Bloons Wiki
Bloons Wiki
For Bloons 2 Premium Upgrade, see Super Monkey (Bloons 2 Premium Upgrade).
For the games with super monkey character, see Bloons Super Monkey and Bloons Super Monkey 2.
For Bloons Adventure Time Tower Defense character, see Supermonkey.
Throws hundreds of darts at hypersonic speeds with a huge attack range.
~ Bloons TD 6 Description

The Super Monkey is a tower that has appeared in all of the Bloons TD games, Bloons 2, Bloons Super Monkey, and Bloons Super Monkey 2. It shoots projectiles very quickly, making it powerful but also quite an expensive tower to invest in. It is somewhat related to the Dart Monkey, as both throw darts, only at hypersonic speed. The cost of the Super Monkey is $4000 in the original, and the cost varies depending on the difficulty level in all subsequent games. Despite being the most powerful tower, the Super Monkey cannot pop Lead Bloons or detect Camo Bloons without any aid from upgrades, towers, and/or Speciality Buildings. However, in Bloons TD 6, the new Ultravision upgrade allows the Super Monkey to hit Camo Bloons.

Game appearances[]

Bloons series[]

Bloons 2[]

Laser ownage with Super Monkey!

The Super Monkey makes a cameo appearance, using lasers that can destroy anything, including metal blocks. Use it if you can't complete a certain level. Super Monkeys are limited, so they are best only used when the player thinks the level is very difficult. In addition, you can use a free super monkey on any level you have completed.

Bloons Super Monkey series[]

Bloons Super Monkey[]

Super Monkey from BSM

The Super Monkey flies over five different levels (plain, jungle, ice, volcano, space) popping bloons while upgrading its abilities. Upon completing the game, the Super Monkey flies up into space with fireworks going on and a crowd cheering is heard. If you lose, it shows an animation of a ripped cape hanging from a tree with a purple bloon and sheep in the background.

Bloons Super Monkey 2[]

It acts the same as the original Bloons Super Monkey, it flies in 4 different zones (Monkey Lane, Bloon Dunes, Deep Bloon Sea, and Mount Magma), popping bloons, collecting Power Blops, and upgrading its abilities.

Tower Costs[]

Game Easy Medium Hard Impoppable
Bloons TD $4,000
Bloons TD 2 $3,600 $4,080 $4,160 -
Bloons TD 3 $3,400 $4,080 $4,320 -
Bloons TD 4 $3,400 $4,000 $4,320 -
Bloons TD 5 $2,975 $3,500 $3,780 -
Bloons TD 5 Mobile $2,975 $3,500 $3,780 $4,200
Bloons TD Battles $3,000
Bloons TD Battles Mobile $3,000
Bloons Monkey City $3,500
Bloons Monkey City Mobile $3,500
Bloons TD 6 $2,125 $2,500 $2,700 $3,000
Bloons Adventure Time TD $3,000


Bloons TD[]

The Super Monkey in Bloons TD 1 is very powerful. At a cost of $4000, the Super Monkey has Epic Range as its only upgrade, costing $2400. It is the fastest tower in Bloons TD 1.

Epic Range
COST: $2,400
Description: TBA
Effect: Self-explanatory

Bloons TD 2[]

In Bloons TD 2, the Super Monkey has the Epic Range upgrade from Bloons TD 1 along with a new upgrade named Laser Vision. Laser Vision makes the Super Monkey shoot lasers instead of darts; lasers can pierce two bloons, along with being able to pop Frozen Bloons.

Laser Vision
COST: $4,050 / $4,590 / $4,680
Description: TBA
Effect: Self-explanatory
Epic Range
COST: $2,160 / $2,450 / $2,500
Description: TBA
Effect: Self-explanatory

Total Costs[]

Easy Medium Hard
Total Sell Amount $7,848 $8,896 $9,072
Total Cost $9,810 $11,120 $11,340

Bloons TD 3[]

In Bloons TD 3, the Super Monkey not only has the upgrades from Bloons TD 1 and Bloons TD 2, Epic Range, and Laser Vision but also has 2 additional upgrades, Plasma Vision and Super Range. Plasma Vision enables the Super Monkey to shoot balls of plasma; plasma shoots 1.5X as fast with +1 pierce and can pop any type of bloon. The other upgrade, Super Range further increases the Super Monkey's range similarly to the Epic Range upgrade. Super Monkey has 1 pierce and attacks every 0.075 seconds. Its damage is of the sharp type, meaning it does not pop Lead and Frozen Bloons.

