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Huge Bloon traps can trap some of the largest Bloons in them...
~ In-game description

XXXL Trap (commonly simpified to Big Trap or Triple XL Trap) is the 5th upgrade of Path 3 for the Engineer Monkey in Bloons TD 6. It replaces the old Bloon Trap with a much larger gray XXXL trap that can eliminate many more bloons (10,000 RBE for it to expire, even if a regular or MOAB-Class bloon would make the trap surpass that value, it will still be eliminated) including MOAB-class bloons (excluding BADs), provided the Engineer could see them at the time of deployment. Like normal Bloon Traps, it grants a +100% pop income bonus after getting full and expiring. These XXXL Traps can continuously stack stockpiles quite quickly, at a minimum of 2.8s. It may occasionally slow down after several consecutive deployments but will come back after around 12 seconds, or 7.2s with 2-0-5.

It costs $45,900 on Easy, $54,000 on Medium, $58,320 on Hard, and $64,800 on Impoppable.



XXXL Trap replaces the old Bloon Trap with a much larger black trap capable of absorbing MOAB class bloons; the trap has a blue light emanating from its top. Additionally, the Engineer dons a completely yellow suit, red nail guns, and a light grey backpack with a yellow flag that resembles the one found on the Monkey Wall Street.


XXXL Trap functions very similarly to its preceding upgrade, with two major distinctions: its trap RBE is significantly increased, to 10,000, and two, it is able to absorb MOABs, up to ZOMGs.

It receives the same crosspath benefits as Bloon Trap does.

Targeting Priorities[]

XXXL Trap's main attack targets bloons using the standard targeting priorities. Its main attack shoots straight movement projectiles.

  • 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.

Deployed XXXL Traps are initially set on Close and placed on the track. Such traps can be adjusted to be placed anywhere within valid range of the Engineer by using Selectable Target, if and only if the Engineer has Larger Service Area. If the location becomes invalid and the trap becomes out of range, targeting of the trap is set again on Close on nearby track, the trap will disappear after the trap cooldown passes, autocollect itself, and another trap is produced on a new location based on the reticle of the manual deployment option.


Updated as of Version 32.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
Purchase Sell
Costs Easy Medium Hard Impoppable Easy Medium Hard Impoppable
Upgrade (X-X-5) $45,900 $54,000 $58,320 $64,800 -
Total (0-0-5) $50,205 $59,070 $63,790 $70,885 $35,144 $41,349 $44,653 $49,620
Crosspath (1-0-5) $50,630 $59,570 $64,330 $71,485 $35,441 $41,699 $45,031 $50,040
Crosspath (2-0-5) $50,970 $59,970 $64,760 $71,965 $35,679 $41,979 $45,332 $50,376
Crosspath (0-1-5) $50,415 $59,320 $64,060 $71,185 $35,291 $41,524 $44,842 $49,830
Crosspath (0-2-5) $50,710 $59,670 $64,440 $71,605 $35,497 $41,769 $45,108 $50,124

This upgrade's prices (or included crosspath's prices) are affected by the following MK: BetterSellDealsIcon.png Better Sell Deals



The XXXL Trap is capable of absorbing large amounts of bloons, including blimps. However, it requires support, as blimps may easily slip past the trap when the trap is full and in need to be collected. Backup defenses and slows such as MOAB Glue or Bloon Sabotage are very useful in conjunction with XXXL Trap. Attack speed buffs such as Overclock and Jungle Drums are greatly appreciated too.

In most games, XXXL Trap can easily profit exceptionally well, especially while paired with Rubber to Gold and/or Monkey Town. With sufficient support, it can both profit a lot and deal a lot of overall damage. On C.H.I.M.P.S Mode, where bonus income is banned, XXXL Trap serves as a support DPS role mostly as an exit protection role, although it also performs well as a frontline support DPS role.


  • One whole ZOMG can be trapped into the trap and immediately overflow the trap.
  • It is required to have support for bloons that sneak past the trap.
  • The trap will remain on the track if the Engineer is removed. But a new XXXL Trap Engineer cannot create a new trap unless the existing trap has been filled up and collected.
  • On longer maps, XXXL Trap can beat rounds 94, 96, and 98 on its own.
  • Similar to Pirate Lord + Rubber to Gold, it is worth pairing an XXXL Trap Engineer with Rubber to Gold set on Strong. Rubber to Gold can be used to increase the value of a MOAB-class bloon to become worth +200% income rather than just the outer layer, paired with the +100% bonus from the trap, The XXXL Trap will provide +300% income for any goldenified blimps trapped inside.
  • It is very effective late game, because it can easily profit very quickly from the masses of blimps that run into it.
  • XXXL Trap is more effective than Obyn's Wall of Trees, primarily because it can still trap MOAB-class bloons even if the remaining HP of the trap is less than the HP of incoming MOAB-class bloons.
  • Starting from Version 26.0 with the removed fixed minimum cooldown, 2-0-5 is the better crosspath for XXXL Trap, as this allows it to produce traps much faster, for every 1.2s minimum instead of 2.0s. Version 29.0's and 30.0's smart trap placements via 0-1-5 is also handy if needing to switch locations for newly placed traps.
  • Ensure teammates have alternative money generation available if planning to deploy early on the track in multiplayer. XXXL Traps replace normal per-pop income generation, giving money only to the successful trapper.
  • Adding Overclock to the XXXL Trap allows it to apply much faster instakills of blimps.
  • XXXL Traps also have great use in antistalling R81-99 in Ranked bosses, It can even generate a big amount of extra income if combined with the aforementioned Monkey Town and Rubber to Gold. This way, each trap will give a lot of extra income income. However, one should put it in a spot which doesn't halt pop farming for Paragon sacrifices, yet successfully antistalls the round with no penalties given.

