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Throws hundreds of darts at hypersonic speed with a huge attack range.
~ In-game Description

The Super Monkey is a Magic-class tower that was included in the initial release of Bloons TD 6. The tower retains its name and role from the Bloons TD 4, 5, and Classic game generations, with major additions. The Super Monkey did not receive any teasers prior to release, but was first shown when the game was made available to select YouTubers several days before BTD6's official release date.

The Super Monkey is the fastest attacking base tower in the game, throwing at approximately 22.22 darts per second (equivalent to 0.045s cooldown per shot) each with 1 pierce and 1 damage, and darts have 200 projectile speed. The Super Monkey has the second largest footprint of any tower in the game at 11, making it difficult or impossible to fit on small platforms and map regions. As a very expensive high-DPS tower, being the most expensive base tower in the game, the Super Monkey is considered one of the strongest 0-0-0 towers.

It costs $2,125 on Easy, $2,500 on Medium, $2,700 on Hard, and $3,000 on Impoppable.

Description[]

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 channels the energy of the Sun, turning the Super Monkey into an Avatar of the Sun God. Initially, energetic and plasmatic weaponry in the form of Laser Blasts and Plasma Blasts is utilized, still along the theme of a stereotypical superhero. Sun Avatar begins the path towards the Sun God, as merely a representative of the Sun God, shooting triple sunbeams from its eyes (including a hidden third eye). Sacrifices begin at the Sun Temple, accepting up to 3 categories of standard tower type to modify its attacks and localized support benefits to the defense's advantage. True Sun God becomes the epitome of all Tier 5 upgrades, among the most powerful in the entire game.

The second path transforms the Super Monkey through experimental cybernetics and weaponry. The first two upgrades (Super Range and Epic Range) focus on extra range and pierce, adding mechanical enhancements to the Super Monkey. Robo Monkey pursues the cybernetic pathway, now a half-robot who can shoot critting piercing projectiles from two different guns at once. Tech Terror transforms the monkey into a full robot of destruction, now shooting green plasma from two arm cannons and gaining the ability to annihilate nearby bloons in an instant. Finally, The Anti-Bloon epitomizes the technological prowess of enhancing every weapon, gaining much stronger plasma cannons and a significantly stronger and faster-cooling annihilation over a massive radius.

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 first two upgrades focus on special benefits to the Super Monkey; Knockback knocks back bloons hit, and Ultravision grants detection and extra damage to Camo Bloons. Dark Knight throws dark blades that specialize in MOAB-class damage, plus slightly stronger knockback and extra pierce, and the ability to teleport to a nearby location in an instant. Dark Champion enhances his attacks by alternating throwing with both hands and inflicting ricocheting high damage to all bloon types, plus the ability to teleport to any valid location. Legend of the Night offers the greatest raw strength of any Super Monkey outside of sacrifices, but also offers the capability to temporarily save the player from leaking within a brief timespan.

Upgrades[]

Path 1[]

LaserBlastsUpgradeIcon
Laser Blasts
COST: $1,700 / $2,000 / $2,160 / $2,400
UNLOCK: 500 XP

Description: Shoots powerful blasts of laser instead of darts.
Effect: Gains +1 pierce and pops Frozen Bloons. Can no longer pop Purples, and cannot pop Leads.
PlasmaBlastUpgradeIcon
Plasma Blasts
COST: $2,125 / $2,500 / $2,700 / $3,000
UNLOCK: 2,000 XP

Description: Super fast plasma vaporizes almost everything it touches.
Effect: Attacks 1.5x faster (0.03 second attack cooldown) and pops Lead Bloons. Cannot pop Purples.
SunAvatarUpgradeIcon
Sun Avatar
COST: $17,000 / $20,000 / $21,600 / $24,000
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. Can't pop Purple Bloons, unless the player has the Strike Down The False MK enabled.
SunTempleUpgradeIcon
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.
TrueSunGodUpgradeIcon
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[]

SuperRangeUpgradeIcon
Super Range
COST: $1,275 / $1,500 / $1,620 / $1,800
UNLOCK: 300 XP

