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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 no 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.

StrategiesEdit

SummaryEdit

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/Avatar of the Vengeful Monkey. The Sun Temple unfortunately, can cause a lot of lag, but otherwise does its job well.

TipsEdit

  • Apply buffs on your Sun Temple to improve its abilities. Permanent Brew, Ultraboost, Overclock and Homeland Defense are all good abilities which strengthen your Sun Temple.
    • Permanent Brew can be moved around with Support Chinook to buff multiple Sun Temples and have a more organised map.
    • Having multiple Overclocks is required if full uptime is desired.
    • Homeland Defense buffs all towers, so there is more space to fit other towers such as more Sun Temples in better spots.
  • Use maps that can fit many Sun Temples. If you are using a strategy with Sun Temples, it is highly suggested to fit as many of them as possible, up to 11 excluding a True Sun God.
    • Sun Temples sacrifice towers at their middle pixel. Keep this in mind when compacting many Sun Temples in a map.
  • Sun Temples can technically be placed on water. Using an Arctic Wind Ice Monkey's ice platforms or Pontoon provides a platform, but when the Sun Temple is bought, the platform will disappear and the Sun Temple will remain on the water.
    • As the Sun Temple is considered a water tower now, the Carrier Flagship buff applies to it and can be a way to further boost your Sun Temple.

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.

Buff Sun Temple no longer consumes placeable Powers (i.e. Monkey Farmer, Tech Bot, Energizing Totem)

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 affect the Golden Spectres or the Mini Sun Avatars.
  • 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.
  • 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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