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Unfathomable range, power, and synergies with other Monkey Towers and Heroes put all Bloons under assault.
~ In-game description

The Nautic Siege Core is the Paragon of the Monkey Sub, added in Update 41.0,[1] making the Monkey Sub the third Military Monkey to possess a Paragon. It combines major features from the Energizer, Pre-Emptive Strike and Sub Commander.

The Nautic Siege Core is obtained by having one of each tier 5 Monkey Sub and purchasing the Paragon upgrade, which subsequently consumes all Monkey Subs on screen. The Degree of the Nautic Siege Core ranges from 1-100 and is determined by total cost, pop count, upgrades, and number of Monkey Subs sacrificed as explained here. As with all Paragons, the Nautic Siege Core cannot receive buffs from any external sources (aside from the bloon debuffing status effects of Cripple MOAB, Glue Storm, and Super Brittle), with exception of Navarch of the Seas and the "Paragon of Power" Monkey Knowledge. Additionally, the Nautic Siege Core is unobtainable in Sandbox Mode until it has been created in a real game, but can be created in Challenge Editor.

Upgrading to this Paragon costs $340,000 on Easy, $400,000 on Medium, $432,000 on Hard, and $480,000 on Impoppable. To max out on manual cash sacrifices, the player must spend at least $1,020,000 on Easy, $1,200,000 on Medium, $1,296,000 on Hard, and $1,440,000 on Impoppable. With max slider, these costs increase to $1,071,000 on Easy, $1,260,000 on Medium, $1,360,800 on Hard, and $1,512,000 on Impoppable.

Description[]

Overview[]

Nautic Siege Core and all 3 other T5 Subs

Nautic Siege Core and all three Tier 5 Monkey Subs

The Nautic Siege Core is a navy blue sub. The border of the top is yellow with a vertical yellow stripe that goes down the entire sub and around the guns. Around the yellow stripe there is a white stripe that goes around the gun's yellow border. The guns are three black cannons that come out of a hole. When submerged these guns are closed by a white lid. On the top right and left there are missile cannons that each are a black rectangle with two holes for the missiles. These cannons have a lid that is white on the inside and blue on the outside. Below there is a blue lid that when submerged shows the interior, which is liquid bloontonium. Even more below there is the bottom of the sub which is a true navy blue sub with transparent windows which show the bloontonium inside, and has darker blue fins. The captain of the sub wears a light blue shirt with a blue cape that has beige fur around the neck and a blue captain cap with a brown border and black bill with a golden logo. Below of the monkey there is a lid which opens to let the monkey inside the sub.

The missiles are three: the main attack ones which are from below to above white, blue, yellow, red and white with black fins, the pre-emptive strike ones which are blue, white, yellow, blue and white with yellow fins and then you have the final strike ones which are dark gold, light gold, dark, light and then glass which shows the bloontonium inside, light, dark, light, dark and light with medium gold fins.

The Nautic Siege Core's appearance changes every 20 degrees:

  • At Degree 21-40, the Nautic Siege Core...
  • At Degree 41-60, the Nautic Siege Core...
  • At Degree 61-80, the Nautic Siege Core...
  • At Degree 81-100, the Nautic Siege Core...

Activated Abilities[]

See also: Activated Abilities (BTD6)#Nautic Siege Core

Nautic Siege Core has one activated ability, the Final Strike ability. When activated, the Nautic Siege Core disables itself for 15 seconds, before deploying three massive nuclear missiles. Together, each produces very devastating explosions that cover an exceedingly wide radius and each leave behind 5 pools of bloontonium radiation that deal massive continuous damage for lasts 36 seconds to an extended ability duration. Each missile explosion produces a primary explosion that covers 60 radius and 30 pierce, alongside a secondary explosion that covers 180 radius and 120 pierce. Cooldown of 240 seconds.

Final Strike only fires if there are valid targets. If the round finishes before the countdown ends, the countdown will be paused until a new round starts. If there are no targets (easily seen in Sandbox Mode), the ability will fire as soon as one becomes available.

Monkey Knowledge Interactions[]

The following Monkey Knowledge Points directly affect the Nautic Siege Core:

The following Monkey Knowledge Points do affect Nautic Siege Core, but only indirectly:

  • 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%.

Creation[]

A base Nautic Siege Core can be created by having one of each tier 5 Monkey Sub on screen, at which point, the upgrade icon for the Nautic Siege Core will become available on any of the tier 5 Monkey Subs. Purchasing the upgrade will change the selected Monkey Sub into the Nautic Siege Core, while sacrificing every other Monkey Sub on screen (including those belonging to co-op players). Only one Nautic Siege Core may exist at a time.

