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Glaive Lord surrounds itself in 3 special glaives that shred anything that comes near. Glaive Lord's glaives now rip through MOAB-class Bloons, slowly tearing them apart from the inside.
~ In-game description

Glaive Lord is the fifth upgrade of Path 1 for the Boomerang Monkey in Bloons TD 6. It gains orbiting glaives that deal constant damage while bloons are within range of them. They have 80 pierce, are able to pop camo, and deal 2 damage (+8 to Ceramics and +5 to MOAB-class) every 0.08s to nearby bloons. Red Hot Rangs adds +1 damage to the orbitals and allow them to pop Frozen and Lead, but they do not shred faster with Path 2 upgrades. Long Range Rangs increases the range of the orbiting glaives from 30 to 39.9.

Alongside orbiting glaives, the Glaive Lord's thrown glaives now deal 8 damage, additional +8 for Ceramics on hit (further +1 with 5-0-2 crosspath), instead of 1 or 2. They also apply Shred onto the first MOAB-Class Bloon hit, dealing 100 damage to it every 1.0s for up to 10s, inflicting up to 1,000 damage from the shredding effect alone. As with most damage-over-time sources, this effect cannot be stacked. Thrown glaives have infinite bounce distance and are thrown every 0.4s, and each glaive can rehit targets at a cooldown of 0.6s. The rehit functionality can also allow thrown glaives to apply shredding effects to new targets.

This upgrade costs $27,625 on Easy, $32,500 on Medium, $35,100 on Hard, and $39,000 on Impoppable.

Quick Answers

What is the fifth upgrade of Path 1 for the Boomerang Monkey in Bloons TD 6? toggle section
In Bloons TD 6, the Boomerang Monkey's fifth upgrade on Path 1 is the Glaive Lord. This upgrade enhances the monkey's ability to pop multiple bloons simultaneously. It gains the ability to pop Frozen and Lead bloons, and inflicts additional damage to Leads, including DDTs. If the Glaive Lord is crosspathed, the damage to Lead properties by its orbital glaives is increased by +5.
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What special abilities does the Glaive Lord gain in Bloons TD 6? toggle section
The Glaive Lord, an upgrade for the Boomerang Thrower in Bloons TD 6, possesses two rotating glaives that pop bloons on contact. It retains the Glaive Ricochet ability for increased bloon popping. Additionally, it inflicts extra damage to bloons and ceramics. Its targeting options are First, Last, Close, and Strong.
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What is the effect of Red Hot Rangs on the Glaive Lord's orbiting glaives? toggle section
Crosspathing the Glaive Lord with Red Hot Rangs turns the orbiting glaives red-orange and increases their damage by +1. This results in 3 damage, 11 versus ceramics, and 8 versus MOABs. The glaives' damage type changes to Normal, enabling them to pop any bloon type. Additionally, Red Hot Rangs gives the Glaive Lord's orbitals an extra +5 damage against Leads.
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How does the Long Range Rangs affect the Glaive Lord's range? toggle section
Long Range Rangs upgrade enhances the Glaive Lord's range by expanding the orbital glaives' area, initially by 15%, then increased to 33%. It also extends the Glaive Lord's range from 34.5 to 40. Additionally, it modifies the Glaive Lord's targeting priorities, enabling it to target bloons based on their position within its range.
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What is the damage output of the Glaive Lord's orbiting glaives to MOAB-class bloons? toggle section
The Glaive Lord's orbiting glaives deal 2 damage every 0.08 seconds to all bloons within a 30 range zone, with an extra +5 damage to MOAB-class bloons. The main glaive inflicts +7 damage and a shredding effect on MOAB-class bloons, causing 100 damage every second for 15 seconds. Thrown glaives inflict 8 damage, with an extra +8 for Ceramics, and apply a Shred effect to the first MOAB-Class Bloon hit, causing 100 damage every second for 15 seconds, totaling up to 1,500 damage.
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Description[]

Overview[]

Glord

Glaive Lord throwing bouncy glaives and shredding MOABs with orbital glaives

This upgrade turns the Glaive Lord's hood and cloak purple, with a red arrow on top of the hood, while the rest of its outfit is black with red accents. Three spinning glaives with a blue center surround the Boomerang Monkey. The rotating glaives and hand-held glaives both become red-orange when crosspathed with Red Hot Rangs.

