray (unspecified quantity and quality) (X) Spray
            • Orbital Spray (unspecified quantity) (X) Orbital Spray
            • Straight Spray (unspecified quantity) (X) Straight Spray
            • Angular Spray (unspecified quantity and angle) (X) Angular Spray
            • Shotgun Spray (unspecified quantity and angle) (X) Shotgun Spray
            • Rotational Spray (unspecified quantity and quality) (X) Rotational Spray
          • Snipe Snipe
          • On-Track (unspecified variant) On-Track
            • On-Track Spike (unspecified variant) Spike Pile
          • Deploy Sub-Tower (unspecified type) Deploy Sub-Tower
          • Create Sea Mine (unspecified extra behavior) Create Sea Mine
        • Range
          • Ignores Line of Sight Ignores Line of Sight
            • Flying Flying
            • Tall Tall
          • Extended Range (unspecified extension of range beyond current base range, whether it be infinite range or just extended range) Extended Range
          • Full Map Range (unspecified description of how the tower can attack beyond basic range) Full Map Range
          • Whole Screen Whole Screen
          • Target Bloon Midpoints Target Bloon Midpoints
        • Shots
          • Multiple Targeting (unspecified variants and style of multiple targeting) Multiple Targeting
          • Alternating Shots (unspecified variants and style of alternating separate shots) Alternating Weapons
          • Per-Shot Basis (unspecified variants and style of alternating projectiles) Per-Shot Basis
          • Per-Round Basis (unspecified variants and style of per-round basis) Per-Round Basis
  • Target
    • Target Bloon(s) (unspecified types of bloons targeting, and quantity) Target Bloon(s)
      • Target Blimp(s) (unspecified types of bloons targeting, and quantity) Target Blimp(s)
      • Template:TargetCamo Target Camo(s) Only
    • Pre-Emptive (targets only bloons entering the screen) Pre-Emptive
    • Multiple Targeting (unspecified variants and style of multiple targeting) Multiple Targeting
    • Alternating Shots (unspecified variants and style of alternating separate shots) Alternating Shots
    • Cannot Target Leads Cannot Target Leads
    • Cannot Target Ceramics Cannot Target Ceramics
    • Cannot Target Purple Cannot Target Purples
    • Cannot Target Black Cannot Target Blacks
    • Target up to MOAB(s) Target up to MOABs
    • Target up to BFB(s) Target up to BFBs
    • Target up to ZOMG(s) Target up to ZOMGs
    • Target up to DDT(s) Target up to DDTs
    • Target up to BAD(s) Target up to BADs
  • Tower Mobility (unspecified description of how the tower can move around) Tower Mobility
    • Path-Based Mobility (unspecified description of how the tower can move around) Path-Based Mobility
    • Self-Mobility (unspecified description of how the tower can move around) Self-Mobility
    • Aim-Based Mobility (unspecified description of how the tower can move around) Aim-Based Mobility
    • Touch-Based Mobility (unspecified description of how the tower can move around) Touch-Based Mobility
      • One Tower picks up and moves another tower across the map Redeployment
      • DarkChampionUpgradeIconAA
        Darkshift
  • Pierce
    • Impact Impact
    • True Infinite Pierce Infinite Pierce
  • Bloon Progress
    • Elite Defense (reacts to overall Bloon progress across the map) Elite Defense
    • Wrath (reacts to the on-screen RBE) Wrath
  • Reacts to Lives
    • Retaliation (reacts to leaks) Retaliation
    • Vengeance (reacts to lives value) Vengeance
    • Revival (restores lives to the starting amount after losing last life) Revival
  • Secondary Styles
    • Transform (unspecified type) Transform
    • Transform Others (unspecified type) Transform Others
  • Attack Behavior
    • Initiation
      • Zone (Creates the attack by spreading out from the point of origin) Zone
      • Straight Attack Straight Movement
      • Curved Attack Curved Movement
      • Lobbed Throw Lobbing
      • Spawn On-Map (unspecified variant) Spawn On-Map
    • Secondary
      • Erratic Movement (unspecified variant) Erratic Movement
      • Seeking Seeking
        • Lightning Behavior (unspecified variant behavior) Lightning Behavior
        • Aggressive Seeking Aggressive Homing
        • Moderate Seeking Moderate Homing
        • Weak Seeking Weak Homing
