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BTD6

Tower sacrifices enhance and modify the Temple's attacks.
~ In-game description
The Temple demands sacrifice. All nearby towers will be destroyed, enhancing the Temple's incredible power in different ways. You have been warned...
~ Warning prior to upgrading to Sun Temple

Sun Temple is the Tier 4 upgrade of the top path for the Super Monkey in Bloons TD 6. It shoots hypersonic blasts of energy which each deal 5 damage and have 20 pierce, along with +15 range (equivalent to +30% range without range upgrades) to the temple itself. It acts similarly to the Temple of the Monkey God in Bloons TD 5; however the Sun Temple's sacrifice mechanics work differently. Instead of 4 specific tower types plus one single miscellaneous towers category for each sacrifice category, the Sun Temple splits each of its 4 sacrifice categories into Primary, Military, Magic, and Support, but can only accept 3 of the most expensive categories sacrificed to it. The maximum thresholds per category is $50,000, instead of $30,000 in previous games.

This upgrade costs $85,000 on Easy, $100,000 on Medium, $108,000 on Hard, and $120,000 on Impoppable. For a full breakdown of sacrifice costs, see below.

Description[]

Overview[]

Upgrading into the Sun Temple changes the Sun Avatar to a temple with two layers, the bottom one being larger than the top, made up of yellow ceramic. In the middle is a stairway leading up to the face of the Sun Temple which, barring the fact that its face is made up of material, is exactly identical to the Sun Avatar.

Crosspathing with the middle path gives the temple a red carpet, referring to the change of the Super Range's cape change and the yellow metal bands, referring to Epic Range's own metal bands.

Crosspathing with bottom path simply gives the Sun Temple bright vertical yellow stripes. The number of these correlate to the tier purchased (Tier 1 gives 1 stripe, Tier 2 gives 2 stripes).

In the upgrade portrait, the Sun Temple's power is exemplified through its shining eyes, enforcing the "Sun" idea in Sun Temple and the idea that this is a really powerful tower.

In the upgrade icon, the Sun Temple is a more simplified version of the portrait.

At base, Sun Temple shoots sun balls that deal 5 damage and have 20 pierce. These rays of sun receive Normal Type (pops Black, White, Purple, Lead, Frozen) Normal damage type, allowing for popping of any bloon type provided it can detect them. Sun Temple can sacrifice other towers to make it more powerful, improving its base stats or adding additional attacks that improve its arsenal. See the #Sacrifices section for further information about Sun Temple's various sacrifices.

Targeting Priorities[]

Sun Temple targets bloons using the standard targeting priorities. Its main attacks shoots straight movement projectiles. Sacrifices give the Sun Temple multiple attacks that cannot simply be explained in a single paragraph.

  • 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.

Adding Ultravision adds Camo Prioritization, allowing all its attacks to prioritize Camo Bloons over other types when this secondary targeting option is active.

Costs[]

Updated as of Version 41.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
[Module | Data] Purchase Sell
Costs Easy Medium Hard Impoppable Easy Medium Hard Impoppable
Upgrade (4-X-X) $85,000 $100,000 $108,000 $120,000 -
Total (4-0-0) $107,950 $127,000 $137,160 $152,400 $75,565 $88,900 $96,012 $106,680
Crosspath (4-1-0) $109,225 $128,500 $138,780 $154,200 $76,458 $89,950 $97,146 $107,940
Crosspath (4-2-0) $110,840 $130,400 $140,830 $156,480 $77,588 $91,280 $98,581 $109,536
Crosspath (4-0-1) $110,500 $130,000 $140,400 $156,000 $77,350 $91,000 $98,280 $109,200
Crosspath (4-0-2) $111,520 $131,200 $141,695 $157,440 $78,064 $91,840 $99,187 $110,208

This upgrade's prices (or included crosspath's prices) are affected by the following MK: BetterSellDealsIcon Better Sell Deals

Sacrifices[]

Templewarning btd6

Warning message when attempting to upgrade a Sun Avatar to Sun Temple

Sacrificing certain amounts of money on a specific category grants the Sun Temple certain boosts and attacks. Those amounts and boosts are listed below. A maxed temple can have boosts from 3 of the 4 categories of towers, requiring more than $50,000 per category. If all 4 categories are placed near the temple, it will not receive the buff from the class with the lowest amount of money spent or if each of the 4 categories contribute an equal amount of money, the category that hit the amount last is excluded. Sacrificing applies to all towers whose centers are within the Super Monkey's current range. Heroes, Paragons, Cave Monkey, and placeable Powers cannot be sacrificed.