Description: Super Monkeys need Super Range.
Effect: Gains +10 range and +1 pierce.
EpicRangeUpgradeIcon
Epic Range
COST: $1,615 / $1,900 / $2,050 / $2,280
UNLOCK: 1,300 XP

Description: Why settle for super when you can have EPIC?
Effect: Gains a further +12 range, extra +2 pierce and +75% projectile speed.
RoboMonkeyUpgradeIcon
Robo Monkey
COST: $6,375 / $7,500 / $8,100 / $9,000
UNLOCK: 6,000 XP

Description: Half Super Monkey, half killer robot of death. Shoots from 2 guns at once and can crit!
Effect: Gains +2 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.
TechTerrorUpgradeIcon
Tech Terror
COST: $21,250 / $25,000 / $27,000 / $30,000
UNLOCK: 35,000 XP

Description: Annihilation ability: Destroys most Bloons completely and utterly within blast radius.
Effect: Base attack becomes dual plasma cannons that each shoot green plasma, for +3 pierce per plasma ball. Ability instantly deals 2600 damage to up to 2000 bloons within the blast range, and every third use inflicts crits for 3900 damage.
TheAntiBloonUpgradeIcon
The Anti-Bloon
COST: $59,500 / $70,000 / $75,600 / $84,000
UNLOCK: 85,000 XP

Description: <Program Directive> <Eradicate Bloons> <INITIATE>
Effect: Ability instantly deals 10,400 damage (15,600 with critical ability) to up to 2,000 bloons within a bigger 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[]

KnockbackUpgradeIcon
Knockback
COST: $2,550 / $3,000 / $3,240 / $3,600
UNLOCK: 550 XP

Description: Bloons get pushed backwards or slowed after each hit.
Effect: Push back non-Lead and non-Ceramic bloons by 25%, and slow down Leads and Ceramics (including their fortified variants) by 60%. MOABs are slowed by 30% (except BADs and Bosses, which cannot be slowed at all).
UltravisionUpgradeIcon
Ultravision
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, gains camo detection and deal +1 damage to Camo Bloons. With the X-Ray Ultra MK, allows the Super Monkey to see and shoot through any blocking objects.
DarkKnightUpgradeIcon
Dark Knight
COST: $4,760 / $5,600 / $6,050 / $6,720
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, Leads and Ceramics slowed by 90%, and gains +3 pierce. Can teleport onto any valid land location within range with a new ability.
DarkChampionUpgradeIcon
Dark Champion
COST: $47,220 / $55,555 / $60,000 / $66,665
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 Camos, another +1 damage to MOAB-class, +2 damage to ceramics, can completely lock Leads and Ceramics, doubles attack speed, gains another +4 pierce, and pops any bloon type. Projectiles now ricochet from Bloon to Bloon with a 0.1s delay. Ability now allows it to teleport to any valid land location on screen.
LegendOfTheNightUpgradeIcon
Legend of the Night
COST: $170,000 / $200,000 / $216,000 / $240,000
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. Black holes last for up to 7.5s with a 3 minute cooldown, and a max of 2 times per round per tower. Main attack gains +8 damage and +15 pierce, and additional +16 damage against MOAB-class, extra +2 versus Ceramics, and another +2 versus Camo.

Total Costs[]

Easy:

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Path 1
Base Cost $2,125 $2,550 $17,000 $85,000 $425,000
Cumulative Cost $4,250 $6,800 $23,800 $108,800 $533,800
Base Sell $1,488 $1,785 $11,900 $59,500 $297,500
Cumulative Sell $2,975 $4,760 $8,330 $76,160 $373,660
Path 2
Base Cost $850 $1,190 $5,950 $16,150 $76,500
Cumulative Cost $3,350 $4,540 $10,490 $26,640 $103,140
Base Sell $595 $833 $4,165 $11,305 $53,550
Cumulative Sell $2,345 $3,178 $7,343 $18,648 $72,198
Path 3
Base Cost $2,550 $1,020 $4,760 $47,220 $170,00
Cumulative Cost $4,675 $5,695 $10,455 $57,675 $227,675
Base Sell $1,785 $714 $3,332 $33,054 $119,000
Cumulative Sell $3,273 $3,987 $7,319 $10,373 $129,373

