“ | Tower sacrifices enhance and modify the Temple's attacks. | ” |
~ In-game description |
Sun Temple is the Tier 4 upgrade of the Path 1 for the Super Monkey in Bloons TD 6. It shoots hypersonic blasts of energy which each deal 5 damage and have 20 pierce, at a base rate of every 0.06s, 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 (TotMG) 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. Additionally, much like the BTD5 Flash TotMG, the Sun Temple's footprint expands compared to the base Super Monkey, from 11 to 37x40 rectangle, consuming a large portion of physical space around itself to fit its massive temple foundations.
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 upgrade portrait, except the eyes have a brighter light coming out of its eyes that are similar to stage lights.
At base, Sun Temple shoots sun balls that deal 5 damage and have 20 pierce. These rays of sun receive 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.
Full Popology[]
Statistics[]
- Updated as of Version 44.2
- Base stats
- Prior to upgrading from Sun Avatar to Sun Temple, target all valid sacrifice towers within local range. Tally up total costs for all sacrificed tower categories (Primary, Military, Magic, Support), and discard the one least expensive tower category. Generate extra attacks if surpassing thresholds of sacrifices.
- Refer to #Sacrifices for a general overview of all of the Sun Temple's sacrificing benefits.
- Sunball:
- Projectile, normal type, 65 range, 0.06s attack cooldown, 5 damage, 20 pierce, 9.6° projectile deviation. ??? projectile speed, ???s projectile lifespan.
- Crosspathing interactions
- 4-1-0: Range increased from 65 to 75, pierce of Sunball increased from 20 to 21.
- 4-2-0: Range increased from 75 to 87, pierce of Sunball increased from 21 to 23, projectile speed of Sunball increased from ??? to ???.
- 4-0-1: Sunball inflicts Knockback versus non-blimp bloons (-300% bloon speed,-150% "heavy" (Lead, Ceramic, Fortified) bloon speed) for 0.1s.
- 4-0-2: Gains camo detection, range increased from 65 to 67, Sunball deal +1 damage to Camos.
- Monkey Knowledge Interactions
- Lingering Magic: Projectiles fired from all Super Monkey have longer lifespan.
- Projectiles last 20% longer, from x seconds → x seconds.
- Monkey Education: All Monkeys XP earn rate increased by 8%.
- Better Sell Deals: All Monkeys sell for 5% more. Increases sell potency from 70% to 75%.
- Veteran Monkey Training: All Monkeys reload time reduced by 3%.
Attack Interactions[]
- See also: Attack Interactions/Bloons TD 6/Magic
- Updated as of Version 44.2
- Base attack(s)
- Sunball:
Costs[]
- Updated as of Version 44.0. 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: Better Sell Deals
Sacrifices[]
“ | 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 |
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
- +2 pierce to main attack
- $1001-$2000
- +2 pierce to main attack.
- +1 damage to main attack.
- Shoots 8 golden blades every 2.0s that deal 150 damage each with 100 pierce.
- $2001-$4000
- +2 pierce to main attack.
- +11% attack speed to main attack (0.9x attack cooldown).
- +1 damage to main attack.
- Shoots 8 golden blades every 2.0s that deal 150 damage each with 100 pierce.
- $4001-$7500
- +2 pierce to main attack.
- +25% attack speed to main attack (0.8x attack cooldown).
- +1 damage to main attack.
- Shoots 8 golden blades every 1.5s that deal 250 damage each with 200 pierce.
- $7501-$10,000
- +2 pierce to main attack.
- +25% attack speed to main attack (0.8x attack cooldown).
- +2 damage to main attack.
- Shoots 8 golden blades every 1.5s that deal 250 damage each with 200 pierce.
- $10,001-$15,000
- +4 pierce to main attack.
- Roughly +43% attack speed to main attack (0.7x attack cooldown).
- +2 damage to main attack.
- Shoots 8 golden blades every 1.5s that deal 250 damage each with 200 pierce.
- Shoots a golden glaive every 1.5s that deals 50 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
- +7 pierce to main attack.
