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Synergies or Tower Combos are combinations of two or more towers that are extremely effective at damaging bloons, acquiring income, or some other specific task. As opposed to amassing a large number of towers, or giving a single tower a ton of buffs, synergies are usually characterized by high cost efficiency, good coverage of certain damage needs (such as single target damage and grouped popping power), and the ability to pop most Bloon types. This is due to the individual towers excelling in different use cases, thus being able to cover each other's weakness while excelling in their own strengths.
In terms of Bloons TD 6, synergies are most relevant in game modes like C.H.I.M.P.S. and half-cash where effective tower combinations can survive long stretches of rounds, allowing the player to amass money for an expensive late game upgrade (which may belong to the synergy itself). In fact, some synergies are so effective that they can remain relevant, or even manage to survive, during late game/freeplay rounds, as is evident in 2-Tower C.H.I.M.P.S (2TC).
An example of an effective synergy is the Prince of Darkness and M.A.D. as the latter has strong M.O.A.B popping power but struggles against spaced Bloons like Super Ceramics due to its low rate of fire. The Prince of Darkness covers this weakness by casting a powerful graveyard that suppresses even the densest Bloon rushes. This powerful combo has been used for 2TC.
This page lists some towers that synergize with nearly every other tower in the game, as well as some more specific combos. It is by no means a comprehensive list.
When it comes to cross-pathing, assume that all towers stated have no cross-paths other than the upgrade that is being stated. (X-0-0, 0-X-0, and 0-0-X)
What makes a tower combo a "synergy" rather than a simple benefit is by obtaining unique advantages from working well together that the two (or more) cannot simply achieve alone. Sometimes, there are secondary benefits for Tower A that are special to that tower and its interaction with Tower B (e.g. Spiked Balls attacking slow enough to sustain both Bbrew's buffs, the brew and its AMD).
Tower synergies are categorized into distinct types:
Mutual - Tower A is directly benefited by the actions of Tower B, and Tower B is directly benefited by actions of Tower A. Mutual synergies help each other's weaknesses while fulfilling their strengths together. An example of this is M.A.D. + Prince of Darkness.
One For The Other - Tower A is directly benefited by actions of Tower B, which makes Tower A become much stronger, but Tower A's assistance for Tower B is minor or absent. Most purely buff-oriented towers in combination with an offensive tower (such as the Alch buff in combination with Bloonjitsu) are classified under this category.
Indirect - Tower A indirectly helps compensate for the perceived weaknesses of Tower B. Together, this results in them helping each other but not directly together. For example, Crossbow + Churchill is considered indirect, as Crossbow helps save up for Churchill, but Crossbow doesn't necessarily help Churchill while in battle.
This article mostly covers synergies classified as "Mutual" or "One For The Other".
Universal Synergies[]
Player Strategies! The following combinations are based on player opinions and may, therefore, not be entirely objective. Feel free to add or modify any strategies you see fit.
The following are some towers that synergize well with most towers. In most cases, these towers are simply able to provide buffs with other towers. Consider adding them to any of the specific combos in the following sections.
Stronger Stimulant further improves the Berserker Brew's duration and effectiveness of most bonus stats (with exception of damage, kept as +1). Its brew buffs last long enough to sustain up to 2 nearby towers at a time and also sustain virtually 100% uptime to a tower that attacks slow enough.
The ideal combo with Stronger Stimulant is when paired with a moderately fast-attacking tower with multiple projectiles. Best examples where this makes the biggest difference towards individual towers compared to regular Berserker Brew include Sky Shredder and The Tack Zone.
For a low price of just $800 from an existing Jungle Drums, it gives an extra range buff to nearby Primary Monkeys, along with +1 pierce and extra projectile speed. In terms of synergy, most Primary Monkeys appreciate from these buffs, with the best synergy on Tack Shooters.
MOAB Glue also appreciates greatly from this, as giving an existing MOAB Glue with +1 pierce makes it better at slowing down denser groups of blimps.
Alongside Primary Training buffs, Primary Mentoring also adds an additive +5 range, faster ability cooldowns, and free Tier 1 upgrades. In terms of synergy, this mainly assists strategies reliant on both tower spam and activated abilities, but it also makes for an appreciable bonus for Ice Monkeys and Tack Shooters.
Striker Jones strategies, which often bring in Bomb Shooters as part of his synergy, benefit hugely off Primary Mentoring, as Mauler spam becomes much cheaper to do by discounting the Bomb's expensive Tier 1 upgrades, in addition to other benefits that other Primary Monkeys can benefit from too.
The 10% reduced ability cooldowns might seem small, but it makes a big difference for expensive Tier 5 abilities in particular, and makes it easier to use abilities a bit more freely.
Alongside Primary Mentoring buffs, Primary Expertise also gives nearby Primary Monkeys +3 pierce instead of +1, even faster ability cooldowns, and free Tier 1 and 2 upgrades. In terms of synergy, this mainly assists strategies reliant on both tower spam and activated abilities. The higher base influence range also expands the coverage of spamming Primary Monkeys for greatly reduced cost.
