Overview
Ever thought about random ideas for possible BTD updates/sequels?Welp, here is a random group of my ideas and what/how they could be implemented without being too out-of-place in a BTD gameWarning #1: Not a guideWarning #2: The pictures all stink as I had to make all of them using a mousepad and MS paint in about 5 minutes each… better pictures will eventually be made and added but until now these will have to do
Section #1: Bloons:
This section covers bloons, bloon abilities, MOAB-class bloons and even bloons that could count as ‘bosses’, including their abilities, stats, layers and more
Basic Bloon Types:
In this section there will be a collection of basic bloons. No MOAB-type bloons nor any non-bloon exclusive abilities (like camo and regen in-game already) will be here.
Purple Bloon
Overview:
The purple bloon would be a fairly large bloon, slightly bigger than a pink bloon. It has no particular special qualities outside of it’s speed and it takes 1 damage to pop like most other non-MOAB bloons. It is the fastest bloon in the game, being faster than even a pink bloon or the DDT. It does not come from any other bloon, like lead bloons.
Parent of: Pink Bloon
Child of: F.E.A.R.
Layer health: 1
Speed: Extremely High
Abilities: Extremely fast speed, regenerates health and shields* faster if regen/shield* bloon by 2.5x speed.
Appearences: Would appear around wave 25, though in smaller clusters of 3-5 at first. Could appear later as swarms of shield* or regen bloons which would be hard to pop without high and constant damage due to the increased regeneration abilities.
Amber Bloon
Overview:
The amber bloon is one of the only non-MOAB bloons based around defense. It is mainly orange with a centre gets more and more transparent as you get closer to the centre, revealing the bloons inside. They have high health but slow movement, making them essentially a tankier counterpart to a ceramic bloon. They can contain any bloons except MOAB-class ones, even taking on their abilities like camo and regen if they have them.
Parent of: Red, Blue, Green, Yellow, Pink, Purple*, White, Black, Zebra, Rainbow, Ceramic
Child of: F.E.A.R., V.A.M.P.
Layer health: 16
Speed: Slow
Abilities: High health layer, can pop into almost any bloon, depending on what ones are inside.
Appearences: Could appear first earlier on in the game, perhaps a few around waves like 15-18, containing bloons up to green. Could contain ceramics in later waves to make them tankier and therefore harder to pop fully, making them more threatening.
Coconut Bloon
Overview:
A brown coconut-like bloon with slow speed and high health. It contains a large cluster of white bloons inside it’s protective shell. It moves at the speed of a BFB, though often come clustered and have a higher total health than ceramics.
Parent of: White (x5)
Child of: None
Layer health: 25
Speed: Very Slow
Abilities: Very high layer health
Appearences: Would appear alone on 1 wave, appears in large waves and clusters in later waves.
Bomb Bloon
Overview:
The bomb bloon is a dangerous one due to it’s unusual abilities. Upon it’s defeat it will pop into 3 black bloons, but it will also explode, stunning nearby towers for 3 seconds. It moves around the speed of a green bloon, making it faster than MOABs but slower than ceramics.
Parent of: Black Bloon (x3)
Child of: None
Layer health: 1
Speed: Average
Abilities: Explode-on-pop, parent of bomb-proof bloons
Appearences: Would appear alone early on, though would start appearing in large numbers with MOABs later to try and stun-lock towers.
MOAB-Class Bloon Types:
Any bloons beyond this point will be MOAB-class bloons. This means they are large, hard to pop and generally an instant game over if they escape.
S.M.O.A.B.
Overview:
The name of this MOAB literally means ‘Speedy MOAB’. This is because, unlike a regular MOAB, these bloons travel very fast and can reach the end very quickly against unready players. Other than the speed and appearence they are identical to MOABs, taking about a hundred hits before popping into 4 ceramics.
Parent of: Ceramics (x4)
Child of: None
Layer health: 200
Speed: Fast (Between a yellow and a pink)
Abilities: Fast and resilient, pops into multiple bloons on destruction
Appearences: Could appear on waves past 50 as a harder to counter MOAB alternative, giving players more of a challenge when they have stronger defences. They could appear in rushes for an added bit of difficulty.
Mini-M.O.A.B.