- Roughly +43% attack speed to main attack (0.7x attack cooldown).
- +3 damage to main attack.
- Shoots 8 golden blades every 1.5s that deal 250 damage each with 200 pierce.
- Shoots a golden glaive every 1.5s that deals 50 damage with 50 pierce.
- $25,001-$50,000
- +10 pierce to main attack.
- Roughly +43% attack speed to main attack (0.7x attack cooldown).
- +4 damage to main attack.
- Shoots 8 golden blades every 1.5s that deal 250 damage each with 200 pierce.
- Shoots a golden glaive every 0.8s that deals 100 damage with 50 pierce.
- >$50,000
- +10 pierce to main attack.
- +67% attack speed to main attack (0.6x attack cooldown).
- +5 damage to main attack.
- Shoots 8 golden blades every 1.5s that deal 250 damage each with 200 pierce.
- Shoots a golden glaive every 0.5s that deals 150 damage with 50 pierce.
Military Class[]
- $301-$1000
- +15% larger projectile size
- +15% projectile speed
- $1001-$2000
- +15% larger projectile size
- +15% projectile speed
- +3 pierce to all attacks
- $2001-$4000
- +15% larger projectile size
- +15% projectile speed
- +3 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
- +3 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
- +6 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
- +6 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
- +10 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
- +10 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
- +10 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 40 damage and have 15 pierce each.
- $2001-$4000
- Shoots 4 homing magic shots every 4.0s that deal 40 damage and have 15 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 60 damage and have 15 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 60 damage and have 15 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 60 damage and have 15 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 60 damage and have 15 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 70 damage and have 15 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 70 damage and have 15 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
- 11.1% attack speed bonus (0.9x attack cooldown) 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
- 11.1% attack speed bonus (0.9x attack cooldown) 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
- 11.1% attack speed bonus (0.9x attack cooldown), +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, 11.1% attack speed bonus (0.9x attack cooldown), +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, 11.1% attack speed bonus (0.9x attack cooldown), +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, 23.5% attack speed bonus (0.81x attack cooldown), +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, 23.5% attack speed bonus (0.81x attack cooldown), +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[]
- +10 pierce to main attack.
- +67% attack speed to main attack.
- +5 damage to main attack.
- Shoots 8 golden blades every 1.5s that deal 250 damage each with 200 pierce.
- Shoots a golden glaive every 0.5s that deals 150 damage with 50 pierce.
Military[]
- +45% larger projectile size
- +45% projectile speed
- +10 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 two golden Spectres that shoots homing 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 70 damage and have 15 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, 23.5% attack speed bonus (0.81x attack cooldown), +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[]
Note: Currently unfunctional at the moment...
Other Interactions[]
- The Sun Temple upgrade increases the Super Monkey's footprint from 11 to 37x40 rectangle. This footprint is shared with 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 and heroes 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.
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. In practical situations, its strongest point is its support role, with various Support Sacrifice buffs that provide a variety of benefits, especially the bonus damage.
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[]
Balance Changes[]
Optimizations for extreme 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
- No longer produces end-of-round cash when Support towers are sacrificed in C.H.I.M.P.S.
- 5.0
- Sun Avatar spawn placement modified.
- 7.0
- No longer applies cost discounts to itself when placed on a raised platform.
- 9.0
- No longer locks your hero if sacrificed.
- 12.0
- Sun Temple's mini Sun Avatars are no longer affected by Alchemist buffs.
- Sun Temple's mini Sun Avatars now consumes 0 footprint.
- Sun Temple no longer consumes placeable Powers (i.e. Monkey Farmer, Tech Bot, Energizing Totem).
- 14.0
Primary Sacrifices
- Blade burst stage 1 damage increased from 1 → 15.
- Blade burst stage pierce reduced from 100 → 10.
- Blade burst stage 2 damage increased from 2 → 25.
- Blade burst stage 2 pierce reduced from 100 → 20.
- All Golden Glaives stages pierce reduced from 100 → 50.
- Golden Glaives stage 1 damage increased from 2 → 10.
- Golden Glaives stage 2 damage increased from 2 to 20.