Striker Jones strategies, which often bring in Bomb Shooters as part of his synergy, benefit hugely off Primary Mentoring, as Cluster spam becomes much cheaper to do by discounting the Bomb's expensive Tier 1 and 2 upgrades, in addition to other benefits that other Primary Monkeys can benefit from too.
The 20% reduced ability cooldowns makes a considerable difference for various ability-oriented towers, especially MOAB Eliminator.
MIB helps with the issua of many towers of being unabe to kill every type of bloons, like Ice monkeys against white bloons, or wizar monkey against purple bloons; this make possible the use of some strategies which normally die by these bloon properties.
The final Harmonic gives nearby magic Monkeys +3 pierce, In terms of synergy, this mainly assists strategies reliant on both tower spam like dragon's breath, because their lack of pierce. The higher base influence range also expands the coverage of spamming Magic Monkeys.
Specific Combinations[]
The following are a list of synergies of two or three different towers. For the purposes of what defines a "synergy" in this article, the "first" tower type refers to the main tower type involved by being assisted from the "second" tower type, or also the "third" tower type if the third one is involved in a very specific synergy.
U-Jugg greatly benefits from pierce buffs, as it can damage multiple times the same target until is projectile expires, which takes longer if is affected by pierce buffs.
Also, as both Striker (passive knockback, can stun with Concussive Shot) and Mermonkey (slows Bloons on attack) can stall, they give the U-Jugg more time to do damage.
One of the biggest weaknesses of the PMFC is its relatively low uptime (50-second cooldown with a 15-second ability duration or 30% ability uptime) for an upgrade that is extremely weak without the ability. This makes the ability very punishing if it is accidentally pressed or its miss-timed. Energizer and Primary Expertise combined helps this by reducing the cooldown for its transformation. If the player has effective enough farms, and water to place, then the player should buy both for a 45% ability cooldown reduction or a 35-second cooldown (about 43% percent ability uptime) which is much more forgiving than before.
Further, as Energizer can decamo, Primary Expertise can pop camo innately and can grant surrounding Dart Monkeys camo detection by taking Radar Scanner, Dart Monkeys can take path 1 for additional pierce (which also applies when transformed) rather than path 3 for camo detection.
However, if the player is in an income-restrictive game mode like C.H.I.M.P.S., the player should opt for Primary Expertise, as it is cheaper, helps better with the defense, doesn't need water to place, also provides camo and useful buffs to primary monkeys.
One of the biggest weaknesses of the Plasma Monkey Fan Club is its relatively low uptime (50-second cooldown with a 15-second ability duration or 30% ability uptime) for an upgrade that is extremely weak without the ability. This makes the ability very punishing if it is off cooldown. The combination of a Downdraft to blow ceramics away, then an ice monkey, typically with Deep Freeze and Re-Freeze, or only Permafrost for very cheap stalling to lock it in place, can let a player have the ability up on all rounds.
Because the Plasma Monkey Fan Club is relatively expensive, saving money is important. You can do so by buying these towers in a different order. First get a xx2 village, then get another village in range of the discount, and begin upgrading this one to a 5xx. Once it is fully upgraded, upgrade the first village to xx4. This way, you will get a free dart monkey every round, and every dart monkey placed in range of the 5xx village will have tier 2 upgrades available for free, allowing you to focus all your cash on the Plasma Monkey Fan Club.
All of the listed are methods to give flat damage bonuses and Lead-popping power, with Permanent Brew and Gwendolin (Heat It Up) doing it by buffing the Dart Monkeys and Brittle effects by debuffing Bloons. Flat damage buffs affect SMFC disproportionately, as transformed Dart Monkeys throw 1 damage darts at a high rate.
Permanent Brew is by far the most reliable as it simply grants a permanent status buff to affected Dart Monkeys, as well as being stronger thanks to also buffing pierce and rate of fire, but it is also by far the most expensive, as Stronger Stimulant lacks uptime due to the rate of fire of transformed Dart Monkeys.
Embrittlement and above inflict Brittle on attack and Super Brittleprovides the largest damage buff at +4, but have limited range, so faster Bloons (particularly DDTs) may not be affected.
Glue Strike and above can inflict Brittle mapwide with an ability, but it cannot reach 100% uptime unless using Glue Storm with cooldown reductions as shown for the PMFC above and requires intensive micro.
Gwendolin can grant Heat It Up every 40 attacks or grant it on demand mapwide via Firestorm at level 10 but does not actually grant extra damage until level 17. Passive Heat It Up in particular only affects towers in range, only reaches 100% uptime at level 12 and requires Gwendolin to be constantly attacking, thus necessitating good placement.
Save for Lead-popping power, all of these also buff PMFC just as much as SMFC. However, as PMFC inflicts 2 damage base, the flat damage buffs are proportionately not as large.
The Final Harmonic is excellent for covering Glaive Lord's weaknesses; it strips camo, detonates the glaive DoT for more DPS, and artificially creates curves for the orbiting glaives, overall improving Glaive Lord effectiveness.
