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Bloonarius the Inflator packs enormous amounts of health, is the slowest bloon in Bloons TD history, and regularly sends bloons as it becomes damaged. Its main power comes from both its extremely high HP and it spewing out hordes of powerful bloons whenever greatly damaged.

There are up to 40 rounds to start farming before Bloonarius first enters in its first tier. All tiers from Tier 1 to 5 need to be beaten in a single game in order to fully win the Bloonarius Boss Bloon Event. Each tier of Bloonarius must be beaten within 20 rounds of its appearance, or else the game is over. Losing by other means is also an obstacle to counter, so be careful.

The following article is a series of strategies to counter Bloonarius, mainly focusing on Elite Bloonarius due to its notorious difficulty of killing.

General Strategy[]

The general strategy for beating Bloonarius, especially Elite Bloonarius, is to take extremely greedy farming strategies to build a solid foundation of income prior to facing both the extreme HP and dense waves of bloons sent once Bloonarius is directly anticipated. Once Bloonarius arrives, there are several ideal decisions that can be made, at least for earlier tiers. But at highest tiers, one must go all in at DPS with as much support as possible. All this needs to be made before Bloonarius becomes too strong to handle.

For earlier tiers, there are two distinct strategies that one can make while the boss appears on screen. The most simple approach is to gradually destroy the boss by small increments of damage and sustain the rate of damage to Bloonarius and its spawns. Another approach, but much more risky, is to try destroy Bloonarius as fast as possible, causing many waves to be sent in short timeframe. On the opposite side of the spectrum, can choose to intentionally not harm it so as to avoid sending too many waves of bloons at once, and then go all in by the last half of Bloonarius' initial appearance to avoid losing to the rest of the 10 rounds. Once Bloonarius reaches a safe level of low health, start racking up farming once again. In ranked, the best option is to anti-stall rounds, which when done right, avoids the round penalty that accumulates 10 seconds after the last bloon has spawned.

At the highest tiers, go all in with single target DPS and support while maintaining a stable income flow until Tier 5, at which point selling every pure income tower for more defense is optimal.

The best choice of hero, assuming custom hero choice is available, is either one that specializes in income, excels in early-game for cheap, or specializes in the extreme late-game as a buffing source. The most optimal choice for most situations is Benjamin, who gives a large headstart to income production and buffs Monkey Banks, or Geraldo who not only offers good income through the Rare Quincy Action Figure and Fertilizer, but also provides utility through his shop items. Both of these heroes are great for building towards much stronger Farms such as BRFs + Monkey City into Banana Central. Hero buffing options for the extreme late-game, specifically Admiral Brickell and Adora, work well too, but not as valuable of an asset as Benjamin's or Geraldo's early-to-mid-game income.

As for tower choices, choose an effective early-game strategy that also allows greed of income to the max, a strategy for countering early tiers of Bloonarius, and a strategy for transitioning into extreme DPS. Support is extremely helpful too in addition to massive farming.


Towers each have their special roles in Boss Bloon Events. The "optimal" tower choices in Bloonarius battles are generally those who have a cheap early-game prowess, offer income generation, or assist in damaging the boss and its minions as efficiently as possible. In the case of handling Bloonarius itself, the best tower options are generally those with high MOAB-class damage, tower buffs, bloon debuffs, and simply spamming tower combinations that produce the highest damage possible.