Path 1[]

Super Range
COST: $850 / $1,020 / $1,080
Description: TBA
Effect: Self-explanatory
Epic Range
COST: $1,190 / $1,430 / $1,510
Description: TBA
Effect: Self-explanatory

Path 2[]

Laser Vision
COST: $2,975 / $3,570 / $3,780
Description: TBA
Effect: Self-explanatory
Plasma Vision
COST: $3,400 / $4,080 / $4,320
Description: TBA
Effect: Self-explanatory

Total Costs[]

Easy Medium Hard
Total Sell Amount $9932 $11280 $11752
Total Cost $11815 $14180 $15010

Bloons TD 4[]

The Super Monkey in Bloons TD 4 and Bloons TD 4 Expansion is more powerful than the previous games. The four upgrades for the Super Monkey for Bloons Tower Defense 4 are:

Super Range
COST: $850 / $1,000 / $1,080
Description: TBA
Effect: Self-explanatory
Laser Vision
COST: $2,975 / $3,500 / $3,780
Description: TBA
Effect: Self-explanatory
Plasma Vision
COST: $3,400 / $4,000 / $4,320
Description: TBA
Effect: Self-explanatory
Sun God
COST: $14,025 / $16,500 / $17,820
Description: Legends speak of a being that fears no bloon.
Effect: Self-explanatory

Bloons TD 5[]

Path 1[]

Laser Blasts
COST: $2,975 / $3,500 / $3,780 / $4,200
Description: Shoots super-powerful lasers instead of throwing darts. Lasers can pop frozen bloons.
Effect: Self-explanatory
Plasma Blasts
COST: $4,250 / $5,000 / $5,400 / $6,000
Description: Plasma vaporizes everything it touches!
Effect: Self-explanatory
Sun God
COST: $14,025 / $16,500 / $17,820 / $19,800
Description: It is said that those who doth touch the sun will be cleansed, and then there shalt be peace.
Effect: Self-explanatory
TOTMG Upgrade Icon.png
Temple of the Monkey God
COST: $85,000 / $100,000 / $108,000 / $120,000
Description: The Temple demands sacrifice. Its arsenal of unstoppable bloon destruction is enhanced and modified by the types of towers sacrificed. Use at your own peril.
Effect: Self-explanatory

Path 2[]

Super Range
COST: $850 / $1,000 / $1,080 / $1,200
Description: Super Monkey + super range = good!
Effect: Self-explanatory
Epic Range
COST: $1,275 / $1,500 / $1,620 / $1,800
Description: Why settle for super when you can have EPIC?
Effect: Self-explanatory
Robo Monkey
COST: $7,650 / $9,000 / $9,720 / $10,800
Description: Half Super Monkey, half killer robot of death. Super Monkey's arms become pulse cannons of annihilation, able to aim and target independently from each other.
Effect: Self-explanatory
Technological Terror
COST: $21,250 / $25,000 / $27,000 / $30,000
Description: Be proud of this Technological Terror you've constructed.
Bloon Annihilation Ability: Destroys all bloons within a short radius of the tower, completely, and utterly. Does 1000 damage to MOAB-class bloons and can also hit camo.
Effect: Self-explanatory

Total Costs[]

Bloons TD 6[]

The Super Monkey in Bloons TD 6 has a similar appearance to the Super Monkey in Bloons Super Monkey 2 Mobile. The "B" logo on its chest has been replaced with a dart symbol instead. It is one of the few towers where its upgrade paths from BTD5 carried over untouched to BTD6. In fact, not much has changed about the Super Monkey; it's still a high popping power tower with a high price.

Each path of the Super Monkey has the tower follow a different evolution from third-tier upgrades beyond. The first path is a spiritual one, turning the Super Monkey into an Avatar of the Sun God. The second path transforms the Super Monkey through experimental cybernetics and weaponry. The new third path makes the Super Monkey a traditional anti-hero inspired by the Dark Knight iteration of Batman, contrasting with the original Super Monkey's Superman.

The Super Monkey is categorized as a Magic-class tower.