You can put the Allure Totem directly over the Glaive Lord to maximize the time which the bloons are inside it, but it could grapple less bloons if put in a poor position.
Like The final Harmonic with Glaive Lord, Pat counter the issues of Middle Path Boomerang and also his overall efectivness.
Pat can stall rounds, making time to Turbo and Perma charge abilities get off cooldown, and also, as the Ralling Roar and Boomer abilieits have similar uptimes and cooldowns, is possible activate both at the samen time constantly, improving the DPS during the boomerang abilities, specilly with pierce crosspaths.
MOAB Press + MOAB Glue is an effective synergy for clumping up blimps, chaining them together for a more effective knockback. Together, they form a cheap but highly effective combo.
Note that the MOAB Press knockback is a fixed distance value, so adding any form of blimp slowdown will make the knockback appear more effective.
MOAB Domination and Icicle Impale are very good at covering each other's weaknesses. MOAB Domination can kill all MOABs while Icicle Impale cleans up ceramics and stops the DDTs.
This synergy is an excellent way to beat KartsNDarts CHIMPS
Since Inferno Ring can dish out a ton of DPS when bloons are in its range, Icicle Impale can keep MOAB-class bloons stuck in the range longer and does a better job at helping the Inferno RIng pop bloons than MOAB glue does.
Ring of Fire has good synergy with Icicles as Icicles helps to pop MOAB layers due to its high MOAB damage and Ring of Fire excels in dealing with MOAB insides.
Not unlike The Tack Zone, combining the Super Maelstrom ability with Rallying Roar allows every single one of the Super Maelstrom's blades to become affected by the roar's damage buff. As such, it can also deal a ridiculous amount of DPS for a very little cost compared to other Tier 5 towers, but requires more timing.
Compared to other options, Pat + Smael is superior against grouped bloons due to its enormous pierce.
Unlike Tack Zone, Super Maelstrom undeniably prefers Overclock due to allowing Smael to utilize its high pierce much more often and as the main buff on top of Pat Fusty. But like Tack Zone, Overclock can be chained on top of Pat Fusty to deal incredible damage.
Pat Fusty's Rallying Roar is applied to every single one of the Tack Zone's Tacks that it shoots out for the duration of the buff. Combined with's The Tack Zones's attack speed and dead zone, The Tack Zone can dish out a ridiculous amount of DPS for very little cost compared to other Tier 5 towers.
Stronger Stimulant is rather cheap overall but provides a very strong buff for The Tack Zone, buffing each individual shot of 32 tacks, amplifying its damage by a large margin, improving its measly pierce and range, all while still lasting respectably long.
Chaining it together with range-related buffs such as Pat Fusty's Rallying Roar makes the +66% attack speed buff much more effective than it appears.
This specific synergy doesn't pair as well for Alch buffs except Permanent Brew, as the buffs will wear out much faster and cause less uptime. Nevertheless, this does not invalidate the value of Alch buffs; it still works well together with Alch buffs.
Super Brittle's +4 damage debuff to bloons and blimps allows a Tack Zone to deal much better single-target damage, as the sheer numbers of projectiles per second from Tack Zone inflicts a massive amount of damage overall.
As Tack Zone tends to struggle against Super Ceramics and DDTs, Super Brittle's freeze and permafrosting effects help Tack Zone to catch these bloon types better.
In combination, they are a deadly combo within a short range, all while costing not too much overall.
Primary Mentoring's +5 range buff makes more difference for Tack Zone without Middle Path due to how much it improves the base Tack Zone's measly 30 range.
The continuous damage of the Bloontonium Reactor makes this a perfect combo for Ice Shards since it depends on having other towers pop bloons so that the Ice shards can easily be created. Also, the Bloontonium Reactor itself pops bloons fast enough to quickly activate the Ice Shards but slow enough to actually allow the Ice Shards to attack.
The Door Gunner Monkey Knowledge allows towers being carried by the Special Poperations to attack while being picked up, allowing Embrittlement to consistently inflict Debuff on ZOMGs and BADs by being constantly on top of them. However, note that this will not work if you upgrade to Super Brittle, as tier 5 towers do not benefit from Door Gunner.
The Bloon Solver excels at cleaning up mass amounts of Super Ceramics, but struggles with dealing with MOABs. To compensate this weakness, the M.A.D. does exceptionally well against MOAB-class bloons, dealing 550 damage to MOABs per missile, but struggles to stop super ceramics, as missiles only deal 3 damage to non-MOABs on contact. Thus, by pairing the Bloon Solver with a tower that excels against MOABs, they both cover each other's weaknesses.
The Bloon Solver excels at cleaning up mass amounts of Super Ceramics, but struggles with dealing with MOABs. Another tower that compensates for this weakness are MOAB Maulers, which deal 15 damage against MOAB Bloons per shot but struggles to normal bloons, and can be spammed across the map. Thus, by pairing the Bloon Solver with a tower that excels against MOABs, they both cover each other's weaknesses. This also applies to the MOAB Eliminator by extension.