Paragon Power[]

The degree of the Nautic Siege Core depends on a hidden value known as "power", which itself depends on the amount of tier 5 upgrades, non-tier 5 upgrades, cash, and pops of sacrificed Monkey Subs, as well as any Paragon Power Totems on the map. In addition to cosmetic changes every 20 degrees, a higher degree will elevate the damage output of the Nautic Siege Core. Power is calculated as follows:

  • Each Tier 5 Monkey Sub will contribute 6,000 power for a maximum of 50,000 power (9 Tier 5 upgrades). Excludes the first three Tier 5 Monkey Subs.
  • Each non-Tier 5 Monkey Sub upgrade will contribute 100 power for a maximum of 10,000 power (100 non-Tier 5 upgrades). Excludes the first three Tier 5 Monkey Subs.
  • Every $17 / $20 / $21.6 / $24 spent on sacrificed Monkey Subs will contribute 1 power for a maximum of 60,000 power ($1,020,000 / $1,200,000 / $1,296,000 / $1,440,000 spent). Excludes the three cheapest Tier 5 Monkey Subs.
    • Alternatively, cash can be injected into the Paragon directly with 5% reduced efficiency.
  • Every 180 pops achieved by sacrificed Monkey Subs will contribute 1 power for a maximum of 90,000 power (16,200,000 pops). [2] Includes the first three Tier 5 Monkey Subs.
    • Round 132 is the first round where the game's cumulative RBE exceeds this threshold. Waiting until round 136 before upgrading to Nautic Siege Core should provide enough buffer to achieve the 16,200,000 pops, assuming Monkey Subs are responsible for 80% of all pops until that point. These rounds will be earlier on Double HP MOABs or Boss Events due to the increased RBE from Boss Bloons and MOABs, so it is always best to confirm by calculating manually.
  • Each Paragon Power Totem contributes an additional 2,000 power, with no limit.

Assuming no Paragon Power Totems, a maximum of 160,000 power is obtainable in single-player, and 210,000 power is achievable in co-op, though only up to 200,000 power is actually used.

Degree roughly scales with the natural logarithm of power, so there is no unique set of upgrades, prices, etc. that will place the Paragon at a certain degree. In addition, the attack speed, pierce, damage, specialized damage, boss damage and ability cooldown each scale differently with the degree.

Statistics[]

The approximate power requirements for the 20 degree increments are listed, alongside the associated damage statistics and some general guidelines on which sacrificial investments to make.

Data updated as of v44.x

All Degrees[]

  • 1 Energizer, 1 Pre-Emptive Strike, 1 Sub Commander needed
  • 80 range
  • Same footprint as a Monkey Sub

Unsubmerged

  • Rapidly fires darts at bloons that release airburst missiles on impact or expiry.
  • Can target bloons in the range of other towers (can only see camo if they see camo).
  • Launches missiles at all bloons that spawn, also dealing splash damage.

Submerged

  • Emits a radiation aura that pops bloons and removes camo and regrow properties.
    • Attack speed is fixed at 0.5s
  • Gives the following buffs to other towers:
    • -20% ability cooldown globally. Water towers in range get -50% ability cooldown instead. Paragons in range get -10% ability cooldown.
    • Heroes in range get 6x damage, 3x pierce, and 5x Hero XP, but 1.3x attack cooldown. (-23.08% attack rate)
    • Other Monkey Subs in range get 7x damage and 3x pierce. Does not affect the First Strike ability.

Activated Ability: Final Strike

  • Disables the Sub for 15 seconds. At the end of the countdown, it launches 3 massive missiles targeting First, Close, and Strong. Each missile creates an aftershock and scatters 5 nuclear fallout puddles across the track where they landed.

Degree 1 (Base)[]

  • 0 Power needed

Seeking Dart

  • Attacks every 0.15s
  • 40 damage, 200 MOAB damage, 400 Boss damage, 800 Elite Boss damage
  • 1 impact
  • Emits 3 Airburst Darts

Airburst Dart

  • 40 damage, 120 MOAB damage, 220 Boss damage, 440 Elite Boss damage
  • 9 pierce

Pre-Emptive Strike

  • Fires automatically every time a Bloon spawns
  • 1,000 damage, 2,000 Ceramic damage, 21,000 Boss damage, 42,000 Elite Boss damage
    • 22,000 Shielded Dreadbloon damage, 44,000 Elite Shielded Dreadbloon damage
  • Emits Explosion

Explosion

  • 350 damage, 350 Boss damage, 700 Elite Boss damage
  • 10 pierce, 12 blast radius

Reactor

  • Attacks every 0.28s
  • 250 damage, 500 Ceramic damage, 500 Boss damage, 1,000 Elite Boss damage
    • 750 Shielded Dreadbloon damage, 1,500 Elite Shielded Dreadbloon damage
  • 1,000 pierce

Activated Ability

  • 240s cooldown

Final Strike Missile

  • 60,000 damage, 60,000 Boss damage, 120,000 Elite Boss damage
  • 30 pierce, 60 blast radius
  • Emits Aftershock and 5 Fallout

Aftershock

  • 15,000 damage, 15,000 Boss damage, 30,000 Elite Boss damage
  • 120 pierce, 180 blast radius
  • Stuns affected Bloons for 15s if they weren’t popped initially

Fallout

  • Hits every 0.1s
  • 10 damage, 100 MOAB damage, 100 Boss damage, 200 Elite Boss damage
  • 60 pierce, 15 radius, 36s lifespan

Degree 20[]

  • 11,032 Power needed
  • Buying 22 2-2-0 Subs gets Degree 20 on all difficulties.