Tower Strategy
Dart Monkey
  • Not surprisingly, Dart Monkeys are very valuable in the early-game as a source of cheap popping power. Especially useful with the Bonus Monkey! MK and other powerful Dart Monkey MK.
  • Plasma Monkey Fan Club deal exceptional single-target damage and works well towards accumulating Paragon pop counts for the Dart Paragon, Apex Plasma Master.
  • Ultra-Juggernaut is okay on maps where its balls can be maximized, such as on Encrypted or Cornfield, but is overall sub-par.
Boomerang Monkey
  • MOAR Glaives can counter Tier 1 rushes for cheap, Glaive Lord can be okay for later-tiers such as Elite Tier 2.
  • Most other Boomerang Monkey upgrades aren't nearly as useful, although Boomerang's early-game is okay.
Bomb Shooter
  • 2-0-3 Cluster Bombs and 2-0-4 Recursive Cluster are valuable options for tackling rushes sent by Bloonarius at Tier 1. Recursive's pierce on its tertiary explosions have been halved in v35, so it struggles against extremely dense rushes.
  • Mauler spam, Assassin spam, and MOAB Eliminator do not perform very well against Bloonarius or its rushes because of its very dense health.
Tack Shooter
  • 2-0-4 Overdrive and 2-0-5 The Tack Zone are excellent single-target damage against Bloonarius. Pair with Alch buffs for a substantial boost.
  • Maelstrom is cheap and handles grouped Ceramic rushes at Tier 1 well, just don't damage Bloonarius too often or else its ability will struggle to keep up the pace.
  • Super Maelstrom is great for handling tier 2 swarms, and on weeks where Geraldo is banned, is sometimes even necessary for Tier 1 Ranked on shorter maps to handle the huge swarms of bloons.
  • Ring of Fire is the best cheap grouped popping power on maps with loops, making them useful for handling. Both Ring of Fire and Inferno Ring lack sufficient blimp damage to make them worthwhile for higher-tier Bloonarius, so their usability falls off really quickly after tier 2.
Ice Monkey
  • Super Brittle is the best option in combination with multi-projectile options, and cheaper than Cripple MOAB and is better against DDTs. The lower tier variant, Embrittlement is also potent assistance if paired with Overdrives.
  • Lower-tier Ice is mostly for slowing progress of Ceramic rushes. Arctic Wind and above is great for slowing down rushes and providing ice platforms.
Glue Gunner
  • Glue Strike and Glue Storm apply a debuff of +2 damage to bloons they hit, although the Corrosive Glue crosspath is needed for them to hit MOABs and Bosses, making them a top support option. Glue Storm will also affect rushes due to the ability lasting 20 seconds.
  • MOAB Glue is redundant because it can't slow Bloonarius and only affects blimps weaker than BADs.
  • The Bloon Solver is a bit expensive, but can be used for Tier 2 if looking for a simple way of handling both the BFBs and bloon rushes - provided they are in range. The amount of glue puddles generated by Bloonarius's child ceramics can be very useful for Tier 1, dealing large quantities of damage to Bloonarius if it runs into the puddles. For this purpose, Glue Splatter is recommended as a crosspath, to let it damage as many bloons as possible, and compensating for a weaker slow with Arctic Wind. While expensive, it can serves a dual purpose of stopping bloon rushes and popping many bloons.
  • Base Glue Gunners in the early game can be useful to slow down bloons for Rubber to Gold and Bloon Trap.
Sniper Monkey
  • Cripple MOAB is extremely useful thanks to its debuff to blimps, including Bloonarius.
  • Supply Drop farming is helpful at hardcore farming when space is low, although not nearly as efficient as Druids near farms.
  • Full Auto Rifle with top crosspath and Elite Sniper's attack speed buff is one of the best long range spam options for killing Bloonarius itself. However, the grouped damage via middle path crosspath is severely outclassed by better options.
Monkey Sub
  • Energizer is extremely useful for its unique buff that speeds up ability cooldowns, especially support-oriented ones such as Homeland Defense.
  • Early-game Subs save a good chunk of money, allowing for quicker farming later on.
  • First Strike deals huge single-target damage at earlier tiers, but it is highly risky because highly damaging it in one go causes waves to be spewed too quickly. However, a pair (five in elite) of them can instantly kill normal Bloonarius Tier 1, proving to be useful in Ranked mode.
  • Triple Guns is decent for early mid-game saving. Armor Piercing Darts handles early MOAB-class bloons well.
Monkey Buccaneer
  • Destroyer is okay early Bloonarius damage, but is very effective when provided with damage buffs and debuffs in the same way Overdrive and Sun Avatars do because of its high projectile count per second.
  • Carrier Flagship buffs the True Sun God if the Sun God is on water.
  • Pirate Lord serves a dual purpose against tier 1 Elite Bloonarius, as it can both do good damage to the boss itself and handle the swarms of bloons. It is only recommended on maps where it can attack with both sides and weeks that ban both Overdrives, Embrittlement, and Glue Strike, due to its high MOAB bonuses causing it to scale worse with debuffs than other options.
  • Merchantman farming is very potent on maps with lots of water starting with Tier 2 farming.
Monkey Ace
  • Most Ace upgrades are below average in value against Bloonarius and its minions, with some exceptions. However, the Ace has the advantage of global range, which many other options tend to lack.
  • Flying Fortress is extremely expensive but comes with insane synergy with tower buffs and bloon debuffs, and can be used in conjunction with True Sun God and Temples to fulfill huge DPS, once money no longer becomes a problem. It also can anti-stall rounds in ranked effectively while accruing pops for Goliath Doomship.
  • Sky Shredder combined with Alch buffs may be usable for Elite Tier 2 in combination with additional defense if desiring to accumulate pops for the Goliath Doomship. Keep the Ace so that its pops can be redeemable. Fortunately, by Round 60 the cash-per-pop diminishes quickly, in which an anti-stall shouldn't be such a detriment to Bloon Trap and XXXL Trap farming by that point.
Heli Pilot
Mortar Monkey
  • Mortars can be useful for dealing with bloon swarms in earlier tiers.
  • 2-4-0 Artillery Battery is okay at both bloons and blimps, but not reliable due to its long ability cooldown and worse-than-average single-target damage. It does extra damage to Bosses, but rather insignificant except if going for Mortar spam in combination with Pop and Awe.
  • On maps where large loops can truly be utilized, especially Spillway, 4-0-2 The Big One with Extra Burny Stuff MK excels at dealing with Ceramic skull spawns against Tier 1 Elite Bloonarius, although 4-2-0 is better for the weaker bloons because the initial impact already 1 shots Pink Bloons
  • While expensive, 5-0-2 The Biggest One with the same MK can be used to handle Tier 2 Elite Bloonarius's BFB skull spawns.
Dartling Gunner
  • Unsurprisingly, M.A.D excels against Bloonarius, as it has enormous single-target blimp damage and Bloonarius has a giant hitbox.
  • 4-2-0 Plasma Accelerator is a good lategame spam option to help contribute damage from a distance, although usually outclassed by Full Auto Rifle.