- Golden Glaives stage 3 damage increased from 3 → 30.
Military Sacrifices
- All Homing MOAB Missile stages pierce reduced from 100 → 50.
- Homing MOAB Missile damage increased from 50 → 75.
- All Golden Spectre stages attack rate reduced from 0.04 → 0.15.
- Golden Spectre dart pierce reduced from 50 → 10.
- Golden Spectre bomb pierce reduced from 100 → 30.
- Golden Spectre stage 1 dart damage increased from 2 → 10.
- Golden Spectre stage 2 dart damage increased from 3 → 15.
- Golden Spectre stage 1 bomb damage increased from 2 → 6.
- Golden Spectre stage 2 bomb damage increased from 3 → 10.
Magic Sacrifices
- Arcane Blasts stage 1 damage increased from 1 → 20.
- Arcane Blasts stage 2 damage increased from 2 → 30.
- Arcane Blasts stage 3 damage increased from 4 → 35.
- Sun Temple Mini Avatar damage from 1 → 4.
- [Bug Fix] Heroes can no longer be sacrificed to the Sun Temple.
- 16.0
- $7501 Tier: End of round cash bonus reduced from $2000 to $1500.
- $25001 Tier: End of round cash bonus reduced from $7500 to $3000.
- $50001 Tier: End of round cash bonus reduced from $10,000 to $5000.
- 21.0
- 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 |
- 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 |
- 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?
- [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 |
- 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 |
- Sun Temple mini avatars no longer ignore line of sight.
- Sun Temple's bonus cash value of Bloons no longer works in CHIMPS
- 45.0
“ | We haven't looked much at Temples since the release of other paragons, as these have solidly carved out a place for themselves in Boss Events the original Temple has fallen behind, we wanted to try work on this again by improving upon the weaker temple sub-attacks, with this increased power we've also reduced the basic attack pierce gained on the main temple attack. We will be reviewing temple balance further soon so if, any of your feedback on this Rules, then we'll take that under consideration for our next look. | ” |
~ Ninja Kiwi |
- Sun Temple: Magic Arcane Blast attack pierce increased from 7 to 15
- Sun Temple: v1 Magic Arcane Blast attack damage increased from 20 → 40
- Sun Temple: v2 Magic Arcane Blast attack damage increased from 30 → 60
- Sun Temple: v3 Magic Arcane Blast attack damage increased from 35 → 70
- Sun Temple: v1 Primary Golden Glaives attack damage increased from 10 → 50
- Sun Temple: v2 Primary Golden Glaives attack damage increased from 20 to 100
- Sun Temple: v3 Primary Golden Glaives attack damage increased from 30 to 150
- Sun Temple: v1 Primary Golden Blades attack pierce increased from 10 to 100
- Sun Temple: v2 Primary Golden Blades attack pierce increased from 20 to 200
- Sun Temple: v1 Primary Golden Blades attack damage increased from 15 to 150
- Sun Temple: v2 Primary Golden Blades attack damage increased from 25 to 250
- Sun Temple: $300 Primary pierce buffs reduced from 5 to 2
- Sun Temple: $10k Primary pierce buffs reduced from 5 to 2
- Sun Temple: $15k Primary pierce buffs reduced from 5 to 3
- Sun Temple: $25k Primary pierce buffs reduced from 5 to 3
- Sun Temple: $1k Military pierce buffs reduced from 5 to 3
- Sun Temple: $7.5k Military pierce buffs reduced from 5 to 3
- Sun Temple: $15k Military pierce buff reduced from 5 to 4
Bug Fixes and General Changes[]
This section is incomplete. You can help by expanding it. |
Extra Notes (Version History)[]
Sounds[]
When upgrading to Sun Temple:
- [Godlike sound and constructing]
Gallery[]
Max Temple with Primary + Military + Magic[]
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.
- The Support Sun Temple's and True Sun God's increased cash per pop buff formerly did apply even in C.H.I.M.P.S., which made it the only upgrade path to do so. Monkey Town, a similar upgrade, does not apply in CHIMPS.
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