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BTD6

Reduces ability cooldowns everywhere by 20%. While in radius, heroes earn XP 50% faster and water Monkey ability cooldowns are halved.
~ In-game description

Energizer is the fifth upgrade of Path 1 for the Monkey Sub in Bloons TD 6. It makes Heroes earn XP 50% faster while in the radius, reduces ability cooldowns of all monkeys on screen by 20% and ability cooldowns of water monkeys in range by 50% (does not stack with Bloontonium Reactor). It also increases the pierce of the Bloontonium Reactor radioactive attack from 50 to 1000, decamo pulse from 100 to 1000, and the damage from 1 to 5 plus another +10 versus Ceramics. Also, the unsubmerged primary dart and airburst darts (from 5-0-2 crosspath) each have their damage increased to 10. With Heat-tipped Darts (5-2-0 crosspath), the radioactive attack has its damage bonus to Lead Bloons increased from +1 to +5.

This upgrade costs $23,800 on Easy, $28,000 on Medium, $30,240 on Hard, and $33,600 on Impoppable.

Quick Answers

What are the unique abilities of the Energizer in Bloons TD 6? toggle section
The Energizer, a fifth upgrade of the Monkey Sub in Bloons TD 6, offers unique abilities. It boosts XP gain for heroes by 50% within its radius, reduces ability cooldowns for all monkeys on screen by 20%, and halves ability cooldowns for water monkeys within its range. It enhances the Bloontonium Reactor radioactive attack's pierce and maintains the ability to decamo Bloons when submerged. It also inflicts 5 damage and an additional 10 to Ceramics using radiation, impacting 1000 bloons per pulse.
Provided by: Fandom
How does the Energizer affect other monkeys on the screen in the game? toggle section
The Energizer, a fifth upgrade of Path 1 for the Monkey Sub in Bloons TD 6, enhances other monkeys' abilities by reducing their cooldowns by 20%. It further halves the cooldowns of water monkeys in its range. The Energizer also boosts the pierce of the Bloontonium Reactor attack and accelerates Heroes' XP gain by 50% within its radius.
Provided by: Fandom
What is the impact of the Energizer on Heroes' XP earning rate? toggle section
The Energizer enhances heroes' XP earning rate by 75%, an increase from an earlier 50%. It also lessens the expense of leveling up heroes within its influence, making it more cost-effective for heroes to level up when within the Energizer's range. The Energizer stands out as the sole tower that boosts the leveling speed of heroes.
Provided by: Fandom
How does the Energizer enhance the attack of the Bloontonium Reactor? toggle section
The Energizer, an upgrade of the Monkey Sub in Bloons TD Battles 2, boosts the Bloontonium Reactor's attack. It offers +75% extra XP to nearby heroes and inflicts increased Ceramic damage with radiation. This radiation causes 5 damage and an additional 10 to Ceramics every 0.4s, impacting 1000 bloons per pulse. The Energizer also cuts the cash needed for manual hero level-ups and maintains the capacity to decamo Bloons when submerged. It's valuable for late-game strategies due to its ability cooldown reduction.
Provided by: Fandom
In what ways does the Energizer contribute to the gameplay in energizer games? toggle section
In energizer games, the Energizer character, a Monkey Sub upgrade in Bloons TD Battles 2, enhances gameplay by boosting XP of nearby heroes by 75% and dealing high Ceramic damage via radiation. This radiation causes 5 damage, with an extra 10 to Ceramics, every 0.4s and impacts 1000 bloons each pulse. Energizer also lessens the cash necessary for manual hero level-ups.
Provided by: Fandom

Description[]

Overview[]

Placeholder other

Energizer

Energizer is a much larger sub than its predecessor, sporting several neon green-tinted glass windows on its top, as well as Bloontonium-green paint on its fins. The radiation symbol on its front now glows green.

A few crosspaths affect the Energizer's appearance. Energizer a red radiation pulse when crosspathed with Heat-tipped Darts, and it sports two guns either side with Twin Guns.

Energizer is a significant improvement over Bloontonium Reactor, whose radiation deals 5 damage, 10 to Ceramics, as opposed to only 1, and with 1000 pierce, along with all the unique crosspathing interactions possessed by Reactor. It retains the ability to decamo Bloons on hit while submerged. The darts themselves from the Energizer deal even more damage, from 2 to 5.

