This page is currently under construction. Please bear with us while our editors improve the page.
Damage Type is the type of damage a certain attack inflicts. There are 10 main damage types: Normal, Acid, Sharp, Explosion, Cold, Glacier, Shatter, Energy, Plasma, and Fire, plus the inoffensive Passive type (representing inoffensive "attacks"). Certain damage types can be granted lead-popping or camo detection, but all types can affect a different set of bloon types between: Black, White, Purple, Lead, and Frozen.
On Bloons Wiki, Damage Types 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).
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.
|Plasma||Yes||Yes||Yes||Yes||Yes||No||No||Yes||Yes||Not Purple; Not Glass|
|Explosion||Yes||No||Yes||Yes||Yes||Yes||Yes||Yes||No||Not Black or Ghost|
|Shatter||Yes||Yes||Yes||No||Yes||Yes(verify?)||Yes||Yes||No||Not Lead or Ghost|
|Metal Glacier Freeze||Yes||Yes||No||Yes||Yes||Yes(verify?)||Yes||Yes||Yes||Not White|
|Glacier||Yes||Yes||No||No||Yes||N/A||Yes||Yes||N/A||Not White or Lead|
|Metal Freeze||Yes||Yes||No||Yes||Yes||Yes(verify?)||Yes||No||Yes||Not White or Frozen|
|Energy||Yes||Yes||Yes||No||Yes||N/A||No||Yes||Yes||Not Purple or Lead|
|Sharp||Yes||Yes||Yes||No||Yes||Yes(verify?)||Yes||No||No||Not Lead or Frozen or Ghost|
|Cold||Yes||Yes||No||No||Yes||N/A||Yes||No||N/A||Not White, Lead, or Frozen|
Appearances of Damage Types
|Type||BTD1||BTD2||BTD3||BTD4||BTD5 Flash||BTD5 Mobile||BSM2 (Mobile)||BTD6||BATTD||Bloons Pop||!Notes|
|No||No||Yes||Yes||Yes||Yes||Yes||Yes||Yes||Yes||Introduced in BTD3 via Plasma Vision.|
|Physical||No||No||No||No||No||No||No||No||Yes||No||Introduced in the 1.2 update of BATTD with the introduction of Ghost Bloons|
|Plasma and Fire||No||No||No||No||No||No||Yes (Plasma only)||Yes||Yes||Yes||Many attacks that are classified as Plasma or Fire were effectively Normal before BTD6 introduced Purple Bloons, though Plasma appears with Tech/Energy weapons in BSM2 and Storm Arm weapons in BSM2 Mobile with a weakness to Glass Bloons.|
|Magic||No||No||No||No||No||No||Yes||No||No||No||Exclusive to BSM2 and its mobile counterpart.|
|Explosion||Yes||Yes||Yes||Yes||Yes||Yes||Yes||Yes||Yes||Yes||Usual damage type of the Bomb Shooter.|
|Shatter||No||Yes||Yes||Yes||Yes||Yes||(verify?)||Yes||Yes||Yes||Usually the damage type for Sonic Boom. Replaced Sharp in Bloons Pop!.|
|No||No||No||No||Yes||No||(verify?)||Limited||Yes||Yes||Common to BTD5 Flash and its other Flash spinoffs.|
|Glacier||No||No||No||No||No||No||No||Yes||???||No||Introduced in BTD6 to nerf Metal Freeze/Glacier and Metal Freeze from previous generations.
(In BATTD, Ice King's Ice Bolts?)