Medium:

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Path 1
Base Cost $2,500 $3,000 $20,000 $100,000 $500,000
Cumulative Cost $5,000 $8,000 $28,000 $128,000 $628,000
Base Sell $1,750 $2,100 $14,000 $70,000 $350,000
Cumulative Sell $3,500 $5,600 $19,600 $89,600 $439,600
Path 2
Base Cost $1,000 $1,400 $7,000 $19,000 $90,000
Cumulative Cost $3,500 $4,900 $11,900 $30,900 $120,900
Base Sell $700 $980 $4,900 $13,300 $63,000
Cumulative Sell $2,450 $3,430 $8,330 $21,630 $84,630
Path 3
Base Cost $3,000 $1,200 $5,600 $55,555 $200,000
Cumulative Cost $5,500 $6,700 $12,300 $67,855 $267,855
Base Sell $2,100 $840 $3,920 $38,890 $140,000
Cumulative Sell $3,850 $4,690 $8,610 $47,500 $187,500

Hard:

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Path 1
Base Cost $2,700 $3,240 $21,600 $108,800 $540,000
Cumulative Cost $5,400 $8,640 $30,240 $139,040 $679,040
Base Sell $1,890 $2,268 $15,120 $76,160 $378,000
Cumulative Sell $3,780 $6,048 $21,168 $97,328 $475,328
Path 2
Base Cost $1,080 $1,510 $7,560 $20,520 $97,200
Cumulative Cost $3,780 $5,290 $12,850 $33,370 $130,570
Base Sell $756 $1,057 $5,292 $14,364 $68,040
Cumulative Sell $2,646 $3,703 $8,995 $23,359 $91,399
Path 3
Base Cost $3,240 $1,295 $6,050 $60,000 $216,000
Cumulative Cost $5,940 $7,235 $13,285 $73,285 $229,285
Base Sell $2,268 $906.5 $4,235 $42,000 $151,200
Cumulative Sell $4,158 $5,065 $9,300 $51,300 $202,500

Impoppable:

Tier 1 Tier 2 Tier 3 Tier 4 Tier 5
Path 1
Base Cost $3,000 $3,600 $24,000 $120,000 $600,000
Cumulative Cost $6,000 $9,600 $33,600 $153,600 $753,600
Base Sell $2,100 $2,520 $16,800 $84,000 $420,000
Cumulative Sell $4,200 $6,720 $23,520 $107,520 $527,520
Path 2
Base Cost $1,200 $1,680 $8,400 $22,800 $108,000
Cumulative Cost $4,200 $5,880 $14,280 $37,080 $145,080
Base Sell $840 $1,176 $5,880 $15,960 $75,600
Cumulative Sell $2,940 $4,116 $9,996 $25,956 $101,556
Path 3
Base Cost $3,600 $1,440 $6,720 $66,665 $240,000
Cumulative Cost $6,600 $8,040 $14,760 $81,425 $321,425
Base Sell $2,520 $1,008 $4,704 $4,6665 $168,000
Cumulative Sell $4,620 $5,628 $10,332 $56,997 $224,997


Strategy[]

See also: Super Monkey (BTD6)/Strategies

Summary[]

Super Monkey is an expensive but powerful tower, with an amplified power gain at each tier to compensate its high base cost. It has incredible attack speed but generally low damage until its Tier 4 and 5 upgrades, and relies heavily on support to optimize its true power. The large footprint of the Super Monkey can make it hard to fit it into tight areas. With exception of Paragons, the Super Monkey contains the most powerful DPS upgrades in the entire game, particularly with a combination of a max-sacrifice True Sun God or its secret variant plus multiple Sun Temples.