There are up to 9 different tiers of Temple sacrifices for the Temple.

Primary Class[]

Bold is a new or modified buff for the Temple.

  • $301-$1000
    • +5 pierce to main attack
  • $1001-$2000
    • +5 pierce to main attack.
    • +1 damage to main attack.
    • Shoots 8 golden blades every 2.0s that deal 15 damage each with 10 pierce.
  • $2001-$4000
    • +5 pierce to main attack.
    • +11% attack speed to main attack.
    • +1 damage to main attack.
    • Shoots 8 golden blades every 2.0s that deal 15 damage each with 10 pierce.
  • $4001-$7500
    • +5 pierce to main attack.
    • +25% attack speed to main attack.
    • +1 damage to main attack.
    • Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
  • $7501-$10,000
    • +5 pierce to main attack.
    • +25% attack speed to main attack.
    • +2 damage to main attack.
    • Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
  • $10,001-$15,000
    • +10 pierce to main attack.
    • Roughly +43% attack speed to main attack.
    • +2 damage to main attack.
    • Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
    • Shoots a golden glaive every 1.5s that deals 10 damage with 50 pierce. These golden glaives act like Glaive Ricochet glaives that bounce between the nearest bloons each time it moves.
  • $15,001-$25,000
    • +15 pierce to main attack.
    • Roughly +43% attack speed to main attack.
    • +3 damage to main attack.
    • Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
    • Shoots a golden glaive every 1.5s that deals 10 damage with 50 pierce.
  • $25,001-$50,000
    • +20 pierce to main attack.
    • Roughly +43% attack speed to main attack.
    • +4 damage to main attack.
    • Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
    • Shoots a golden glaive every 0.8s that deals 20 damage with 50 pierce.
  • >$50,000
    • +20 pierce to main attack.
    • +67% attack speed to main attack.
    • +5 damage to main attack.
    • Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
    • Shoots a golden glaive every 0.5s that deals 30 damage with 50 pierce.

Military Class[]

  • $301-$1000
    • +15% larger projectile size
    • +15% projectile speed
  • $1001-$2000
    • +15% larger projectile size
    • +15% projectile speed
    • +5 pierce to all attacks
  • $2001-$4000
    • +15% larger projectile size
    • +15% projectile speed
    • +5 pierce to all attacks
    • Shoots a golden missile every 3.0s that has infinite range and deals 1 damage with 74 extra moab damage to up to 50 bloons.
  • $4001-$7500
    • +15% larger projectile size
    • +15% projectile speed
    • +5 pierce to all attacks
    • Shoots a golden missile every 3.0s that has infinite range and deals 1 damage with 74 extra moab damage to up to 50 bloons.
    • Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
  • $7501-$10,000
    • +15% larger projectile size
    • +15% projectile speed
    • +10 pierce to all attacks
    • Shoots a golden missile every 1.5s that has infinite range and deals 1 damage with 74 extra moab damage to up to 50 bloons.
    • Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
  • $10,001-$15,000
    • +30% larger projectile size
    • +30% projectile speed
    • +10 pierce to all attacks
    • Shoots a golden missile every 1.5s that has infinite range and deals 1 damage with 74 extra moab damage to up to 50 bloons.
    • Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
  • $15,001-$25,000
    • +30% larger projectile size
    • +30% projectile speed
    • +15 pierce to all attacks
    • Shoots a golden missile every 1.0s that has infinite range and deals 1 damage with 74 extra moab damage to up to 50 bloons.
    • Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
  • $25,001-$50,000
    • +45% larger projectile size
    • +45% projectile speed
    • +15 pierce to all attacks
    • Shoots a golden missile every 1.0s that has infinite range and deals 1 damage with 74 extra moab damage to up to 50 bloons.
    • Gains a golden Spectre that shoots darts and bombs every 0.15s. Darts deal 10 damage and have 10 pierce, while bombs deal 6 damage and have 30 pierce.
  • >$50,000
    • +45% larger projectile size
    • +45% projectile speed
    • +15 pierce to all attacks
    • Shoots a golden missile every 1.0s that has infinite range and deals 1 damage with 74 extra moab damage to up to 50 bloons.
    • Gains two golden Spectres that shoot darts and bombs every 0.15s. Darts deal 15 damage and have 10 pierce, while bombs deal 10 damage and have 30 pierce.