Path 1[]

Laser Blasts
COST: $2,125 / $2,500 / $2,700 / $3,000
Description: Shoots powerful blasts of laser instead of darts.
Effect: Gains +1 pierce and pops Frozen Bloons. Cannot pop Purples.
Plasma Blasts
COST: $3,825 / $4,500 / $4,860 / $5,400
UNLOCK: 2,000 XP
Description: Plasma vaporizes almost everything it touches!
Effect: Gains another +1 pierce, double attack speed, and pops Lead Bloons. Cannot pop Purples.
Sun Avatar
COST: $18,700 / $22,000 / $23,760 / $26,400
UNLOCK: 7,000 XP
Description: Channels power from the core of the Sun.
Effect: Shoots three waves of sunbeams per shot. Each sunbeam pops up to 6 bloons.
Sun Temple
COST: $85,000 / $100,000 / $108,000 / $120,000
UNLOCK: 50,000 XP
Description: Tower sacrifices enhance and modify the Temple's attacks.
Effect: Sacrifices all towers within range and absorbs their power into its own special attacks based on both tower categorization and sacrifice values.
True Sun God
COST: $425,000 / $500,000 / $540,000 / $600,000
UNLOCK: 150,000 XP
Description: Tremble before the AWESOME power of the TRUE Sun God!!
Effect: Sacrifices all towers within range once again, again absorbing their power into its own special attacks based on both tower categorization and sacrifice values.

Keep in mind that the True Sun God also has a secret variety; The Vengeful True Sun God - a much more powerful variant. Visit its page for more information, but beware of spoilers.

Path 2[]

Super Range
COST: $850 / $1,000 / $1,080 / $1,200
Description: Super Monkeys need Super Range.
Effect: Gains +10 range and +1 pierce.
Epic Range
COST: $1,190 / $1,400 / $1,510 / $1,680
UNLOCK: 1,300 XP
Description: Why settle for super when you can have EPIC?
Effect: Gains a further +12 range and another +1 pierce.
Robo Monkey
COST: $7,650 / $9,000 / $9,720 / $10,800
UNLOCK: 6,000 XP
Description: Half Super Monkey, half killer robot of death. Shoots from 2 guns at once and can crit!
Effect: Gains +3 pierce and shoots from both arms at once. Arms have independent targeting and cannot both have the same target priorities. Does Crits every 15-20th shot that deals 10 damage.
Tech Terror
COST: $18,700 / $22,000 / $23,760 / $26,400
UNLOCK: 35,000 XP
Description: Annihilation ability: Destroys most Bloons completely and utterly within blast radius.
Effect: Base attack becomes dual plasma cannons that shoot green plasma per arm, for +2 pierce and +25% attack speed. Ability instantly deals 1000 damage to up to 2000 bloons within the blast range.
The Anti-Bloon
COST: $76,500 / $90,000 / $97,200 / $108,000
UNLOCK: 85,000 XP
Description: <Program Directive> <Eradicate Bloons> <INITIATE>
Effect: Ability instantly deals 5000 damage to up to 10,000 bloons within the blast range. Main attack becomes much stronger, gaining +4 damage, +5 pierce, pops any bloon type, and the Super Monkey gains +10 range. Does Crits every 13-17th shot that deals 50 damage.

Path 3[]

COST: $2,550 / $3,000 / $3,240 / $3,600
Description: Bloons get pushed backwards or slowed after each hit.
Effect: Bloons affected are pushed backwards by 30% speed, Leads and Ceramics slowed by 60%, and MOAB-class slowed by 30%.
COST: $1,020 / $1,200 / $1,295 / $1,440
UNLOCK: 2,000 XP
Description: Enables Super Monkey to shoot slightly further and to see Camo Bloons.
Effect: +3 range and gains camo detection.
Dark Knight
COST: $4,675 / $5,500 / $5,940 / $6,600
UNLOCK: 6,500 XP
Description: Dark blades increase knockback and pierce and deal extra damage to MOAB-class Bloons. Gains Darkshift ability to shift to a nearby location.
Effect: Gains +2 MOAB-class damage, stops affected Leads and Ceramics in place, and gains +4 pierce. Can teleport any valid land location within range with a new ability.
Dark Champion
COST: $51,000 / $60,000 / $64,800 / $72,000
UNLOCK: 47,500 XP
Description: Champion dark blades excel at puncturing and ruining all Bloon types. Darkshift ability extends mapwide.
Effect: Gains +1 damage to all bloons, another +1 damage to MOAB-class, doubles attack speed, gains another +2 pierce, and pops any bloon type. Ability now allows it to teleport to any valid land location on screen.
Legend of the Night
COST: $204,000 / $240,000 / $259,200 / $288,000
UNLOCK: 100,000 XP
Description: We turn to him, when all hope is lost...
Effect: If bloons reach the exit, a black hole is summoned on all exits, deleting any bloons passing through them. Lasts temporarily. Main attack gains even more damage and pierce.