Tips[]

  • Super Monkey, as the most expensive tower, synergizes massively with Monkey Commerce Villages, as many of the Super Monkey's upgrades are very expensive for their tiers.
  • All Super Monkeys have super high attack speed, making them not so good with Alchemist buffs. However, Sun Avatar works the best, as its 1-damage attacks in 3-spray attacks maximizes the power of brews and AMDs for individual shots of Alchemists below Permanent Brew. For Permanent Brew synergy, Sun Avatars are generally the most cost-efficient, unless opting for super late-game, in which Sun Temples and Dark Champions reign supreme.

Monkey Knowledge[]

This section displays Monkey Knowledge that has effects on Super Monkey and its changes when compared to one by default:

Version History[]

Differences Between BTD5 and BTD6[]

  • BUFF Super Monkey base Tower price decrease ($3500 → $2500)
  • BUFF Laser Blasts price decrease ($3500 → $2500)
  • BUFF Plasma Blasts price decrease ($5000 → $3000)
  • NERF Plasma Blasts no longer increase pierce
  • NERF Sun Avatar (Or Sun God) price increase ($16500 → $20000)
  • Change Sun Temple (Or Temple of the Monkey God) now change different sacrifice category instead of just Tier
  • BUFF Super Range now increase pierce (1 → 2)
  • BUFF Epic Range price decrease ($1500 → $1400)
  • BUFF Epic Range now further increase pierce (2 → 4)
  • Change Robo Monkey Arms are now alternating depending on the right arm's targeting but both targeting cannot be same
  • BUFF Robo Monkey price decrease ($9000 → $8000)
  • BUFF Tech Terror (Or Technological Terror) price decrease ($25000 → $19000)
  • BUFF Tech Terror ability damage increased (1000 → 2500)
  • NERF Tech Terror ability pierce decreased (infinite → 2000)

Balance Changes[]