Additionally, Energizer provides several unique buffs, those being 50% faster ability cooldowns for water towers in range, (does not stack with Reactor's similar buff, or with other Energizers via Co-Op Mode) 50% faster XP gain for Heroes in range, and 20% faster ability cooldowns for all towers on screen (as well as water towers not in range).

Targeting Priorities[]

Energizer targets bloons using the standard targeting priorities, but also receives the Submerge targeting option. Its main attack while unsubmerged shoots straight movement projectiles that can moderately seek at bloons.

  • Submerge: Submerges the submarine, letting it create only submersible attacks instead of its other attacks. Initially gains only decamo, but can also gain additional benefits upon upgrading. When given Bloontonium Reactor or Energizer, the submarine gains an AoE effect that decamos and pops bloons.
  • 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.

The radioactive attack is considered a zone-based attack, and pierce calculations default on Close. The local buff targets towers that are on water, and is considered a tower buff. The global buff targets all towers on screen, and also considered a tower buff.

Full Popology[]

Statistics[]

Updated as of Version 43.0
Base stats
  • Dart:
    • Projectile, sharp type, 52 range, 0.7s attack cooldown, 5 damage, 2 pierce. Moderately homes at bloons at a 170 linear speed and 360 angular speed, with a seeking radius of 27.06. Can detect range of the range of most towers on screen. If there is a "camo-detecting" tower on screen, the dart gains camo detection if the targeted bloon is within range of that tower.
    • When the "Submerge" targeting is set, create Submerge and Radiation attack and cease Dart attack.
  • Submerge:
    • Zone, shatter type, 52 range, 0.28s attack cooldown, 0 damage, 1000 pierce. Strips camo properties from affected bloons. Attack speed is not affected by external buffs.
  • Radiation:
    • Zone, shatter type, 52 range, 0.28s attack cooldown, 5 damage, +10 Ceramic damage, 1000 pierce. Attack speed is not affected by external buffs.
  • Local Energizer Buff:
    • Passive, 52 range, all water towers within range gain 0.50x ability cooldown rate.
  • Global Energizer Buff:
    • Passive, all non-Paragon towers on screen gain 0.80x ability cooldown rate.
Crosspathing interactions
  • 5-1-0: Dart damage increased from 2 to 5, Submerge and Radiation pierce increased from 1000 to 1050.
  • 5-2-0: Dart damage type changed from sharp to normal, Radiation deals +5 Lead damage.
  • 5-0-1: Dart attack cooldown reduced from 0.7s to 0.35s, Submerge attack cooldown reduced from 0.28s to 0.196s.
  • 5-0-2: Dart becomes 1 impact and upon collision bursts three Sub-Darts with 2 pierce and 5 damage.
Monkey Knowledge interactions
  • Naval Upgrades: All Monkey Subs get +1 pierce.
  • Elite Military Training: All Military Monkeys get a one-off +1000 XP and earn XP in-game 5% faster permanently.
  • Flanking Maneuvers: Attacks 10% faster when set targeting priority to "Last".
  • Military Conscription: First military tower costs only ⅔ of the original cost.
    • Monkey Sub base cost from $275, $325, $350, and $390 → $185, $220, $235, and $260 on Easy, Medium, Hard, and Impoppable, respectively.
  • Advanced Logistics: All Military Monkeys base costs reduced by 5%.
    • Monkey Sub base cost from $275, $325, $350, and $390 → $260, $310, $335, and $370 on Easy, Medium, Hard, and Impoppable, respectively.
      • If Military Conscription is also enabled, the final cost will be $170, $200, $220, and $240.
  • Monkey Education: All Monkeys XP earn rate increased by 8%.
  • Better Sell Deals: All Monkeys sell for 5% more.
    • Increases sell potency from 70% to 75%.
  • Veteran Monkey Training: All Monkeys reload time reduced by 3%.

Attack Interactions[]