Magic Class[]

  • $301-$1000
    • N/A
  • $1001-$2000
    • Shoots 4 homing magic shots every 4.0s that deal 20 damage and have 7 pierce each.
  • $2001-$4000
    • Shoots 4 homing magic shots every 4.0s that deal 20 damage and have 7 pierce each.
    • Gains a 10% chance to distract bloons with its main attack.
  • $4001-$7500
    • Shoots 4 homing magic shots every 2.0s that deal 30 damage and have 7 pierce each.
    • Gains a 10% chance to distract bloons with its main attack.
  • $7501-$10,000
    • Shoots 4 homing magic shots every 2.0s that deal 30 damage and have 7 pierce each.
    • Gains a 10% chance to distract bloons with its main attack.
    • Gains a pulse attack every 5.0s that can knockback bloons up to Ceramics and affects up to 500 bloons.
  • $10,001-$15,000
    • Shoots 4 homing magic shots every 2.0s that deal 30 damage and have 7 pierce each.
    • Gains a 20% chance to distract bloons with its main attack.
    • Gains a pulse attack every 5.0s that can knockback bloons up to Ceramics and affects up to 500 bloons.
  • $15,001-$25,000
    • Shoots 4 homing magic shots every 2.0s that deal 30 damage and have 7 pierce each.
    • Gains a 20% chance to distract bloons with its main attack.
    • Gains a pulse attack every 5.0s that can knockback bloons up to MOABs and affects up to 500 bloons.
  • $25,001-$50,000
    • Shoots 6 homing magic shots every 2.0s that deal 35 damage and have 7 pierce each.
    • Gains a 20% chance to distract bloons with its main attack.
    • Gains a pulse attack every 5.0s that can knockback bloons up to MOABs and affects up to 500 bloons.
  • >$50,000
    • Shoots 6 homing magic shots every 2.0s that deal 35 damage and have 7 pierce each.
    • Gains a 20% chance to distract bloons with its main attack.
    • Gains a pulse attack every 5.0s that can knockback bloons up to MOABs and affects up to 500 bloons.
    • Spawns mini Sun Avatars every 30 seconds that last for 65 seconds, deal 4 damage per shot, and have no footprint. A maximum of 3 mini Sun Avatars can spawn from one Sun Temple at one time as the mini Sun Avatars have a lifespan of 65 seconds. Deployment rate is unaffected by attack speed bonuses.

Support Class[]

  • $301-$1000
    • +5 range to base Temple
  • $1001-$2000
    • +5 range to base Temple
    • 10% discount to all base cost and upgrades of all towers in range
  • $2001-$4000
    • +5 range to base Temple
    • 10% discount to all base cost and upgrades of all towers in range
    • 10% attack speed bonus for all towers in range
    • +$500 end of round cash
  • $4001-$7500
    • +5 range to base Temple
    • 10% discount to all base cost and upgrades of all towers in range
    • 10% attack speed bonus for all towers in range
    • +$500 end of round cash
    • +50% more cash from bloons popped within range of the Temple
  • $7501-$10,000
    • +5 range to base Temple
    • 10% discount to all base cost and upgrades of all towers in range
    • 10% attack speed bonus, +3 pierce, +20% range for all towers in range
    • +$1500 end of round cash
    • +50% more cash from bloons popped within range of the Temple
  • $10,001-$15,000
    • +5 range to base Temple
    • 10% discount to all base cost and upgrades of all towers in range
    • +1 damage, 10% attack speed bonus, +3 pierce, +20% range, for all towers in range
    • +$2000 end of round cash
    • +50% more cash from bloons popped within range of the Temple
  • $15,001-$25,000
    • +5 range to base Temple
    • 20% discount to all base cost and upgrades of all towers in range
    • +1 damage, 10% attack speed bonus, +3 pierce, +20% range, for all towers in range
    • +$2000 end of round cash
    • +50% more cash from bloons popped within range of the Temple
  • $25,001-$50,000
    • +5 range to base Temple
    • 20% discount to all base cost and upgrades of all towers in range
    • +1 damage, 20% attack speed bonus, +3 pierce, +20% range, for all towers in range
    • +$5000 end of round cash
    • +50% more cash from bloons popped within range of the Temple
  • >$50,000
    • +5 range to base Temple
    • 20% discount to all base cost and upgrades of all towers in range
    • +2 damage, 20% attack speed bonus, +3 pierce, +20% range for all towers in range
    • +$5000 end of round cash
    • +50% more cash from bloons popped within range of the Temple