Path 1 ice monkeys can decamo, allowing the Bloon Solver to target camo bloons, while Bloon Solver is also highly reliable for triggering shards thanks to high rate of fire and inflicting damage over time rapidly. As Embrittlement and Super Brittle affect each and every tick of damage over time and the Bloon Solver causes damage every 0.1 seconds, damage output is greatly improved.
The passive slow from path 2 ice monkeys ensures that smaller Bloons will always be hit by the Bloon Solver. The activated ability of Snowstorm and Absolute Zero also freezes blimps, giving the Bloon Solver more time to inflict its damage over time.
Icicle Impale makes up for the Bloon Solver's poor anti-blimp damage, while the Bloon Solver can clean up all of the ceramic children of the blimps. Further, like path 2 abilities, Icicle Impale can freeze blimps, giving the Bloon Solver time to cause damage.
However, lower tiers of path 3 do not slow blimps and Cryo Cannon cannot target blimps at all, while they overlap heavily with the Bloon Solver as a way of slowing and damaging lots of Bloons, making them less useful.
Camo white/zebras will be a persisting problem for any ice monkey/Bloon Solver combo, as the Bloon Solver cannot target camo and the ice monkeys can neither damage nor decamo (through path 1) white bloons, requiring outside support.
Glue Strike and Glue Storm add a flat damage increase to any projectile, synergizing best with low damage, high projectile towers. Sun Avatars are one of the best towers for outputting high quantities of projectiles while maintaining damage output from a distance. Glue Storm's ability also helps with slowing down ceramics.
Glue Strike and Glue Storm add a flat damage increase to any projectile, synergizing best with low damage, high projectile towers. The Tack Zone is the best tower for outputting high quantities of projectiles at a short distance, making it very effective. Similarly effective in Boss Events with Overdrive spam for single target damage. Glue Storm's ability also helps with slowing down ceramics.
Super Glue can keep MOAB-class bloons stuck in place for so long that it gives enough time for XXXL to Instakill every single MOAB class bloons provided it has the support necessary glue can Insta kill D.D.T.s.
This combo allows for frontline XXXL Trap strategies to become far more effective.
The Pre-Emptive Strike's Pre-Emptive anti-blimp missile benefits from the Sub Commander's 2x damage for subs, allowing it to 1-shot all non-ZOMG blimps up to the round 98 Fortified BFBs. In particular, its ability to 1-shot any and all pre-round 100 DDTs makes them a much smaller threat, as its Super Ceramic children are much easier to handle.
Carrier Flagship allows the Artic wind create space anywhere on the water without the use of powers. This is essential for land strategies to work on maps with either suboptimal land area or no land at all in CHIMPS.
When a Blimp is affected with Rubber to Gold, the amount of cash that is received doubles, making this particularly effective on rounds that contain a lot of slow (or slowdown) blimps, like Round 94, 96, and 98.
Merchantman income exponentially increases in the presence of a Trade Empire, as each Merchantman gains $10 income for each Merchantman (including itself) on the map up to 20; at the maximum, this means each Merchantman doubles in income. Further, the Trade Empire doubles Merchantman damage (triple against Ceramics and blimps), making it easier to buy more Merchantmen.
Central Market gives +10% income (before Trade Empire buff) up to 10 Central Markets, meaning that the Merchantman fleet can triple its income at full. As Grape Shot Merchantmen can do respectable damage, saving up for Central Market is relatively practical.
Sky Shredder attacks fast enough to utilize Stronger Stimulant's buffs effectively but also slow enough to sustain them for full uptime. This equates to a very significant damage buff, especially when also taking into account the extra attack speed and pierce.
Sky Shredder fires sprays of darts, each spray counting as one shot each, which means it can use as few buffs as possible to many more projectiles. In effect, this amplifies its overall dart damage by a lot.
The buffs from the Stronger Stimulant's +1 damage give roughly +50% damage overall to each individual dart.
It is not Fusty's Rallying Roar that makes Tsar + Pat a powerful synergy. Surprisingly, it's Pat's Big Squeeze. Pat's Big Squeeze ability can be used to "protect" a ZOMG while Tsar nukes the whole screen. The time delay from squeezing the ZOMG and additional stalling can be used to recharge Tsar's cooldown.
The many homing projectiles on Neva-Miss Targeting means it uses Alch buffs very efficiently, for much the same reasons as Sky Shredder. When given camo detection, a 2-0-3 Ace with Alch buffs can solo most non-Expert maps up to round 60, thanks to its global range and homing projectiles meaning that placement is more or less irrelevant. However, upgrading to the Spectre makes Alch buffs much less effective due to the Spectre's multiple weapons and enormous rate of fire.
Apache Prime's missiles and red lasers do not damage DDTs due to the fact that DDTs are immune to explosions and Energy-type lasers respectively, meaning that the only damage that the Apache Prime is doing to them via its machine gun with Plasma damage and rotors with Normal-type damage. MIB solves this by making all attacks done by Apache Prime effectively Normal , allowing all of them to brute force through all immunities of the DDTs. MIB even comes with camo detection inherited from Radar Scanner.