  • 0-2-4 Bloon Area Denial System spam is an effective late-game ranged damage dealer which can do more DPS than Full Auto Rifle spam provided Target Independent is not used and it's in range of True Sun God and Sun Temple buffs.
Wizard Monkey
  • Wall of Fire is cheap grouped-popping for early-game and mid-game.
  • Dragon's Breath is a good mid-game option to help save up for more farms, provided that it is supported with towers that can pop purple bloons.
  • Summon Phoenix provides long-ranged high damage, which can help aid in damaging Bloonarius in the higher tiers.
  • Wizard Lord Phoenix and Archmage are okay against Bloonarius, but it should not be the first supporting high-DPS tower before other more effective options. Most other wizard upgrades have sub-par single-target damage.
Super Monkey
  • Vengeful True Sun God does even more damage than a regular True Sun God, 2x damage to be precise, far worth the sacrifice of The Anti-Bloon and Legend of the Night especially since its black hole ability does not prevent the Bloonarius from leaking.
  • True Sun God with maximum sacrifices (all except military have the full 50k worth sacrificed twice) provides good damage on top of buffing any other non paragon. That buff is very valuable in further pushing damage against Bloonarius.
  • Sun Avatars are exceptional damage for the price and space.
  • If there is no water or if Subs are banned, The Anti-Bloon and Tech Terror abilities can be used to quickly take down Tier 2 Bloonarius in combination with Geraldo's Rejuv Potion.
Ninja Monkey
  • Sticky Bomb is a cheap way to take off HP from Tier 1 Elite Bloonarius solo before The Tack Zone can be afforded. It is however not effective against spawned rushes.
  • Grandmaster Ninja + Shinobi Tactics isn't very good, as its single-target damage for the price spent is subpar.
  • Bloon Sabotage and Grand Saboteur both aren't very helpful because Bloonarius is the main problem not the bloons underneath. These can, however, be used to slow down DDT rushes sent by Tier 3+ Elite Bloonarius.
  • Superstorm is useful assistance against weaker bloons but is highly expensive and does little against Bloonarius itself. If Tier 5 Elite DDTs are slipping past defenses, a Poplust boosted superstorm can still be useful.
  • Ball Lightning, while a poor choice to handle swarms without buffs, can become an extremely cheap way to stall and pop bloons in Tier 2 with Poplust strategies alongside the pierce and attack cooldown bonuses from Homeland Defense.
  • For all higher levels, always pair with Poplust at higher tiers for the max DPS and support.
  • Avatar of Wrath deals incredible single-target damage to Bloonarius thanks to Boss Bloons simply triggering this Druid to the max. It is possible to leak at least three camo rainbow bloons in Round 56 by not decamoing them to cap out a Heart of Vengeance Druid's attack speed to later upgrade to AoW. If using Geraldo's Rejuv Potion, leak an extra rainbow or two, depending on whether one or two rejuvs will be used.
  • Poplust is a cheap added source of damage, that while worse than Overdrives or Sun Avatars, is still a solid choice if on a budget, and also buffs the Avatar of Wrath.
  • Druid of Wrath are a cheap additional source of damage in conjunction with the Avatar of Wrath when given additional damage boosters and placed near Poplusts, as Poplust buffs have no effect past 5 stacks.
  • Spirit of the Forest is useful for handling weaker swarms of bloons effectively because of its infinite pierce.
Banana Farm
  • Banana Farms are the best way of farming cash in Boss Events, as their income per round is unmatched.
  • Best to start with Farms in the early game, starting with 0-0-0 building into 1-0-0 then into 2-0-0, and later into any other income source.
  • When Monkey Knowledge is enabled, the IMF Loan's income potential is the highest in Tier 1. See Income Farming for more details.
  • Early-game Monkey Banks and Marketplaces can build enough cash to afford a 4-2-0 BRF after defeating Tier 1. Getting a 5-2-0 Banana Central close to or after defeating Tier 2, then building up more BRFs is quite effective.
  • Central Market spam is effective in combination with Merchantmen spam.
  • Monkey Wall Street is helpful for the XXXL Trap to antistall rounds, as it can collect the trap automatically.
Spike Factory
  • Most value of the Spike Factory is from 1-4-0 Spike Storms boosted by Homeland, which receives more pierce but not more attack speed.
  • Perma-Spike can be used as a saving grace against rushes sent by Bloonarius, but money can be better bought on actual defenses against Bloonarius rather than investing on a simply last-resort tower. However with enough prep and income, Perma-Spike can instead be an option that can take down Bloonarius instantaneously, notably in ranked mode.
Monkey Village
  • Buffs are just as important as income generation. In particular, Homeland Defense, Call To Arms, and Monkeyopolis are the most valuable aspects of Village to consider.
  • Homeland Defense gives extremely valuable boosts in attack speed and pierce to all towers on screen, and Call to Arms for local range.
  • Monkeyopolis is all about packing enormous income value into a single Village worth of space, albeit with weak cost efficiency. However, one exception to this is the 1 farm "miniopolis", which is cost efficient and provides Monkey City bonuses.
  • Monkey City is also helpful for boosting income of Banana Central and BRFs.
Engineer Monkey
  • Overclock and Ultraboost are very valuable for not only boosting attack speed but for buffing Monkey City's range and boosting Banana Central and BRFs.
    • Overclock provides a slightly longer benefit on towers up to tier 3. Thus, a strategy is buying a base tower (or 3-x-x tower), then purchasing the desired upgrades. Notably done with strong towers such as the M.A.D, or Banana Farms into BRFs/Banana Central.
  • Most other paths don't serve as much value compared to the other two aforementioned Engineer upgrades. That being said, Cleansing Foam can be bought as a transition to Overclock.
  • Double Gun works well as a carrying early-game tower, and its later upgrade Bloon Trap with Larger Service Area provides good early-game defense while being able to make income by replacing the trap after each round before tier 1. Against Bloonarius's minions, Bloon Trap quickly gets filled up, so opt for a different option.
  • XXXL Trap could be used to deal with DDTs as an emergency, provided camo detection is given at the time of deploying traps. XXXL Trap also works really well as a source of extra income if combined with Rubber to Gold, Monkey City, and Support Sun Temples, and it is also capable of reliably antistalling rounds (which is necessary for Ranked mode) with fortified BFBs and ZOMGs after defeating the Tier 3 boss. This additionally provides many pops for the Master Builder. It needs to have its attack speed doubled to cap out its trap deployment rate if using the middle crosspath, so Overclock is extremely useful for this.
  • Sentry Champion is *the* strongest tower to ultraboost, right after a VTSG, making it deal ludicrous amounts of damage that can even compare to a Paragon.
Beast Handler
  • Giganotosaurus is a good late-game tower to use for Tiers 4 and 5, but should not be the first option the player pursues. It is best to place merged Tyrannosaurus Rex far away from the boss spawn and away from the True Sun God buff, to maximize the benefit of merging with minimal drawbacks of occupying space.