Seeking Dart

  • Attacks every 0.115s
  • 48.6 damage, 239 MOAB damage, 596.25 Boss damage, 1,192.5 Elite Boss damage
  • 1 impact
  • Emits 3 Airburst Darts

Airburst Dart

  • 48.6 damage, 143.8 MOAB damage, 328.5 Boss damage, 657 Elite Boss damage
  • 12.61 pierce

Pre-Emptive Strike

  • Fires automatically every time a Bloon spawns
  • 1,191 damage, 2,381 Ceramic damage, 31,238.75 Boss damage, 62,477.5 Elite Boss damage
    • 32,726.25 Shielded Dreadbloon damage, 65,452.5 Elite Shielded Dreadbloon damage
  • Emits Explosion

Explosion

  • 417.5 damage, 521.875 Boss damage, 1,043.75 Elite Boss damage
  • 13.8 pierce, 12 blast radius

Reactor

  • Attacks every 0.28s
  • 298.5 damage, 596 Ceramic damage, 745 Boss damage, 1,490 Elite Boss damage
    • 1,116.875 Shielded Dreadbloon damage, 2,233.75 Elite Shielded Dreadbloon damage
  • 1,191.9 pierce

Activated Ability

  • 183.486s cooldown

Final Strike Missile

  • 71,401 damage, 89,251.25 Boss damage, 178,502.5 Elite Boss damage
  • 37.6 pierce, 60 blast radius
  • Emits Aftershock and 5 Fallout

Aftershock

  • 17,851 damage, 22,313.75 Boss damage, 44,627.5 Elite Boss damage
  • 144.7 pierce, 180 blast radius
  • Stuns affected Bloons for 15s if they weren’t popped initially

Fallout

  • Hits every 0.1s
  • 12.9 damage, 120 MOAB damage, 150 Boss damage, 300 Elite Boss damage
  • 73.3 pierce, 15 radius, 36s lifespan

Degree 40[]

  • 31,360 Power needed
  • Buying 25 0-4-2 Subs gets Degree 40 on all difficulties.

Seeking Dart

  • Attacks every 0.104s
  • 58.6 damage, 281 MOAB damage, 838.5 Boss damage, 1,677 Elite Boss damage
  • 1 impact
  • Emits 3 Airburst Darts

Airburst Dart

  • 58.6 damage, 169.8 MOAB damage, 463.2 Boss damage, 926.4 Elite Boss damage
  • 16.41 pierce

Pre-Emptive Strike

  • Fires automatically every time a Bloon spawns
  • 1,393 damage, 2,783 Ceramic damage, 43,789.5 Boss damage, 87,579 Elite Boss damage
    • 45,874.5 Shielded Dreadbloon damage, 91,749 Elite Shielded Dreadbloon damage
  • Emits Explosion

Explosion

  • 489.5 damage, 734.25 Boss damage, 1,468.5 Elite Boss damage
  • 17.8 pierce, 12 blast radius

Reactor

  • Attacks every 0.28s
  • 350.5 damage, 698 Ceramic damage, 1,047 Boss damage, 2,094 Elite Boss damage
    • 1,568.25 Shielded Dreadbloon damage, 3,136.5 Elite Shielded Dreadbloon damage
  • 1,393.9 pierce

Activated Ability

  • 166.436s cooldown

Final Strike Missile

  • 83,403 damage, 125,104.5 Boss damage, 250,209 Elite Boss damage
  • 45.6 pierce, 60 blast radius
  • Emits Aftershock and 5 Fallout

Aftershock

  • 20,853 damage, 31,279.5 Boss damage, 62,559 Elite Boss damage
  • 170.7 pierce, 180 blast radius
  • Stuns affected Bloons for 15s if they weren’t popped initially

Fallout

  • Hits every 0.1s
  • 16.9 damage, 142 MOAB damage, 213 Boss damage, 426 Elite Boss damage
  • 87.3 pierce, 15 radius, 36s lifespan

Degree 60[]

  • 66,387 Power needed
  • Buying 17 0-4-2 Subs and either manually investing 2.2x the Paragon's upgrade cost, accumulating 7,520,000 pops across all Subs, or a mix of both gets Degree 60 on all difficulties.

Seeking Dart

  • Attacks every 0.097s
  • 68.6 damage, 323 MOAB damage, 1,121.75 Boss damage, 2,243.5 Elite Boss damage
  • 1 impact
  • Emits 3 Airburst Darts

Airburst Dart

  • 68.6 damage, 195.8 MOAB damage, 620.9 Boss damage, 1,241.8 Elite Boss damage
  • 20.21 pierce

Pre-Emptive Strike

  • Fires automatically every time a Bloon spawns
  • 1,595 damage, 3,185 Ceramic damage, 58,441.25 Boss damage, 116,882.5 Elite Boss damage
    • 61,223.75 Shielded Dreadbloon damage, 122,447.5 Elite Shielded Dreadbloon damage
  • Emits Explosion

Explosion

  • 561.5 damage, 982.625 Boss damage, 1,965.25 Elite Boss damage
  • 21.8 pierce, 12 blast radius

Reactor

  • Attacks every 0.28s
  • 402.5 damage, 800 Ceramic damage, 1,400 Boss damage, 2,800 Elite Boss damage
    • 2,095.625 Shielded Dreadbloon damage, 4,191.25 Elite Shielded Dreadbloon damage
  • 1,595.9 pierce

Activated Ability

  • 155.541s cooldown

Final Strike Missile

  • 95,405 damage, 166,958.75 Boss damage, 333,917.5 Elite Boss damage
  • 53.6 pierce, 60 blast radius
  • Emits Aftershock and 5 Fallout

Aftershock

  • 23,855 damage, 41,746.25 Boss damage, 83,492.5 Elite Boss damage
  • 196.7 pierce, 180 blast radius
  • Stuns affected Bloons for 15s if they weren’t popped initially

Fallout

  • Hits every 0.1s
  • 20.9 damage, 164 MOAB damage, 287 Boss damage, 574 Elite Boss damage
  • 101.3 pierce, 15 radius, 36s lifespan

Degree 80[]

  • 120,115 Power needed
  • Buying 17 0-4-2 Subs, manually investing at least 2.4x the Paragon's upgrade cost, and accumulating 9,020,700 pops across all Subs gets Degree 80 on all difficulties.

