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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 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 but explosion being
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[]
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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 (Black, White, Lead, Purple, Ceramic, Frozen, Ghost)
Acid (Black, White, Lead, Purple, Ceramic, Frozen, Ghost)
Crushing (Black, White, Lead, Ceramic, Purple, Frozen)
Plasma (Black, White, Lead, Ceramic, Frozen, Ghost)
Magic (Black, White, Lead, Purple, Frozen)
Fire (Black, White, Lead, Ceramic, Frozen, Ghost)
Arctic (Black, Lead, Ceramic, Frozen, Ghost?)
Explosion (White, Lead, Ceramic, Purple, Frozen)
Shatter (Black, White, Purple, Ceramic, Frozen)
Metal Glacier Freeze (Black, Purple, Lead, Ceramic, Frozen, Ghost)
Metal Freeze (Black, Purple, Lead, Ceramic, Ghost)
Frost (Black, Ceramic, Frozen, Ghost?)
Glacier (Black, Purple, Ceramic, Frozen)
Energy (Black, White, Ceramic, Frozen, Ghost)
Sharp (Black, White, Purple, Ceramic)
Cold (Black, Purple, Ceramic)
Passive (does not attack)
Popping[]
Type of Attack[]
- Attack Behavior
- Initiation
- Secondary
- Damage
Extra Damage
Extra Damage to Ceramics
Extra Damage to Blimps
Extra Damage to Fortified
Extra Damage to Leads
Extra Damage to Camos
Extra Damage to Frozen- Template:Extra Damage to Zombies Extra Damage to Zombies
Extra Damage to Ghosts
Extra Damage to Shields
Extra Damage to Stunned Bloons
Extra Damage to "Harmed" Bloons
Extra Damage to BAD
Extra Damage to Boss Bloons
Extra Damage to First Target
Downgrade Layer
Instakill Bloon(s)
Critical Hits
Percentage Damage
No Damage
- Pierce
- Buffs, Sacrifices, and Enhancements
Status Effects[]
- Damage-over-time
- Crowd Control
- Property-Stripping
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 whenever damage type corruption occurs. Despite this,
Sharp remains the most common damage type.
- Sniper Monkeys in the Flash versions of the BTD5 generation can pop Frozen regardless of upgrades, and therefore are of type
Shatter. In Mobile, however, they do not, and are of Sharp
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
Lead-Popping Power.
- 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
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