Total Costs[]

Bloons Adventure Time TD[]

Main article: Supermonkey

Differences between BTD5 Flash and BTD5 Mobile[]

  • Buff Jungle Drums can increase the attack speed of the Super Monkey.
  • Buff Laser Blasts can destroy MOAB-Class Bloons faster than one upgraded to Plasma Blasts because the lasers register as two hits instead of one.
  • Buff Sunbeams from the Temple of the Monkey God have unlimited pierce regardless of sacrifices.
  • Buff A warning message will now always pop up whenever the player upgrades a Sun God to a Temple of the Monkey God (this helps reduce the number of unwanted Temples, allows the player to consider if they want to build a temple in the first place, and lowers the chance of a player accidentally sacrificing towers upon purchase).
  • Buff Footprint size will no longer increase upon being upgraded from Sun Gods to Temples of the Monkey God. Instead, the footprint remains the same as a normal Super Monkey footprint (like all its other upgrades).

Update History (Bloons TD Battles Mobile)[]

Outside of club arenas such as Mega Boosts and Bananza Mode, The Super Monkey is rarely used because it is too expensive and ineffective as an early-game tower (a 0/0 Super Monkey can't handle grouped Blue Bloons), due to poor lower-level upgrades and a lack of camo detection. Over the years, it has been given various buffs, the most significant of which is Version 4.6, decreasing the cost of the base tower and both of its range upgrades.

The only popular loadouts that utilize the Super Monkey is Ninja-Farm-Super (in Bananza), and Wizard-Farm-Super (also in Bananza).

  • Buff Laser Blasts price decreased ($3,500 → $3,000).
  • Buff Plasma Blasts price decreased ($5,000 → $4,000).
  • Buff Sun God price decreased ($16,500 → $13,500).
  • Buff Tower price decreased ($3,500 → $3,000).
  • Buff Super Range price decreased ($1,000 → $800).
  • Buff Epic Range price decreased ($1,500 → $1,200).
  • Buff Tower price decreased ($3,000 → $2,500).
  • Buff Super Range price decreased ($800 → $700).
  • Buff Epic Range price decreased ($1,200 → $1,000).
  • Buff Plasma Blasts price decreased ($4,000 → $3,000).

Version History (BTD6)[]

Balance Changes[]

