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

XXXL Trap (commonly simplified 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, including MOAB-class bloons (excluding BADs and Boss Bloons, but including Rock Bloons), provided the Engineer could see them at the time of deployment.

Each XXXL Trap consumes up to 10,000 RBE, and its capacity can overflow. 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, interally stockpiling every 2.0s (1.2s with 2-0-5), and have a deployment cooldown of 4.6s (2.76s with 2-0-5), with a minimum cooldown equal to the deployment cooldown. Both cooldowns are affected by external buffs and the internal buffs of Faster Engineering, allowing a super-buffed XXXL Trap to perform quick successive trapping with enough time and near-instant trap collections. Deconstruction allows the XXXL Trap to ignore Fortified properties before trapping the affected bloons, including MOAB-class.

This upgrade costs $40,800 on Easy, $48,000 on Medium, $51,840 on Hard, and $57,600 on Impoppable.



Placeholder other

XXXL Trap Engineer with trap

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 from 500 to 10,000 and it gains the ability to consume MOABs, BFBs, DDTs (with camo detection) and ZOMGs.

It receives very similar crosspath benefits as Bloon Trap does. The Faster Engineering upgrade decreases attack cooldown of the trap by a 0.60x multiplier, Larger Service Area allows custom placement of traps, and Deconstruction allows traps to remove Fortified properties from already trapped bloons.

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 43.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
[Module | Data] Purchase Sell
Costs Easy Medium Hard Impoppable Easy Medium Hard Impoppable
Upgrade (X-X-5) $40,800 $48,000 $51,840 $57,600 -
Total (0-0-5) $45,100 $53,070 $57,315 $63,685 $31,570 $37,149 $40,121 $44,580
Crosspath (1-0-5) $45,525 $53,570 $57,855 $64,285 $31,868 $37,499 $40,499 $45,000
Crosspath (2-0-5) $45,865 $53,970 $58,285 $64,765 $32,106 $37,779 $40,800 $45,336
Crosspath (0-1-5) $45,310 $53,320 $57,585 $63,985 $31,717 $37,324 $40,310 $44,790
Crosspath (0-2-5) $45,605 $53,670 $57,965 $64,405 $31,924 $37,569 $40,576 $45,084

This upgrade's prices (or included crosspath's prices) are affected by the following MK: BetterSellDealsIcon 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 needs 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.
  • Support is required 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 (only 1 XXXL Trap can exist per player at any given time)
  • 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 multiple Rubber to Golds. 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 golden blimps trapped inside.
  • Sun Temples with over $4,000 support sacrifices will also boost the income of the XXXL Trap. Because the cash per pop bonus from multiple support temples can stack, multiple can be put in range of the XXXL Trap to further increase income generation for a higher degree Master Builder.
  • 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 capacity of the trap is less than the HP of incoming MOAB-class bloons.
  • Despite 2-0-5's faster trap generation, 0-1-5 is typically the preferred crosspath due to the superior mobility of the trap, as well as trap generation being able to be buffed through other means. 0-2-5 is marginally better than 0-1-5, stripping Fortified properties from trapped blimps, effectively allowing traps to consume less RBE from Fortified blimps.
  • Like Bloon Trap, XXXL Trap shares the normal cash-per-pop with other players in Co-Op. But however, note that this tower will still affect Corvus strategies that depend largely on accumulating Mana from pops.
  • Adding Overclock to the XXXL Trap allows it to apply much faster instakills of blimps.
  • XXXL Traps also have great use in anti-stalling after Round 80 in Ranked Boss Bloon Events. It can even generate a large amount of extra income if combined with the aforementioned Monkey Town, Rubber to Gold, and Support Sun Temples. This way, each trap will give a lot of extra income income, which doubles as building towards a high degree Master Builder faster.
  • Pairing the XXXL Trap with Monkey Wall Street towards the entrance of the map can help greatly ease micro for anti-stalling rounds, as Monkey Wall Street will automatically pick-up the trap. As Boss Bloon Events typically involve using as many Banana Farms as possible, this will help prevent the trap from following your cursor while picking up banana crates.
  • XXXL Trap can absorb Rock Bloons, provided that they do not have support immunity.
  • Note that the 0-2-5 crosspath still adds the full pop count from trapped Fortified bloons; the only difference between 0-1-5 and 0-2-5 is that traps ignore the Fortified property when calculating trap consumption. This is still a net positive when trying to accrue pops for the Master Builder.

Version History[]

Balance Changes[]

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. With the introduction of Ranked Bosses and manual targeting for its trap with 0-1-5, XXXL Trap has become a useful tower to serve a dual purpose of farming and antistalling defense after tier 3, and has become even more important to accumulate pops and income for the Master Builder. V36.0 had reworked the XXXL Trap to actually have noticeable benefits from 2-0-5, alongside nerfing general deployment cooldown and buffing the 0-2-5 crosspath to remove Fortified from trapped bloons.

  • 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.
  • BUFF [undocumented] Bloon Trap and XXXL Trap now ignore Line of Sight for trap placements.
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.
XXXL Trap 205 crosspath hasn’t actually ‘been working’ due to the base attack rate being faster than minimum deployment delay so we have slowed the base rate to make 205 crosspath actually matter. Along with this, since the fortification bonus aspect of x2x hasn’t ever done anything for Bloontraps, 024 will now ignore the fortification of Bloons that it eats
~ Ninja Kiwi
  • BUFF 0-2-5 XXXL Trap's trap RBE consumption now ignores Fortified properties.
  • NERF 0-x-5 XXXL Trap deploy rate reduced from 2.8s → 5.8s
  • NERF 2-0-5 XXXL Trap deploy rate reduced from 2.8s → 3.48s (now actually increases deploy rate by 0.60x)
The 005 crosspath fix in the last update left XXXL Trap slower than previously even if crosspathed to 205, so we are increasing that base 005 slightly to match up the 205 crosspath again so that it isn’t any slower than before.
~ Ninja Kiwi
  • BUFF 0-x-5 XXXL Trap attack cooldown reduced 5.8s → 4.6s
  • BUFF 2-0-5 XXXL Trap attack cooldown reduced 3.48s → 2.76s
[...] Some extra of a makeup buff for XXXL, while the crosspathing rework itself feels nice it ended up nerfing the high-level micro play of this upgrade far more than intended.
~ Ninja Kiwi
  • BUFF XXXL Trap price reduced ($54,000 → $48,000)
[...] Lastly Bloontrap was rather unfairly able to steal all cash in Co-op games; we want to avoid dividing one player's farm earnings between the group entirely, but decided on a compromise here to prevent it from stealing that base amount.
~ Ninja Kiwi
  • Change XXXL Trap now divides the base value of absorbed Bloons between all players when collected, any extra multiplied value is fully granted to the owner of the XXXL Trap.

Bug Fixes and General Changes[]

  • Change Description changed from "Huge Bloon traps can trap even the largest of Bloons in them..." to "Huge Bloon traps can trap some of the largest Bloons in them...".

Extra Notes (Version History)[]


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" even though 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.
  • XXXL Trap is currently the only upgrade in BTD6 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 its 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.