See also: Attack Interactions/Bloons TD 6/Military
Updated as of Version 40.2
Base attack(s)
  • Dart:
    • Sharp Type (pops Black, White, Purple) Sharp
    • Single Projectile Single Projectile
    • Straight Attack Straight Attack
    • Moderate Seeking Moderate Seeking
    • Extended Range (unspecified extension of range beyond current base range, whether it be infinite range or just extended range) Extended Range
  • Submerge:
    • Normal Type (pops Black, White, Purple, Lead, Frozen) Normal
    • Also affects Camo Bloons Camo Detection
    • Area of Effect Area of Effect
    • No damage to all bloon types (unspecified damage) No Damage
    • Decamo, (unspecified alt variants) Decamo
  • Radiation:
    • Shatter Type (pops Black, White, Purple, Frozen) Shatter
    • Also affects Camo Bloons Camo Detection
    • Area of Effect Area of Effect
    • Extra damage to all bloon types (5) Extra Damage (5)
    • Extra damage versus Ceramics (+5) Extra Damage to Ceramics (+10)
  • Local Energizer Buff:
    • Passive Type (no attack) Passive
    • Targets Tower(s) (targets water towers within range) Target Tower (target: water towers within range)
    • Tower Buff (0.85x ability cooldowns) Tower Buff (buff: 0.50x ability cooldowns)
  • Global Buff:
    • Passive Type (no attack) Passive
    • Targets Tower(s) (targets water towers within range) Target Tower (target: all towers on screen)
    • Tower Buff (0.85x ability cooldowns) Tower Buff (buff: 0.80x ability cooldowns)

Costs[]

Updated as of Version 49.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
[Module | Data] Purchase Sell
Costs Easy Medium Hard Impoppable Easy Medium Hard Impoppable
Upgrade (5-X-X) $23,800 $28,000 $30,240 $33,600 -
Total (5-0-0) $27,160 $31,955 $34,510 $38,345 $19,012 $22,369 $24,157 $26,842
Crosspath (5-1-0) $27,540 $32,405 $34,995 $38,885 $19,278 $22,684 $24,497 $27,220
Crosspath (5-2-0) $27,795 $32,705 $35,320 $39,245 $19,457 $22,894 $24,724 $27,472
Crosspath (5-0-1) $27,540 $32,405 $34,995 $38,885 $19,278 $22,684 $24,497 $27,220
Crosspath (5-0-2) $28,390 $33,405 $36,075 $40,085 $19,873 $23,384 $25,253 $28,060

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

Strategy[]

Summary[]

Energizer has the exclusive benefit to grant both additional Hero XP and faster ability cooldowns to all towers on screen. Although quite expensive, it is highly effective in combination with slow-leveling heroes, water-based towers and heroes, and ability-dominant defenses.

It shines mostly in extreme late-game runs, where much of the main power comes from the various abilities in the player's arsenal, most specifically Homeland Defense, multiple Call To Arms, and Overclocks.

However, outside of custom challenges such as 2MPC, "Axis of Subs", and Level 20 Churchill CHIMPS challenges, its limited niche makes Energizer a less popular option on CHIMPS Mode compared to simply affording additional defense for a similar cost. Energizer is still fairly usable otherwise, and it can greatly enhance the player's defenses if relying heavily on activated abilities, especially water-based abilities, while also being providing decent Super Ceramic clean up.

Tips[]

  • Just as with its previous upgrade, crosspath with Path 3 to increase its overall damage output. While crosspathing 5-2-0 does allow the sub to damage lead, Path 2 upgrades are not required in order to decamo DDTs, and the 20% pierce increase from 1000 to 1200 is redundant most of time.
    • However, leaving the Energizer as 5-0-0 does not really hurt since the tower benefits more from a supporting role in the late game.
    • Note that since 18.0, Admiral Brickell's Naval Tactics and Sub Commander can buff Energizer's DPS and this may combo better with the bottom crosspath.
  • This upgrade is very useful when defenses are ability-heavy, particularly with income-related abilities such as Jungle's Bounty, Supply Drop, and Support Chinook's Crate Drop Ability.
  • The water heroes Pat Fusty and Admiral Brickell both synergise well with Energizer, as they benefit from both the increased Hero XP and the reduced cooldown on their abilities, especially since their abilities are extremely powerful buffs.
    • Admiral Brickell is arguably the best hero to pair with the Energizer, as her abilities are highly effective for water-based terrain. Similar to Pat, her buff has a much higher uptime.
      • Additionally, with the Ability Mastery MK, it is possible for Brickell in range of an Energizer to provide near-permanent buffs with her Naval Tactics ability.
  • The hero who benefits the most out of the Energizer's Hero XP boost is Psi. This is because Psi's earlier levels are quite weak; Energizer allows them to scale better for the later rounds, where MOAB-class bloons are dominant. Captain Churchill is another valuable hero to pair with Energizer because of how slowly he naturally levels up and because of how strong he plays as a pure offense hero. Although Adora levels just as slowly, she has her Blood Sacrifice ability to speed up leveling at a lower cost.
  • On Expert maps, even without Monkey Knowledge, Energizer makes it possible for most heroes to naturally hit Level 20 by Round 100, with exception of slow-leveling heroes such as Captain Churchill.
  • Water-placed Ice Monkeys, especially Absolute Zero, can have their ability cooldowns halved.