Heroes offer super valuable roles at supporting a defense with their own special utility through their self-leveling upgrades. For Bloonarius, it is usually best to choose a hero that extrapolates the best leading into late-game. Such a hero choice is usually an income generator, an early-game breezer into an early income saver, or a late-game dominator.

Hero Strategy
  • Excels in the early-game but becomes useless in the late-game.
  • Mid-ranged cost hero who doesn't scale very well as a grouped counter due to the frequency of early-tier Bloonarius rushes and not gaining Level 17+, her most powerful level, until much later in the game.
  • Her Level 3 Cocktail isn't very reliable at countering Bloonarius rushes, but can be very powerful against normal pre-40 rounds.
Striker Jones
  • In Boss Event scenarios, his main expertise is buffing Bomb Shooters.
  • While MOAB Mauler spam is powerful, such an endevour is wasteful and deals mediocre damage against earlier Bloonarius tiers, requires excessive placement precision and time to place, and doesn't deal enough damage in later stages of the game to be worthy of use in the long-term.
  • The +25% pierce and +5% range buff at Level 8+ can be helpful for a variety of different towers against Bloonarius, including better cleanup potential or lumping more spikes into Spike Factories.
Obyn Greenfoot
  • His main assets are his early-game damage power and buffs for Avatar of Wrath, but because his only DPS buff to druids is with level 18, he is typically a weak hero choice.
Captain Churchill
  • He is expensive and performs huge DPS, but his extreme late-game DPS is outclassed by the buffing potential from Brickell and Adora.
  • Undoubtably a solid choice as an early-game income source that can snowball income quickly later on in the game. Less potential in the lategame than Geraldo in exchange for simplicity.
  • Benjamin makes Monkey Banks more effective due to his buff to them.
  • Benjamin's Biohack let towers deal extra damage at the cost of potentially causing downtime for them. Syphon Funding can make rounds go faster, but will also take away potential pops for a Paragon.
  • It is a net income loss to use Syphon Funding on MOABs, as the reduced RBE is a larger income loss than the income multiplier. Similarly, Bloon Trojan is a net income loss on MOABs and DDTs until r101, and always reduces cash gained from BFBs. Furthermore, both reduce potential pops for Paragons. Thus, some players opt to either sell Benjamin or hide him behind Line of Sight obstacles where his Trojan cannot target bloons.
  • Lackluster in bosses as Bloonarius is the key issue, not BADs, so her extreme late-game potential is weakened in this scenario. Her main utility in Boss events is her Sacrificial Totem, but it is not useful enough in Bosses unless Ben, Geraldo, and Adora are all banned.
  • Her totem can activate Elite Defender's life loss boost to increase its DPS.
Pat Fusty
  • Helpful in earlier tiers to boost fast-attacking, high-projectile towers, but not worth using over an income hero, since his other supports, knockback and stuns, are only useful against anything weaker than a BAD. Typically used when Benjamin and Geraldo are banned.
  • The only part of her that makes her worthwhile is her buffs to (V)TSG and Sun Temples, advancing extremely high in the extreme late-game. Her expensive base price makes her early-game power not quite so reliable, her mid-game is poor, and requires excessive monetary investment before reaching her more powerful upgrades or accessing temporary boosts in power. She also relies heavily on external buffs to improve her true power prior to Level 20.
  • Before reaching VTSG, do not focus on sacrifice investments, but instead use standard non-hero tower countermeasures against Bloonarius.
Admiral Brickell
Admiral Brickell
  • Like Adora, Admiral Brickell's main power is her extreme late-game power once she reaches her highest levels, specifically in regards to buffing (V)TSG and Sun Temples. Unlike Adora, Brickell levels not so slowly at natural leveling, so she can receive her more important buffs and upgrades sooner without needing large monetary investments. Plus, her abilities can pack a small amount of impact on earlier Bloonarius tiers.
  • Space is not normally a problem, so his free camo (which removes need of Radar Scanner) and UCAV (counter against mid-game rushes, saves money in mid-game) aren't nearly as superior as his CHIMPS expertise does. His early-game is rather lacklustre and his late-game doesn't scale very well, especially in Boss Event scenarios.
  • Excels in the early-game but doesn't scale very well in the late-game. She is more helpful than Quincy in both regards, but still outclassed by either Benjamin or Geraldo for income, or buff-oriented heroes like Brickell or Adora for extreme late-game scenarios.
  • One of the least useful heroes for Bloonarius, as their instakilling attacks are too slow and only affect a small amount of targets at a time at best. Their only real use is level 20 Psionic Scream, but typically it is unnecessary.
  • Psi is too expensive for what they provide in defense. They also interfere with Bloon Trap and Lead/Rubber to Gold Farming by popping bloons too early.
  • Geraldo comes with lots of special items that can be bought for special benefit. His indirect offense (e.g. Shooty Turret) can be very strong in the early-game, mid-game, and late-game. The tower buffs and special items he provides can be really strong when optimized.
  • Investment in his Rare Quincy Action Figure can be helpful for amassing a huge income gain in the long-term, but provides no immediate payoff. Optimally, sell the action figure on Round 31, as its value generation decreases beyond that point. Try to get Geraldo and his action figure as early as possible without harming long-term farming, typically by buying Geraldo on round 3 or 4. After the price increase of 34.0, the Rare Quincy Action Figure is delayed a round longer, reducing early-game snowball potential compared with Benjamin.
  • Geraldo can make a lot of money indirectly through the Rejuv Potion, which resets all ability cooldowns excluding Paragons, including money-generating abilities such as Supply Drop. The Rejuv Potion can also be extremely helpful by allowing ability chains, notably involving First Strike.
  • Geraldo's only direct income-generating options are Rare Quincy Action Figure and Fertilizer, and can indirectly make money via his Rejuv Potion in combination with money-generating abilities. If Banana Farms are available, Fertilizer is his secondary income source, which is best placed on the highest-tier Farms, and actually results in his lategame income exceeding that of Benjamin.
  • Geraldo's strongest item in raw value is the Paragon Power Totem, which can increase degrees of Paragons by granting 2,000 Power per totem for only the cost of $26k on Medium. Paragon Power Totems should be used as supplements to already large-scale defenses consisted on a single tower type, which paired with excess cash should sum to a quite high Paragon degree.
  • Corvus has a variety of different spells in his Spellbook that can be used to produce various effects on himself and his Spirit companion. Combining his spells wisely in combination with managing his Spirit and his own haunting attack will maximize his true power.
  • Rosalia offers a mix of generalistic damage and high "positional range", and separately attacks with either her high straightline damage lasergun or high grouped damage grenades. She can be placed anywhere within her workshop's range but cannot move anywhere else outside of her Flight Boost ability. Her abilities deal a boost of extra damage but at a long cooldown.
  • Rosalia's discounts to Aces and Helis is beneficial in Least Cash Bosses that center around these tower types, although most Least Cash strategies outclass strategies centered on either of these towers. Either way, a cheaper Support Chinook is beneficial if the more powerful heroes are banned.
  • Level 20 Anti-Bloon discount is relatively useless, unless specifically wanting The Anti-Bloon for a Least Cash Boss challenge.


Paragons are major powerhouses for handling bosses. To ensure the highest-level Paragons, make sure to accumulate enough pops early on by using the same tower type as much as possible, mainly damage to the boss and its swarms. Avoid selling towers of the desired type(s) unless necessary for higher income growth.

In general, accumulation of pops in Bloonarius battles is easier compared to battles against other Boss Bloons, mainly due Bloonarius' huge health and swarms of bloons. In addition, Bloonarius lacks any special immunities, using only its huge health and relentless bloon swarms to compensate.