Glaive Lord gains a trio of orbiting glaives, which function as a 30 range source of Contact Damage, dealing 2 damage, +8 to ceramics (10) and +5 to MOABs, (7), with 80 pierce and a 0.1 second pierce refresh rate. These glaives pop camo but remain Sharp type, unless given Red Hot Rangs, which grants them +1 damage (for 3, 11 vs ceramics and 8 vs MOABs) and Normal damage type, allowing them to pop any bloon type. Long Range Rangs, additionally, increases the glaive ring's range to 34.5.

As well as adding orbital glaives, Glaive Lord's thrown glaive now deals 8 damage (9 with Red Hot Rangs), +8 ceramic damage (for 16, 17 with Red Hot Rangs), and inflicts a 100 damage per second Shred effect on the first blimp it hits for 15 seconds. Thrown glaives can also bounce back to the same target more than once, at a cooldown of 0.6s.

Targeting Priorities[]

Glaive Lord targets bloons using the standard targeting priorities. Glaive Lord has multiple attacks with different interactions with targeting priority.

  • 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.

Glaive Lord's main glaive attack is a straight movement projectile that can sharply turn with aggressive seeking upon collision with a bloon. Glaive Lord's orbital glaives is a zone-based attack that is locked on Close.

Like all Boomerang Monkeys, Glaive Lord can access Change Hands secondary targeting priority to switch hands, changing the origin and direction of thrown glaives.

Full Popology[]

Statistics[]

Updated as of Version 45.2
Base stats
  • Glaives:
    • Projectile, sharp type, 43 range, 0.4s attack cooldown, 8 damage, +8 ceramic damage (16 total), 100 pierce, 297.5 projectile speed, 2s lifespan, 7.5 projectile radius. Also applies shred effect to first MOAB hit, dealing 100 damage per second for 10.1 seconds, for a total of 1000 damage. Projectile ignores Line of Sight. Projectile seeks to the closest bloon within infinite range with 0.05s delay. Can rehit the same target at a cooldown of 0.6s.
  • Orbital Glaives:
    • Zone, sharp type, camo detection, 30 unbuffable range, 0.08s passive attack cooldown, 2 damage, +8 damage to Ceramics (10 total), +5 damage to MOAB-Class Bloons (7 total), 80 pierce.
Crosspathing interactions
  • 5-1-0:
    • Glaives attack faster, 0.3s (-25%) attack cooldown instead of 0.4s.
  • 5-2-0:
    • Glaive attack faster, 0.225s (-25%) attack cooldown instead of 0.3s.
  • 5-0-1:
    • Base range increased to 57.2 (+33%) units instead of 43.
    • Orbital Glaives range increased to 40 (+33%) units instead of 30.
  • 5-0-2:
    • Glaives now deal normal damage type, damage increases to 9 (+1) The other stats accumulation increase.
    • Orbital Glaives now deal normal damage type, damage increases to 3 (+1). The other stats accumulation increase.
Monkey Knowledge interactions

Attack Interactions[]

See also: Attack Interactions/Bloons TD 6/Primary
Updated as of Version 41.0
Base attack(s)
  • Glaives:
    • Sharp Type (pops Black, White, Purple) Sharp
    • Single Projectile Single Projectile
    • Straight Attack Straight Attack
    • Extra damage to all bloons (8) Extra Damage (8)
    • Extra damage versus Ceramics (+8) Extra Damage Ceramics (+8)
    • Ricochet (unspecified variant behavior) Ricochet
    • Shred (Shred (100 damage per 1.0s for 10 Shred (100 damage per 1.0s for 10.0s)
  • Orbital Glaive:
    • Sharp Type (pops Black, White, Purple) Sharp
    • Also affects Camo Bloons Camo Detection
    • Area of Effect Area of Effect
    • Extra damage to all bloons (2) Extra Damage to Bloons (2)
    • Extra damage versus Ceramics (+8) Extra Damage to Ceramics (+8)
    • Extra damage versus MOAB-class Bloons (+5) Extra Damage to Blimps (+5)

