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BTD6

Automatically calls in mini Comanches when they're most needed.
~ In-game description

Comanche Defense is the 4th upgrade of Path 3 for the Heli Pilot in Bloons TD 6. Comanche Defense upgrades its weapons to shoot missiles every 1.0s instead of 3.0s that deal 3 damage (+2 to Ceramics and MOAB-class) and darts deal 2 damage. In addition, Comanche Defense is able to summon up to three mini-Comanches that move in depending on how far bloons reach in terms of bloon track progress, split among 25% thresholds. Each summon only happens once per round.

Each mini-Comanche shoots darts and missiles with higher overall stats to the main Comanche and they follow the targeting priority of the parent Comanche. After 15 seconds of being summoned, mini-Comanches may leave unless another bloon threshold is met, in which the duration resets. There is a cooldown of 25 seconds before the mini-Comanches can become summoned again, unless reset by bloons reaching a certain threshold.

The Heli Pilot itself receives various upgrades to greatly enhance its DPS. Each missile is shot every 1.0s instead of 3.0s, has 30 pierce and 3 damage on top of +2 damage to Ceramics and above, while retaining 18 blast radius. Darts deal 2 damage and pierce up to 3 bloons each.

The mini-Comanches shoot three 1 damage 4 pierce darts every 0.151848 seconds and a missile per mini-Comanche every 3 seconds with 80 pierce each that deal +2 damage to Ceramics and MOAB-class. Darts from mini-Comanches pierce up to 4 bloons per dart.

This upgrade costs $7,225 on Easy, $8,500 on Medium, $9,180 on Hard, and $10,200 on Impoppable.

Description[]

Overview[]

Placeholder other

Comanche Defense and its Mini-Comanches

All helicopters in this upgrade and its successor, including mini Comanche helicopters, are based on the RAH-66 Comanche helicopter. All of these Comanche helicopters are colored grey in camouflaged patterns. The rotors of all of the Comanche Defense's helicopters are similar in shape to the MOAB Shove.

Mini comanches

All three Mini-Comanches summoned

With this upgrade, the Heli Pilot is able to summon up to three mini-Comanches that move in depending on how far bloons reach in terms of bloon track progress. The mini-Comanches come with fast-shooting three-spray darts and a missile per mini-Comanche with 80 pierce each that deal +2 damage to Ceramics and MOAB-class. Darts from mini-Comanches pierce up to 4 bloons per dart. Whenever bloons reach a certain percentage of the map, the main Comanche Helicopter calls in a number of mini Comanche Helicopters armed with missiles and darts to aid it in battle. If bloons reach 25% of the map, one mini-Comanche is summoned, two if bloons reach 50% of the map, and three if bloons reach 75% of the map. Each summon only happens once per round. After 15 seconds from being first summoned, the mini-Comanches will leave the screen immediately, unless the bloons again reach their thresholds, where the duration will simply reset. There is a cooldown of 25 seconds before the mini-Comanches can become summoned again, unless reset by bloons reaching a certain threshold.

The Heli Pilot itself receives various upgrades to greatly enhance its DPS. Each missile is shot every 1.0s instead of 3.0s, has 30 pierce and 3 damage on top of +2 damage to Ceramics and above, while retaining 18 blast radius. Darts deal 2 damage and pierce up to 3 bloons each.

Targeting Priorities[]

Comanche Defense utilizes touch-based mobility and self-mobility to move around the screen with different flight targetings. Its main attack shoots straight movement projectiles, which originate from the Heli Pilot with its independent range like an ordinary tower.

  • Follow Touch / Follow Mouse: Moves to where the player taps. On desktop versions, Follow Touch instead becomes Follow Mouse, which will make the Heli Pilot move to wherever the cursor is currently at.
  • Lock In Place: Stops the Heli Pilot where it is when the Target Priority is selected. Can be adjusted to choose a different locked location.
  • Patrol: Patrols between two spots chosen by the player. Can be adjusted to choose different points.
  • Pursuit: Equivalent to the target priority First, except the Heli Pilot will follow in front of the bloons while shooting them. It is unlocked with the purchase of the second upgrade on the first path, with the same name as the target priority. Once upgraded to the respective upgrade, it automatically switches to this target priority.

Both the Heli Pilot's main attacks and mini-Comanches always default on First based on the range of the helicopters' weaponry. The shove effect is locked on Close.