Apache Prime appreciates the constant +66% attack speed bonus given from Overclock's buff, albeit only 66% uptime due to being a Tier 5. In combination, Apache Prime does a noticeably better job at handling faster blimps, especially DDTs when also given MIB.
While Sabo's 50% global slowdown benefits defenses by giving them more time to pop the bloons, Sabo benefits hugely with Apache Prime. Apache Prime's movement speed isn't the best at catching faster blimps (especially DDTs and weaker MOABs) without Bigger Jets, so an on-demand slowdown helps let it catch up to them better.
Due to the mini Comanche's attack speed and for how many helicopters are attack bloons as 1 tower (including the parent), Super Brittle can dramatically increase the DPS of Comanche Commander with its +4 damage debuff applied onto bloons to every individual helicopter.
The 3 Mortar Monkey paths remedy the weaknesses of each other. The Signal Flare can decamo Bloons for the other 2 Mortars, while the Shell Shock stuns Bloons and holds them in place, allowing Heavy Shells to inflict bonus damage against them as well as popping Black Bloons.
However, while The Biggest One, Artillery Battery and Blooncineration are all powerful anti-MOAB towers, none of the 3 Mortar paths are very good against MOABs before that point. As The Biggest One/Blooncineration are very expensive tier 5 towers and even Artillery Battery costs $6500 on Medium, support from other towers is needed to save up.
Retargeting 3 separate Mortar Monkeys to catch leaks can be very cumbersome without Striker Jones, which arguably wastes the full map range of the Mortar.
Artillery Battery is an excellent midgame tower that transitions well into the lategame, but needs some help with single target. MOAB Assassin is a natural pairing since it helps kill FMOABs or BFBs that Artillery Battery otherwise can't kill, and both abilities can be reset by Striker Jones's level 10 ability.
Re-Freeze is a very cost efficient Ice Monkey and when you combine it with the Laser Cannon, which can pop frozen bloons, the player has a deadly, but relatively cheap duo. One tower covers the weaknesses of the other. Re-Freeze pops Purple Bloons and Laser Cannon pops White Bloons.
The M.A.D. does exceptionally well against MOAB-class bloons, dealing 550 damage to MOABs per missile, but struggles to stop super ceramics, as missiles only deal 3 damage to non-MOABs on contact. This is due to only dealing a measly 3 damage to non MOAB-class bloons, shooting slower than Rocket Storm, and having more spaced rockets. Prince of Darkness can effectively cover this weakness by soaking up Super Ceramics with its undead bloons making this pair perfect for each other.
Bloonjitsu greatly benefits from Alch buffs, as each shuriken fired benefits from the buff to pierce and damage. Further, Bloonjitsu effectively has Normal damage while affected by AMD.
Stronger Stimulant improves its reliability against mid-game.
Difficult to use effectively with Shinobi Tactics, as any other towers in range of the Alchemist will reduce uptime of Alch buffs on the Bloonjitsu.
This specific combo is highly cost-effective against Bloonarius, especially Elite Bloonarius Tier 1. It pairs consistent single-target damage with high on-demand grouped damage whenever Bloonarius sends "skull" waves.
Blade Maelstrom compensates for Sticky Bomb's inherent weaknesses to single-target blimps by handling large waves of bloons at once. And while Sticky Bomb's Flash Bomb is unreliable for stunning, the brief stun spaces the waves of Ceramics a little bit, which incidentally adds a bit more area where the blades can reach at faraway bloons. That being said, tightly packed bloons are often better, but timing will not have to be as important in that case.
Selling the Permanent Brew Alchemist will remove the Permanent Brew buff from all affected towers. Support Chinook allows you to relocate the Alchemist to affect more towers that it couldn't reach from its initial placement radius.
With the Druids of Wrath in range of the Transformation ability and (preferably, because not all Druids of Wrath might be in range) 5 Poplust to buff the Druids of Wrath, this trifecta can trivialize Round 95, 98, and 99 pretty easily when the ability is pressed due to the fact that the buffs from the Poplust carry over into the transformation. And unlike Plasma Monkey Fan club, this synergy can still hold its own when the ability is inactive provided it has the support to combat D.D.Ts effectively.
Rubber to Gold benefits greatly from slows and blowbacks, as it increases the amount of time it has to apply Gold, but it also wants to avoid actually causing damage to the bloons. Glue Hose fits both by doing no damage at all while being highly reliable at slowing bloons, while Downdraft causes relatively little damage compared to other sources of blowback like Druids of the Storm or Distraction Ninjas.
Druids of the Storm synergize well with Obyn through the many buffs he provides, including his Level 9 buff to damage versus MOAB-Class Bloons. A small army in range of the Hero can defend against the early late-game like Round 81. When combined with Poplust Druids, their overall damage is increased considerably and can defend against Round 100+.