  • Buff x-4-x Tech Terror ability radius increased from 40 to 60.
  • Buff x-5-x The Anti Bloon ability radius increased from 90 to 100.
  • Buff x-x-5 Legend of the Night pierce increased from 9 to 21.
  • Buff x-x-5 Legend of the Night damage increased by 1.
  • Buff 1-x-x Laser Blasts price reduced from $2,700 to $2,500.
  • Buff 2-x-x Plasma Blasts price reduced from $5,000 to $4,500.
  • Nerf 2-x-x Plasma Blasts pierce increase reduced from 2 to 1.
  • Nerf 3-x-x Sun Avatar price increased from $21,000 to $22,000.
  • Buff x-2-x Epic Range now gives attacks pierce +1.
  • Buff x-2-x Epic Range now gives attacks projectile speed +25%.
  • Buff x-3-x Robo Monkey pierce increased from 5 to 6.
  • Buff x-x-3 Dark Knight pierce increased from 2 to 3.
  • Buff x-5-x The Anti-Bloon damage increased from 4 to 5.
  • Buff x-5-x The Anti-Bloon ability damage increased from 3000 to 3500.
  • Nerf x-x-1 Knockback effect on lead, fortified and ceramic reduced from -100% to -60% (xx3 not affected).
  • 4xx Sun Temple reworked (see Sun Temple for more details).
  • Buff There Can Be Only One hidden effect now increases the damage of sub-powers by 3x.
  • Nerf There Can Be Only One hidden effect to no longer grants +50 damage to mini avatars.
  • Nerf 4-x-x Sun Temple $7,501 Tier: End of round cash bonus reduced from $2,000 to $1,500.
  • Nerf 4-x-x Sun Temple $25,001 Tier: End of round cash bonus reduced from $7,500 to $3,000.
  • Buff x-x-3 Dark Knight gains the 'Darkshift' ability, allowing it to teleport anywhere within its radius.
  • Buff x-x-4 Dark Champion gains an upgraded 'Darkshift' ability, allowing it to teleport anywhere on the map.
We were finally able to properly implement a popular suggestion for the Robo Monkey, and will be keeping an eye on it's performance more closely in this update. In addition to this, Dark Knight's reliance on Alchemist/Obyn to reach a reasonable pierce value made it too difficult to enjoy teleporting around using Dark Knight's new ability so we tried to cut out that dependency with a sizable pierce increase.
~ Ninja Kiwi
  • Buff x-3-x Robo Monkey is now able to independently set its arms to different target priorities instead of using the alternating First-Last, Close-Strong priorities.
  • Buff x-x-3 Dark Knight pierce increased from 3 to 5 (xx4+ Dark Champion does not inherit this buff).
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. Additionally middle path has received some basic buffs with Robo-Monkey feeling unbalanced for the high price and difficult crosspathing, and Tech Terror not keeping up with other towers that perform a similar role.
~ Ninja Kiwi
  • Nerf Sun Temple, True Sun God, and Avatar of the Vengeful Monkey mini avatar spawn rate is no longer increased by attack rate buffs.
  • Buff Robo Monkey price reduced from 9,000 to 7,000.
  • Buff Tech Terror ability cooldown reduced from 60s to 45s. Also affects The Anti-Bloon.
While not considered an issue on the same level for Races, the Bloon Annihilation ability has preemptively had pierce reduced under the same reasoning as Ground Zero and Maelstrom, but by amounts that still likely won't be noticeable even under most Race conditions - but we're keeping an eye on it. Additionally the price of this upgrade has been reduced by a fair amount.
~ Ninja Kiwi
  • Buff Tech Terror price reduced from $22,000 → $19,000.
  • Nerf Tech Terror ability pierce reduced from infinite to 2,000.
  • Nerf The Anti-Bloon ability pierce reduced from infinite to 10,000.
As Super Monkey's range crosspath is too often considered unnecessary for Sun Avatar & Dark Knight we have chosen to move some of Robo Monkey's pierce down into a lower tier again
~ Ninja Kiwi
  • Buff Super Range now also increases Super Monkey pierce by +1. Also affects Epic Range. Robo Monkey pierce remains at 6.

Bug fixes and other changes[]

  • 4+-x-x Monkey Temple save issues have been resolved.
  • 5-x-x will no longer earn half cash from pops with support sacrifices.
  • 4+xx Sun Temple minor performance improvements made to golden spectres.
  • Buff 4+-x-x Sun Temple can no longer prevent your hero from being placed again after it is removed.
  • Nerf 4-x-x Sun Temple can no longer produce cash in CHIMPS mode.
  • 4-x-x Sun Temple's Sun Avatar spawn placement has been changed to hopefully make them less annoying.
  • Nerf 4-x-x Sun Temple should no longer apply cost discounts to itself when placed on a raised platform.
  • Super Monkeys now correctly sacrifice Arctic Wind monkeys when upgraded to temples, instead of selling them.
  • 4-x-x Sun Temple should no longer lock your hero if the hero is too close and de-spawns.
  • Monkey Temple & range boost should now function correctly with Monkey Villages.
  • Nerf 0-3-1 Robo Monkey's arms will now both knockback for the same amount.
  • Sun Temple's 'Mini Avatar' names have been fixed.
  • Nerf 3-x-x Sun Avatar no longer ignores blockers on High Finance.
  • 5-x-x Temple has had some fixes to issues incorrectly displaying its buff icon.
  • The motion blur of Super Monkey's hand should not clip into its cape anymore.
  • After selling a Dark Temple, Anti-Bloon and Legend of the Night should now be purchasable again.
  • x-x-4 Dark Champion's drop-down prompt for Darkshift updated to read 'any valid location'.
  • Nerf Laser Blasts no longer shoots through some obstacles.
  • Dark Champion and Legend of the Night should no longer link with a techbot.
  • 5-x-x Resolved a number of art issues on gained temple powers.
  • Nerf 4-x-x Temple can no longer receive 'water tower' buffs unless it is placed in water.
  • x-3-x Resolved an issue with Robo Monkey arm targeting which allowed same target or crashed on some devices.
  • x-x-3 Dark Knight resolved an issue with placement when Darkshifting.
  • x-x-3 Dark Knight description has been updated with more detail.
  • Buff Robo Monkey now remembers target priorities when loading saves.


