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Missile seeks target within range and does extra MOAB and Ceramic damage.
~ In-game description

Ballistic Missile is the 3rd upgrade for Path 2 for the Monkey Sub in Bloons TD 6. This upgrade adds ballistic missiles that shoot above the sky and crash onto target bloons on screen, accurately hitting targets without subjecting to projectile expiry. These ballistic missiles trigger within increased range (from 42 to 50). Once a bloon is detected in range, a missile is fired, following its target according to target priority. Adding Advanced Intel lets missiles trigger at any tower's range.

Each ballistic missile deals 1 damage each, deals an extra +5 damage versus Ceramics and MOAB-class, have 100 pierce each, and are shot every 0.994s (every 0.870s with Twin Guns, but no extra with Airburst Darts). The blast radius for a Ballistic Missile is approximately ~15 units radius. It takes 0.6s for a ballistic missile to travel between launch and hitting its target.

This upgrade costs $1,190 on Easy, $1,400 on Medium, $1,510 on Hard, and $1,680 on Impoppable.



In addition to adding a solid black stripe across the middle of the submarine, the submarine itself becomes pointy at the front end and the entire body is elongated to fit a missile-launching silo at the back. The missile-launching silo has two flaps that open and close whenever any of the submarine's missiles launch. The monkey operating the submarine now wears a black beanie, and grows a bushy moustache that covers the monkey's mouth. Whenever launching a missile, the submarine lunges forwards briefly before returning back, pushing the operator slightly in the process.

When crosspathed with Path 1, the monkey wears a green beret. Advanced Intel lets the operator peek into binoculars. When crosspathed with Path 3, the submarine gains a second gun, and with Airburst Darts the submarine's back side is painted yellow.

In the upgrade portrait, the monkey holds its fists up while two ballistic missiles fly simultaneously.



Targeting Priorities[]

Ballistic Missile targets bloons using the standard target priorities. It has multiple types of attacks that are shot in different styles.

  • First: Targets the first bloon visible within its range.
  • Last: Targets the last bloon visible within its range.
  • Close: Targets the closest bloon visible within its range.
  • Strong: Targets the strongest bloon visible within its range.

Darts are shot in a straight movement and automatically home at bloons with moderate seeking, having a tight seeking curve while traveling but does not make sharp turns. Ballistic missiles are shot in a lobbing style, launching in the air and crashing onto a target according to target priority prior to launching.

When given Advanced Intel, both the darts and missiles can specifically target within the range of any tower on screen, and is capable of detecting Camo Bloons if another tower on screen can. However, adding Advanced Intel does not add Camo Prioritization, despite being a potential option for camo detection.


Updated as of Version 31.0. Listed prices exclude buffs, sacrifices, and Monkey Knowledge.
Purchase Sell
Costs Easy Medium Hard Impoppable Easy Medium Hard Impoppable
Upgrade (X-3-X) $1,190 $1,400 $1,510 $1,680 -
Total (0-3-0) $2,100 $2,475 $2,670 $2,970 $1,470 $1,733 $1,869 $2,079
Crosspath (1-3-0) $2,210 $2,605 $2,810 $3,125 $1,547 $1,824 $1,967 $2,188
Crosspath (2-3-0) $2,635 $3,105 $3,350 $3,725 $1,845 $2,174 $2,345 $2,608
Crosspath (0-3-1) $2,480 $2,925 $3,155 $3,510 $1,736 $2,048 $2,209 $2,457
Crosspath (0-3-2) $3,330 $3,925 $4,235 $4,710 $2,331 $2,748 $2,965 $3,297

This upgrade's prices (or included crosspath's prices) are affected by the following MK: MilitaryConscriptionIcon.png Military Conscription, AdvancedLogisticsIcon.png Advanced Logistics, BetterSellDealsIcon.png Better Sell Deals



Ballistic Missile's high pierce compared to its cost makes it a good option for handling very dense clumps of bloons accurately. It can be used to chip down the health off Ceramic Bloons in early and mid-game rounds, as well as deal a reasonable amount of damage to MOAB-class bloons. Armies of Ballistic Missiles are not very efficient in later rounds compared to its BTD5 counterpart, but they are considerably cheap and possess quite high range, pierce, and accuracy.


