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Tower sacrifices enhance and modify the Temple's attacks.
~ BTD6 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 fourth upgrade of Path 1 for the Super Monkey in Bloons TD 6. It shoots blasts of energy which pop 5 layers per hit and have 20 pierce, along with +30% range 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.

SacrificesEdit

Templewarning btd6

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

The different classes of sacrifices can be achieved by sacrificing a certain amount of money spent on a specific class. Those amounts and powers gained are listed below. A maxed temple can have abilities from 3 of the 4 categories of towers, requiring $50,000 per category. If all 4 categories are placed near the temple, it will neglect the class with the lowest amount of money spent.

Primary ClassEdit

  • $1000 = 8 golden blades every 1.5 sec
  • $5000 = 8 golden blades every 1.2 sec
  • $10,000 = 8 golden blades every 1.2 sec plus 1 golden glaive every 1.2 sec
  • $20,000 = 8 golden blades every 1.2 sec plus 1 golden glaive every 0.8 sec
  • $50,000 = 8 golden blades every 1.2 sec plus 1 golden glaive every 0.5 sec

Military ClassEdit

  • $2,005 = 1 golden missile every 2.5 seconds
  • $4,005 = 1 golden missile every 2.5 seconds plus 1 golden Spectre
  • $7,505 = 1 golden missile every 1.2 seconds plus 1 golden Spectre
  • $15,005 = 1 golden missile every 0.8 seconds plus 1 golden Spectre
  • $50,005 = 1 golden missile every 0.8 seconds plus 2 golden Spectres

Note: Military-class sacrifices also give a larger sun blast radius for the Sun Temple. Link.

Magic ClassEdit

  • $1000 = 3 homing magic shots
  • $5000 = 3 homing magic shots plus a force field that can knock back bloons (but not MOAB-class).
  • $10,000 = 4 homing magic shots for bloons, and 3 for MOAB class bloons unless they are close to the tower, then 4 unhoming magic shots plus a force field that can knock back bloons (but not MOAB-class).
  • $20,000 = 5 homing magic shots for bloons, and 4 for MOAB class bloons unless they are close to the tower, then 5 unhoming magic shots plus a force field that can knock back bloons and MOABs.
  • $30,000 = 6 homing magic shots for bloons, and 5 for MOAB class bloons unless they are close to the tower, then 6 unhoming magic shots plus a force field that can knock back bloons and MOABs.
  • $50,000 = 6 homing magic shots for bloons, and 5 for MOAB class bloons unless they are close to the tower, then 6 unhoming magic shots plus a force field that can knock back bloons and MOABs. Also spawns a maximum of 3 mini Sun Avatars that have a much smaller footprint.

Support ClassEdit

  • $1,000 = Sun Temple gets: 8% increased range. Gives to all towers within range: 10% discount to all upgrades.
  • $5,000 = Sun Temple gets: 8% increased range, and $500 after the round ends. Gives to all towers within range: 10% attack speed and 10% discount to all upgrades.
  • $7,500 = Sun Temple gets: 8% increased range, and $2,500 after the round ends. Gives to all towers within range: 10% attack speed, 10% discount to all upgrades, +3 Pierce, and 20% increased range.
  • $10,000 = Sun Temple gets: 8% increased range, and $2,500 after the round ends. Gives to all towers within range: 10% attack speed, 10% discount to all upgrades, +1 popped layers per hit, +3 Pierce, and 20% increased range.
  • $25,000 = Sun Temple gets: 8% increased range, and $10,000 after the round ends. Gives to all towers within range: 20% attack speed, 20% discount to all upgrades, +1 popped layers per hit, +3 Pierce, and 20% increased range.
  • $50,000 = Sun Temple gets: 8% increased range, and $10,000 after the round ends. Gives to all towers within range: 20% attack speed, 20% discount to all upgrades, +2 popped layers per hit, +3 Pierce, and 20% increased range.

StrategyEdit

  • Sun Temples with sacrifices are extremely strong, it is advised to give them as much buffs as possible, like Permanent Brew, Homeland Defense's ability with top path crosspath, Ultraboost's ability to have ten permanent small boosts and one extra Overclock for the ability down time and two maxed support Temple (One can be True Sun God or Avatar of the Vengeful Monkey).
    • Sun temples and their upgrade can be place on water naturally but previous upgrades cannot and the temple cannot be moved by Support Chinook so conventional methods don't work. It can only stay on top of water by placing an insta temple or True Sun God on water which have no sacrifices so they are rather weak, placing a Sun Avatar on a ice platform from the Arctic Wind Ice Monkey, later sacrificing it and the temple will stay and no be sold, at this state, it can be buffed by the attack speed buff from Carrier Flagship as it is considered a water-based tower.

Version HistoryEdit

4.0.0

Nerf No longer produces cash when Support towers are sacrificed in CHIMPS.

5.0

Change balloon Sun Avatar spawn placement modified.

7.0

Nerf No longer applies cost discounts to itself when placed on a raised platform.

9.0

Change balloon No longer locks your hero if sacrificed.

12.0

Nerf Sun Temple's mini Sun Avatars are no longer affected by Alchemist buffs.

Buff Sun Temple's mini Sun Avatars now consumes 0 footprint.

GalleryEdit

TriviaEdit

  • Unlike the 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.
  • The Support Class upgrades do not effect the Golden Spectres or the Mini Sun Avatars.
  • The Sun Temple will sacrifice all Towers within it's range, including any Monkey Farmers in that range.
  • Heroes will not be sacrificed to the temple, even if it is within the range however if the hero is too close, it will be locked until the player exits and re-enters. Note that if 'sacrificed', any money spent on the hero will NOT be returned and only the base sell price will be given.


Start a Discussion Discussions about Sun Temple

  • I found a bug.

    2 messages
    • When a hero gets sacrificed to the Sun Temple ( the one that doesn't cost 300k+ ) the game freezes but you can click on monkeys ...
    • Really? When I have sacrificed a hero, everything was fine, until the hero was locked. But if you go home and then back to the game the hero freed.
  • Temples in BTD6

    5 messages
    • BMC pro the 4th wrote: i think the temple CAN detect camo when sacrificing a x-5-2 super monkey(or other towers) I dunno. I think that ...
    • The Spectres can detect Camo if you sacrifice 50k in Villages. It's just better to get a village after you finish sacrificing
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