Seeking Dart

  • Attacks every 0.092s
  • 78.6 damage, 365 MOAB damage, 1,446 Boss damage, 2,892 Elite Boss damage
  • 1 impact
  • Emits 3 Airburst Darts

Airburst Dart

  • 78.6 damage, 221.8 MOAB damage, 801.6 Boss damage, 1,603.2 Elite Boss damage
  • 24.01 pierce

Pre-Emptive Strike

  • Fires automatically every time a Bloon spawns
  • 1,797 damage, 3,587 Ceramic damage, 75,194 Boss damage, 150,388 Elite Boss damage
    • 78,774 Shielded Dreadbloon damage, 157,548 Elite Shielded Dreadbloon damage
  • Emits Explosion

Explosion

  • 633.5 damage, 1,267 Boss damage, 2,534 Elite Boss damage
  • 25.8 pierce, 12 blast radius

Reactor

  • Attacks every 0.28s
  • 454.5 damage, 902 Ceramic damage, 1,804 Boss damage, 3,608 Elite Boss damage
    • 2,699 Shielded Dreadbloon damage, 5,398 Elite Shielded Dreadbloon damage
  • 1,797.9 pierce

Activated Ability

  • 147.42s cooldown

Final Strike

  • 107,407 damage, 214,814 Boss damage, 429,628 Elite Boss damage
  • 61.6 pierce, 60 blast radius
  • Emits Aftershock and 5 Fallout

Aftershock

  • 26,857 damage, 53,714 Boss damage, 107,428 Elite Boss damage
  • 222.7 pierce, 180 blast radius
  • Stuns affected Bloons for 15s if they weren’t popped initially

Fallout

  • Hits every 0.1s
  • 24.9 damage, 186 MOAB damage, 372 Boss damage, 744 Elite Boss damage
  • 115.3 pierce, 15 radius, 36s lifespan

Degree 91 (Single Player Max w/o Geraldo)[]

  • 159,085 Power needed
  • Buying 17 0-4-2 Subs, manually investing at least 2.4x the Paragon's upgrade cost, and accumulating 16,200,000 pops across all Subs gets Degree 91 on all difficulties.

Seeking Dart

  • Attacks every 0.09s
  • 85 damage, 389 MOAB damage, 1,538 Boss damage, 3,076 Elite Boss damage
  • 1 impact
  • Emits 3 Airburst Darts

Airburst Dart

  • 85 damage, 237 MOAB damage, 854 Boss damage, 1,708 Elite Boss damage
  • 26.1 pierce

Pre-Emptive Strike

  • Fires automatically every time a Bloon spawns
  • 1,909 damage, 3,809 Ceramic damage, 79,818 Boss damage, 159,636 Elite Boss damage
    • 83,618 Shielded Dreadbloon damage, 167,236 Elite Shielded Dreadbloon damage
  • Emits Explosion

Explosion

  • 674 damage, 1,348 Boss damage, 2,696 Elite Boss damage
  • 28 pierce, 12 blast radius

Reactor

  • Attacks every 0.28s
  • 484 damage, 959 Ceramic damage, 1,918 Boss damage, 3,836 Elite Boss damage
    • 2,868 Shielded Dreadbloon damage, 5,736 Elite Shielded Dreadbloon damage
  • 1,909 pierce

Activated Ability

  • 143.627s cooldown

Final Strike

  • 114,009 damage, 228,018 Boss damage, 456,036 Elite Boss damage
  • 66 pierce, 60 blast radius
  • Emits Aftershock and 5 Fallout

Aftershock

  • 28,509 damage, 57,018 Boss damage, 114,036 Elite Boss damage
  • 237 pierce, 180 blast radius
  • Stuns affected Bloons for 15s if they weren’t popped initially

Fallout

  • Hits every 0.1s
  • 28 damage, 199 MOAB damage, 398 Boss damage, 796 Elite Boss damage
  • 123 pierce, 15 radius, 36s lifespan

Degree 100 (Max)[]

  • 200,000 Power needed
  • Buying 17 0-4-2 Subs along with 9 extra tier 5 Subs, 20 Paragon Power Totems, or a mix of the two, manually investing at least 2.4x the Paragon's upgrade cost, and accumulating 16,200,000 pops across all Subs gets Degree 100 on all difficulties.