Spirit of the Forest deals constant damage to bloons with its vines on the track. Because of this, Cripple MOAB is perfect for keeping the bloons in place with its infinite range stun. This keeps blimps in place for as long as possible and can maximize the time the vines are damaging the bloons. It also comes with a damage debuff to blimps causing the vines to deal even more damage while they are stunned.
Income production from Jungle's Bounty is improved by having Banana Farms in range, while Obyn improves both the range and the cooldown on Jungle's Bounty, thus increasing both the frequency of using the ability and the money it yields per use.
Obyn greatly increases the pierce of the bottom path druids' projectiles. This overcomes the pierce weakness of Bottom Path druids and allows them to make maximal use of their scaling attack speed (and in the case of the Avatar of Wrath, damage) against large rushes of bloons. Plus getting more Poplust druids makes Avatar of Wrath near unstoppable for a long time.
The BAD is uniquely vulnerable to damage over time effects on it being triggered any number of times per hypnosis attack because it is otherwise immune to hypnosis, allowing with towers with damage over time effects to cause enormous damage by constantly reapplying them after being triggered.
While such repeated application of burst damage does not apply to smaller bloons, hypnosis also prevents them from getting out of range, allowing the damage over time to be reapplied after hypnosis ends.
The Final Harmonic only triggers the last damage over time effect applied to the target bloon. As such, stacking multiple sources of damage over time onto a target won't cause all of them to trigger all at once.
Overclocked Banana Farms have increased income generation (How does it increase income generation?). This works best with top path Banana Farms (Tiers 4 or 5), followed by bottom path Farms (Tiers 4 or 5). It's much less efficient on Tier 3 Farms and Tier 4 or 5 middle path Farms.
The duration of Overclock is based on the tier of the tower when the buff was applied to it. Overclock will generate more extra income if you buff a Tier 1 farm and then upgrade it.
Bigger Stacks attacks slow enough that it gains effectively a +2 damage buff to Ceramics and above, and does a decent job at tanking bloons weaker than Ceramics with a +1 damage buff from the brew alone.
Acidic Mixture Dip adds bonus Ceramic+ damage, and because Bigger Stacks usually attacks slow enough to sustain more buffs than it wears out, Bigger Stacks has full uptime with this buff.
Like many optimal Alch buff synergies,Bigger Stacks appreciates from the pierce and attack speed buffs too. The attack speed in particular allows for better refreshment of spike piles.
Unlike most Alch buff synergies, Bigger Stacks tends to prefer multiple Berserker Brews than half as many Stronger Stimulants, as the first-mentioned is more cost-effective at applying buffs, given that Stronger Stimulant's separate AMD buff is no different compared to Berserker Brew.
Due to Spiked Balls getting a huge amount of nerfs, it is no longer worth it. Use Bigger Stacks instead, it's basically the same as current Spalls but cheaper.
Maim MOAB stuns MOAB-class bloons (besides the BAD of course), giving Perma-Spike more time to produce its deadly spikes.
Note that other stunning towers can serve the same purpose, maybe even better because of the high damage of maim moab, which means that it beats moabs quite fast.
For a very low cost, Acidic Mixture Dip adds lead-popping power for Perma-Spike. This specific synergy is important due to Perma-Spike's very low attack speed but high pierce, which allows it to consistently sustain lead-popping power and therefore be able to tank DDTs.
This specific synergy can also be applied to Berserker Brew and Stronger Stimulant, which can be upgraded from an existing Acidic Mixture Dip Alch to add extra attack speed.
When overclocked, the Monkey Village gets a noticeable increase in its influence radius, allowing even more towers to fit inside its range which is important for the strength of the Monkey Village.
The range boost is especially important for Monkeyopolis because when overclocked, the Monkey City's range allows for more Farms to become sacrificed upon upgrading into Monkeyopolis.
MOAB Maulers do high damage to MOAB class bloons, but struggles against the Ceramics bloons inside, which is where the Bloon Trap comes in for the Cercamic clean up. Bloons Traps also give you money when emptied that you can spend on more MOAB Maulers or Bloon Traps.
While path 1 Monkey Village offers no particular synergies unlike paths 2 and 3, Bigger Radius lets more Beast Handlers benefit from paths 2 or 3 (particularly if 1 x-0-x and 1 x-x-0 village are taken to double-dip on Monkey Commerce), while Jungle Drums (BTD6) are always useful as an universal DPS buff.
Path 2 Monkey Village is highly useful, as only path 3 Beast Handlers have innate Camo detection, making Radar Scanner an excellent way of giving Camo detection to path 1 and 2 Beast Handlers. Meanwhile, path 3 before the tier 5 Pouākai lacks Lead-popping power, making MIB highly valuable, particularly to fight DDTs.
The cost inefficiency of tier 4 beasts as sources of beast power means it is desirable to take more tier 3 beasts instead, thus allowing them to benefit from Monkey Business and Monkey Commerce. This also benefits any tier 2 beasts taken on the Beast Handler.
The Mermonkey can toggle its totem to make the song last through Orca's downtime for every attack, and during the downtime after toggling its totem Orca can easily hold back almost any rush of bloons. Additionally, Resonance grouping bloons from multiple lanes together fixes the long downtimes of Orca trying to cover several lanes, which matters greatly for DDT rounds.