Mini-Comanches are always set to the same flight option as the parent Comanche. They will behave in the following manner if set to a particular flight targeting:

  • Follow Touch / Follow Mouse: Moves to where the player taps. On desktop versions, Follow Touch instead becomes Follow Mouse, which will make the mini-Comanches move to wherever the cursor is currently at. If no cursor/touch is involved, the mini-Comanches stay on the edges of the screen.
  • Lock In Place: Stops the mini-Comanches where it is when the Target Priority is selected. Can be adjusted to choose a different locked location. Will always travel towards the locked location.
  • Patrol: Patrols between two spots chosen by the player. Can be adjusted to choose different points. Will always travel between two spots.
  • Pursuit: Equivalent to the target priority First, except the mini-Comanches will follow in front of the bloons while shooting them. It is unlocked with the purchase of the second upgrade on the first path, with the same name as the target priority.

Costs[]

Updated as of Version 41.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
[Module | Data] Purchase Sell
Costs Easy Medium Hard Impoppable Easy Medium Hard Impoppable
Upgrade (X-X-4) $7,225 $8,500 $9,180 $10,200 -
Total (0-0-4) $11,640 $13,700 $14,800 $16,440 $8,148 $9,590 $10,360 $11,508
Crosspath (1-0-4) $12,320 $14,500 $15,665 $17,400 $8,624 $10,150 $10,966 $12,180
Crosspath (2-0-4) $12,745 $15,000 $16,205 $18,000 $8,922 $10,500 $11,344 $12,600
Crosspath (0-1-4) $11,895 $14,000 $15,125 $16,800 $8,327 $9,800 $10,588 $11,760
Crosspath (0-2-4) $12,405 $14,600 $15,775 $17,520 $8,684 $10,220 $11,043 $12,264

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

Strategy[]

Summary[]

The Comanche Defense requires a good backup defense in order to be usable. While the 18.0 update spawn mechanics do make it more controllable as to when the mini helicopters spawn, it still tends to be weak if not all three Comanches are on screen. A significant portion of the Comanche Defense's power is in the summoned Comanches, which makes it somewhat lackluster for its price tag whenever they are not present. It is a usable stepping stone to Comanche Commander, particularly if the correct synergies are utilized, advancing the mid-game on single-lane maps and maps with only one active lane per round (e.g. High Finance, Infernal). However, it is a poor option on most maps with multiple lanes, and can be substituted by alternate options.

Similar to Comanche Commander, Comanche Defense is a decent synergy with Pat or Gwen, but it is very dependent on those two Heroes to become at least somewhat powerful, not to mention that there is some downtime between mini-Comanche spawns.

Compared to Apache Dartship, Comanche Defense's DPS has a wider DPS potential. While all mini-Comanches are present, the total DPS is superior compared to an Apache Dartship even ignoring price differences. That being said, Comanche Defense's wide DPS spectrum does make an improperly utilized Comanche Defense lose all its value. Trading off reliable DPS for a less costly defense, for both the saveup to the respective Tier 4 and Tier 5, Comanche Defense can be usable in mid-to-long maps such as Bazaar and Chutes when combined with other support DPS.

Tips[]

  • The Comanche Defense is most powerful when the smaller Comanche helicopters are around. Without the mini-Comanches, the main helicopter deals more damage than MOAB Shove, but has no extra knockback or other utility.
    • As the smaller Comanche Helicopters automatically pursue the bloons, the Pursuit upgrade is unnecessary, and the main helicopter can be placed somewhere else depending on your needs.
  • The smaller helicopters do gain the extra projectiles from Quad Darts, faster movement speed from Bigger Jets and camo detection from IFR.
    • Quad Darts will usually be the choice of crosspath due to it adding much more power to the Comanche.
  • For its price, one 2-0-4 Comanche Defense is actually quite strong in the mid-game, even versus grouped Ceramics and groups of MOAB-class bloons, punching above its weight while all three mini-Comanches are active. Once the mini-Comanches are on cooldown, the Comanche Defense underperforms for its cost.
  • If relying primarily on Comanche Defense for DPS, it can struggle on sustained rounds, especially for late mid-game rounds such as Round 63. Round 74, Round 75.
  • Try to micromanage the Comanche Defense to control the timing for which the mini-Comanches come out during a round; the significant downtime and capped uses of calling out mini-Comanches can backfire if not backed up with additional defense.
  • The downtime of the mini-Comanche callouts occurs after the full duration of the callout has ended. Effectively, it can be seen as a passive ability with 40 seconds cooldown (15s uptime, 25s downtime, summing 40s) and a max of two uses per round.

Version History[]

Balance Changes[]

Comanche Defense has been buffed significantly since when it was first released. Its reliability has improved substantially with a new summoning algorithm implemented in Version 18.0. It now remains a decent but still somewhat unreliable mid-game option after these changes. In addition, the added base missile attack has added a reliable lead-popping option outside of mini-Comanches, as a little extra while the mini-Comanches are under cooldown.