Version History[]

Balance Changes[]

Overall, Energizer is a lot stronger at both popping power and utility compared to when it was first released. It had also gained a sizeable price cut, which is significant in relation to its niche support roles.

Bear in mind that the nerf to no longer applying local bonus cooldown to nearby non-water towers is considered a bug-fix, but is significant enough to be constitute as a balance change and therefore is considered a nerf.

Afterwards, Energizer gotten some buffs to the submerged and unsubmerged attacks, to promote more usage as a cleanup and DPS more than just its support.

2.0
  • BUFF Energizer now pops more bloons (30 → 1,000)
  • BUFF Energizer also reduces ability cooldowns of all other towers on screen by 20%.
7.0
  • BUFF Energizer radiation deals more damage per pop (1 → 3)
9.0
  • BUFF Now (correctly) applies bonus XP to Heroes.
10.0
  • NERF Energizer no longer applies 50% ability cooldown for nearby non-water towers.
12.0
  • BUFF Energizer price reduced from $40,000 to $32,000.
18.0
  • BUFF Unsubmerged Energizer has more range (50 → 52). Submerged Energizer's range remains as 50.
  • BUFF 5-1-0 Energizer gains 20% increased pierce from 1000 → 1200
  • BUFF 5-2-0 Energizer deals +1 damage to Leads
    • Note: This is not actually implemented, and likely is a bug
  • BUFF 5-0-1 Energizer gains increased damage pulse rate (0.3s → 0.255s)
  • BUFF 5-0-2 Energizer gains increased damage pulse rate (0.3s → 0.19125s)
  • BUFF Energizer submerge attack deals 2x damage if nearby Sub Commander, including crosspath benefits.
23.0
  • NERF [Undocumented] 5-1-0 and 5-2-0 Energizer has less pierce (1200 → 1020 for 5-1-0, 1200 → 1050 for 5-2-0)
29.0
The logic on a Lead crosspath not being required to give Lead popping to an attack based on something weak against Lead has never sat right, so we're finally sorting that out and making sub a little angrier.
~ Ninja Kiwi, referring to Reactor
  • NERF Affected by Reactor damage type without x-2-0
31.0
Energizer upgrade offers nothing extra to the reactor sub aside from niche utility buffs, so we have increased the lategame cleanup potential by a large amount to help deal with Super Ceramics.
~ Ninja Kiwi
  • BUFF Energizer damage increased (3 → 5)
  • BUFF Energizer now deals +5 bonus damage to ceramics
32.0
Similar types of camo reveal like Shimmer/Signal Flare/Embrittlement are all pierce limited, but the Submerge sub has practically infinite pierce while also being extremely cheap with a very fast rate and a T4 that is far better at camo removal than those other towers can reach. Giving this upgrade a more reasonable pierce value brings these more in line and allows for the pierce crosspath to have some potential meaning.
~ Ninja Kiwi
  • NERF 5-0-0 Energizer decamo pulse pierce reduced from infinite to 1000
  • NERF 5-1-0 Energizer decamo pulse pierce reduced from infinite to 1020
  • NERF 5-2-0 Energizer decamo pulse pierce reduced from infinite to 1050
34.0
  • BUFF [undocumented bug] Energizer ability cooldown reduction increased (20% -> 40% for land towers, 50% -> 70% for water towers)
34.2
  • NERF [undocumented bug Fixed] Energizer ability cooldown reduction buff reverted (40% -> 20% for land towers, 70% -> 50% for water towers)
41.0
We have come back a number of times to add, fix & balance sub crosspathing, over years of learning though it currently feels messy and we'd like simplification. Heat-Tipped Darts doesn't increase base sub pierce, so it feels silly to require it for maximum pierce on Submerged subs. Likewise Airburst shouldn't be required to maximize the rate of submerged subs, instead we'd rather give people an easier way to work with the Airburst attack if they desire to upgrade to it so 'Submerge' is moving to a new Tower Special rather than target priority. [...]
~ Ninja Kiwi
  • Change Energizer's Submerge targeting option changed from within the main targeting priorities menu to a Submerge button
  • BUFF 5-1-0 Energizer radiation and decamo pierce increased 1000 to 1050, matching 5-2-0.
  • BUFF 5-0-1 Energizer radiation and decamo attack cooldown reduction multiplier increased from 0.85x to 0.70x. Total attack speed bonus increased from +17.6% to +42.9%.
  • NERF 5-0-2 Energizer no longer reduces attack cooldown of the radiation and decamo by 0.75x. Total cumulative attack speed bonus reduced from +56.86% to +42.9%.
41.1
  • NERF Energizer's Submerge button now has a 1s cooldown.
42.0
As currently nothing else ever happens with the main attack beyond T2 on the top path we want to give Energizer a little more power here to promote reason to un-submerge, although knowing how well this attack scales in terms of buffability we’re starting off with a careful amount to not take this too far.
~ Ninja Kiwi
  • BUFF Energizer main dart attack damage increased from 1 to 5
  • BUFF 5-0-2 Energizer airburst attack damage increased from 1 to 5
43.0
[...] The bonus to Lead on Reactor currently doesn't apply to T5, so this bonus is being carried up and improved along with a small price reduction to Energizer as strategies using it have fallen somewhat in viability. [...]
~ Ninja Kiwi
  • BUFF 5-2-0 Energizer now gains +5 bonus damage to Lead when submerged
  • BUFF Energizer cost reduced from $32,000 to $31,000
45.0
We’re improving Reactor’s attack cooldown to improve general consistency. [...]
~ Ninja Kiwi
  • BUFF 5-x-0 Energizer attack cooldown reduced from 0.3s to 0.28s
  • BUFF 5-0-1 Energizer attack cooldown reduced from 0.21s to 0.196s
47.0
Price reductions for Energizer to reduce the cost of related build synergies. [...]
~ Ninja Kiwi
  • BUFF Energizer cost reduced from $31,000 to $28,000
49.0
Some feedback was convinced this would be enough to solve many concerns, so ok 👍
~ Ninja Kiwi
  • BUFF Submerge toggle for all upgrades (Submerge and Support, Bloontonium Reactor, Energizer, Nautic Siege Core) cooldown reduced from 1s to 0.5s