Costs[]

Updated as of Version 46.0. 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) $27,625 $32,500 $35,100 $39,000 -
Total (5-0-0) $31,360 $36,895 $39,845 $44,275 $21,952 $25,827 $27,892 $30,993
Crosspath (5-1-0) $31,510 $37,070 $40,035 $44,485 $22,057 $25,949 $28,025 $31,140
Crosspath (5-2-0) $31,720 $37,320 $40,305 $44,785 $22,204 $26,124 $28,214 $31,350
Crosspath (5-0-1) $31,445 $36,995 $39,955 $44,395 $22,012 $25,897 $27,969 $31,077
Crosspath (5-0-2) $31,700 $37,295 $40,280 $44,755 $22,190 $26,107 $28,196 $31,329

This upgrade's prices (or included crosspath's prices) are affected by the following MK: CheapRangsIcon Cheap 'Rangs, ComeOnEverybodyIcon Come On Everybody!, BetterSellDealsIcon Better Sell Deals

Strategy[]

Summary[]

Glaive Lord excels at popping dense groups of non-MOAB Bloons, but may have problems with countering Super Ceramics without proper placement.

Alongside a fast-shredding area-of-effect range, Glaive Lord comes with an effective secondary attack with its main glaives, where the first hit of its regular glaives can inflict a shredding damage-over-time effect, making it highly useful against multiple high HP targets, such as ZOMGs.

It still requires support against large groups of stronger bloons, but the Glaive Lord remains a somewhat decent option against polar opposites of the bloon spawns spectrum: weaker grouped bloons, and stronger high HP bloons (considering they are not clumped).

Tips[]

  • The direction the orbital glaives spin does not matter; it only serves as a visual indicator of the continuous fixed area-of-effect radius. If placed in the correct spot, like a loop in the map In the Loop, it can completely destroy any non-MOAB Class Bloon currently in the game (at least for rounds 100 and earlier, since afterwards the extra speed will make it struggle).
  • Targeting options for Glaive Lord depend on its role for the situation. First ensures it catches bloons more reliably, especially Super Ceramic Bloons. Strong allows that Glaive Lord to focus on applying its shredding effect to stronger blimps, although Close helps distribute the shred damage-over-time to multiple blimps at a time instead of just one.
  • Note that the size of the orbital glaives is actually smaller than the range of the Boomerang Monkey itself, 13 less than the base unbuffed range, and cannot scale its range with external buffs. Think of this as a tight area.
  • As of Version 27.0, in general cases, the 5-0-2 crosspath will have a slight advantage against super ceramics and be able to damage bloons and MOABs with Frozen and/or Lead properties. 5-2-0 will have an advantage against MOAB-class, particularly when "Close" targeting is being used to apply the shred DoT effect to multiple blimps passing by, as well as having less struggle against far-distance Super Ceramics when set on "First".
    • Most of the damage done to super ceramics will come from the orbital glaives, which is only improved with the 5-0-2 crosspath, which also gives its attacks the normal damage type, allowing it to damage any bloon type (e.g. frozen and lead).
    • The Shred DoT is a huge part of the damage done to MOAB-class bloons, the extra attack speed from the 5-2-0 crosspath allows the tower to hit a bigger variety of MOAB-class, which can be maximized with "close" targeting option.
    • However, several factors such as the tower's position, buffs received, and slowdowns or debuffs on bloons or MOAB-class will change which crosspath will perform better, with both doing similarly well in some cases.
    • The Glaive Lord combos amazingly well with The Final Harmonic, as the song allows the DoT shred effect to instantly detonate, allowing the Glaive Lord to apply it multiple times, massively improving it's damage and shredding even BADs with ease. Additioanlly, it keeps bloons within the range of the orbital glaives longer, increasing the damage even more. This combo gets even more potent if the player upgrades it into the Glaive Dominus paragon.
  • Glaive Lord can be used to comfortably combat the masses of BFBs spewed out by Tier 2 Elite Bloonarius when passing a skull, much like how the preceding upgrade M.O.A.R. Glaives cleans up the Ceramic Bloons spawned by Tier 1.
  • Add slows such as MOAB Glue or Glue Hose to allow more time for the Glaive Lord's orbital glaive to damage bloons. Add a 0-1-2 Ice Monkey or two to freeze down bloons, especially Super Ceramics, but be sure to allow Glaive Lord to affect Frozen Bloons before adding Ice Monkeys or else this synergy will not work.
  • If Lead Bloons or DDTs reach within range of a Glaive Lord without Red Hot Rangs or other forms of lead-popping power, the glaive ring will be completely blockaded and never damage bloons until the bloons are out of the way. The same applies to Frozen Bloons.

