Internal name The name "Energy" is derived from internal data. It has not been named by official sources (e.g. Ninja Kiwi Blog). |
- For the Energy damage type, see Energy and Plasma.
- For the Energy weapon category in Bloons Super Monkey 2, see Energy (BSM2).
Energy is an internal name for a mechanic found in Bloons Super Monkey 2 and Bloons Adventure Time TD that combines Pierce and Damage. It is also in the mobile version but works slightly differently. In BATTD, this mechanic is instead called "rbeTotalDamage." In all three games, the core concept of energy revolves around the projectile trying to consume energy entirely to damage one bloon until its RBE runs out. If its RBE runs out while the projectile still has energy, it retains the energy and continues to damage other bloons. When its energy runs out, projectiles cannot damage targets anymore.
"Energy" is a mechanic utilized by less physical forms of attack, notably Magic, Energy, and Storm.
"Energy" is never officially referred to in either BSM2, and instead is always referred to in vague ways such as "more pierce", "damages more bloons per shot", "damage output," "increased damage," and other similar phrases. In fact, Fireball actually decreases energy despite the description claiming it increases pierce.
Energy resembles spike-related attacks, such as Spike Factories' spike piles and Banana Guards, as both Spike Factories and projectiles using the energy mechanic can choose how they distribute their damage, due to excess damage not being consumed upon popping a bloon. The main difference between spike piles and energy-derived attacks is that pierce can increase the total damage of a spike pile, but pierce increases either have strange effects or no effect on attacks involving energy.
Appearances[]
Bloons Super Monkey 2[]
In the Flash version, Energy is a mechanic found on the Wizard, Magic weapons, and Energy Whip arms. Each point of damage dealt to said bloon consumes one point of energy, and it can consume more than one energy to damage a bloon for more than one damage. After successfully popping a bloon, attacks will pierce through that bloon and will continue the process on other bloons. When there is no more energy left, the attack is exhausted.
Bloons Supermonkey 2 Mobile[]
In addition to those listed on the Flash version, Energy now applies to all Storm arms and Ninja's Blast/Blade attack. Energy also works slightly different against the player's favor on the mobile version. Every bloon damaged will consume one point of energy. Each point of damage dealt to said bloon consumes one point of energy, and it can consume more than one energy to damage a bloon for more than one damage. After successfully popping a bloon, attacks will pierce through that bloon and will continue the process on other bloons. When there is no more energy left, the attack is exhausted.
In addition, they interact strangely with Explosive Shots, which adds pierce and has inconsistent interactions with weapons using energy. Sometimes the pierce has no effect and it explodes normally, other times it gains 2 extra pierce and will only explode after damaging more bloons or using Neva Miss Targeting (BSM2 Mobile).
Bloons Adventure Time TD[]
In Bloons Adventure Time TD, there is a single upgrade that uses the Energy mechanic, now internally called rbeTotalDamage. Sai's Tetsubishi upgrade creates caltrops that can pop a total RBE of 10. The only way of boosting the DPS of this attack are attack speed buffs and Googoomamameter, the latter of which only boosts the total damage per caltrop by 3.
Energy by Upgrade[]
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Bloons Super Monkey 2 Flash[]
- Wizard: 100 (150 with research)
- Intense Magic (BSM2): 12
- Fireball (BSM2): 8
- Pulse Whip: 1
Bloons Supermonkey 2 Mobile[]
- Wizard: 20
- Intense Magic (BSM2): 12
- Fireball (BSM2): 8
- Pulse Whip: 1
Bloons Adventure Time TD[]
- Sai's Tetsubishi: 10