Like Monkey Pirates, blimps affected by Rubber to Gold give money when being dragged down by path 1 Beast Handlers as if all of the children were also killed when affected by Rubber to Gold, vastly increasing the income gained from destroying them.
Middle Path (Beast Handler)[]
Bottom Path (Beast Handler)[]
Quincy[]
Notable synergies with Quincy are listed in this section.
Quincy benefits from Alch buffs quite well, especially from Level 6+ where he gains a second arrow per shot. This is because brews provide extra pierce, damage, and attack speed, of which these three attributes of the buff amplify his damage output appreciably.
Stronger Stimulant provides a much more reliable buff than 3-0-0, but essentially the same reasoning as 3-0-0 except with higher uptime, for roughly 100% assuming Rapid Shot is not active.
Signal Flare remedies all of Gwendolin's weaknesses (Purple/Camo Bloons), as its Explosion damage type can damage purples and it can decamo all Bloons, while Gwendolin gives the Signal Flare +10% rate of fire at level 5.
Further, the decamo also works well with Dragon's Breath and Ring of Fire, both of which are also affected by Gwendolin's rate of fire buff. Ring of Fire has no innate camo detection at all, while taking Monkey Sense for camo detection on Dragon's Breath requires giving up the Guided Magic for manual targeting of the Wall of Fire and the ability to ignore line of sight.
MOAB Maulers have extreme synergy with Striker Jones, receiving various buffs that improve its MOAB-class popping power.
However, it is quite expensive to place a lot of these as the optimal crosspthing for the Maulers is also the most expensive for Bomb Shooter. This makes Monkey Commerce perfect for saving cash on a lot of Maulers especially since you can place more than one.
Striker's Artillery Command resets ability cooldowns for all Bomb Shooters and Mortar Monkeys, including MOAB Assassin. This allows a large group of Assassins to deal higher overall single-target damage whenever needed.
Level 20 Striker's Artillery Command also doubles resetted Assassin abilities if activated within the 10-second duration.
Like MOAB Assassin, except MOAB Eliminator's ability is quite short and already packs a huge punch against single-targets. Rather, the best synergy with MOAB Eliminator here is with Level 20 Striker Artillery Command, which doubles resetted Eliminator abilities, and therefore make the Round 100 BAD's outer layer trivial to destroy.
MOAB Eliminator with Striker actually pairs very well with Cluster Bomb spam, especially when paired with Primary Expertise that Clusters also benefit hugely off that Elim can benefit hugely from too for other reasons, specifically the faster ability cooldowns.
Cluster Bombs work remarkably well with Striker Jones for similar reasons to MOAB Mauler, but this time because of adding important attack speed benefits. Compared to Recursive, spamming Clusters is cheaper overall and synergizes with other external benefits such as Primary Mentoring, similar to Maulers.
Cluster Bombs do not work very well for spaced blimps compared to Maulers, but this is compensated by their high grouped damage towards weaker bloons.
Unlike synergies with Recursive or Maulers, Cluster Bomb spam tends to prefer Primary Expertise in combination with Striker, due to its much higher synergy overall with Expertise buffs. Otherwise, synergy value with Striker for Clusters is fairly similar to that for Maulers or Recursives, with only its strategical role differing.
Striker can also stun stronger blimps to make it a little easier for Cluster Bombs to handle them.
Recursive Clusters also pack huge synergy with Striker Jones, but mainly in their role at densely packed damage. While expensive, Recursive Clusters have decent MOAB-class popping power.
His attack speed buffs also benefit Recursive the same way that it helps Mauler spam. A particular benefit is that the higher attack speed allows the powerful recursive explosions to occur more often.
Pop and Awe's best synergy is Striker Jones, especially with his Artillery Command ability that also resets cooldown for Pop and Awe's ability. This makes Pop and Awe much more reliable at global stunning.
Prior upgrades to Pop and Awe are affected by his earlier buffs, notably extra attack speed and bigger blast radius, helping to save well till Pop and Awe.
His Concussive Shell assists Pop and Awe to trigger Pop and Awe's +10 stunned damage, for even more damage.
Like MOAB Maulers, Bloon Impact is highly improved with Striker Jones thanks to providing better attack speed and lowering resistance to Black Bloon properties.
Bloon Impact's strength is mostly in the late-game against Super Ceramics, paired with Mauler spam to basically permastun Super Ceramics in place.
Most explosive options
Any tower with an attack whose default damage type is Explosion will benefit from his Level 5+ and 19+ buffs, which reduce Black Bloon resistances to explosives.
The slow leveling rate of Captain Churchill means Overclock can maintain high uptime even late into the game, while Churchill's high base power means it can make very good use of the buff, particularly given its inability to make use of Alch buffs due to its rapid fire machine gun.
The ability to regain lives allows for much more liberal use of totems for the purpose of triggering Retaliation type abilities, such as Bomb Blitz and Elite Defender.