  • 2-3-0 Ballistic Missile is useful when spamming the entire map with Ballistic Missiles, although better anti-MOAB options are available for this purpose.
    • Use the 2-3-0 Ballistic Missile on Strong to maximize missile range.
    • This can be used to break off the Ceramic Bloon shells on Round 63, but for this purpose it is best used on maps without multiple entry points.
  • Use 0-3-2 Ballistic Missiles on a map with good central spots. Pair with Monkey Villages to ensure their ballistic missiles can reach enough of the track. Compared to 2-3-0, 0-3-2 is a much superior option at short-range.
    • The lack of attack speed bonus for the missiles via 0-3-2 is no big deal, because Airburst Darts have a large amount of pierce and do a lot of damage to all bloon types anyway.
  • Ballistic Missiles can deal double damage to all bloons by pairing with Sub Commander, allowing each ballistic missile to deal 12 damage to Ceramics and MOAB-class. Pair with Admiral Brickell's Naval Tactics ability to unleash a barrage of fast-attacking Ballistic Missiles, especially with the 0-3-2 crosspath.

Version History[]

Ballistic Missiles are low-cost for extra MOAB-class and Ceramic damage, but even with a slightly extra MOAB-class and Ceramic damage compared to BTD5, other popular tower options compete in their field of specialization. Crosspathing benefits have been added to this upgrade, changing the upgrade so that Path 1 gives infinite range missiles while Path 3 adds bonus attack speed in exchange for keeping limited range. Overall, Ballistic Missiles were buffed for all crosspaths since the game was first released.

Initial release (compared to BTD5)
  • Buff Ballistic Missiles now deal more damage to Ceramics and MOABs (3 → 5)
  • Change Ballistic Missiles are now changed to lob over obstacles across any range instead of act like homing missiles
  • Buff 2-3-0 Ballistic Missile can now target Camo Bloons with Advanced Intel.
  • Change Ballistic Missile will no longer target the Sub if the original target was destroyed.
  • Buff Missile fire rate increased (2s → 1.5s)
  • Buff 2-3-0 Missiles now (correctly) have unrestricted range.
  • Buff Ballistic missiles can deal 2x more damage if nearby Sub Commander.
  • Buff Ballistic Missile's base range increased (42 → 60)
  • Nerf Ballistic Missile's ballistic missiles are now limited to base range, unless Advanced Intel is purchased.
  • Buff Adding Twin Guns increases ballistic missile rate from 1.5s to 1.275s
  • Buff Adding Airburst Darts increases ballistic missile rate from 1.5s to 0.75s
  • Buff Ballistic Missiles now deal more damage to Ceramics and MOABs (5 → 6)
  • Buff Ballstic Missile costs less ($1,500 → $1,400)
  • Nerf 2-3-0 Ballistic Missile's missiles no longer detect camo via the range of other camo-detecting towers without support
  • Nerf Ballistic Missile range reduced (60 → 50, only +8 range)
  • Nerf 0-3-1 Ballistic Missile crosspath's fire rate reduced (1.275s → 1.3125s)
  • Nerf 0-3-2 Ballistic Missile crosspath's fire rate reduced (0.75s → 0.984375s)
  • Nerf Ballistic Missile's splash no longer hits Camo without Camo Detection, even with a camo detecting tower sharing its camo vision through Advanced Intel.
  • [Undocumented] Description changed from "Missile seeks target over any distance and does extra MOAB and Ceramic damage." to "Missile seeks target within range and does extra MOAB and Ceramic damage."
Ballistic Missile previously had far too much attack speed added into the crosspath and was rebalanced for parity, but the overall performance loss from this was too much. Better balance will come from the base rate of Ballistic Missile itself.
~ Ninja Kiwi
  • Buff Ballistic Missile missile reload time decreased (1.5s → 1.3s). Also affects crosspaths.
    • Buff 0-3-1: 1.3125s → 1.1375s
    • Buff 0-3-2: 0.984375s → 0.853125s
As Airburst Darts alone already gives a huge benefit to the tower regardless of not applying any crosspath buff, some of the attack speed benefit this upgrade gave to 032 Ballistic Missile has instead been moved into the base 030 Missile.
~ Ninja Kiwi
  • Buff 0-3-0 Ballistic Missile missile attack delay reduced from 1.3s → 1.105s
  • Buff 0-3-1 Ballistic Missile missile attack delay reduced from 0.853s --> 0.995s
  • Nerf 0-3-2 Ballistic Missile missile rate buff reduced from 0.75x attack cooldown to 0.90x attack cooldown
    • Nerf Overall 0-3-2 attack cooldown increased (0.853s → 0.87s)
Ballistic Missile's 230 crosspath has been in a confusing spot for a while where it functioned different to Advanced Intel, so it has been converted to function with Advanced Intel in the same way that any other Sub upgrade would. [...]
~ Ninja Kiwi
  • Change 230 Ballistic Missile now benefits from Advanced Intel's targeting in the same way as all other sub attacks to instead seek the radius from other towers on the map.
    • Nerf This means the 2-3-0 Ballistic Missile attack will no longer have purely infinite range and depends on other towers to build range.
    • Buff However, Advanced Intel missiles can now detect Camo Bloons in the range of other towers with Camo Detection; previously, they could not detect camo this way.
Previously the rate increase to Ballistic Missile from crosspath was reduced due to Airburst having enough value on it’s [sic] own. This reason still applies as Airburst provides a significant power boost just on it’s [sic] own, so all rate increase has been removed from Airburst and applied directly to the base Ballistic Missile to help crosspath diversity slightly.
~ Ninja Kiwi
  • Buff 0-3-0 Ballistic Missile attack rate increased (1.10s -> 0.994s)
  • Buff 0-3-1 Ballistic Missile attack rate increased (0.995s -> 0.86975s)
  • Nerf 0-3-2 Ballistic Missile no longer grants an attack speed buff to Ballistic Missiles.
    • Change Overall attack speed for 0-3-2 remains the same