Seeking Dart

  • Attacks every 0.088s
  • 90 damage, 410 MOAB damage, 1,822.5 Boss damage, 3,645 Elite Boss damage
  • 1 impact
  • Emits 3 Airburst Darts

Airburst Dart

  • 90 damage, 250 MOAB damage, 1,012.5 Boss damage, 2,025 Elite Boss damage
  • 28 pierce

Pre-Emptive Strike

  • Fires automatically every time a Bloon spawns
  • 2,010 damage, 4,010 Ceramic damage, 94,522.5 Boss damage, 189,045 Elite Boss damage
    • 99,022.5 Shielded Dreadbloon damage, 198,045 Elite Shielded Dreadbloon damage
  • Emits Explosion

Explosion

  • 710 damage, 1,597.5 Boss damage, 3,195 Elite Boss damage
  • 30 pierce, 12 blast radius

Reactor

  • Attacks every 0.28s
  • 510 damage, 1010 Ceramic damage, 2,272.5 Boss damage, 4,545 Elite Boss damage
    • 3,397.5 Shielded Dreadbloon damage, 6,795 Elite Shielded Dreadbloon damage
  • 2,010 pierce

Activated Ability

  • 140.845s cooldown

Final Strike

  • 120,010 damage, 270,022.5 Boss damage, 540,045 Elite Boss damage
  • 70 pierce, 60 blast radius
  • Emits Aftershock and 5 Fallout

Aftershock

  • 30,010 damage, 67,522.5 Boss damage, 135,045 Elite Boss damage
  • 250 pierce, 180 blast radius
  • Stuns affected Bloons for 15s if they weren’t popped initially

Fallout

  • Hits every 0.1s
  • 30 damage, 210 MOAB damage, 472.5 Boss damage, 945 Elite Boss damage
  • 130 pierce, 15 radius, 36s lifespan

Behavior and Interactions[]

Like the Top Path of the Monkey Sub, it has two forms. A "submerged" form, and a "unsubmerged" form. If the Nautic Siege Core is created, it will always begin unsubmerged, even if any of the Energizers are submerged.

When unsubmerged, it retains Advanced Intel's ability to target any Bloon that is in the attack range of any tower. Its regular attack fires a continuous stream of homing missiles that explode on impact, and it upgrades the functionality of the Pre-Emptive Strike, now launching missiles at any Bloons that enter the screen, instead of just MOAB-class Bloons.

When submerged, it retains the functionality of the Energizer, buffing all towers and paragons with reduced ability cooldown and gives off a dramatically stronger radiation aura.[1] In addition, it will also grant all Heroes and Monkey Subs in its radius a buff to damage and pierce.

The First Strike Capability ability is replaced with the "Final Strike" ability which can be used regardless of whether or not it is submerged.[1] When activated, the Nautic Siege Core will become disabled for 15 seconds as a countdown appears above it, before attacking its target(s) with three massively damaging missiles that explode in a wide area, dealing enough damage to one-shot Round 119 BADs in standard conditions, while also leaving behind pools of bloontonium radiation that deal massive continuous damage for an extended duration.

Costs[]

Like all Paragons, which are able to sacrifice other towers, Nautic Siege Core has a complex set of costs.

Data updated as of Version 35.0.

Quick Reference Costs[]

Assumes normal undiscounted costs of each tower.


Easy Medium Hard Impoppable
Vanilla $434,555 $511,255 $552,155 $613,505
Degree 20 $TBA $TBA $TBA $TBA
Degree 40 $TBA $TBA $TBA $TBA
Maximum Sacrifices $TBA $TBA $TBA $TBA

Combos written for the above table:

  • Vanilla: The cheapest Nautic Siege Core at raw cost, using only 5-0-0, 0-5-0, and 0-0-5.
  • Degree 20: The best way to acquire a Degree 20 Nautic Siege Core. Uses 22x 0-2-2 Monkey Subs.
  • Degree 40: The best way to acquire a Degree 40 Nautic Siege Core. Uses 25x 0-4-2 Monkey Subs.
  • Maximum Sacrifices: Fully covers non-pop count, non-T5 sacrifices for Nautic Siege Core. Uses 17x 0-4-2 Monkey Subs and a cash injection.
    • Filling the cash requirement with only tower sacrifices requires placing 70 0-4-2 Monkey Subs. While this is technically possible on some water-heavy maps, the time and space required makes it impractical, so if going for the strongest possible Nautic Siege Core, you only need to maximize the upgrade requirements and then spend the rest of the money with the cash slider.

Cost Formula[]

Lists the costs for all Tier 5 Monkey Subs without crosspathing, all Tier 4 Monkey Subs without crosspathing, and all crosspaths up to Tier 2 on all four game modes (Easy, Medium, Hard, Impoppable), along with the power contribution next to each price value. The three cheapest Tier 5 Monkey Subs do not contribute power to the cash requirement.

Whole Tower Purchase Easy Medium Hard Impoppable
5-0-0 Total $30,560 $35,955 $38,830 $41,145
0-5-0 Total $37,755 $44,425 $47,980 $53,310
0-0-5 Total $26,240 $30,875 $33,345 $37,050
Whole Tower Purchase Easy Medium Hard Impoppable
4-0-0 Total $3,360 $3,955 $4,270 $4,745
0-4-0 Total $13,105 $15,425 $16,660 $18,510
0-0-4 Total $4,990 $5,875 $6,345 $7,050
T1+T2 Purchase Easy Medium Hard Impoppable
2-0-0 T1+T2 $810 $955 $1,030 $1,145
0-2-0 T1+T2 $910 $1,075 $1,160 $1,290
0-0-2 T1+T2 $1,505 $1,775 $1,915 $2,130

Where T(x,y,z) and C(x, y, z) are functions with three parameters corresponding to tier numbers, S1 and similar are the number of Tier 4 upgrades of each path, and L1 and similar are the sums of Tier 2 crosspaths from each of the Tier 4 upgrades:

T(5,0,0) + T(0,5,0) + T(0,0,5) + S1 * T(4,0,0) + S2 * T(0,4,0) + S3 * T(0,0,4) + L1 * C(2,0,0) + L2 * C(0,2,0) + L3 * C(0,0,2)

Substitute each of these functions with the respective tower costs (e.g. Energizer → T(5,0,0) → $35,955 if Medium prices are used). Use Wolfram Alpha or similar to plonk in specific combinations.