Overview:
The M.M. first appeared in Bloons Super Monkey 2 as a mini-boss. This concept could easily be used as a base for a mini-boss-like MOAB that is faster but less resistant than other MOABs. However I’ve also taken a simple base from BSM2 where, upon it’s defeat, it spawns a multitude of various bloons that get stronger depending on the wave.
Parent of: Red, Blue, Green, Yellow, Pink, White, Black, Zebra, Rainbow, Ceramic (A total of up to 12 can be released from 1 Mini-MOAB.
Child of: F.E.A.R., M.L.Z.
Layer health: 50
Speed: Slow-ish (Between blue and green)
Abilities: Somewhat fast and somewhat defensive, explodes into a multitude of different bloons upon defeat.
Appearences: Could appear around wave 30, popping into a sea of reds and blues upon defeat. As it appears more it could release stronger bloons upon defeat, and more of them too. Eventually becoming 12 ceramics during freeplay (wave 86+)
L.S.C.B.
Overview:
L.S.C.B. stands for the ‘large sabotage camoflage blimp’, which gives away it’s main ability: camoflage. This bloon is perminently camoflaged and it cannot be removed through any methods (cleansing foam, submarines, etc.) and so monkey radar monkey villages may be necessary to effectively combat them.
Parent of: Lead and ceramics (2 of each, all 4 are camoflage)
Child of: None
Layer health: 450
Speed: Slow
Abilities: Perminently camoflaged, high health, bursts into 4 camo bloons (2 ceramic, 2 lead).
Appearences: Could appear around wave 70 as a somewhat fustrating obstacle. They would probably start out in pairs or alone but eventually end up in groups like most other MOAB class bloons in later waves. Without x-2 monkey villages these bloons can become a serious problem very quickly, especially if grouped.
H.C.F.B.
Overview:
The Heavy Ceramic-Filled Bloon is a high-healthed MOAB-class bloon with no particularly special qualities. It moves at the speed of a ZOMG and has about as much health (slightly more actually) than a BFB. The main ability they have is to pop into swarms of regen ceramics upon their defeat rather than into smaller MOAB-class bloons.
Parent of: Ceramics (Regen, x8)
Child of: None
Layer health: 1,000
Speed: Very slow
Abilities: High health, pops into lots of regen ceramics upon defeat.
Appearences: It could appear in waves near to when the BFB first spawns due to it’s similar health and abilities having a similar difficulty to them. They would appear more clustered in later waves and could be capable of sending swarms of ceramics at the player if destroyed in unison. They are often spawned so close together they overlap after wave 90.
V.A.M.P.
Overview:
The ‘Varying-Ability-MOAB-Punisher’ does not punish other MOABs like the name could imply to some people, instead choosing to punish the monkeys by having various different possible abilities when it spawns. The middle of it’s body is hollow and whatever bloon is shown inside of it will affect the abilities of this bloon:
Parent of: Whatever bloon is inside of it* and 6 leads.
Child of: None
Layer health: 750*
Speed: Slow*
Abilities: Various*
*Vary depending on bloons inside:
-Pink bloon – Has only 650 health but has a speed that is almost the same as a pink bloon
-Ceramic bloon – Standard bloon, has the stats shown above
-Lead bloon – Becomes even slower but gains lead properties, making it immune to certain damage sources
-Black/White/Zebra bloon – Gain the properties of said bloons, no stat changes however
-Rainbow bloon – Has 800 health, is slightly faster than normal
-Amber bloon – Has 1000 health but is slower than normal
–Camoflage bloons – Becomes camo bloon
–Regen bloons – Regenerates 5% of it’s health per second
–Shield* bloons – Gains a powerful shield that regenerates after 10 seconds of its destruction. Slower than it would normally be, even counting the bloons inside
Appearences: Would appear late-game, possibly around wave 65 as a major hazard for players to face. Would start out as the normal ceramic variant but would use the other variants later, even becoming a regen, camo, shielded* rainbow bloon around wave 100
M.L.Z.
The Massive Lead Zeppelin (MLZ) is a slow but ultimately threatening bloon to deal with. It’s main gimmick is, simply, that it is a massive lead bloon with massive amounts of HP, usually needing x-3 monkey villages, 3-x super monkeys or 4-x sniper monkeys to stand much of a chance of beating it without it strolling past most of your defences. Also, as it gets damaged, it will spawn leads that can occasionally have abilities like camo, regen, shield or even at times amber coatings which all become more common and able to stack at later waves.