Pinnacles of monkey philosophy and technology, Super Monkeys have epic attacks designed to take out MOABs. Powerful upgrades include: Plasma Blasts, Epic Range, Sun Avatar, and Robo Monkey.
~ BMC Flash description of the Super Monkey summary
Throws darts bloon-meltingly fast.
~ BMC Steam tower description of the Super Monkey
Super Monkeys shoots a continuous stream of darts, and can mow down even the fastest and most stubborn bloons.
~ Bloons TD 1 Description
Throws darts incredibly fast. Has long range and lots of insanely powerful upgrades.
~ Bloons TD 5 Description
Have you got any super monkeys yet? Are they really worth all that money?
~ Round 48 in Bloons TD 1
Super Monkeys throw darts 15-20 per second. They also have great range so use them where they will have best track coverage.
~ Description upon unlocking in BTD4


Bloons 2[]







  • The Super Monkey is based on Superman, with its uniform, cape, and Laser Vision.
    • The Dark Knight upgrade in BTD6 is probably a reference to Batman, with its uniform and blades it throws. Also, the Tier 5 Legend of the Night upgrade is similar to Batman Beyond.
    • The 2nd path Robo Monkey and subsequent upgrades are a reference to the Terminator series.
    • The Robo Monkey upgrade could also be referencing the Robocop franchise.
  • In BTD5, tier 3 and 4 of Path 1 upgrades are ancient-themed, while the Path 2 upgrades are future-themed, which is a pattern repeated with the Boomerang Thrower and loosely with the Banana Farm and Village, but reversed with the Buccaneer.
  • The Super Monkey is the only tower in BTD 1 with only 1 upgrade.
  • In BTD5, Epic Range gives the Super Monkey a green cape, and Plasma Blasts gives it a purple cape.
  • There is a game based on the Super Monkey called Bloons Super Monkey; the Super Monkey harnesses the powers of the Boomerang Thrower, Missile Launcher, and MOAB Mauler. It has its own sequel named Bloons Super Monkey 2 and its mobile version, with also harnessing the powers of the Monkey Apprentice and Ice Tower only in those sequels.
  • When Super Monkeys are upgraded with Laser Vision they still can't pop lead bloons unless you are playing in the iOS or Nintendo DSi/3DS version of Bloons TD 4.
    • The Laser Vision's description fails to mention this very useful feature, despite it still mentioning that it can pop frozen bloons. This means the Laser Vision's ability to pop leads may be a bug.
  • Dart Monkeys can use the Super Monkey Fan Club Ability to become an 0/0 (unupgraded) Super Monkey in BTD5 for a limited time. However, 0/0 SMFC dart monkeys are better than 0/0 Super Monkey because their darts have more piercing, and can be placed more densely due to the Dart Monkey's smaller footprint.
  • The Super Monkey's status of the ultimate tower is debatable, the Super Monkey cannot pop Camos unaided unless it is in the radius of a Meerkat Spy, upgraded to Temple of The Monkey God, Ultravision (BTD6), under the effect of a Monkey Buccaneer with the Crow's Nest upgrade with the Pirate Cove specialty on or an x/2 Monkey Village. Furthermore, if you place the Super Monkey in an ill spot, it is easily outstripped by Yellow Bloons and Pink Bloons (shown to the right, unless the Super Monkey is well-placed).
    • A blue or green bloon can even outspeed an Epic Range Super Monkey on some tracks like MOAB Desert.