        • Lock-on Behavior (unspecified variant behavior)Lock-On Behavior
      • Undead Movement (i.e. moves backwards along the track) Undead Movement
      • Penetrates Blimp (can penetrate through MOAB-class bloons) Penetrates Blimps
      • Improvable Wrath (unspecified variant) Improvable Wrath
      • Cannot Penetrate Multiple Layers (cannot penetrate through multiple layers) Cannot Penetrate Multiple Layers
      • Bounce (Bounces off obstacles or any side of the screen) Bounce
        • Side Bounce (Bounces off the left and right sides of the screen, but not the bottom) Side Bounce
      • Contact Damage (unspecified contact damage rate) Contact Damage
      • Squeeze (stops bloon in place while making the bloon invulnerable to outside damage) Squeeze
      • Trap (unspecified variant) Trap
      • Burst (unspecified variant) Burst
        • Shrapnel (unspecified quantity and angle) Shrapnel
      • Template:Decoy Decoy
      • Template:Misdirection Misdirection
      • Other Other
    • Damage
      • Extra damage to all bloon types (unspecified damage) Extra Damage
        • Extra damage versus Ceramics (unspecified damage) Extra Damage to Ceramics
        • Extra damage versus MOAB-class Bloons (unspecified damage) Extra Damage to Blimps
        • Extra damage to Fortified (unspecified damage) Extra Damage to Fortified
        • Extra damage to Leads (unspecified damage) Extra Damage to Leads
        • Extra damage to Camo Bloons (unspecified damage) Extra Damage to Camos
        • Extra damage to Frozen Bloons (unspecified damage) Extra Damage to Frozen
        • Template:Extra Damage to Zombies Extra Damage to Zombies
        • Extra damage to Ghost Bloons (unspecified damage) Extra Damage to Ghosts
        • Extra damage to Shielded Bloons (unspecified damage) Extra Damage to Shields
        • Extra damage to bloons affected by the "stunned" status effect (unspecified damage) Extra Damage to Stunned Bloons
        • Extra damage versus bloons inflicted by any valid status effect (unspecified damage) Extra Damage to "Harmed" Bloons
        • Extra damage versus BADs (unspecified damage) Extra Damage to BAD
        • Extra damage versus Boss Bloons (unspecified damage) Extra Damage to Boss Bloons
        • Extra damage versus first target of an integrated attack (unspecified damage) Extra Damage to First Target
      • Downgrade Layer (removes 1 layer off of affected bloon, regardless of health) Downgrade Layer
      • Instakill Bloon(s) (unspecified types of bloons targeting, and quantity) Instakill Bloon(s)
        • Instakill Blimp(s) (unspecified types of bloons targeting, and quantity) Instakill Blimp(s)
        • Red Bloon Transform (unspecified damage) Red Bloon Transform
      • Critical Hits (unspecified crit rate) Critical Hits
      • Percentage damage (unspecified damage percentage and other specs) Percentage Damage
      • No damage to all bloon types (unspecified damage) No Damage
    • Pierce
      • Impact Impact
      • True Infinite Pierce Infinite Pierce
      • PierceShields Pierce Shields
  • Buffs, Sacrifices, and Enhancements
    • Targets Tower(s) (unspecified types of towers) Targets Tower(s)
    • Discount (unspecified "discount" description) Discount
      • Discount (unspecified "discount" description) Commerce Discount
    • Generates Bonus Income (generates in-game currency per round, often in-game cash) Generates Bonus Income
      • Generates Bonus Income Per Pop Generates Bonus Income Per Pop
      • Adds Bonus Sellback (specify sellback bonus) Bonus Sellback
    • Cooldown Reduction (unspecified "cooldown" description) Cooldown Reduction
      • Cooldown Reset (unspecified "cooldown" description) Cooldown Reset
    • Generates Bonus Lives Generates Bonus Lives
      • Heals Lives Heals Lives
    • Tower Buff (unspecified buff description) Tower Buffs(s)
    • Sacrifice (sacrifices towers to gain an internal benefit) Sacrifice
      • Sacrifice Farms (sacrifices Banana Farms up to Tier 4 to gain an internal benefit) Farm Sacrifice
    • Charge (unspecified appliable boost) Charge
    • Influence (unspecified influential boost) Influence
    • Drains Lives Drain Lives
    • Template:Stole Income Stole Income
  • Miscellaneous
    • Involves pure RNG (unspecified types of RNG involved that isn't controllable at all by the player) Involves pure RNG