Official artwork[]



  • Purchasing Ballistic Missile in BTD6 will give the monkey a Russian appearance. There were no visual changes to the monkey in the BTD5 version of the Ballistic Missile upgrade besides a hat color change.
    • In fact, the blue hat as seen in the BTD5 Ballistic Missile is instead given to Triple Guns in BTD6.
  • Prior to the Version 19.0 nerfs to the Path 3 crosspathed Ballistic Missile, Brickell + 0-3-2 Ballistic spam + 2-0-5 Sub Commander was used to easily beat Quad CHIMPS, and could even be easily done with Black Border.
  • Ballistic Missile is the 72nd unique 2MPC combo in the fan-made 2MPC spreadsheet, and using the 0-3-2 crosspath it was achieved on Version 18.0, prior to the Version 19.0 nerfs. It is likely no longer possible as of Version 19.0, due to the nerf to the base Ballistic Missile range and the attack speed bonuses of Path 3.
  • It is possible for a ballistic missile to shoot at bloons outside of its range, even without Advanced Intel, but there must be a bloon within range while the ballistic missile attack is not on cooldown in order for this phenomenon to occur.
  • The ballistic missile projectile behavior in BTD6 resembles more of a ballistic missile compared to its BTD5 counterpart. This is because the missiles are guided slightly during brief periods in flight after the Monkey Sub launches the missile directly upwards, and the missile subsequently falls downwards following the target bloon after it falls from the sky. In fact, the behavior of BTD5 ballistic missile projectiles actually resembles that from cruise missiles.
  • The upgrade icon for Ballistic Missile features a missile moving in a zigzag flight pattern. However, this does not match the flight pattern that the ballistic missiles move.
  • During the Cold War, the Soviet Union found a way to launch ballistic missiles from submarines. This is possibly why the monkey has a Russian look and maybe Monkey Sub has this upgrade instead of any other towers.