A 1/1 Super Monkey being outsmarted by a Yellow Bloon

  • A Monkey Buccaneer with the Destroyer upgrade in BTD5 is roughly the equivalent of a Super Monkey with no upgrades but in water. It fires slightly slower, but it is cheaper, has more range, Camo detection (if upgraded to Crow's Nest), and the darts pierce through 5 bloons and there are additional grapes (if the Destroyer also has Grape Shot).
  • In BTD5, Bloon Annihilation Ability of the Technological Terror cannot destroy Camos even if the tower has Camo detection.
  • In BTD5, the 3rd upgrade on either path for the Super Monkey makes him lose his cape.
  • The "Robo-Monkey" upgrade is a reference to the 1987 film, Robo-Cop.
  • A Temple of the Monkey God with no sacrifices is weaker than a regular Sun God. This is because a Sun God shoots 3 rays every 2 frames, while a Temple shoots 1 bigger ray.
  • It is advised to get a Monkey Fort with the Super Monkey, it will allow its darts to pop two bloons instead of one, making it far more efficient.
  • The 3rd and the 4th upgrades from Path 1 suggest a superhero so amazing that he is turned into a god, but the Path 2 upgrades suggest a superhero who has succumbed to the salvaging.
  • The Super Monkey has been nerfed in Bloons TD Battles to shoot at half speed.
  • In Bloons TD 2, a glitch may happen where sometimes the Laser Vision upgrade won't pop Frozen Bloons.
  • In BTD5 iOS, when playing on Easy and the Super Monkey is influenced by Monkey Village, the Laser Vision upgrade costs $5 more if compared to the price of BTD5 online and Deluxe.
  • According to Bloons Super Monkey 2, the Super Monkey's powers are immune to water. Also, it seems to be able to either breathe underwater or hold its breath extremely long.
  • In BTD5, if the Robo-Monkey upgrade is bought before the laser or plasma upgrade, the Robo-Monkey will shoot regular darts out of both of its arms. However, these darts can pop lead bloons.
  • Super Monkey 0/4 does the same exact damage as a 2/4 on iOS but has slightly lower popping power than the Super Monkey in the original version.
  • In Bloons TD, BTD2 and BTD5 there is a pre-round comment that asks if the player has a Super Monkey already.
    • The pre-round comment gets shorter and shorter from game to game.
  • In Bloons TD 5 Mobile, a Super Monkey with Laser Vision destroys any single MOAB-Class Bloon faster than one upgraded to Plasma Blasts because the lasers register as two hits instead of one.
  • When the Super Monkey is upgraded to the Temple of the Monkey God, the face is looking down, instead of up, unlike every other tower.
  • In Bloons TD 5, the 3/2 Super Monkey is twice as money efficient as the 2/3, as shown in this document.
  • A Temple of the Monkey God can sacrifice another Temple of the Monkey God-but does not combine the powers of the sacrificed one.
  • This is the fastest tower with no upgrades to pop a MOAB layer.
  • Super Monkeys seem to have a little footprint but actually, its footprint is a bit larger. Placing another Super Monkey nearby seems to have a little gap with the first one.
  • The True Sun God (The tier after Temple of the Monkey God) in BTD6 can pop 50 Big Airship of Doom (BAD) or even more if the sacrifice is done correctly. This is been tested by a YouTuber called Aliensrock in his video named (Bloons Tower Defense 6 - 5th Tier Temple - The True Sun God). At the end of the video, he tried the Perfect True Sun God in Sandbox mode which resulted in a lot of devastation.
  • In BTD6, a single 3/0/2 Sun Avatar can beat Round 63 by itself on some tracks.
  • In BTD6, all paths for the tower have at least two upgrades that increase its range.
  • In BTD6, the "There Can Be Only One" Monkey Knowledge allows The True Sun God to become an Avatar of the Vengeful Monkey if an Anti-Bloon and Legend of the Knight (the other 5th tiers for Super Monkey) are outside of the range of the sacrifice when the Temple is upgraded. This increases the damage of the tower and sub towers of it (i.e. Spectres). However, this prevents players from using the Anti-Bloon or Legend of the Knight, as their upgrade paths will be locked.
  • The "B" logo on the Super Monkey probably stands for Bloons, although Super Monkey is not at all on the Bloons' side.
    • It could also stand for Bananas since monkeys eat bananas.
  • The Super Monkey is one of the few towers in BTD6 that have their first two upgrade paths from BTD5 not changed at all except for new Tier-Five Upgrades.
  • On BTD6, this is the only tower to have an ability on tier 3.


† Once every 0.068 seconds to be exact.