Gigantic spiked ball splits twice into 6 Juggernaut balls for even more destructive power against Ceramic, Fortified and Lead Bloons.
”
~ In-game description
Ultra-Juggernaut is the fifth upgrade of Path 1 for the Dart Monkey in Bloons TD 6. It replaces the Dart Monkey's normal Juggernaut with a massive black catapult holding a large orange-red and gray spiked ball. The damage dealt to regular bloons is increased to 5 (+8 for Ceramics, +5 for Fortified, and +20 for Lead), and its pierce is now 210. The 6 smaller spiked balls that emerge deal 2 damage to bloons, +3 damage to Ceramics, and +2 damage to Fortified bloons (for a potential total of +5 against fortified ceramics) with 50 pierce each, equal to those from normal Juggernaut, with no knockback.
The Ultra-Juggernaut's giant juggernaut functions like a stronger Juggernaut. However, unlike normal Juggernaut, the Ultra-Juggernaut's projectiles split into 6 normal Juggernaut balls twice for each half total pierce consumed. All its projectiles can rehit the same target multiple times, including the normal Juggernauts that spawn. If all pierce is consumed at once or projectile expires, the Ultra-Juggernaut's projectile splits into all 12 Juggernaut balls.
This upgrade costs $12,750 on Easy, $15,000 on Medium, $16,200 on Hard, and $18,000 on Impoppable.
This upgrade converts the old large catapult into a lever-automated giant catapult with tank wheels that have a continuous track, orange axles, and the middle of the catapult handle is wrapped with an orange band. The entire body of the catapult is black, and same does the wheels. Unlike most Tier 5 upgrades, the monkey wears no clothing and resembles a base Dart Monkey.
Ultra-Juggernaut now launches massive spiked balls that split into those of its preceding upgrade, and themselves deal 5 base damage, +8 to Ceramics, +5 to fortified bloons (including fortified blimps), +20 to Leads (including DDTs) and have 210 pierce. The splitting process results in an Orbital Spray of 6 Juggernaut balls when either half of, or all of, the main ball's pierce is consumed, or the main ball's lifespan completely expires. All projectiles, including the spawned ones, can rehit bloons after bouncing off any obstacle.
Targeting Priorities[]
Ultra-Juggernaut targets bloons using the standard targeting priorities. It shoots a straight movement projectile.
First: Targets the first bloon visible within its range.
Last: Targets the last bloon visible within its range.
Close: Targets the closest bloon visible within its range.
Strong: Targets the strongest bloon visible within its range.
Adding Enhanced Eyesight adds Camo Prioritization, allowing all its attacks to prioritize Camo Bloons over other types when this secondary targeting option is active.
Full Popology[]
Statistics[]
Updated as of Version 38.3
Base stats
Giant Ball:
Projectile, normal type, 36.8 range, 1s attack cooldown, 5 damage, +8 ceramic damage, +5 fortified damage, +20 Lead damage, 210 pierce, 300 projectile speed, 1s lifespan, 9 projectile radius, can rehit bloons after rebounding. Inflicts Knockback for 0.15s on target, inflicting a 300% knockback on light targets and 150% knockback on non-blimp heavy (Lead, Ceramic, Fortified) targets. If reached 50% or 100% pierce, releases a burst of 6 Ball in an orbital spray.
Ball:
Projectile, normal type, burst of 6 from Giant Ball, 2 damage, +3 ceramic damage, +2 fortified damage, 50 pierce, 150 projectile speed, 1s lifespan, 7 projectile radius.
Ultra-Juggernaut has an unusual niche that allows it to become insanely strong on maps with lots of Line of Sight obstacles. Due to its unique mechanics of rehitting bloons more than once upon bouncing off obstacles, the combined extra damage to Ceramics and overall high damage to other bloons allows an Ultra-Juggernaut to deal serious damage against many grouped bloons within the same location. This is where the presence of many obstacles on the map becomes extremely helpful. Pair an Ultra-Juggernaut with supports from Primary Training, Overclock, and Stronger Stimulant for the best results.
There are a number of maps where it is very recommended to be used on, such as: Hedge, Moon Landing, Encrypted, Balance, and Cornfield. In fact, its sheer power on Cornfield without removed obstacles allows it to become a dominant force for completing the "No Harvest" achievement, which involves beating Cornfield CHIMPS without corn removed.