Version History[]

Balance Changes[]

To make Glaive Lord stand out as a Tier 5 upgrade, the upgrade has been buffed multiple times. Starting from 26.0, nerfs began to be introduced alongside buffs, mainly to require synergies to maximize its potential. The orbital glaives formerly had truly infinite pierce, now reduced to a lower amount in compensation for higher damage, likely to minimize its power as a cleanup tower in Regrow Farming. Version 41.0 reworked Upper Path 1 Boomerang Monkeys including Glaive Lord with a bigger focus on consistency. Version 43.0 added a significant buff to Glaive Lord, increasing its reliability on simultaneous lane maps such as Bloody Puddles.

4.0
  • BUFF Orbital Glaives' damage increased from 2 to 7 against ceramics and MOAB class bloons.
17.0
  • BUFF Glaive Lord's main ricochet attack's homing algorithm improved
  • BUFF Glaive Lord main ricochet now leaves fragments in the first Bloon hit which slowly slash it apart dealing 150 damage over 15 seconds. This can stack multiple times.
21.0
Glaive Lord's 502 gives no use over 520 with how the main attack currently works, so now 502 will additionally apply damage to the secondary revolving attack to target a different niche. [...]
~ Ninja Kiwi
  • BUFF Orbiting glaives damage increases by +1 with Red Hot Rangs.
23.0
Small price adjustment to push when you get this tower a little closer to when it's useful.
~ Ninja Kiwi
  • BUFF Glaive Lord cost decreased ($40,000 → $35,000)
24.0
Rotating Glaives aren't quite enough for higher tier rounds, and especially struggle against Fortified Super Ceramics so we have added a small bonus to combat these.
~ Ninja Kiwi
  • BUFF Glaive Lord's rotating glaives now deal +2 bonus damage to Fortified
26.0
[...] Glaive Lord's innate lead popping has been removed to allow that meaning to remain in the crosspath along with price being reduced to compensate. [...]
~ Ninja Kiwi
  • BUFF Glaive Lord price reduced from $35,000 → $32,400
  • NERF Glaive Lord no longer passively pops Lead or Frozen without Red Hot Rangs. Effectively, their damage type was changed from Normal Type (pops Black, White, Purple, Lead, Frozen) Normal to Sharp Type (pops Black, White, Purple) Sharp.
27.0
Due to large memory leak issues with Glaive Lord's stacking DoT which could not be resolved this upgrade has seen a rework to the DoT.
  • NERF The damage-over-time effect is no longer stackable.
  • BUFF The damage-over-time effect deals 100 damage instead of 10.
  • NERF [Undocumented] Glaive Lord's orbital glaives now have 1,000 pierce instead of infinite.
    • Proof can be found here.
29.0
Just a cool/fun factor and "because it should" reasoning here honestly, not necessarily necessary but we think it fits.
~ Ninja Kiwi
  • BUFF Glaive Lord with Long Range Rangs now increases area of orbital glaives by +15%
30.0
To buff Glaive Lords middle crosspath as a choice & utilize more of an attack that is mostly rendered useless by this tier, the base damage of the thrown ricochet attack has been increased. [...]
~ Ninja Kiwi
  • BUFF Glaive Lord ricochet attack damage increased from 1 → 8
31.0
  • BUFF Glaive Lord now correctly increase +1 damage to main glaives when crosspath with Red Hot Rangs
34.0
[...] In efforts to cut down on unnecessarily high pierce for more reliable base stats Glaive Lord is having its excessive orbit pierce converted into high base ceramic damage bonus on the orbit & an added bonus to the main attack as well [...]
~ Ninja Kiwi
  • BUFF Glaive Lord main attack now deals +8 Ceramic damage
  • BUFF Glaive Lord Rotating Glaives bonus to ceramic increased +5 → +8
  • NERF Glaive Lord Rotating Glaives pierce reduced 1000 → 80
  • BUFF Glaive Lord's projectiles now ignores Line of Sight
36.0
[...] Glaive lord is too expensive for so low a single target tower so this is going down. [...]
~ Ninja Kiwi
  • BUFF Glaive Lord price reduced $32,400 → $29,400
38.0
Long Range Rangs is increasing its benefit to be more meaningful of a crosspath choice for the range rather than purely the Red Hot Rangs. [...]
~ Ninja Kiwi
  • BUFF 5-0-1 Glaive Lord radius increase from Long Range Rangs increased (15% → 33%), range increased from 34.5 to 40.
41.0
[...] As Glaive Lord is a more heavily concentrated version of the previous tiers we are increasing its bounce distance to a map wide ricochet and increasing the orbital attack consistency.
~ Ninja Kiwi
  • BUFF Glaive Lord bounce distance increased from 180 to infinite
  • NERF Glaive Lord orbital attack no longer deals +2 bonus Fortified damage
  • BUFF Glaive Lord orbital attack cooldown reduced from 0.1s to 0.08s
  • BUFF Glaive Lord main glaive attack cooldown reduced from 0.6s to 0.4s
  • NERF Glaive Lord main glaive attack pierce reduced from 100 to 80
43.0
[...] Glaive Lord’s main thrown attacks will now be able to bounce back again and hit the same target multiple times, this can be a very powerful effect so there is a cooldown on how frequently any single Bloon can be re-targeted.
~ Ninja Kiwi
  • BUFF Glaive Lord main attack can now bounce back to the same target, with a cooldown of 0.6s.
45.0
With Glaive Lord being the big winner of recent balance, there is a price gap among towers that fill a similar gameplay role so instead of taking away too much power we’re pushing its price up slightly to fit into that gap. [...]
~ Ninja Kiwi
  • NERF Glaive Lord shred DoT duration reduced from 15s to 10s
  • NERF Glaive Lord price increased from $29,400 to $32,500
  • NERF [Bug Fix] Glaive Lord no longer applies shred DoT to DDTs without Lead-popping power