Cash Sacrifices[]

  • Cash : Power: Ratio of cash required to gain 1 power. Maximum power gained from cash sacrifices is 60,000 power.
  • Max Manual Sacrifices: Maximum amount of cash required to max out power via cash sacrifices by only using placed towers, irrespective of possibility in practice.
  • Max Slider Sacrifices: Maximum amount of cash required to max out power via cash sacrifices by only using the cash slider.
Easy Medium Hard Impoppable
Cash : Power Manual:
$17
Slider:
$17.85
Manual:
$20
Slider:
$21
Manual:
$21.6
Slider:
$22.68
Manual:
$24
Slider:
$25.2
Max Manual Sacrifices $1,020,000 $1,200,000 $1,296,000 $1,440,000
Maximum Slider Sacrifices $1,071,000 $1,260,000 $1,360,800 $1,512,000

Strategy[]

Summary[]

Nautic Siege Core is a relatively cheap Paragon with a mainly support role. It has decent damage through its main unsubmerged attacks alongside the capability to submerge for extra support buffs and tight-spaced damage, and the Final Strike ability to slowly generate a big burst in damage. Uniquely, it can buff heroes and other Subs, which indirectly allows for external buffs to take advantage of the Paragon.

Final Strike is more difficult of an activated ability to use compared to that of most other Paragons, as this disables all other of Nautic's attacks for extensive time, in addition to the massive cooldown. However, the immense single-target and grouped damage largely makes up for that downtime.

Tips[]

  • To get a cheap degree 20 Paragon with normal prices, one can buy 20 3-2-0 Monkey Subs with Submerge and Support and Heat-tipped Darts to fulfill the 100 upgrade tiers requirement and $25,800 cash for a cheap degree 20, which will be enough to get a degree 20 Paragon (degree 21 on Hard/Impoppable).
    • If water space is tight, the cheapest tier 4 Sub with maxed crosspathing is the 4-2-0 Bloontonium Reactor, only costing $4,705 per Sub on Medium.
  • 0-4-2 First Strike Capability is the most expensive non-Tier 5 Sub that can be sacrificed, though 2-4-0 allows the ballistic missiles to target anywhere on screen. 4-0-2 Bloontonium Reactor can be added nearby to reduce the cooldowns of nearby First Strikes.
    • For the max manual cash sacrifices of $1,200,000 on Medium, one must buy 71 0-4-2 Subs. Getting this many Subs is impossible apart from water-heavy maps like Spice Islands and Flooded Valley, and even then, it requires excessive use of the entire available water, so just place as many as humanly possible and use the rest on the slider.
  • Most of the buildup of pops will come from having all Tier 5 Subs on screen, followed by minimizing cooldowns of the First Strike Capability.
  • Since Nautic Siege Core also has the Advanced Intel effect of attacking by utilizing other towers' ranges, a cheap method of gaining range for the Paragon is with Enhanced Eyesight Dart Monkeys. Note that Enhanced Eyesight is necessary for Camo detection.
  • Despite the attack speed nerf given to Heroes, the 6x multiplicative damage buff provides an overall boost to DPS, even to highly buffed Heroes. Furthermore, it is a massive buff to Hero abilities, such as Adora's Ball of Light, which have high base damage. As an example, Brickell's Mega Mine goes from 11,000 damage to 66,000 damage when buffed.
    • Assuming the maximum non-Paragon damage buffs (PBrew: +2, Temple: +2, TSG: +2) are given to a hero and the maximum non-Paragon blimp debuffs (Cripple: +5, SBrit: +4, Embrit: +1, GStorm: +2) affect a BAD or Boss, it would take (6x + 18)/1.3 > x+18 for pure single-target blimp DPS to be favoring the Nautic buff over the aforementioned non-Paragon buffs. As that answer is approximately 1.149, only a 1-damage attack would be a net DPS loss in this scenario.
  • Submerging the Sub and trading off Nautic Siege Core's Paragon of Power benefit for a massive multiplicative damage bonus to Subs may be worth the exchange if focusing hugely on Sub spam. Overall DPS may be higher on maps with a lot of water, as Subs can be buffed much more than a Paragon can. Furthermore, while submerged, the buff to Subs is maintained even if Final Strike is activated, meaning the ability can be used freely without the temporary loss of damage.
  • In terms of Freeplay usage, Nautic Siege Core is typically left submerged, as its cooldown buff to all abilities (including Paragons) and Hero buff are too valuable to not use. Note that getting a high degree is still useful, as doing so will increase the damage of the Final Strike ability.
  • Submerging the Nautic Siege Core offers some benefits outside of buffing Heroes and other Subs; it allows other towers to get pops when building towards additional Paragons, while also lowering cooldown on useful abilities like Overclock and Special Poperations crates.
    • It can also be used temporarily to maintain stalling, which may be useful on Phayze and Lych's skull transitions, especially for Least Tiers or Least Cash events where regular late game rounds can be a significant threat if spawned in too fast.
  • Thanks to its cheap price, global range, and Final Strike ability, Nautic Siege Core is fairly useful for Elite Least Tiers and Least Cash Bosses. Similar to Master Builder, building up for the paragon provides an economic benefit, as Energizer's buffs allow Special Poperations, Monkey-Nomics, and Benjamin to generate more cash.
    • Special Poperations is particularly notable, as it can stall rounds to maximize income. In addition, placing the Marine will give intel for Nautic Siege Core to use anywhere on the map.
  • The Flanking Maneuvers MK is an easy way to gain 10% extra attack speed. Combine with long-range stalling towers such as Maim MOAB, MOAB Shove, and Special Poperations to keep bloons out of Advanced Intel range, letting Nautic Siege Core focus fire on the boss.
  • For Boss Bloon Events, it's worth noting that Final Strike can be activated in advance, on the round before the Boss spawns. The countdown will be saved and continued once the round starts, allowing for a quick burst of massive damage without the downtime. Ideally, have a little over 3 seconds left on the countdown, as it takes Bosses 3 seconds to spawn in.
  • If there is a lack of water, the Lord of the Abyss allows placement of water towers, allowing more placement of Subs, and often enough to fit 3 nearby Subs within the Lord of the Abyss' range for the Nautic.