Parent of: 2 Mini-MOABs and 12 leads with varying abilities, also releases leads with varying abilities as it takes damage.
Child of: None
Layer health: 5,000
Speed: Ever-so-slightly faster than the C.A.A.Z., though the difference is only really noteworthy when they are side-by-side.
Abilities: Lead, lots of health, releases leads as it gets damaged that can have abilities
Appearences: Possibly around wave 70 for it’s first appearence, then appears occasionally in later waves, sometimes in groups.
Extra Notes:
-The blimp’s name is derived from two things, the band Lead Zeppelin as well as the term ‘MLG’, which in turn also derived from something else
Alien Bloon
Overview: Based off of an idea by Enginope
UFO: A rare, silver-coloured bloon based off of a UFO. It has high health, slightly higher than a BFB, though moving at a the speed of a MOAB/Red bloon. It will occasionally stop, releasing swarms of smaller, light-green bloons (which also come under this heading since they are not normal greens. The UFO will explode upon it’s defeat, only popping into ~8 light green ones which will all instantly be burning.
Aliens: These light green bloons will move at the speed of yellows, though have a lot more health and pop into greens. The UFO will release lots of them very often to try and overwhelm the player.
Parent of: Alien Bloon (Spawns them) (~8 burning upon UFO’s defeat)
Child of: Mothership (Aliens)
Layer health: 1,500 (UFO), 15 (Aliens)
Speed: Slow (UFO), Fast (Aliens)
Abilities: UFO can spawn bloons, has high health and is the 2nd fastest MOAB. Aliens are spawned in clusters, are fast and also have fairly high health.
Appearences: Appears rarely on certain maps after wave 60. They will replace BFBs at random on maps like Roswell and other desert-based maps but also ocean-based ones as well. Very unlikely for them to show up elsewhere.
‘Boss’ Bloons:
Though not the same as Vortex and those boss bloons these bloons are still incredibly powerful to the point where they would actually have special spawn conditions.
One way it could work is, after the completion of a map’s hard or impoppable mode, there are now chances of bosses spawning during late-game waves. They could be selected or if not specifically chosen by the player randomised as to what one appears by simply activating bosses and not picking a particular one. Of course, however, they could be spawned in on sandbox like normal bloons (as they, in theory, are normal bloons) as well as appear on easy if selected.
Of course there would be medals and achievements for beating them, perhaps just milestones of how many maps they’ve been beaten on and medals underneath the easy-normal-hard-impoppable ones to show which ones have been beaten on said maps.
C.A.A.Z.
Overview:
The name, though almost sounding like ‘cats’, actually stands for the ‘Colossal Armoured Apocalyptic Zeppelin’ which may seem like overkill for a bloons’ name but considering this thing’s abilities it is somewhat fitting. It is a colossal bloon with gargantuant amounts of health that pops into 4 ZOMGs upon it’s destruction. It is, however, unbelieveably slow.
Parent of: ZOMG
Child of: None
Layer health: 50,000
Speed: Slowest bloon ever.
Abilities: Only takes 750 damage from things like the MOAB assassin, immune to any forms of OHKOes like the submarine’s ability and the pirate ship’s ability, Colossal amounts of health, pops into ZOMGs
Appearences: Would appear alone on wave 100, working as a type of ‘boss’ bloon like the MOAB, BFB and ZOMGs do now on their respective first waves. It’s health is more than enough for it to make it around halfway across a map and usually past someone’s main defences, allowing 4 full-healthed ZOMGs to escape most of the defences once it pops. It’s appearence is signalled by the sudden thunderstorm and the screen darkening, though this lasts until the player loses rather than for as long as this bloon is alive. They would appear every few waves, often alongside other bloons like VAMPs, BFBs and ZOMGs to make them even harder to deal with effectively.
F.E.A.R.
The Ferocious, Enormous Air Raider (F.E.A.R.) is another bloon with significant differences when compared to most other bloons, sharing similarities with Bloonarius with inflation abilities. As it progresses across the map it will stop and proceed to fire out 2 massive jets of bloons side-by-side, each moving at 2x the normal speed. It can fire out any bloons from reds to Mini-MOABs with the most common choises depending on the wave.