7.0
  • BUFF Comanche Defense cooldown reduced (45s → 25s).
12.0
  • NERF Comanche Defense's mini-comanches are no longer affected by Alchemist buffs.
15.0
  • BUFF Comanche Defense maximum activations per round increased (1 → 2) (Still has an internal cooldown of 25 sec)
18.0
  • Change xx4 Comanche Defense will now instead spawn 1 Comanche the first time any Bloon crosses 25% of the track each round.
  • Change xx4 Will also spawn 2 additional Comanche at 50% of the track. If the first Comanche is still on screen it's duration will be refreshed and only 1 extra will spawn
  • Change xx4 Will also spawn 3 additional Comanche at 75% of the track. If the 2nd set of Comanche are still on screen their duration will be refreshed and only 1 extra will spawn
  • BUFF Comanche will now spawn from the side of the map closest to where the triggering Bloon is located
  • BUFF Comanche spawn movespeed now increased to always be 30 more than the speed of the main Comanche Defense tower (45 + 30 for 75).
  • BUFF 024 Comanche Defense will also apply increased flight speed to spawned Comanche.
  • [Undocumented] Description changed from "Automatically calls in 3 more Comanches when they're most needed." to "Automatically calls in mini Comanches when they're most needed."
19.0
  • BUFF xx4 Comanche Defense price reduced from $10,000 → $8,500.
20.0
  • BUFF Comanche Defense duration increased (10s → 12s).
21.0
[...] Due to overall comparisons between Downdraft's blowback & MOAB Shove we have also slashed MOAB Shove's price by 30% to give it & Comanche more of a kickstart.
~ Ninja Kiwi, primarily referring to MOAB Shove
  • BUFF Indirectly buffed by MOAB Shove price drop
23.0
Further small buff to Comanche as prior balancing has not felt sufficient.
~ Ninja Kiwi
  • BUFF Comanche Defense reinforcements duration increased (12s → 15s).
28.0
[...] MOAB Shove has had a missile attack similar to xx4's mini comanches added to provide this path something extra for when the mini comanche are not active.
~ Ninja Kiwi
  • BUFF Comanche Defense gains a 'mini heli missile' attack with pierce 30 and damage 3, and +2 damage to Ceramics and above
30.0
Comanche Defense mostly suffered during downtime and so the base Heli at T4 has had some general improvements made to power, but the mini helis have also gained a pierce increase to provide the darts with some improved crowd control
~ Ninja Kiwi
  • BUFF Comanche Defense main heli missile attack cooldown decreased 3s -> 1s
  • BUFF Comanche Defense main heli dart damage increased 1 -> 2
  • BUFF Comanche Defense mini heli pierce increased 3 -> 4
33.0
[...] Downdraft has more general use throughout the game and scales better than the more expensive MOAB Shove upgrade though they both see use, so the price of these upgrades has been swapped around. Faster Darts xx1 upgrade will now increase the attack distance of Heli Dart attacks in order to assist with cluttering issues where large numbers of Helis will push each other away from nearby targets.
~ Ninja Kiwi, referring to Path 3 balance
  • BUFF Comanche Defense now increases both main helicopter and mini helicopter range of its dart attacks by +30%
35.0
ComCom is both lacking in pierce damage, and favors the 105 crosspath more than we’d like. This goal for this change is to improve the overall single target power for the missile AoE without such a high pierce number, with only a smaller damage buff for the main darts so existing pierce benefits that can be applied for the main attack remain valuable
~ Ninja Kiwi, referring to Comanche Commander
  • NERF Comanche Defense missile pierce reduced from 100 → 80
37.0
[...] Pushing some higher values on the last Comanche Commander changes as the missile attack is effectively such a small portion of the tower’s total damage late game.
~ Ninja Kiwi
  • Change Comanche Defense's mini Comanches now follow the target priority of the main Comanche instead of always Pursuit

Bug Fixes and General Changes[]

Gallery[]

Official Artwork[]

Projectiles[]

Trivia[]

  • It's likely an adaption of the Boeing-Sikorsky RAH-66 Commanche.
  • Despite the mini Comanches being called "mini", they have more power than the original Comanche helicopter.
  • Prior to Version 18.0, the old mini-Comanche summoning mechanic was as follows: "Whenever the RBE on the map is greater than 2000 RBE, the main Comanche Helicopter calls in 3 mini Comanche Helicopters armed with missiles and darts to aid it in battle. However, this passive ability has a cooldown of 25 seconds. After 10 seconds from being summoned, the Comanches will leave the screen immediately. The mini-copters can spawn once more per round if the round lasts longer than 25 seconds."
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