Fully Maxed Sacrifices[]

Primary[]

  • +20 pierce to main attack.
  • +67% attack speed to main attack.
  • +5 damage to main attack.
  • Shoots 8 golden blades every 1.5s that deal 25 damage each with 20 pierce.
  • Shoots a golden glaive every 0.5s that deals 30 damage with 50 pierce.

Military[]

  • +45% larger projectile size
  • +45% projectile speed
  • +15 pierce to all attacks
  • Shoots a golden missile every 1.0s that has infinite range and deals 75 damage to up to 50 bloons.
  • Gains a golden Spectres that shoots darts and bombs every 0.15s. Darts deal 15 damage and have 10 pierce, while bombs deal 10 damage and have 30 pierce.

Magic[]

  • Shoots 6 homing magic shots every 2.0s that deal 35 damage and have 7 pierce each.
  • Gains a 20% chance to distract bloons with its main attack.
  • Gains a pulse attack every 5.0s that can knockback bloons up to MOABs and affects up to 500 bloons.
  • Spawns mini Sun Avatars every 30 seconds that deal 4 damage per shot and do not have any footprint. A maximum of 3 mini Sun Avatars can appear on the map at one time as the mini Sun Avatars have a lifespan of 65 seconds.

Support[]

  • +5 range to base Temple
  • 20% discount to all base cost and upgrades of all towers in range
  • +2 damage, 20% attack speed bonus, +3 pierce, +20% range for all towers in range
  • +$5000 end of round cash
  • +50% more cash from bloons popped within range of the Temple

Attack Interactions[]

See Attack Interactions/Bloons TD 6/Temple Sacrifices.

Note: Currently unfunctional at the moment...

Other Interactions[]

  • The Sun Temple upgrade increases the Super Monkey's footprint from 11 to 20. This is further increased to 25 with the True Sun God.
  • The Sun Temple can sacrifice another Temple or even a True Sun God if it is in range.
  • Sun Temples cannot sacrifice Heroes, Powers, or Paragons.
    • Because Temples have a larger footprint compared with its previous tiers, this means that powers can be inside a Sun Temple or True Sun God's footprint.
  • The Support Chinook is able to place towers inside a Sun Temple's footprint by chinooking a tower next to the Super Monkey before upgrading it to a Sun Temple, then upgrading it while the Chinook is still moving the tower. The Chinook will place the tower in the original spot, in the Sun Temple's footprint, as of v35.
  • Sun Temples can be placed on water, but they need an Arctic Wind Ice Monkey's ice platforms or a Pontoon to provide a platform for the Sun Avatar. When the Sun Temple is bought near an Arctic Wind,, the ice platform will be sacrificed and the Sun Temple will remain on the water.
    • When placed in water, the Carrier Flagship buff and Admiral Brickell's Naval Tactics Ability will buff them, as they are considered water towers.
    • This sometimes sells the towers on the platform, and as a result, is able to heal Gravelord Lych indirectly.
  • The +50% cash buff from popping bloons in range of the temple stacks with multiple Sun Temples.
  • The Support Class sacrifices do not affect the Golden Spectres or the Mini Sun Avatars.
  • The Support Sun Temple's and True Sun God's increased cash per pop buff applies even in C.H.I.M.P.S., making it the only upgrade path to do so. Monkey Town, a similar upgrade, does not apply in CHIMPS.