It first appears at wave 64, repacing the whole wave. At this point it will fire out bloons in their health order, starting from leads, going lead, zebra, rainbow, ceramic, amber lead, amber zebra, amber rainbow, amber ceramic and then finally Mini-MOABs if it lasts long enough. At later waves, like 100, it will fire out powerful bloons like shielded camo regrow amber ceramics or rushes of two-by-two Mini-MOABs to overwhelm the player. It appears first at wave 64 and then every 10th wave from 70.
Parent of: 10 of the last bloon it fired out (each at normal speed) upon defeat.
-Can fire out: Pink, Purple, Zebra, Lead, Rainbow, Ceramic, Amber, Mini-MOAB (All can have regen, shields and/or camo when released) (All will be released 2 at a time, each at 2x speed)
Child of: None
Layer health: [Wave no.] x1,000
Speed: Very, Very Slow
Abilities: Can spawn rapid rushes of sped-up bloons as it travels, cannot be OHKOed by any means, high health that scales with waves.
Appearences: Would first appear at wave 64, the second last wave of medium difficulty, then every 10th wave from 70 (AKA: 64, 70, 80, 90, 100, etc.)
Extra Notes:
-The bloons, when sent out in pairs, will stay on opposite sides of the road from eachother instead of overlapping. Say, for example, it shot out 2 leads, 1 would stay to the left of the road as it travelled while the other would stay on the right. This means that, on tracks with lots of twists and turns, that one of the bloons will quickly get ahead of the other and throw off the timing greatly.
-Other than the actual boss bloons this is the only bloon with stacking health
-On very late-game waves, like 110+, the purples can become almost too fast to handle due to their base speed stacking with both the 2x bonus from being fired out of the bloon and the speed boost given to the bloons on those waves. Regen and shields will also be given to them most likely, making them even harder to stop.
Alien Mothership
Overview:
A large, black version of the UFO covered in flashing lights and having a size comparable to a ZOMG, though round. They are joint for the slowest bloon ever with the C.A.A.Z.. They can either directly spawn or trigger the spawning of UFO and alien bloons as long as it’s alive. They will replace whole waves, each appearence giving them slight buffs to make them harder every fight.
It even has a special defeat: Once down to 0 health it will explode violently and essentially become a ‘ground zero’, dealing 350 damage to all nearby bloons and therefore getting rid of alien bloons and dealing heavy damage to the UFOs.
Parent of: UFO, alien (Spawns both)
Child of: None
Layer health: 32,500 (+500 for every wave past it’s first appearence)
Speed: Pathetically slow (Same as C.A.A.Z.)
Abilities: Spawns in aliens and occasionally UFOs, triggers the spawning of UFOs, replaces whole waves, massive health that stacks up after every apperence, becomes a 1-use ‘ground zero’ upon destruction.
Bloon Abilities:
These are abilities that are not exclusive to a particular type of bloon, like leads being immune to sharp things and black bloons immune to bombs, but instead abilities that can be added and applied to all of them, like regen and camo are in BTD5.
Shield Bloons
The ability of shield bloons is a very simple one: They are given a shield around them to absorb damage from attacks. The shields are the same colours as the bloons and can only absorb so much damage before fading and allowing the bloon itself to be attacked. The main unique thing for this ability though is it’s versatility: It stacks with camo, allowing the shield to remain unetected by certain towers like the bloon itself, it stacks with regen, allowing the shield to regenerate damage somewhat quickly, though the regen speed can be out-damaged with enough DPS. Finally, shields can even be applied to MOAB-class bloons, unlike regen and camo, making them an even larger threat.
Shields, however, are not passed down by the parent to the child bloons, even if they are regen ones, as the shield must be completely destroyed for the bloon to be popped*
*and even if there were abilities to bypass shields upon the main bloon’s destruction the shield would vanish anyways
Swift Bloons
Swift Bloons, like the name suggests, are fast versions of normal bloons. They have a similar pattern to the S.M.O.A.B., having a ‘good year’-like logo on them to distinguish them. Their main ability of speed is a 2x speed boost to what the normal bloon would have, making them harder to hit and therefore harder to stop as well as finding it easier to rush you.