Version History[]

Balance Changes[]

Nautic’s initial release saw much disappointment from the BTD6 community specifically in regards to the Final Strike ability, although the other attacks were considered balanced. Final Strike ability’s non-Boss damage was increased in 41.2 to compensate for the massive ability cooldown and deployment cooldown of the ability.

In addition, Nautic Siege Core previously received criticism for its Hero buff effectively lowering the DPS of many heroes, so this aspect has been buffed in 43.0.

v44.0 saw all of Final Strike's damage increased even further at the cost of all of its bonus damage to Bosses. Like 41.2, this rework did not affect the amount of total damage to Bosses, regardless of Paragon degrees, only the non-boss damage.

41.0
  • Released
41.1
  • NERF Nautic Siege Core’s Submerge button now has a 1s cooldown.
41.2
As the majority of Nautic Siege Core’s damage comes from the Fallout left behind, and these static track objects struggle to keep up with freeplay speed scaling, we’ve decided it feels better to not delay a simple quick change shifting most damage here from the standard ‘Boss Bonuses’ into a baseline of raw high damage for regular freeplay
~ Ninja Kiwi
  • BUFF Final Strike initial impact damage per missile increased from 30k to 50k
  • NERF Final Strike initial impact Boss bonus damage per missile reduced from +30k to +10k
  • BUFF Final Strike MOAB-class bonus damage per Fallout Puddle increased from +40 to +60
  • NERF Final Strike Boss bonus damage per Fallout Puddle reduced from +50 to +30
43.0
[...] Nautic Siege Core’s hero buff is being improved as currently this is an under-utilized part of the tower.
~ Ninja Kiwi
  • BUFF Nautic Siege Core's Hero attack cooldown penalty reduced from 1.5x to 1.3x
  • BUFF Nautic Siege Core's Hero damage multiplier increased from 5x to 6x
    • Note: Ninja Kiwi stated that the Hero damage multiplier increased from 4x to 5x. This is false; what is correct, however, is that the bonus percentage damage is raised from +400% to +500%.
44.0
Given the long cooldown we want it to feel impactful in freeplay for longer, so all of the Nautic Siege Core’s ability boss damage is being converted to basic damage & bonuses to MOAB.
~ Ninja Kiwi
  • BUFF Nautic Siege Core's Final Strike ability explosion damage increased from 50,000 to 60,000
  • NERF Nautic Siege Core's Final Strike ability explosion bonus boss damage reduced from +10,000 to +0
  • BUFF Nautic Siege Core's Final Strike ability aftershock damage increased 10,000 to 15,000
  • NERF Nautic Siege Core's Final Strike ability aftershock bonus boss damage reduced from +5000 to +0
  • BUFF Nautic Siege Core's Final Strike ability fallout damage to MOAB-class increased +60 to +90
  • NERF Nautic Siege Core's Final Strike ability fallout bonus boss damage reduced from +30 to +0
45.0
Sub Paragon unsubmerged form is overperforming, so we’re reducing the boss power of the main attack while greatly improving the less desirable submerged power.
~ Ninja Kiwi
  • NERF Sub Paragon Main Dart bonus damage to boss reduced from 300 > 200
  • NERF Sub Paragon Airburst bonus damage to boss reduced from 180 > 100
  • BUFF Sub Paragon Submerged radiation damage increased from 50 > 250
  • NERF Sub Paragon Submerged radiation bonus damage to boss reduced 500 > 250
  • BUFF Sub Paragon Submerged radiation bonus damage to Ceramic 50 > 250
  • BUFF Sub Paragon Submerged radiation attack cooldown reduced 0.425 > 0.28

Bug Fixes and General Changes[]

42.0
  • BUFF Resolved an issue where Retry Last Round removed the submerge option from Sub
  • BUFF Flanking Maneuvers MK now applies to the Sub Paragon

Bugs[]

Current
    • [41.0] 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.
    • [41.0] While retrying the game when the sub is submerged, the sub will lose the Submerge button, making the sub unable to float.
Patched
  • None (so far)

Teasers[]

41.0 ninja kiwi twitter

Update 41.0 Preview, featuring Nautic Siege Core

Monkey Sub Paragon was planned to be added in a future update, making the Monkey Sub the third of the Military Monkeys to possess a Paragon. It was first announced in the Version 37.0 patch notes, with promises for it to be released in Version 40.0. However, the Version 39.0 patch notes explained that it was delayed to next year.