Status Effects[]

  • Damage-over-time
    • Burn (standard bloons, unspecified alt variants) Burn (bloons)
      • Burn (MOAB-Class Bloons, unspecified alt variants) Burn (blimps)
    • Acid (unspecified alt variants) Acid
    • Corrosive Glue (unspecified alt effect variant) Corrosive Glue
    • Dissolver Glue (unspecified alt effect variant) Dissolver Glue
    • Liquefying Glue (unspecified alt effect variant) Liquefying Glue
    • Solver Glue (unspecified alt effect variant) Solver Glue
    • Laser Shock (unspecified alt variants) Laser Shock
    • Bloon Bleed (unspecified alt variants) Bloon Bleed
    • Shred (unspecified description of shred) Shred
    • Curse (unspecified curse variant) Curse
    • Bee (damage over time, only carries over to 1 child bloon, vanishes against frozen or lead, unspecified alt variants) Bee
    • Other Other
  • Disability
    • Cripple (unspecified cripple variant) Debuff
    • Brittle (temporarily becomes vulnerable to sharp and freezing damage) Brittle
    • Grow-Blocked (unspecified growblock variant) Grow-Blocked
    • Trojanned (unspecified trojan variant) Trojan
    • MOAB Hexed (unspecified hex variant) MOAB Hex
    • Weaken (unspecified alt variants) Weaken
  • Crowd Control
    • Freeze (standard bloons, unspecified alt variants) Freeze (bloons)
      • Freeze (MOAB-class Bloons, unspecified alt variants) Freeze (blimps)
    • Stun (standard bloons, unspecified alt effect variant) Stun (bloons)
      • Stun (MOAB-class Bloons, unspecified alt effect variant) Stun (blimps)
    • Slowdown (unspecified slowdown variant) Slowdown (bloons)
      • Slowdown (blimps, unspecified slowdown variant) Slowdown (blimps)
      • Slowdown (100% slowdown, unspecified slowdown variant) Slowdown Stuck (bloons or blimps)
      • Sabotage (unspecified slowdown variant) Sabotage
      • Permafrost (unspecified detail of slowdown) Permafrost
    • Standard Glue (unspecified alt effect variant) Standard Glue
    • Knockback (unspecified knockback variant) Knockback
      • Press (unspecified knockback variant) Press
      • Shove (unspecified knockback variant) Shove
    • Blowback (unspecified blowback variant) Blowback
    • Polymorph (unspecified alt variant) Polymorph
    • Pin (becomes stuck for up to 1.0s with a pinned effect, soaks up to 1 layer) Pinned
    • Other Other
  • Property-Stripping
    • Decamo, (unspecified alt variants) Decamo
      • Decamo, (MOAB-class bloons, unspecified alt variants) Universal Decamo
      • Decamo, (non-blimp bloons, unspecified alt variants) Bloon-Only Decamo
    • Degrow, (unspecified alt variants) Degrow
    • Defortify (Leads and Ceramics, unspecified alt variants) Defortify (bloons)
      • Defortify (MOAB-class bloons, unspecified alt variants) Defortify (blimps)
    • Deshield, (unspecified alt variants) Deshield
    • Dephase, (unspecified alt variants) Dephase
    • Dezombie, (unspecified alt variants) Dezombie
    • Template:EffectDeghost Deghost
    • Cleansing (pops non-DDT leads into descendants) Cleansing
    • Other Other
  • Secondary Effect
    • Concoction (unspecified concoction variant) Concoction
    • Sticky Bomb (unspecified stickybomb variant) Sticky Bomb
      • Master Sticky Bomb (unspecified stickybomb variant) Master Sticky Bomb
    • Shardable (While duration of this status effect is active, popping the bloon will release ice shards) Shardable
    • Icicles (unspecified variant) Icicles
    • Other Other
  • Miscellaneous
    • Radioactive (unspecified radiation variant) Radioactive
    • Lead To Gold (unspecified description) Lead To Gold
    • Rubber To Gold (unspecified description) Rubber To Gold
    • Soul Loss (unspecified soul loss variant) Soul Loss
    • Template:EffectChaos Chaos
    • Undo Status Effect (unspecified alt effect variant) Undo Status Effect
    • Other Other

See the below navigation box for pages about specific Damage Types.