Paragon Strategy
Apex Plasma Master
  • The plasma juggernaut balls can greatly synergize with certain maps, where walls and other obstacles are present. Apex Plasma Master might not be super-reliable at fully dealing with the insides, but it's good at dealing massive damage to them and also wreaks havoc to Bloonarius as projectiles can hit the same target more than once.
  • Apex Plasma Master can achieve an easy degree 30 with Master Double Cross.
  • Apex Plasma Master's now has direct competition with the Glaive Dominus at almost the same price point. The Plasma Ultra Juggernaut balls excel where there are lots of obstacles for dealing damage multiple times, but struggles compared with Glaive Dominus on open maps. It is much closer to the Dominus in open maps if Apex Plasma Master can reach degree 40 with either 244,800 pops, or 1 paragon power totem, on top of 25 0-2-2 darts and 1 extra Crossbow Master.
Glaive Dominus
  • Glaive Dominus deals considerable overall damage to Bloonarius and its spawns, and overall excels better than Apex Plasma Master on more open maps. For the best results, give Dominus a location where it can maximize track area.
  • After the price reduction to Glaive Dominus, its price is very similar to Apex Plasma Master. Choose between them wisely based on the map.
  • One additional benefit of Glaive Dominus is that it buffs all primary towers' attack speed by 11.1% (*0.9 cd), including primary paragons, making it even better for strategies utilizing lots of primary towers.
Ascended Shadow
  • Ascended Shadow provides good single-target damage, although for a high price, its grouped popping power is sub-par. Due to the sticky card attack doing huge amounts of damage to a single target, the positioning is not extremely important, although the Ascended Shadow still benefits from being in range of enemies because of its other attacks.
Navarch of the Seas
  • Navarch does considerable damage to Bloonarius. However, the destroyer shots of Navarch makes up most of its damage combined with the low range makes Ascended Shadow deal more damage at the same degree.
  • While Bloonarius does spawn BADs, the instakill is not as useful as one may think, as the Navarch already does significant collateral damage to them and the hook can only pull one BAD at a time, when Elite Tier 5 spawns 4 BADs per skull.
  • Navarch can also be used to boost farming in the lategame because it stacks with Trade Empire, and potentially affording an even stronger Navarch later on. This can backfire if working towards other paragons, as the Navarch steals pops from other towers building into a paragon.
  • The main downside with Navarch is that it takes a bunch of water to be a strong option for bosses. For instance, a map like Cracked is generally not too viable except with Geraldo or a lot of Portable Lakes.
  • Navarch's Carrier Flagship buff affects the Goliath Doomship's attack speed, resulting in the Doomship attacking ~17.6% faster. This does not affect its carpet bomb ability, so Navarch should still only be used on maps with lots of water.
Master Builder
  • Master Builder is a very expensive Paragon in terms of upgrade cost and collective T5 costs. Like Navarch of the Seas, Master Builder is relatively easy to get high Paragon degrees thanks to the benefit of extra income.
  • In terms of its role, it is a pure DPS role that greatly benefits from building its own power in the long-term, which come primarily from its stacking self-ultraboost and placement of Mega Sentries.
  • Each Mega Sentry can be placed on any land spot, have a unique attacking style, and produce Mini Sentries. Collectively, they can produce a large chunk of popping power to both Bloonarius and its spawns. Make use of the global placement of Mega Sentries in order to inflict a significant amount of damage to Bloonarius, even triggering multiple skull health phases at once.
  • One powerful strategy with Master Builder is selling the Mega Sentry to create massive explosions on demand. It helps to accumulate a decent-sized army from the recently sold Mega Sentry. With enough setup, the Mega Sentries can be sold to instantly burst Bloonarius down on certain tiers and difficulties, or simply finish off a weakened Bloonarius.
Goliath Doomship
  • Goliath Doomship is a very expensive Paragon in terms of upgrade cost and collective T5 costs. While the Goliath Doomship lacks income generation as an alternative to earn pops, the Flying Fortress can accrue lots of pops while also antistalling rounds effectively for Ranked Bosses.
  • In terms of its role, it is a pure DPS role that greatly benefits from high degrees for a stronger ability that can be used more frequently.
  • Its carpet bomb ability is the strongest aspect of this paragon. With a high enough degree and proper positioning, the full bomb barrage can demolish significant health off Bloonarius and wipe out any Bloonarius Minions caught in the blasts.
  • When its ability is on cooldown, a lot of damage for the Goliath Doomship comes from its forward gunner attack. Thus if possible, maintaining as much time facing Bloonarius with the Goliath Doomship is very beneficial.
Magus Perfectus
  • Magus Perfectus is quite an expensive Paragon in terms of upgrade cost alone, although the required T5's aren't too expensive. However, unlike Goliath Doomship, accumulating high degrees is difficult and tedious, much like many of the cheaper Paragons.
  • In terms of its role, it is a pure DPS role that is heavily micro-dependent for the maximum DPS. Juggle between its two togglable modes and its two activated abilities to achieve a careful balance of its optimal DPS.
  • Without the Arcane Metamorphosis ability active, the Magus Perfectus is very weak at quick DPS, particularly with its very slow ability cooldown. Compared to other Paragons, Magus is best used for sustained DPS.
  • Solo Magus Perfectus may still have glaring problems versus Elite T5 Bloonarius's minions, especially as it bleeds out DDTs quickly and spews out Fortified BADs at each stage.
Nautic Siege Core
  • Nautic Siege Core is one of the cheaper Military Monkey Paragons, in fact the cheapest at the moment. It mostly fulfills a support role, doing decent damage while also having the option to submerge for various buffs or to produce a massive strike on bloons.
  • In terms of its role, it depends a lot on the situation. Choose the option that best fits the scenario.
    • Ability-dependent Paragons such as the Goliath Doomship and Magus Perfectus may benefit greatly from a submerged Nautic. Also, a submerged Nautic has better group-popping power.
    • Its pure DPS when unsubmerged is relatively similar to a Glaive Dominus, but with the activity of a Sub Commander plus a Pre-Emptive Strike.
    • When preparing for the Final Strike Ability, it can be used to pull off some immense burst damage to the Boss.


Sometimes, Bloonarius may be too difficult to beat that bailing out with Powers and Insta-Monkeys may be necessary. Use them wisely, and ideally prepare use of Powers before defenses begin to overwhelm. For efficiency, they should not be consumed on useless endevors, because Powers and Instas are single-use, Powers cost Monkey Money, and Instas are limited resources. Powers cannot be used on Ranked Mode, as they add unnecessary advantage over players who don't use them.

In general when playing on Bloonarius events, the best Powers are the ones directly related to income, for extrapolating cash gain faster and therefore affording the necessary defenses sooner. Micromanagement supporters such as Banana Farmer and Tech Bot are also worth adding for convenience purposes. Tower boosts such as Monkey Boost and Time Stop are useful when needing to destroy the boss better with a beefy defense, but direct damage Powers such as Super Monkey Storm will generally be useless because of their little potential for dynamic empowerment.