|Metal Freeze||Yes||Yes||Yes||Yes||No||Yes||(verify?)||Yes||Yes||No||The original damage type of the Ice Tower. Replaced by Metal Freeze/Glacier in Bloons TD 5 Flash and Flash spinoffs.|
|Energy||No||No||No||No||No||No||No||Yes||Yes||No||Split off from Shatter with the introduction of Purple Bloons.|
|Sharp||Yes||Yes||Yes||Yes||Yes||Yes||(verify?)||Yes||Yes||No||Appeared in all games except Bloons Pop!. The majority of attacks in the series have this type.|
|Cold||No||No||No||No||No||No||No||Yes||No||No||Introduced in BTD6 to nerf Metal Freeze/Glacier and Metal Freeze from previous generations.|
|Passive||No||No||Yes||Yes||Yes||Yes||Yes||Yes||Yes||Yes||Introduced in BTD3 via Monkey Beacon, which cannot affect bloons initially. Passive in BSM2 mostly comes in the form of powerups, such as Blop Magnet. Passive also appears in Bloons Pop! as Insta Megas.|
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, Frozen, Ghost)
- Acid (Black, White, Lead, Purple, Frozen, Ghost)
- Physical (Black, White, Lead, Purple, Frozen)
- Plasma (Black, White, Lead, Frozen, Ghost)
- Fire (Black, White, Lead, Frozen, Ghost)
- Explosion (White, Lead, Purple, Frozen)
- Shatter (Black, White, Purple, Frozen)
- Metal Glacier Freeze (Black, Purple, Lead, Frozen, Ghost)
- Metal Freeze (Black, Purple, Lead, Ghost)
- Glacier (Black, Purple, Frozen)
- Energy (Black, White, Frozen, Ghost)
- Sharp (Black, White, Purple)
- Cold (Black, Purple)
- Passive (does not attack)
Type of Attack
- Tower Action and Behavior
- Main Styles
- Tower Mobility
- Bloon Progress
- Reacts to Lives
- Secondary Styles
- Attack Behavior
- Extra Damage
- Downgrade Layer
- Instakill Bloon(s)
- Slowdown and Knockback
- Secondary Effect
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.
Characters and Allies in Bloons Adventure Time TD
This section is currently a work in progress (WIP), and therefore under construction. Please bear with us while our editors improve the page.
Unlike Bloons TD 6, Bloons Adventure Time TD is more transparent about the existence and users of damage types, with many characters having explicit damage types listed in their information screens. However, there are glaring errors in some of these screens. Since BATTD towers primarily specialize in one damage type across their entire upgrade tree, the BATTD damage types list will be sorted by type and not tower and upgrade.
- All of Princess Bubblegum's attacks
- This includes the Soda and Mints ability, despite its upgrade description stating that it does "explosive damage".
- Flame Princess's ability to transform a bloon into a Flamebit
- Attacks boosted by the Plasma Goggles ability
- Supermonkey's Disarming Charisma
- Boomerang Monkey's Red Hot Rangs
- Minipults' Diamond Tipped Spikes
- Party God's main attack
- Hunter Marceline, Hunson Abadeer, Betty Grof, Night Sword, and Magic Man's Hat's soul sucking attacks
- Attacks under the influence of Tuxedo Jake's Inspiring Melody
- Jake's Mace Hand, Big Jake Slap, Harmful If Swallowed, and Tie 'em Up
- Max's Hot Tips
- Juggernaut Max's Juggernaut
- Finn's Flying Kick
- Sai's Flash Bomb
- Flame Princess's attacks except her Flamebit transformation (although contact with the Flamebit itself deals fire damage)
- Scorcher and Flame King's attacks
- Tiny Manticore's Flamethrower attack
- Finn, Warrior Bubblegum, Marceline, and Jake's attacks generally count as Sharp.
- Supermonkey and Commander Cassie's base attacks are Sharp. However, Supermonkey loses this damage type upon upgrading to Laser Eyes and beyond, and Commander can gain extra non-sharp attacks or even turn them Normal via Bloontonium Darts.
- Banana Guards and Banana Air Corps' attacks
- Supermonkey's Plasma Eyes, Sun Avatar, and Sun God attacks
- Martin, Technological Terror, and Carl the Gem's laser attacks
- Ice Monkey's default non-damaging freeze attack
- C4 Charlie's main attack
- Captain Cassie's main attack
- Commander Cassie's missiles and warheads
- Grob Gob Glob Grod's laser attack
- The Missile trinket-based attack has this damage type against all types of bloons except one: when hitting a DDT, the missile suddenly switches to Shatter and thus can pop DDTs when the missile-armed character equips something permitting damage against Lead Bloons, ignoring the anti-explosive properties of DDTs.
Within Bloons Wiki, the use of "Damage Type" 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 Damage Type?
A "Damage Type" is an attribute of a specific attack style, a specific attack behavior, or a certain status effect applied onto a bloon.
The entire Damage Types 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 Damage Types. The broad identifications of each Damage Type 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, 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 Damage Types system evolved on Bloons Wiki, the need to expand upon the original intent of expanding the Damage Types 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 Damage Types 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 Damage Types 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.
- 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 .