Strategy[]

Summary[]

The Sun Temple is one of the strongest towers in the game. It is usually only affordable late-game and as such performs a role as a strong late-game tower that supports the main tower, which is almost always the True Sun God/Vengeful True Sun God. The Sun Temple can cause a lot of lag, but otherwise does its job well.

Tips[]

  • It is possible to sacrifice a True Sun God by upgrading another Sun Temple nearby. Be careful to avoid this!
  • The optimal Sun Temple is a 1(9)-0(0)-1(9)-1(9) setup, with maxed Primary, Magic, and Support sacrifices, as Military sacrifices are borderline useless, and the powerful support buff granted by support sacrifices applies to the Mini Sun Avatars, thus granting far more destructive power than the two golden Spectres of Military sacrifices, which are relatively weak.
    • Keep in mind that multiple support Sun Temple buffs do not stack, meaning that once you already have one support Sun Temple, other Sun Temples nearby should use a 1(9)-1(9)-1(9)-0(0) setup instead to maximize their damage.
  • To maximize the amount of Sun Temples in Freeplay, avoid giving them additional range buffs until the map is filled with Temples.
  • Apply buffs onto the Sun Temple to improve its abilities. Permanent Brew, Overclock, Ultraboost, Call to Arms, and Homeland Defense are all good abilities which strengthen your Sun Temple.
    • Note when buffing a Temple is that range-dependent buffing towers, such as Permanent Brew, will be sacrificed upon upgrading to Sun Temple or True Sun God.
    • Permanent Brew can be moved around with Support Chinook to buff multiple Sun Temples.
  • Use maps that can fit many Sun Temples. If using a strategy with Sun Temples, it is highly suggested to fit as many of them as possible, up to 16 excluding a True Sun God.
    • Sun Temples sacrifice towers at their center point. Keep this in mind when compacting many Sun Temples in a map.
    • It is possible to use Portable Lakes in combination with Arctic Wind to place water Temples almost anywhere.
  • Sun Temples are rarely used in CHIMPS. Although the sacrificing of towers provides one of few ways to remove towers without selling, the extremely high price makes using Temples impractical where farming is disabled.
    • Although a Sun Temple is affordable in non-freeplay CHIMPS, hefty sacrifice and support is required to give the Temple enough power to beat high-difficulty Rounds, such as 98 and 100, making it impractical.
    • Even though they are impractical in CHIMPs, they are useful for Freeplay CHIMPs runs, for the same reasons Temples are used in standard Freeplay.

Version History[]

Optimizations for epic late-game runs are generally the main balance changes listed for the Sun Temple. Most balance changes were centered around balancing Mini Sun Avatars.

4.0
  • NERF No longer produces end-of-round cash when Support towers are sacrificed in C.H.I.M.P.S.
5.0
  • Change Sun Avatar spawn placement modified.
7.0
  • NERF No longer applies cost discounts to itself when placed on a raised platform.
9.0
  • BUFF No longer locks your hero if sacrificed.
12.0
14.0

Primary Sacrifices

  • BUFF Blade burst stage 1 damage increased from 1 → 15.
  • NERF Blade burst stage pierce reduced from 100 → 10.
  • BUFF Blade burst stage 2 damage increased from 2 → 25.
  • NERF Blade burst stage 2 pierce reduced from 100 → 20.
  • NERF All Golden Glaives stages pierce reduced from 100 → 50.
  • BUFF Golden Glaives stage 1 damage increased from 2 → 10.
  • BUFF Golden Glaives stage 2 damage increased from 2 to 20.
  • BUFF Golden Glaives stage 3 damage increased from 3 → 30.