Power Strategy
Super Monkey Storm
  • Generally useless for Bloonarius events, but can be useful if needing to bail out against grouped Ceramics on Tier 1. Multiple uses may be needed for blimps, as Super Monkey Storms cannot penetrate blimp layers. Useful in Contested Territory to avoid having to buy ceramic defense.
  • It is advised tonot spam this power onto Bloonarius itself to save a run.
Monkey Boost
  • Helpful when needing the non-Paragon defense to deal more damage to the boss. Particularly useful on Tier 5 if there just isn't enough firepower from any non-Paragon towers.
  • Note that Monkey Boost cannot affect Paragons, as they are immune to any buffs including this one.
  • Unlike Cash Drop, Thrive strives for long-term income gain at a much lower purchase price. To make the most of Thrive's income generation, prepare use beforehand and have plenty of pre-existing income sources available around.
  • For the best results, use it if there are lots of income generators and/or on rounds with lots of naturally spawning bloons.
Time Stop
  • An active Time Stop causes almost everything to slow down. Most bloons will be reduced by 10% but most towers will attack at 30% speed, and BADs and Bosses (including Bloonarius) to move at 30% speed. In most cases, this is basically a second Monkey Boost.
  • Time Stop is also used as a saving grace for reducing stressful situations, giving more time to react accordingly for the defense. Plus, abilities still recharge at the same speed, giving more time to activate important abilities sooner.
  • Paragons are immune to being slowed down, which essentially gives them a much larger attack speed boost, especially versus BADs and Bosses.
Cash Drop
  • The most powerful option on the first few rounds, so that early-game income generation can begin sooner, especially Banana Farms and Benjamin.
  • If desperate to use Powers, use this one and do so on the very first round.
Banana Farmer
  • Collection of bananas and crates can be tiresome for the hand or finger, so a Farmer can be added to collect nearby bananas from Banana Farms without Monkey Bank or Marketplace upgrades, or to collect Monkeyopolis crates.
  • If there is enough money to afford Special Poperations and there is the Door Gunner MK active, one can use Door Gunner on a Banana Farmer to rake up money across many different points, saving precious space and potentially saving use of a second or third Banana Farmer.
  • Generally not necessary because Arctic Wind can fulfill a similar role, unless on a map such as Spice Islands where Banana Farm space is very limited but water is plentiful.
Road Spikes
  • Tanks a few bloons for very cheap, but it is extremely ineffective at damaging blimps and requires too much micro if wanting to rush with spamming it out.
Glue Trap
  • Glue Trap is generally an inferior option due to the vast quantities of Bloons sent out by Bloonarius. However, Glue Trap can be used to slow down part or all of the Ceramic skull waves if timed to land directly on the dense swarms. Bear in mind that the lesser dangerous Bloonarius Minions (which are triggered by dealing minor damage to Bloonarius) may easily waste pierce of the Glue Trap.
  • Glue Trap cannot slow down BADs or Bosses, and requires SupersizeGlueTrapIcon Supersize Glue Trap to glue MOAB-class bloons at a greater pierce consumption. It becomes far less effective starting from Tier 3 Normal Bloonarius and Tier 2 Elite Bloonarius, and practically useless at higher tiers of Bloonarius.
  • Generally useless because Bloonarius sends are quite large. Since a single MOAB Mine only affects up to 10 MOAB-class bloons and deals only enough damage to destroy a MOAB, it is almost meaningless for its cost. Also, while MOAB Mine can damage Bosses, it does very little damage to them, and Bloonarius Blimp Minions eat a lot of the pierce of MOAB Mines.
Portable Lake
Portable Lake
Camo Trap
  • Not necessary unless camos are an issue, but Bloonarius never sends bloons with camo anyway unless it's Elite Tier 3+ or Normal Tier 5 (via the BAD's children).
Energizing Totem
  • Energizing Totem's attack speed boost proves to be helpful alongside Monkey Boost. Unlike Monkey Boost, Energizing Totem is round-based.
Tech Bot
  • Insta-Monkeys are single-use and highly limited. If needed, use an offensive tower that excels for a long time (e.g. Tier 3 Super) or an income generator.

Boss Strengths and Weaknesses[]

Bloonarius Strategy
  • Bloonarius has the most health out of all Boss Bloons in the entire game. This makes it difficult to destroy, requiring a lot of single-target damage to hit its resilient husk.
  • Bloonarius Minions spawned out of Bloonarius pack a huge portion of RBE, clogging up defenses that have insufficient grouped popping power. Particularly dangerous is whenever Bloonarius reaches skull health, which unleashes an often giant rush of powerful bloons.
  • Note that Bloonarius Minions take a few seconds before landing on the track completely and are immune during this time, meaning that waiting is required before chaining abilities to wipe out Bloonarius's minions.
  • Bloonarius is extremely slow, which gives the player plenty of time to chip away at it.
  • Bloonarius is unable to prevent skipping of skulls, so destroying it quickly can result in an easy death, provided the defense can also handle Bloonarius Minions.
  • Bloonarius lacks any unique gimmicks besides immense HP and spewing out large quantities of bloons. Having a sufficient knowledge of popping bloons of various types and keeping an efficient income flow is all that is needed against Bloonarius.

Farming by Tier[]

Tier 1 Farming[]

This is the first stage for properly preparing for any Boss Bloon, including Bloonarius. The early-game farming is fairly straightforward for Bloonarius; simply farm as efficiently as possible and choose the most optimal progression of income generation while simultaneously defending against the bloons.

Start with a suitable early-game defense (preferably using the free dart monkey if the player has that MK) and work your way towards either Benjamin, Geraldo with the Rare Quincy Action Figure, or a 0-0-0 Banana Farm. If using Ben, start going towards 2-3-0 Farm. Otherwise, upgrade Farm to 1-0-0 and 2-0-0. Buy another Farm and get that towards 2-0-0.

By the mid 20's, aim for a specific farming strategy. One can choose to opt for a Tier 3 Farm, more 2-0-0 farms, or a Bloon Trap to handle rounds while making income. No matter if either strategy is used, always use Farms for the early-game to utilize the fast pace of each round. Stick to a particular strategy as the game progresses into the later rounds.

If going for a Tier 3 Farm strategy, upgrade one Farm to any appropriate Tier 3 Farm by around Round 25 or so. Banks produce overall the most income, but does not flow income smoothly per round. Marketplaces are more cost-efficient than Plantations but do not immediately transition well to more expensive Farms. Try to keep farming hard by balancing a secure flow of income with sufficient defense. Greater Production is more cost efficient than Marketplaces, but will create lots of bananas to collect across the map.

On maps with water, Merchantman farming is another viable option, although less efficient early on due to obtaining the income generation upgrades much later.

If you have enough money by the early 30s, an early miniopolis (monkeyopolis with 1 farm sacrifice) may be worth going for, as not only does it have good income, it also boosts income from pops and other income generating sources. Build a 0-0-2 village, then build an 0-0-4 village next to it so it benefits from the discount. Build an unupgraded farm next to it, then upgrade to the Monkeyopolis and start building 0-2-3 marketplaces next to it until a few (2-3) rounds before the boss arrives.

After defeating the boss, sell any overkill defense to invest back into more farms. This applies for all tiers, with the exception of a high degree paragon.

Tier 2 Farming[]

By this point, after a decent income flow is running, keep farming.

Tier 1 is the point of the game where it would be wise to try to explore other money-generating options aside from 4-2-0 BRFs. In fact, there are two distinct types of farming to consider in terms of farming in Bloonarius: round-based income, and time-based income. Round-based income is based upon profiting as much as possible based on rounds, and this includes standard farming and income-per-pop sources. Time-based income is based on stalling as long as possible to obtain the maximum amount of profits through the use of activated abilities.