This ability can be given to Mini-MOABs, Ceramics, Rainbows, Zebras, Leads, Blacks, Whites, Purples, Pinks, Yellows, Greens, Blues and Reds but not any sort of MOAB-class bloons (outside of the previously mentioned Mini-MOAB) or Amber bloons (though the bloons inside of them can have it when they are released) as well as stacking with other abilities (Imagine a rush of camo, regen, shielded, amber-coated ceramics)
Ice towers, Glue gunners and 3/4-x wizards are good at dealing with them as the ice will stop them, temporarily rendering their abilities useless, Glue can slow them and at 4-x obliterate anything up to the previously mentioned ceramic rush of last paragraph and the wizards can push them back and give your towers more time to deal with them. Bloonchippers can also work but do not do too well against rushes of them.
Section #2: Towers:
Now we get to towers, as well as any modifications to existing towers which may be necessary for these new ideas to exist by themselves
Pineapple Dispenser
A sort of ‘brother’ to the spike factory, the pineapple dispenser would produce pineapples that explode after a few seconds. The upgrades to this tower would be similar to the upgrades for the spike factory, due to their similarities.
Cost: $500 (Due to it being somewhat powerful and producing infnite pineapples, while also being somewhat unreliable due to the randomness of the pineapple placement.
Upgrade Paths:
Left:
1. Larger Explosions – $450
Makes the pineapple’s explosions slightly larger
-150% of normal pineapple explosion radius
2. Powerful Pineapples – £800
Pineapples pop through 2 layers of bloon each
-Means that pineapples can destroy blues instantly, or pop a rainbow into 2 blacks and 2 whites, ignoring the zebra layer
3. Fragile Pineapples – $650
Pineapples explode upon being placed, rather than being on a timer
-Pineapple explosions are slightly more predictable and instantaneous, rather than having a timer that can be hard to work with
4. Bloon Mine – $3,750
Pineapples will remain on the ground until a bloon makes contact with them
-Can make colossal traps fairly quickly for if any bloons make it past, also a lot cheaper than a 3-x or 4-x spike factory
Right:
1. Faster Production – $650
Produces pineapples slightly faster
-Pineapples are made every 0.75 seconds instead of every second
2. Super Fast Production – $700
Produces pineapples even faster
-Pineapples are made every 0.5 seconds instead of every 0.75 seconds
3. Vicious Explosions – $850
Pineapple explosions have an even larger explosion radius
-200% of explosion radius, or 250% with the 1st left-side upgrade
4. Pineapple Bombardment – $5,000 [Activated ability]
Bombards the whole track with pineapples when used. 30 second cooldown.
-Best used alongside the 2nd left-side upgrade for double damage, and therefore making it more effective
Positives:
-Cheaper than the spike factory
-Can pop leads
-High damage output, especially with 3-2 and 4-2
-Can create large, deadly traps
Negatives:
-Less effective overall than the spike factory
-No answer to blacks or zebras (unless 2-x pops a rainbow, but even that still leaves black bloons)
-Timers make the pineapples somewhat unpredictable and unreliable without the 4-x upgrades
Flamethrower Monkey
A tower with a short-ranged but high-damage flamethrower, capable of dealing massive damage to nearby bloons when upgraded. Also one of the few towers able to pop leads straight from 0-0
Cost: $800 (High-damage with devastating upgrades)
Upgrade Paths:
Left:
1. Stronger Flames – $800
Pops through bloons faster
-Takes 0.33 seconds to pop bloon layers instead of 0.5
2. Enhanced Reaction – $2000
The chemicals used for the fire are replaced by much more reactive ones, increasing the strength of the flames. Can melt through bloons even faster.
-Takes 0.1 seconds to pop a bloon layer instead of 0.33
3. Inferno – $4,000
The flamethrower’s fire becomes even more intense, being able to pop through 2 bloon layers at a time and deal extra damage to ceramics.
-Pops 2 layers at a time as well as deaing 1.5x damage to ceramic bloons
4. MOAB Melter – $6,500
Does increased damage to all MOAB-class boons
-2x damage to MOAB-class bloons
Right:
1. Long-Ranged Fire – $500
Increased Range
-250% normal range
2. Highly Reactive – $650
The fire from the flamethrower will set bloons alight, popping them every second
-Sets bloons alight for 5 seconds, allowing the fire to pop up to a pink single-handedly as well as nullify regen bloons almost entirely
3. Fast-Spreading Flames – $2,400
Flamethrower hits bloons close to it’s target as well as any burning bloons passing the fire onto bloons that make contact
-Bloons near to the target will recieve 50% of the target’s damage as well. Bloons set alight by the flamethrower can also pass the fire onto other nearby bloons for the whole 5 seconds, keeping bloon clusters perminently alight
4. Fire Whirl – $6,000 [Activated Ability]
Allows the flamethrower to create a fire whirl, dealing high damage to bloons, setting them on fire and sending them back along the track. 45 second cooldown.