Initial release (compared to BTD5)
  • BUFF Super Monkey base Tower price decrease ($3500 → $2500)
  • BUFF Laser Blasts price decrease ($3500 → $2500)
  • NERF Sun Avatar (Or Sun God) price increase ($16500 → $20000)
  • Change Sun Temple (Or Temple of the Monkey God) now change different sacrifice category instead of just Tier
  • BUFF Epic Range price decrease ($1500 → $1400)
  • Change Robo Monkey Arms are now alternating depending on the right arm's targeting but both targeting cannot be same
  • BUFF Tech Terror (Or Technological Terror) price decrease ($25000 → $22000)
9.0
  • 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.
  • NERF [undocumented] x-x-5 Legend of the Night cost increased from $200,000 to $240,000.
10.0
  • 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.
12.0
  • 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).
14.0
  • 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.
16.0
  • 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.
17.0
  • 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.
20.0
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).
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. 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 Vengeful True Sun God 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.
24.0
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.
25.0
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.
27.0
Robo Monkey has never filled the super effective role it held in BTD5, so Dr Monkey has installed updated HUD targeting systems that now deal occasional critical hits. Additionally as the abilities on this path didn't match up to their history or other Monkey Tower options (like Ground Zero) so they have been improved significantly in damage and increased radius.
~ Ninja Kiwi
  • BUFF Robo Monkey is now able to deal critical damage on its hits
    • BUFF Criticals occur every 20 shots within the 15th-20th shot
    • BUFF Criticals deal a damage increase from 1 -> 10
  • NERF Robo Monkey price increased from $7000 -> $8400
  • BUFF The Anti-Bloon criticals occur every 17 shots within the 13th-17th shot
    • BUFF The Anti-Bloon criticals deal a damage increase from 5 -> 50
  • BUFF Tech Terror Bloon Annihilation ability damage increased from 1000 -> 2500
  • BUFF Tech Terror Bloon Annihilation ability radius increased from 60 -> 70
  • BUFF Anti Bloon Bloon Annihilation ability damage increased from 3500 -> 5000
  • BUFF Anti Bloon Bloon Annihilation ability radius increased from 110 -> 120
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%. Dark Knights have been feeling strong with their stalling power but we don't want to hit this too hard just yet so have reduced the slow amount slightly and restored it at the T4.
~ 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
  • BUFF Ultravision now grants Super Monkey the new Camo Prioritization filter
  • NERF Dark Knight lead/ceramic slow amount decreased from 100% -> 90%. Dark Champion lead/ceramic slow remains at 100%
30.0
We wanted some more meaning to middle path being a pierce choice aside from just being cheaper, so we’ve lowered Plasma Blast pierce but reduced its price. Sun Avatar and Robo Monkey have had small price decreases while Dark Knight has had a small increase to line the T3s a little closer up. Dark Champion has had a ceramic bonus added to deal with super ceramics as it is priced only for use in that lategame range, and Legend has had a price reduction to compensate for a rework to the passive ability preventing chained use in deep freeplay.
~ Ninja Kiwi
  • NERF Plasma Blasts pierce 3 -> 2. Sun Avatar pierce remains at 6.
  • BUFF Plasma Blasts price $4500 -> $3000
  • BUFF Sun Avatar price $22,000 -> $20,000
  • BUFF Robo Monkey price $8400 -> $8000
  • NERF Dark Knight price $5500 -> $5600
  • BUFF Dark Champion gains +2 bonus damage to Ceramic
  • BUFF Legend of the Night price reduced $240,000 -> $200,000
  • NERF Legend of the Night passive ability cooldown will carry on if the tower is sold and rebought.
31.0
Robo didn't need to lose pierce in the last Super Monkey T2 rework, and Dark Knight feels like it has too much pierce without ever considering the pierce crosspath. So to balance these together we’ve taken out pierce from Dark Knight and added it back into x2x carrying up into Robo Monkey. Dark Champion pierce is increased rather than decreased to push it further ahead of Dark Knight.
~ Ninja Kiwi
  • BUFF Epic Range increases pierce further 3 -> 4
  • NERF Dark Knight pierce decreased 5 -> 4
  • BUFF Dark Champion pierce increased 7 -> 8
32.0
Legend of the Night outside of very specific niche challenges isn’t worth the cost as any more than VTSG fodder
~ Ninja Kiwi
  • BUFF Legend of the Night damage increased 5 -> 10
  • BUFF Legend of the Night ceramic bonus increased 2 -> 4
  • BUFF Legend of the Night moab bonus increased 3 -> 8
33.0
Ultravision is a lackluster crosspath with so many other ways to get camo detection cheaper &/or for more towers. The Anti-Bloon is expensive but as a quite underused tower feels it doesn’t live up to the super monkey name for that cost, for now the ability is seeing a cooldown decrease. We feel Legend of the Night’s base tower is more usable now after recent buffs, so without a total need to lean entirely on the passive ability for use we are increasing this cooldown to prevent some issues.