After having a solid income strategy established and working for many rounds, prepare for transition into a high-income income option.

  • If opting for a Banana Central, it should be time to begin building a 4-2-0 BRF. However, because of the steep price point of BRFs, it may be more efficient to simply spam Greater Production (200) farms, Marketplaces, or Banks before Tier 2.
  • If opting for a Trade Empire, make sure there's sufficient money by the end of the round to get the Trade Empire. Then build up multiple Merchantmen.

Tier 3 Farming[]

Right before entering Tier 2 Bloonarius, balance out farming with defense and otherwise do a similar mixed farming-defense method that is done for Tier 1 Bloonarius except at a higher scale. Keep going hard with farming while keeping up the pace with killing Tier 2 Bloonarius well. Beware of Elite Bloonarius Tier 2; anticipate BFBs, and quickly sell before or right when they spawn. Farming may be yet again interrupted, but expect a lot more selling and micro involved in this stage.

If a player has not done so already, building a Banana Central greatly improves income. Use Fertilizer and Overclock on the Banana Central combined with a Monkey City for best results on top of building more Banana Research Facilities.

When space starts to run out, opt for a large Monkeyopolis. Try fitting at least 6 if not more Banana Research Facilities within the space of a Monkey City, and try boosting that Monkey City's range with Overclock if sure that more Farms are within possible reach. Afterwards, place more Banana Research Facilities. If possible, try get Banana Central too after getting several BRFs, and then Overclock the Banana Central persistently.

Tier 4 Farming[]

Alongside general defense against Tier 3 Bloonarius, income-supporting supports will be very useful. These include:

Sun Temples are what should also be aimed for at Tier 3. Support sacrifices can be gathered from existing Farms within range. Careful not to let the Sun Temple consume the Monkeyopolis or get its range close to the range of a Monkeyopolis, or else a new Monkeyopolis will have a much lower maximum income with sacrifices.

As with Tier 3 farming, keep farming; spam the most powerful income producers possible.

Tier 5 Farming[]

At this point, focus on building up Vengeful True Sun God and Paragons with the remaining money. Continuing to farm hard is still greatly recommended; there will almost never be a time where there is too little money in any Boss Event scenario, no matter what tier of boss. The player will need all the money for just about anything: all of the most important abilities, multiple Sun Temples, and as many powerful DPS towers as possible.

Boss Strategies by Tier[]

Tier 1 Boss[]

At Tier 1 against Bloonarius, there are a wide variety of options to choose from. Choose options that handle both single-target and grouped bloons. It is possible to slowly chip at the boss to make more income while fighting the boss, although it is generally better to kill it quickly first and then commence building income.

Countermeasures against Tier 1 Bloonarius include the following, with particular advice against Tier 1 Elite Bloonarius:

  • A single Sticky Bomb ninja can bomb away all the HP of Tier 1 Elite Bloonarius on its own, only needing extra defenses for the spawns.
  • The Tack Zone is strong DPS option, serving a dual purpose of effectively damaging both Bloonarius and bloons that naturally spawn from the track entrance.
  • Blade Maelstrom is great at defending against the ceramic rushes, but timing the abilities will be crucial.
  • Recursive Cluster or M.O.A.R. Glaives can also defeat the grouped ceramics given alchemist buffs or support.
  • Arctic Wind can greatly slow down dense tier 1 and 2 rushes, provided that they are in range.
  • Ring of Fire with 4-2-0 has high group popping power, if it can reach all lanes.
  • The Big One with Burny Stuff is useful on weeks that restrict the usage of Geraldo and Primary towers on long maps, due to its massive range and ability to attack wherever the player desires.
  • Geraldo can use the following items to assist against Bloonarius at Tier 1:
    • Blade Trap: Helps break away the Ceramics produced by Bloonarius
    • Tube of Amaz-o-Glue: Slows down Ceramics in particular, giving more time to do important tasks such as proper timing of abilities (e.g. Blade Maelstrom) and placing his own Blade Trap.
    • Jar of Pickles: Empowers low damage but high-projectile towers such as Overdrive and The Tack Zone
  • 2-0-5 Elite Defender, which packs high single-target DPS, is strong against chipping away Bloonarius, and comes with a passive life loss ability that can further cause huge damage against Bloonarius. Recommended to also have Master Defender (no cooldown for passive ability) and Flanking Maneuvers (bonus attack speed when set on Last).
  • Embrittlement can be used to let high-projectile options deal more damage to Bloonarius, especially if using Overdrive and/or The Tack Zone. It is capable of also breaking some Ceramics, but does not solo Bloonarius's waves.
  • Glue Strike can be used to let high-projectile options deal more damage to Bloonarius as well as chip away against Ceramic spawns and slow them down. However, as an ability, timing is key.
  • First Strike Capability's ability does huge damage to Bloonarius. Mainly useful for normal Bloonarius on Ranked Mode.

Tier 2 Boss[]

At Tier 2, continue beating Bloonarius using tower options that have high single-target and grouped damage. At this point, a much greater income generation should have been established prior, saving enough money for typical ordinary late-game options such as M.A.D, or overdrive spam + Super Brittle + Glue Strike combo. Again, try to manage a quick kill against Tier 2 Bloonarius at any stage of the battle.

Tier 2 Elite Bloonarius spawns BFBs, which requires yet more steps to clean them up; options that worked at Tier 1 Elite don't necessarily work there.

Countermeasures against Tier 2 Bloonarius include the following, with particular advice against Tier 2 Elite Bloonarius:

  • Tier 2 of Elite Bloonarius can be defeated by having a M.A.D shoot at the boss while other defenses defeat the spawns.
  • On some maps, The Tack Zone with all debuffs can easily shred through Bloonarius though some extra defense for the spawns. Overdrive spam is more efficient per cash spent with more debuffs overall.
  • Avatar of Wrath is another strong option to handle the boss. Because the optimal way to use it involves surrounding it with Poplusts, Ball Lightning is a surprisingly strong tower in conjunction with the Avatar of Wrath for stalling any stray bloons because of the poplust pierce and attack speed benefits.
  • Super Maelstrom can serve as an effective yet cheap defense for the BFBs and bloon swarms, though if one cannot press the ability, Glaive Lord or The Bloon Solver can also serve as the defense for the BFBs and bloon swarms.
  • Spirit of the Forest can be used to remove the threat of Bloonarius' various waves of bloons, even the BFBs. Position carefully for the best results. Vine Rupture can be used if the rushes go too far.
  • One very risky play is to use multiple 1-4-0 Spike Storms or First Strikes plus Geraldo's Rejuv Potion to destroy Bloonarius extremely quickly, which can be done easily by having storm spikes prepared on Rounds 59 and 60 with two potions ready. This is often used to get good Ranked times.