Towers and Upgrades[]

Below is a list of damage types, special popping powers, attack style, attack behavior, and status effects applied to each attack. The only major statistics measured is damage to bloons and how attacks behave, and usually will not take into account extra attack speed, pierce, or range (see the Advanced Popology series for specific additional statistics of each upgrade in list form) unless they make a significant role at changing the behavior of the tower. For pierce, only ones with either always exactly 1 pierce (Impact) and infinite pierce (Infinite Pierce) are mentioned. For range, only extended range (Extended Range), full-map range (Full Range), and global range are mentioned, which otherwise should be assumed as only within range.

Bloons TD 6[]

Click on any of the links below to see tables of damage types for each category.


FAQ[]

Within Bloons Wiki, the use of "Attack Interactions" refers to the whole system of how towers function in a defense. The complexity of this system means that there will be questions about possible confusions over the normally unfamiliar system.

Q1) What is a Attack Interaction?

A "Attack Interaction" is an attribute of a specific attack style, a specific attack behavior, or a certain status effect applied onto a bloon.

The entire Attack Interactions system is a system designed to categorize how each tower operates. While not all towers may directly damage bloons or otherwise harm them, each tower plays a role for the defense. Identifying the technical aspects of how the towers each play a role in the defense is one possible alternate approach to strategy.

Focus towards how each tower and their upgrades operate is the key with Attack Interactions. The broad identifications of each Attack Interaction is tagged to each tower that practices such attack styles and attack behaviors. Highlight each icon (on Desktop versions of the wiki) to look up specific details of certain attributes for a given tower or upgrade.

Q2) I thought Damage Types was just about simple damage types of the specific attack, like whether it is Sharp, Explosive, Normal, and so on?

On Bloons Wiki, Attack Interactions (formerly Damage Types) was initially aimed at simply describing those types of attributes, but seeing as many more attacks in Bloons TD 6 have complex sets of conditions, for example Fireball's on-hit versus Fireball's explosion, there is need to expand upon the Damage Types system. Elsewhere, "Damage Types" may refer to just the simple damage types as prior mentioned.

Similarly, as the Attack Interactions (or formerly, Damage Types) system evolved on Bloons Wiki, the need to expand upon the original intent of expanding that complex system, that being visually guiding how towers and upgrades function using a system of different "elements", has become more and more of a vital aspect to this Attack Interactions system. Expansion along Tower Buffs and Income Generation has been opened to give way to detailing how buff-related sources and income-relating sources operate in a defense. The whole idea of the Attack Interactions system is to allow the perception of an element-like approach, refining each aspect within a tower into individual parts, sort of like separating different mixtures into pure substances in a science lab.

Q3) What is the point of this complex system?

There is a niche in Bloons Wiki where certain players would find it worthwhile to perceive different towers and their upgrades as unique mixtures of various elements. It can be interesting to find out the specifics of how each tower and their upgrades will operate for a defense. Custom challenges can be made to eliminate specific types of towers, a common instance being those "find the camo detection" or "find the lead-popping" challenges.

Having a comprehensive list of Damage Types split as elements can help both challenge creators and challengers to enjoy challenges better. For challenge creators, having tables of Damage Types per tower and hero can help eliminate possibilities for "cheesing" (unintentional trivialization) of a challenge. For challengers, having those same tables can be useful for determining possibilities for potential solutions without outright spoiling the answers to each challenge, at least if the challenge is complex enough such that simply knowing an individual fact is insufficient.

Trivia[]

  • According to Ninja Kiwi's Version 25.1 patch notes, the default damage type is Normal Type (pops Black, White, Purple, Lead, Frozen) Normal whenever damage type corruption occurs. Despite this, Sharp Type (pops Black, White, Purple) Sharp remains the most common damage type.
    • It could be said that when each tower is initially made, they have the Normal Type (pops Black, White, Purple, Lead, Frozen) Normal damage Type. As the tower begins to develop, Ninja Kiwi gradually reduces the types of bloons that tower can affect.
  • Sniper Monkeys in the Flash versions of the BTD5 generation can pop Frozen regardless of upgrades, and therefore are of type Shatter Type (pops Black, White, Purple, Frozen) Shatter. In Mobile, however, they do not, and are of Sharp Sharp Type (pops Black, White, Purple) type.
    • The Flash versions are inconsistent with the description of Full Metal Jacket, which describes the popping of Leads and Frozen.
  • The Acidic Mixture Dip upgrade allows sharp damage to pop lead bloons, but not frozen bloons, technically making it a new damage type.
    • Since the Acidic Mixture buff is a damage type modifier (specifically via a tower buff) rather than a naturally occurring damage type, it is marked Also affects Lead Bloons Lead-Popping Power.