~ Ninja Kiwi
  • BUFF The Anti Bloon ability cooldown reduced 45s -> 30s
  • BUFF Ultravision now grants +1 bonus damage to camo bloons
  • NERF Legend of the Night cooldown increased 120s -> 180s
34.0
Tech Terror's ability runs into niche issues before r100 with some cases causing it to break BFBs into ceramic rushes instead of destroying them entirely, we found a very small damage buff resolves this up to r100, solving this problem for the base game modes, and while we were here added for the possibility for the ability to also deal consistant critical hits.
~ Ninja Kiwi
  • BUFF Tech Terror ability damage increased 2500 -> 2600
  • BUFF Anti Bloon ability damage increased from 5000 -> 5200
  • BUFF Tech Terror now grant every 3rd ability to use crits for +50%
35.0
Tech Terror's ability runs into niche issues before r100 with some cases causing it to break BFBs into ceramic rushes instead of destroying them entirely, we found a very small damage buff resolves this up to r100, solving this problem for the base game modes, and while we were here added for the possibility for the ability to also deal consistant critical hits.
~ Ninja Kiwi
  • BUFF Base attack speed increased 0.06s -> 0.045s
    • Plasma Blasts attack speed remains the same 0.045s -> 0.03s
  • BUFF Robo Monkey price decreased $8000 -> $7000
  • BUFF Anti-Bloon Ability damage increased 5200 -> 10400
  • BUFF Anti-Bloon Ability crit damage increased 7,800 -> 15,600
36.0
Higher tiers on the bottom path have struggled to compare to clusters of T3s for a while now. To help with this we thematically really liked the idea of bottom path gaining a ricochet effect, possibly gaining teleport mechanic value repositioning for better ricochet angles, and a big improvement to the tower's camo path identity as higher tiers becomes far more effective at handling DDTs.
~ Ninja Kiwi
  • BUFF Dark Champion projectiles now ricochet in a similar way to Quincy, 0.1s delay per bounce
  • BUFF Dark Champion cost reduced $60,000 → $55,555
  • BUFF Dark Champion Camo damage bonus increased +1 → +2
  • BUFF Legend of the Night Camo damage bonus increased +1 → +4
  • BUFF Legend of the Night MOAB-class bonus increased +8 → +13
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. Also affects subsequent upgrades.
38.0
We’ve wanted to try out this idea for a while, and finally thought why not. It seemed fun to test with, so we hope people can find some fun use for it in challenges.
~ Ninja Kiwi
  • BUFF 041 Tech Terror's Bloon Annihilation ability now knocks back any surviving targets by a large amount: Knockback MOAB Multiplier 25, lifespan 0.2
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
40.0
We missed this for a while, but it seems that Robo for how cheap and versatile it currently is just stands out a little much across many stages of gameplay. Shifting up a little pierce to tech terror here to tone it down slightly for now.
~ Ninja Kiwi
  • NERF Robo Monkey pierce reduced (7 → 6). Does not affect Tech Terror pierce, which remains 9.
41.0
We weren't sure we'd see the day but the bottom crosspath is now quite used on all Supers, especially so it seems to make Robo Monkey very powerful currently so to address a few different concerns on Super Monkey we're moving costs from top to middle crosspath
~ Ninja Kiwi
  • BUFF Laser Blasts price reduced from $2500 to $2000
  • BUFF Plasma Blasts price reduced from $3000 to $2500
  • NERF Super Range price increased from $1000 to $1500
  • NERF Epic Range price increased from $1400 to $1900
  • BUFF Tech Terror price reduced from $19,000 to $18,000
42.0
We lowered the price of Tech Terrors to keep them ‘unchanged’ with Robo’s recent balancing, however in hindsight Robo is still too powerful and Tech Terrors themselves were already good enough that they really should’ve taken the hit along with Robo. Instead as they have risen in power even more, both of these upgrades are being properly nerfed now with a compensatory price buff to Anti-Bloon instead (hopefully not groundhogging to where Anti-Bloon becomes far too powerful and more changes are needed in v43)
~ Ninja Kiwi
  • NERF Robo Monkey price increased from $7,000 to $7,500
  • NERF Tech Terror no longer increases attack speed by +25% (0.036s → 0.045s). Also carries over to The Anti-Bloon.
  • NERF Tech Terror price increased from $18,000 to $25,000
  • BUFF The Anti-Bloon price reduced from $90,000 to $80,000
43.0
Super Monkey projectiles already travel most the map length so that total distance is being reduced and adding back via the range-focused middle crosspath. The recent Robo/Tech Terror nerfs had a larger impact on the Anti-Bloon, so it is seeing a larger compensatory price reduction. Legend of the Night’s special passive ability is being failsafe limited to 2 activations per round, per tower.
~ Ninja Kiwi
  • NERF Super Monkey base projectile speed reduced from 280 to 200
  • BUFF Epic Range projectile speed bonus increased from +25% to +75%. Projectile speed remains 350.
  • BUFF The Anti-Bloon upgrade cost reduced from $80,000 to $70,000
  • NERF Legend of the Night's passive ability now has 2 max uses per round for every Legend of the Night on screen.