Version History[]

XXXL Trap received some bug fixes and and also received some awkward interactions with Bloon Trap reworks. Starting from Version 25.0, it received a sizeable price buff to make it more viable outside of normal games.

  • Nerf [Bug fix] XXXL Trap can no longer give unexpected +$20,000 when reloading a save with a full XXXL Trap active.
Bloon Trap can now be used more effectively
~ Ninja Kiwi, referring to the Bloon Trap rework, but at the cost of slightly affecting the XXXL Trap
  • Nerf XXXL Trap cooldown is now increased from 2.8s to 3.33s. With 2-0-5, the cooldown returns at 2.8s.
[...] Finally last update we allowed Bloontrap to be set multiple times per round, and we wanted to stay on the side of caution with a long cooldown, but after seeing it in the wild we are happy to make this cooldown faster.
~ Ninja Kiwi, referring to a Bloon Trap buff
  • Buff XXXL Trap cooldown is now always 2.8s, because of buffs to the base Bloon Trap cooldown.
Engineer XXL [sic] trap is extremely powerful but too expensive for backline dps and we'd like to see it more viable for frontline engineer builds
~ Ninja Kiwi
  • Buff XXXL Trap cost decreased ($60,000 → $54,000).
[...] For the sake of further improved crosspath potential, we have also re-envisioned the 'Larger Service' crosspath as giving smarter service as well in the form for targeting for Bloontrap & Cleansing Foam
~ Ninja Kiwi, referring to Larger Service Area crosspathing
  • Buff XXXL Trap with Larger Service Area now gains special targeting for the traps. Special targeting allows for placement anywhere within direct range.
To add a bit of quality of life solving problems with trap needing to fill once before moving to target location, Bloontraps placed off-track never being able to fill, and maybe even to just add some interesting micro, any Bloontraps will now become expired after a short delay when their Engineer has a new target set.
~ Ninja Kiwi
  • Buff 0-1-5 XXXL Trap now refreshes upon pressing a new location; picking new target expires current trap and places new one. Still abides the cooldown rule for traps.


When a trap is placed:

When a trap opens up, trapping a bloon:

When a trap closes, upon not detecting more bloons:

When a trap is collected:


Official artwork[]


  • Prior to Version 13.0, the old description claimed it could trap "even the largest of Bloons", it cannot trap BADs. The description was changed to the current description since then.
    • ISAB had completed up to Round 100 with One Engineer Only with 0-2-0 Village allowed, dying to the lack of BAD popping power from Sentry Champion and the inability to trap BADs with XXXL Trap.
      • As of the 3rd of October, ISAB has successfully completed Round 100 with this set up. He used a combination of Sentry Champion to pop the BAD layer, and three deployed XXXL Traps to clean up the DDTs and ZOMGs. Deploying one camo-detecting XXXL Trap (from Radar Scanner nearby the Engineer) at the end of the track prior to Sentry Champion attacks on the BAD was necessary for catching DDTs before the ZOMGs arrived.
  • The blimp-trapping concept of XXXL Trap was likely inspired from a bug that was later patched in BMC Mobile where the Bloon Trap was able to trap DDTs.
  • The cash generated by the trap is also counted in the pop count of the Engineer.
  • XXXL Trap is currently the only upgrade in BTD6 and possibly the only one in the entire Bloons TD franchise that starts with the letter X.
  • If upgrading a Bloon Trap to an XXXL Trap, the old Bloon Trap is immediately collected at the (non-profiting) autocollection amount.
  • There was once a glitch on Version 12.0 where XXXL Trap would give +$20,000 when reloading a save with a full XXXL Trap active. This even worked on C.H.I.M.P.S Mode. As a result, players could utilize this glitch to afford expensive towers such as Flying Fortress, Ultraboost, and Super Mines in a game of C.H.I.M.P.S Mode before beating Round 100. This was patched as of Version 13.0.
    • Interestingly, the 2TC combo 2-0-5 XXXL Trap + 0-2-5 Flying Fortress was done on Cubism only a few minutes before Version 13.0 was released.
    • The exact trap collection amount, $20,000, is most likely based on the value of the manually collected full XXXL Trap when not taking into account income-per-bloon penalties on later round. Only manually collecting the trap caused that glitch. Strangely, this glitch sometimes did not occur without reloading the game.[1]
  • The icon for XXXL Trap looks like a regular Bloon Trap sucking up what appears to be a cross between a DDT and Vortex: Deadly Master of Air. However, the blue colouring on the blimp could just be a blue glow coming from the Bloon Trap.
    • The glow for the actual XXXL Trap in-game is green instead of blue, and the trap's color is grey instead of blue.
  • Some players refer to XXXL Trap as "Big Trap" because of how much easier it is to remember and speak out the latter name.
  • In the order of all main series upgrade names, XXXL Trap is the final upgrade in alphabetic order, including in BTD6 and every other main series game.
  • Unlike most on-track projectiles, the XXXL Trap projectile is actually a 3D model, as revealed by hacking. Same applies to the regular Bloon Trap projectile.

Cultural references[]

  • The design of the XXXL Trap Engineer, specifically his jumpsuit design and coloring, resembles that of Vector from the franchise Despicable Me.
  • The design of the Trap resembles the Ghost/Muon Trap in used by the Ghostbusters in the Ghostbusters movies.