Tips[]
For a fifth-tier upgrade, the Ultra-Juggernaut is very cheap. For comparison, a Dark Knight has similar cumulative costs to an Ultra-Juggernaut.
Primary Training is beneficial for Ultra-Juggernaut, as the extra range and projectile speed particularly benefit the capability for these many balls to reach the bloons. Also, Primary Training's Jungle Drums attack speed benefit also helps make more shots per second, for even more balls.
The Ultra-Juggernaut will do 7 damage per shot instead of 5 damage per shot against MOAB-Class Bloons, with 12 against fortified MOAB-class bloons. If the juggernaut balls split on top of a moab-class bloon, it would deal 31 damage, 48 if fortified.
It is better to get the middle crosspath than the bottom crosspath as the attack speed upgrades makes it shoot much faster, unless the player wants to defend against Camo Bloons, although a Radar Scanner can solve the problem unless Monkey Villages are restricted or unable to be placed nearby, such as in a Daily Challenge or in Primary Monkeys Only.
The bottom crosspath increases the projectile lifespan of the main projectile, which while typically worse than middle path, provide a small benefit that can help out in the long run if unable to get external camo detection, such as in Least Tiers or on maps that cannot fit a Radar Scanner village near optimal Ultra-Juggernaut spots.
The Ultra-Juggernaut will tend to struggle against Super Ceramics after round 80, unless it has a significant amount of obstacles. At this point, it is recommended to use other upgrades like Downdraft or Glue Hose to slow down Ceramics. Additional cleanup towers such as The Bloon Solver can be used to assist with destroying Ceramics.
Ultra-Juggernaut is extremely powerful for its relatively low cost on maps where there are many obstacles, such as Moon Landing or Cornfield, especially when combined with buffs such as a 3-2-0 Primary Training, an Overclock, and a 4-x-x Stronger Stimulant. In fact, unlike most towers, it struggles on maps where there are few or no obstacles.
Ultra-Juggernaut's high pierce is useful in Race Events, and Force vs Force allows it to handle MOABs as well.
The extra Lead damage makes Ultra-Juggernaut a cheap option against DDTs, although this particular niche only works well on those map formats that it excels at.
Ultra-Juggernaut can deal 30 damage per shot against Fortified DDTs (32 damage with the Force vs Force MK). Alongside Primary Expertise (5-2-0), it is able to pop entire Fortified DDT on Round 99.
Version History[]
Balance Changes[]
Ultra-Juggernaut became a much stronger option at countering Ceramics and dealing general damage. In addition, it has now become a supreme option for maps with large quantities of Line of Sight obstacles. It gained some extra damage versus Leads to make it a more viable anti-DDT option, as well as reduced pierce on the mini-juggernauts in exchange for more damage so their pierce can be consumed better on bloons. The pierce reduction in v34 is overall detrimental for handling Super Ceramics or extreme hordes of bloons, as it scales worse with Berserker Brew and above on maps with lots of obstacles, in Race Events, or against Bloonarius's minions.
7.0
Base damage increased from 3 → 4
Ceramic damage increased from 9 → 12
Unknown
Ultra-Juggernaut projectiles now bounce off walls. Projectiles can't hit the same target multiple times.
14.0
Projectiles can now hit the same target multiple times.
23.0
[undocumented] Ultra-Juggernaut base damage increased (4 → 5)
30.0
“
Juggernaut relying on ricochets felt too niche in the current game, sadly excelling in far too few situations, so instead the Ceramic damage strength has been increased leading a little better into the T5 and benefiting it in more general straight line situations. [...]
”
~ Ninja Kiwi
Affected by Juggernaut benefit buff
31.0
“
To add a little more synergetic crosspath use for the Juggernaut 402 crosspath, xx2 will now also grant bonus projectile lifespan, this applies to any use of that crosspath though we feel it will in particular pair nicely with the ricocheting projectiles. Juggernaut in general is also seeing a small utility knockback buff to help it carry on a little longer into the game.
”
~ Ninja Kiwi, referring to Juggernaut
All juggernauts including Ultra-Juggernaut projectiles now apply a speed-based knockback onto non-blimp bloons similarly to Buckshot except for 0.1s.