The passive ability from Bomb blitz can when activated instantly kill everything that is a MOAB and below, while dealing damage to everything else.
Like with Bomb Blitz, Elite Defender's passive ability requires that the player lose lives in order trigger it, a risky proposition especially in the late game, where ceramics and blimps are the forefront. Ezili's totem helps to mitigate the risk.
Unlike Bomb Blitz however, Elite Defender's passive ability is spread out over a period of time instead of an instant use.
Instead of a passive ability, Ezili's totem is perfect for getting Heart of Vengeance druids to it's max attack speed without needing to leak bloons. The player has to make sure that they do it before Ezili reaches level 16 since that will take less lives from the player, lengthening time to get to that max attack speed.
Do keep in mind of any Heart of Oak druids that the player placed down as using Ezili's totem ability will cause them to lose pierce if extra lives were gained prior to the ability being used.
Further, unlike Retaliation abilities, Heart of Vengeance does not combine well with regaining lives, as it means losing the bonus attack speed gained from losing lives.
Ground Zero synergizes well with Admiral Brickell when paired with her Mega Mine. Her Mega Mine causes a huge amount of damage to strong blimps, while Ground Zero can be chained closely to clean up the rest of the bloons.
The global range of Aircraft Carriers and Advanced Intel Subs strongly synergizes with Naval Tactics, as the effective duration of the ability is no longer bound by the range of the actual tower. Global range also means Brickell can build up a mine stockpile more easily, as Bloons begin to be targeted at an earlier point in the track.
Admiral Brickell gains Camo detection at Level 7, letting Advanced Intel Subs attack Camo Bloons within her range regardless of their own lack of Camo detection. Further, Level 8+ Naval Tactics grants camo detection, allowing Aircraft Carriers to take Grape Shot for additional damage rather than being required to take Crow's Nest to pop Camo.
Towers that can't detect camo synergizes well with Etienne because when he is at level 8+ he gives all monkeys on-screen camo detection.
This is powerful with towers such as tack shooters because all of them can now pop camo bloons without a 0-2-0 village without needing to spend nearly as much as one. Letting towers skip crosspaths for camo detection also allows crosspathing for maximized DPS, particularly if the camo detection upgrade does not offer other bonuses (Monkey Aces and Heli Pilots come to mind).
Ground Zero synergizes well with Psi to counter the mid-game, as well as reduce overdependence on Psi's Psionic Scream in the late game.
Ground Zero can also allow Psi to attack bloons they previously couldn't by reducing the layer to the point in which Psi can attack the bloons. This is most notable with MOAB-class bloons.
Perma-Spike is designed to tank bloons in a rather large scale. In combination with Psi taking down a large amount of RBE on screen, they make a great synergy with Perma-Spike, especially once reaching Level 14+ to take down MOABs and Level 16+ against BFBs.
Perma-Spike can take care of the DDTs and BADs, as well as tank various Super Ceramics that may go past Psi, which covers against Psi's general weaknesses in the late-game.
Geraldo[]
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Geraldo synergies with Tack Shooter extremely well, with Sharpening Stone improving pierce and damage at Level 15, and Pickle Jar increasing damage.
Since Overdrive has only one damage and two pierce, Sharpening Stone multiplies pierce by 150% and later damage by 200%.
Pickle Jar increases damage by 200% but decreases attack speed by 80%, which multiplies to be 160%. It's not worth it getting Pickle Jar if Overdrive already has 4 damage, unless you're getting it for the extra fortified damage.
Geraldo synergies with Sun Avatar extremely well, with an option to permanently transform an existing Dart Monkey into a Super Monkey via Worn Hero's Cape, and Pickle Jar increasing damage.
Worn Hero's Cape is very good for placing Super Monkeys including Sun Avatar inside tight spaces. What makes Sun Avatar stand out from other Super Monkey options is its high synergy potential and maximum DPS for the Tier 3 restriction provided by the cape.
Pickle Jar increases damage by 200% but decreases attack speed by 80%, which multiplies to be 160%. It's not worth it getting Pickle Jar if Sun Avatar already has 4 damage, unless you're getting it for the extra fortified damage.
One of Geraldo's best synergies is Supply Drop. Many of his items are compatible with Supply Drop, including Rejuv Potion and Sharpening Stone in particular.
The Rejuv Potion is the strongest synergy for Supply Drop paired with Geraldo. Multiple of them can be used in conjunction to produce a giant boost in cash gain.
Geraldo's Rejuv Potion instantly refreshes cooldowns, allowing transforming towers to reuse their abilities more or less on demand depending on the stock of potions, mitigating the low uptime of such abilities (50% for Total Transformation, 30% for Plasma Monkey Fan Club). This is useful both for long rushes where one use of the ability cannot last the round (round 78 or 95) and if consecutive rounds are difficult (rounds 98 and 99).
Jar of Pickles is highly effective, given the high rate of fire of transformed towers. However, it is only beneficial when Brittle effects or damage buffs (Alchemist, Pat Fusty) are not in play.