Tier 3 Boss[]

At Tier 3, Bloonarius becomes significantly stronger, especially noticeable for Tier 3 Elite Bloonarius. As usual, optimize farming prior and have powerful single-target and grouped options ready.

For this tier, there are two types of defenses that work effectively. One of them is using powerful Tier 5 options and buffing them with basic but essential supports; outstanding examples of powerful Tier 5 options include M.A.D and Avatar of Wrath. Another option is using a max primary/magic/support sacrifice Sun Temple surrounded with support debuffs including Super Brittle and strong towers such as Sun Avatars or Destroyers, and the temple also builds into the Vengeful True Sun God. The other is using a paragon.

The player can use a M.A.D and Avatar of Wrath with Overclock, Stronger Stimulant and Homeland Defense to take down the tier, beware that the player will have to move the MAD in order to counter the DDTs spawned, and it is recommended to have Icicle Impale for the insides of the BADs as well.

Another option that requires less effort once set up but more expensive is Apex Plasma Master, when bought, even at Degree 1, it should be able to easily handle Bloonarius. It is also recommended to sell the Plasma Master after the Tier 3 has been defeated under the effect of a Favored Trades in order to get a higher degree Plasma Master for later tiers while also getting money for farming.

Other countermeasures for beating Tier 3 Bloonarius, particularly Tier 3 Elite Bloonarius:

  • Strong defenses against Tier 3 Bloonarius tend to cost approximately between $200k and $480k (assuming Medium prices), so make sure to accumulate enough money beforehand. This can range to as cheap as a M.A.D + Drums + OC + Tack Zone + Sbrittle + Homeland to as expensive as a makeshift Apex Plasma Master.
  • Ray of Doom deals decent single-target damage while also having a very strong grouped option; it can be used to manually target onto Tier 3 Elite Bloonarius or the BAD and DDT spawns coming out of Tier 3 Elite Bloonarius.

Tier 4 Boss[]

The steps required to kill Tier 4 Bloonarius, particularly Tier 4 Elite Bloonarius, should be fairly similar to Tier 3, with some major differences. A key difference is the must to work way towards the ultimate DPS powerhouses, particularly Paragons and (Vengeful) True Sun God. If opting for Paragons, try to accumulate maximum pops for optimal degrees using the selected towers. Use of a anti-Boss late-game hero such as Adora or Geraldo would be desirable at this tier, if possible.

Before or when encountering Tier 4 Bloonarius, the player should make a beeline to get more paragons. The VTSG is no longer extremely cost efficient at handling bosses, so it is only recommended for ranked or difficult weeks.

Tier 5 Boss[]

For Tier 5 Bloonarius, an extra support Sun Temple for the purposes of buffing a (Vengeful) True Sun God may be bought. Paragons may be bought as well for extra damage, choose the smartest options that suits the map. If there are lots of obstacles blocking the way, then preferably use Apex Plasma Master, Goliath Doomship, and Master Builder if one can afford these paragons, otherwise consider other paragon options as well. Go for the maximum buff supports and blimp debuffs possible, on top of Temples and Paragons. With excess money, place as many Sun Temples across the map as possible, and then go for the best single-target damage options available. If possible, it is advised to superbuff them with the maximum supports possible.

Important support buffs (presumed all strong towers use this):

Best single-target options plus best optimizations (ranked starting from best):

Beyond that, there are strong options that can be spammed:

  • 1-4-0 Spike Storms for a strong long range spammable option, benefits from Geraldo. Heavily burst reliant and falls off after the initial ability.
  • 3-2-0 [[Sun Avatar (BTD6)|Sun Avatar]s can be done if there's no other valid expensive option available. Their cost and space efficiency is very high when provided with lots of damage increases.

If Spike Factories and Super Monkeys are limited or banned in a Bloonarius event, Then the strongest spammable towers based on factors such as range and availability are as follows:

  • 2-0-4 Overdrive (close range, high damage)
  • 0-1-4 Poplust (mid range budget alternative to BADS, comparable damage for cheaper at the cost of less range)
  • 0-2-4 Bloon Area Denial System (expensive but powerful, VTSG and Temple buff lets them shoot half the map away, cannot attack at maximum range with Target Independent)
  • 4-2-0 Plasma Accelerator (long range micro reliant option, comparable with Full Auto Rifle if Snipers are limited or banned)
  • 2-0-4 Full Auto Rifle (long range option that also fills smaller gaps in a defense, can take advantage of FlankingManeuversIcon Flanking Maneuvers)
  • Any Summon Phoenix (budget option, benefits from energizer, ignores obstacles, typically sub-par)
  • 4-2-0 Aircraft Carrier (mid-range water option with higher damage than other spammable towers other than overdrives, can take advantage of FlankingManeuversIcon Flanking Maneuvers)
  • 2-0-4 Armor Piercing Darts (fills water, deals comparable damage to 0-2-4 BADS but with global range, can take advantage of FlankingManeuversIcon Flanking Maneuvers)
  • 2-0-4 Spectre (For events where total tower count is limited and ignoring obstacles is greatly appreciated)
  • 4-0-2 Apache Dartship (More space inefficient tower in exchange for higher damage than Spectre for restricted tower count events)

All useful debuffs against Bloonarius that be added in conjunction to super-buffed towers:

In the case where Vengeful True Sun God is not possible, whether it be because the There Can Only Be One MK is not unlocked yet, Monkey Knowledge is disabled for the event, because all towers in one category are completely disabled, or because the True Sun God upgrade is restricted from this event, Legend of the Night can help assist with catching any leaks in case Bloonarius (especially Elite Bloonarius) sends skull waves very far along the bloon track.

In short, throw in as much damage and support as possible as quickly as possible.

Other Strategies[]

Tljacobs strat[]

NOTE: this is in version 39.0, and the date is 10/15/2023.

get a 0-2-3 or a 0-2-4 ninja if you have the money, and overdrive spam, that is good for tier 1 and should get more 0-2-4 ninjas and 0-2-4 tacks for tier 2. for tier 3, paragons are useful, and apex plasma master and ascended shadow are good options for tier 4. for tier 5, a VTSG or multiple paragons/temples. for farming, get 2 or more 2-0-4 farms for tiers 1 and 2. for tiers 3 and 4, use 5 2-0-4 and 2-3-0 banks. for tier 5, just do more of the same.