Bug Fixes and General Changes[]

2.0
  • 4+-x-x Monkey Temple save issues have been resolved.
  • 5-x-x will no longer earn half cash from pops with support sacrifices.
3.0
  • 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.
4.0
  • NERF 4-x-x Sun Temple can no longer produce cash in CHIMPS mode.
5.0
  • 4-x-x Sun Temple's Sun Avatar spawn placement has been changed to hopefully make them less annoying.
7.0
  • NERF 4-x-x Sun Temple should no longer apply cost discounts to itself when placed on a raised platform.
8.0
  • Super Monkeys now correctly sacrifice Arctic Wind monkeys when upgraded to temples, instead of selling them.
9.0
  • 4-x-x Sun Temple should no longer lock your hero if the hero is too close and de-spawns.
11.0
  • Monkey Temple & range boost should now function correctly with Monkey Villages.
13.0
  • NERF 0-3-1 Robo Monkey's arms will now both knockback for the same amount.
14.0
  • Sun Temple's 'Mini Avatar' names have been fixed.
  • NERF 3-x-x Sun Avatar no longer ignores blockers on High Finance.
15.0
  • 5-x-x Temple has had some fixes to issues incorrectly displaying its buff icon.
16.0
  • The motion blur of Super Monkey's hand should not clip into its cape anymore.
17.0
  • After selling a Dark Temple, Anti-Bloon and Legend of the Night should now be purchasable again.
18.0
  • x-x-4 Dark Champion's drop-down prompt for Darkshift updated to read 'any valid location'.
19.0
  • NERF Laser Blasts no longer shoots through some obstacles.
  • Dark Champion and Legend of the Night should no longer link with a techbot.
20.0
  • 5-x-x Resolved a number of art issues on gained temple powers.
21.0
  • 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.
22.0
  • x-x-3 Dark Knight resolved an issue with placement when Darkshifting.
24.0
  • x-x-3 Dark Knight description has been updated with more detail.
26.0
  • BUFF Robo Monkey now remembers target priorities when loading saves.
31.1
  • BUFF Bloons no longer will pass through xx5 Legend of the Night's passive ability and leak lives.
36.0
  • 050 The Anti-Bloon projectile color for its main plasma attack has been corrected
38.0
4xx Sun Temple should no longer sometimes disable the main beam attack after absorbing another mini sun avatar

Merchandise[]

Super Monkey Plush[]

Super Quincy and Ninja Plush

Quincy Plush, Super Plush, and Ninja Plush

Super Monkey Plush has been confirmed on July 1st 2022 on Ninja Kiwi's Twitter account, posting a teaser for his appearance. This is alongside Ninja Monkey and Quincy, who are receiving plushes of their own. It is confirmed on another post to arrive on 15th July 2022, alongside the other aforementioned plushes. After the official release of the plushes, Ninja Kiwi made an announcement on Twitter about it.

By the end of the campaign, 2088 Super Monkey Plushes were sold, equating to 1044% of the funds that the campaign was expected to get. Production began on August 6th 2022, shipping estimation was October 30th 2022.

Sounds[]

When upgrading to Sun Avatar:

When upgrading to Robo Monkey, or reloading a save with a Robo Monkey or above:

When upgrading to Dark Knight, or reloading a save with a Dark Knight or above:

When upgrading to Sun Temple:

When upgrading to True Sun God:

When transforming to Vengeful True Sun God:

When activating Annihilation Ability:

When activating Mega Annihilation Ability:

When activating Darkshift Ability:

Gallery[]

Official artwork[]

Assets[]

Super Monkey Plush[]

Trivia[]

  • The True Sun God in BTD6 can pop 50 BADs or more with sufficient sacrifices. This was tested by a YouTuber named 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. You can view the video here: https://www.youtube.com/watch?v=c_UMjc3HRMU
  • All paths for the tower have at least two upgrades that increase its range.
    • Only the middle path has three upgrades that increase range.
  • The There Can Be Only One Monkey Knowledge allows the True Sun God to become a Vengeful True Sun God if an Anti-Bloon and Legend of the Night (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 Night, as the Tier 5 upgrades of all paths are locked for as long as the VTSG is active.
  • Super Monkey is the only monkey in BTD6 to have sounds when upgrading to Tier 3 and above.
  • Super Monkey is the only non-primary tower to originate from Bloons Tower Defense 1.
  • Dark Knight is the only Tier 3 tower to have an ability.
  • Super Monkey is one of the few towers whose crosspaths change the model of the Tier 5's.


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