Bug Fixes and General Changes[]

2.0
  • [Undocumented] Description changed from "Hero earns XP 50% faster while in Energizer's radius. Cooldowns for abilities of water Monkeys in the radius are halved." to "Reduces ability cooldowns everywhere by 20%. While in radius, heroes earn XP 50% faster and water Monkey ability cooldowns are halved."

Extra Notes (Version History)[]

  • Before the version 10.0 nerf, this used to be very powerful with towers such as Grand Saboteur which has 50% uptime, as it could allow these towers to be active 100% of the time.
  • In Version 23.0, there was a strange interaction where the pierce reworks for Bloontonium Reactor do not equate the same ratio when compared to Energizer, so somehow the Energizer only had an additive +20 pierce and +30 pierce on top for Energizer with Path 2 upgrades.

Bugs[]

Current
  • [???] Sometimes when unsubmerging the targeting priority displays TT_. (Not able to replicate but happened from unsubmerging after opening old save.)
  • [???] The visual indicator in the buffs section above a tower inconsistently displays the submerged and unsubmerged buffs. Additionally, sometimes, the bug shows both sprites indicating a submerged and unsubmerged buff. This bug has been known since 12.0 and occurs as of 14.0.
  • [18.0] When upgraded to 5-2-0, submerged radiation does not increase its damage against leads or DDTs unlike the previous upgrade.
  • [34.0] Energizer's ability cooldown reduction was unintentionally greater than intended, likely due to a bug that duplicated the global cooldown reduction benefit. Patched in 34.2.
  • [41.0] While retrying the game when the sub is submerged, the sub will lose the Submerge button, making the sub unable to float.

Sounds[]

When changing to Submerge target priority:

When switching from Submerge to other priorities:

Gallery[]

Official artwork[]

Videos[]

Trivia[]

  • The XP boost only works for Heroes in the radius, as verified by Challenge Editor.
  • When crosspathed with upgrades on the bottom path, two guns appear on the bottom of the Energizer.
  • Since Pat Fusty can be placed on water or land, he can benefit from either 50% ability cooldown or 20% depending on where he is placed.
  • Energizer was used to complete the first ever 2 Towers CHIMPS with The Anti-Bloon.
  • The Version 2.0 buff was likely inspired by the High Energy Beacon from BTD5, which grants 20% decreased ability cooldowns for nearby towers, although the Energizer's buff in Version 2.0 affects on a global range.