Military Sacrifices

  • NERF All Homing MOAB Missile stages pierce reduced from 100 → 50.
  • BUFF Homing MOAB Missile damage increased from 50 → 75.
  • NERF All Golden Spectre stages attack rate reduced from 0.04 → 0.15.
  • NERF Golden Spectre dart pierce reduced from 50 → 10.
  • NERF Golden Spectre bomb pierce reduced from 100 → 30.
  • BUFF Golden Spectre stage 1 dart damage increased from 2 → 10.
  • BUFF Golden Spectre stage 2 dart damage increased from 3 → 15.
  • BUFF Golden Spectre stage 1 bomb damage increased from 2 → 6.
  • BUFF Golden Spectre stage 2 bomb damage increased from 3 → 10.

Magic Sacrifices

  • BUFF Arcane Blasts stage 1 damage increased from 1 → 20.
  • BUFF Arcane Blasts stage 2 damage increased from 2 → 30.
  • BUFF Arcane Blasts stage 3 damage increased from 4 → 35.
  • BUFF Sun Temple Mini Avatar damage from 1 → 4.
  • BUFF[Bug Fix] Heroes can no longer be sacrificed to the Sun Temple.
16.0
  • NERF $7501 Tier: End of round cash bonus reduced from $2000 to $1500.
  • NERF $25001 Tier: End of round cash bonus reduced from $7500 to $3000.
  • NERF $50001 Tier: End of round cash bonus reduced from $10,000 to $5000.
21.0
  • NERF Cannot receive 'water tower buffs' unless placed on water.
22.0
The projectile count of the current multitudes of mini avatars spawned by boosted temples in freeplay contributes to performance decay, so we've capped the spawn rate of these mini avatars. [...]
~ Ninja Kiwi
  • NERF Sun Temple mini avatar spawn rate is no longer increased by attack rate buffs.
28.0
In an attempt to reduce visual clutter, we have reworked the formula for Temple projectile size scaling to come out overall being smaller by roughly 25%. [...]
~ Ninja Kiwi
  • NERF Sun Temple Military sacrifice total projectile size increase formula has been reworked to give an overall reduction in size for the sake of visual clarity
    • Tier 1-5 Military projectile speed and size: +25% → +15%
    • Tier 6-7 Military projectile speed and size: +50% → +30%
    • Tier 8-9 Military projectile speed and size: +75% → +45%
35.0?
  • BUFF [Undocumented Bug] A support temple with over $15k spent on support sacrifices can stack its discount buffs with a support temple with over $1,000 spent but under $15,000 spent on support sacrifices.
37.0
As Engineer sentries do this already, newly spawned Mini Avatars from temples will now by default match the target priority of the temple.
~ Ninja Kiwi
  • Change Sun Temple's Magic Sacrifice mini Sun Avatars when placed will spawn with the same target priority as their parent tower.
39.0
Minor strategic balancing for temple builds, as Military is very much intended to be the more range-based sacrifices that are ignorant of vision blockers.
~ Ninja Kiwi
  • NERF Sun Temple mini avatars no longer ignore line of sight.
  • NERF Sun Temple's bonus cash value of Bloons no longer works in CHIMPS

Sounds[]

When upgrading to Sun Temple:

Gallery[]

Official artwork[]

Projectiles[]

Trivia[]

  • Unlike the BTD5 Temple of the Monkey God, the Sun Temple does not gain automatic camo detection. It helps if the recently built Sun Temple is supported by a x-2-x Village.
  • Before version 2.0, there was a bug where if a Monkey Village (with 2 paths invested into and one of those paths is the third) is sacrificed for a Sun Temple, it will provide no value to the Sun Temple.
  • Sun Temple used to sacrifice placeable Powers such as Monkey Farmers. This was removed as of Version 12.0, probably due to the fact that they do not contribute to the Sun Temple whatsoever.
  • The Sun Temple is the Tier 4 upgrade that requires the most experience to unlock.
  • In terms of collective costs, ignoring sacrifices and crosspaths, Sun Temple is the second-most expensive but affordable tower in CHIMPS, second to Super Mines starting from Version 28.0 (which reduced its cost to become barely affordable on CHIMPS).
  • When using Monkey Names, if you sacrifice a named Super Monkey with the Sun Temple upgrade, the tower will not inherit the name, and a newly placed Super Monkey will not receive the name either.
  • The Sun Temple's cash per pop bonus appears to be disabled in Sandbox Mode.


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