On February 1st, 2024, Ninja Kiwi posted the Update 41.0 Preview Notes, revealing and confirming Nautic Siege Core for release in the aforementioned update.

On February 4th, 2024, a variety of Bloons YouTubers got early access to the Nautic Siege Core, including:

A few more Bloons YouTubers posted their early access videos of the Nautic Siege Core:

Sounds[]

After creation of the Nautic Siege Core (alongside the "degree flicker" sound effect):

When changing to Submerge target priority:

When switching from Submerge to other priorities:

When activating Final Strike:

Gallery[]

Nautic Siege Cores[]

Official Artwork[]

In-game assets[]

Videos[]

Quotes[]

New Paragon - Monkey Sub: we’ve tagged sub as the next Paragon, so tell the Navarch to stop hoarding all of the Portable Lakes!
~ Ninja Kiwi, Version 37.0 patch notes

Monkey Sub Paragon: We have moved the Monkey Sub Paragon to next year in order to give it ample space as well, partly to give it the space it needs but also let the new Paragon balance changes settle and make any adjustments through update 40 before releasing a new Paragon. [...]

~ Ninja Kiwi, Version 39.0 patch notes
  • New Paragon, the Nautic Siege Core!
    • Starting the new year with a Paragon was a push for the team, especially alongside the launch of BTD6+ on Vision Pro, but we’re really happy with how the versatility has turned out, as the Monkey Sub Paragon provides assistance in different ways depending on its current form.
    • While unsubmerged the Sub utilizes powerful missile attacks, launching powerful pre-emptive AoE missiles at every target to spawn, while unloading a barrage of airburst rockets at anything it, or any of your other towers, can see. Advanced Intel insanity is super fun.
    • While Submerged the sub attacks with a radiation aura that obliterates a huge number of smaller targets with ease, but the main uses in this form are the massive damage and pierce buffs to all Heroes & other Subs within radius. Really hoping to encourage some fun placement synergies here.
    • At all times Submerged or not, the Final Strike ability can be called on to unleash devastation. That really should be capital “D” Devastation.
~ Ninja Kiwi, Update 41.0 Preview Notes

Trivia[]

  • The Nautic Siege Core is the third Paragon to be in Military Monkeys, the first and second being Navarch of the Seas and Goliath Doomship, respectively.
    • As such, Military currently has the most Paragons out of any category.
  • When the Nautic Siege Core was first teased, Ninja Kiwi jokingly stated that the reveal of the Monkey Sub Paragon will need the Navarch of the Seas to "stop hoarding all of the Portable Lakes”.
  • The Nautic Siege Core is the second Paragon to be for a water-based tower.
  • The Nautic Siege Core's Final Strike ability currently has the longest cooldown out of any Activated Ability in BTD6, with a recharge time of 240 seconds.
    • At the time of when Nautic Siege Core first debutted, Nautic Siege Core broke the previously held record for the longest ability cooldowns, Legend of the Night's passive ability (180 seconds), and the Magus Perfectus (120 seconds) if excluding passive abilities.
  • At the time of release, Nautic Siege Core was the third cheapest Paragon, with a cost of $400,000 on Medium difficulty. It still is as of present.
  • Nautic Siege Core is the first Paragon to be revealed through an update preview instead of the Paragon card format or an animated post.
  • Nautic Siege Core is the second Paragon capable of supporting other towers to have its own unique buff icon (the first being Glaive Dominus).
    • Additionally, the Nautic Siege Core is the first Paragon to give two different buffs at once: its version of the Energizer buff and its own unique buff.
  • The captain of the Nautic Siege Core appears to have a golden tooth, just like the Navarch of the Seas.
  • Nautic Siege Core is the first Paragon to give buffs to Paragons from other categories.
    • Previously, Paragon synergies only existed between Paragons of the same category, e.g. Navarch of the Seas with Goliath Doomship & Glaive Dominus with Apex Plasma Master.
  • Unlike the activated abilities of First Strike Capabilty and Pre-Emptive Strike, the Final Strike missiles are unable to penetrate layers.
  • After v44.0 balance changes, Nautic Siege Core is now the first paragon to lack any Bonus Boss damage from any of its damage sources via Final Strike.
    • Compared to Goliath Doomship, Nautic Siege Core did not at all get nerfed in total boss damage. This is because all of the Nautic Siege Core's bonus boss damage was moved into base damage or basic MOAB-class damage. Note that the formula for total boss damage combines total base damage, total bonus MOAB-class damage, and total bonus Boss damage, and the scaling of bonus Boss damage independently scales the sum of all aforementioned forms of damage, hence Degrees 20+ also do not get affected.
  • This is the fourth tower to be completely irremovable under CHIMPS rules (assuming it wasn't placed near a land-placed Lord of the Abyss), after Navarch of the Seas, Pat Fusty, and Admiral Brickell. All other towers can either be sacrificed to Adora/Sun Temple/True Sun God, placed on an ice platform from Arctic Wind and above and sold via Support Chinook, temple sacrifice or Total Transformation, or placed on a Carrier Flagship that is then sacrificed.

Ninja Kiwi Blogs[]

  • According to Ninja Kiwi's 1st March 2024 blog, Nautic Siege Core looks for deep areas of water so that it can submerge itself properly.

References[]