34.0
“
While not appreciated by all because of a lack of map situations it applies well in, we enjoy the quite specific niche that Juggernaut fills. However, we wanted to make some minor tweaks allowing it to apply itself better against fortified ceramics & reducing the exceptionally high ultra-juggernaut secondary balls pierce in favour of damage that can be more reliably used up.
”
~ Ninja Kiwi
Ultra-Juggernaut main ball now deals +5 Fortified damage
Ultra-Juggernaut mini juggernaut ball damage increased 1 → 2
Ultra-Juggernaut mini juggernaut ball now deals +2 Fortified damage
Ultra-Juggernaut mini juggernaut ball pierce decreased 100 → 50
35.0
“
As an already highly niche tower, adding a little more niche than 'just ceramics' by helping Ultra-Juggernaut with a small amount of endgame DDT AoE. [...]
Ultra Juggernaut main projectile now deals +20 bonus damage to lead
43.0
“
While we have been working to increase this niche with many new maps, Juggernaut’s functions sub-optimally for the majority of current maps in the game as the knockback doesn’t scale well without good rebound opportunities; to help with this we’re increasing their knockback force slightly with even more emphasis on the less-favored crosspath. [...]
”
~ Ninja Kiwi, referring to Juggernaut
Ultra-Juggernaut main projectile knockback duration increased from 0.1s to 0.15s, due to the Juggernaut buffs
5-0-2 Ultra-Juggernaut main projectile knockback speed quantity to heavy targets increased from 1.5x to 2.25x, due to the Juggernaut buffs
5-0-2 Ultra-Juggernaut main projectile knockback speed quantity to light targets increased from 3x to 4.5x, due to the Juggernaut buffs
44.0
“
Spike-o-pult’s piercing power in the extreme conditions is too cost effective compared to the Juggernaut so we’re tweaking these slightly to keep Juggernaut as a proper upgrade in Races. [...]
”
~ Ninja Kiwi
Ultra-Juggernaut main juggernaut pierce increased from 200 to 210. Does not affect Ultra-Juggernaut's mini-juggernauts (50).
Bug Fixes and General Changes[]
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34.0
Description now partially changed from "Gigantic spiked ball splits twice into 6 Juggernaut balls for even more destructive power. to ""Gigantic spiked ball splits twice into 6 Juggernaut balls for even more destructive power against Ceramic and Fortified Bloons."
38.0
Description changed from "Gigantic spiked ball splits twice into 6 Juggernaut balls for even more destructive power against Ceramic and Fortified Bloons." to "Gigantic spiked ball splits twice into 6 Juggernaut balls for even more destructive power against Ceramic, Fortified and Lead Bloons."
Gallery[]
An Ultra-Juggernaut attacking a Round 76 rush.
In-game model
Ultra-Juggernaut with a ricocheted ultra-juggernaut projectile
Large juggernaut splitting into 12 juggernauts
Large juggernaut splitting into 6 juggernauts, while sustaining itself
Large juggernaut immediately splitting into 12 juggernauts
Large juggernaut immediately splitting into 6 juggernauts, while sustaining itself
Ultra-Juggernaut doing 5 damage to Rainbows
Ultra-Juggernaut doing 13 damage to Ceramics
An example of Ultra-Juggernaut projectiles bursting and bouncing against obstacles
Ultra-Juggernaut balls bouncing between tightly packed obstacles
Clusters of Ultra-Juggernaut balls rolling around the scene
Since the ball is now centered on the catapult, Ultra-Juggernaut actually changes the position that the projectile is shot from, relative to the tower, by a slight amount. This can improve the accuracy of the tower if it was placed in a position that causes a regular Juggernaut to accidentally fire straight into an obstacle.
This is the only Tier 5 upgrade that does not change its Monkey in comparison to the regular one.
It is one of the two Tier 5 upgrades where the monkey wears no clothes at all, including no headgear, the other being Super Brittle.
Ultra-Juggernaut has the first-lowest XP requirements for the Tier 5 upgrade alone.
With maxed True Sun God support scrifices, it can become one of 6 Tier 5 upgrades that cost less than 10k. The other towers who have a Tier 5 upgrade that costs less than 10k under max support sacrifices are Monkeyopolis (whose cost is already less then 10k), Super Maelstrom, Elite Defender, Elite Sniper, and Glue Storm.