Bug Fixes and General Changes[]

24.0
  • Change Description changed from "Glaive Lord surrounds itself in 3 special glaives that shred anything that comes near." to "Glaive Lord surrounds itself in 3 special glaives that shred anything that comes near. Glaive Lord's glaives now rip through MOAB-class Bloons, slowly tearing them apart from the inside."
34.0
  • NERF 5xx Glaive Lord DoT can no longer be applied to DDTs from a camo village without being able to deal damage to lead
45.0
  • NERF No longer applies DoT to DDTs without Lead power

Extra Notes (Version History)[]

Gallery[]

Official artwork[]

Projectiles[]

Videos[]

Trivia[]

  • The Glaive Lord, along with Absolute Zero, Cripple MOAB and Ray of Doom are the only Tier 4 towers in BTD5 that were moved to Tier 5 and are currently playable in BTD6.
  • Rotating Glaives speed up when bloons are within range, the effect is purely visual, however.
  • Glaive Lord, Bloontonium Reactor (by extension Energizer), and The Tack Zone are all Tier 4+ towers that had their damage type changed from Normal Normal Type (pops Black, White, Purple, Lead, Frozen) to either Sharp Sharp Type (pops Black, White, Purple) or Shatter Shatter Type (pops Black, White, Purple, Frozen), which both cannot affect lead bloons for the sake of being more realistic to the real world.
  • The Glaive Lord is one of the only Tier 5 upgrades that changes appearance with its crosspath as when crosspathed with Red Hot Rangs the glaives rotating around its body becomes orange and they also become further away from the Glaive Lord's body.
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