-Creates a ‘fire whirl’ around the tower. Any bloons hit by it will take 1.5x flamethrower damage, be set on fire and sent back along the track like how a wind mage’s tornadoes would.
Positives:
-Does colossal damage to individual targets, being able to get rid of a whole ZOMG layer with 4-1 (though not the BFBs inside)
-Decent DoT
-Can deal heavy damage to rushes with x-3
-Ability can hold off ceramic rushes fairly easily
Negatives:
-Overall crowd control is lacking
-Highly expensive
-No answer to camo bloons
-Fairly short-ranged without 0-1, but even then range could still be better
-Needs expensive upgrades to pull it’s weight properly
Blade Shooter
Though the blade shooter has always been some sort of attatchment to the tack shooter, the blade shooter would make an interesting lone-standing tower, with higher popping power but slower firing speed.
Cost: $400 (High-power tower that can deal large damage to most early-game waves, even without upgrades)
Upgrade Paths:
Left:
1. Faster Firing – $200
Makes the blade shooter fire more often
-Fires it’s 8 blades every 1.25 seconds as opposed to every 1.75 seconds
2. Even Faster Firing – $265
Makes the blade shooter fire even faster
-Fires every second as opposed to every 1.25 seconds
3. Bladerangs – $800
Blades travel outwards, then travel back in again for extra popping power
-Blades travel out, then back in again. They also pop an extra 3 bloons each.
4. Blade Defence System – $2,850
Tower has blades coming out of it’s sides to pop close-by bloons as well as having a single blade on-top fired directly at bloons.
-Bloons near to the tower will now be popped an extra 4-5 times due to the tower’s middle segment now being a large blade. The tower also now fires a single blade directly at bloons that can pop up to 10 of them at once
Right:
1. Larger Range – $85
Blade shooter now has increased range
-Blade shooter now has 175% of it’s original range
2. Super-Sharp Blades – $450
Blades from the blade shooter now pop up to 8 bloons each as well as being able to pop leads
-Blades can now pop 8 bloons instead of just 4. The blades, due to their increased sharpness, are now able to slice through leads
3. Vicious Shred – $750
Blades now deal increased damage to bloons, particularly to ceramics and MOAB-class bloons.
-1.5x damage to any bloons from red to rainbow, 2x to ceramics and 2.5x to MOAB-class bloons
4. Blade Maelstrom – $2,850 [Activated Ability]
-The ability is identical to the tack shooter’s current x-4 ability-
Positives:
-High popping power
-Inexpensive outside of the tier 4 upgrades
-Can demolish most early-game waves with correct placement
Negatives:
-No answer to camos
-Fairly short-ranged
Tack shooter changes:
If this tower became independant x-3 and x-4 for the tack shooter would have to be altered.
Right:
3. Smart Tacks – $500
Tacks are given a slight homing effect to make it easier to hit bloons
-Especially good at dealing with lone bloons, allowing 5 or 6 tacks to hit it at a time. Also means less tacks will fail to hit anything at all, increasing effectiveness
4. Tack ejection – $2,000 [Activated Ability]
Tack shooter spews unused tacks out, covering the nearby ground with them. 30 second cooldown.
-Essentially places down 10 piles of road spikes around itself ($300 worth, meaning using this ability 7 times+ saves money)
Spike’o’Pult
For a long time the Spike’o’pult has been a stand-alone tower. However, in BTD5 they made it an addition to the dart monkey. These are my ideas for if it was changed back into a stand-alone tower again.
Cost: $650 (Like in the old games)
Upgrade Paths:
Left:
1. Faster Firing – $250
Increases the tower’s firing speed
-Makes the tower fire every second instead of every 1.5 seconds
2. Larger Projectiles – $450
Fires larger, more destructive spike balls
-Spike balls pop 8 bloons instead of 3 as well as having larger hitboxes
3. Juggernaut – $1,600
Fires colossal spike balls that crush any bloons in their path
-Spike balls pop 12 bloons instead of 8, deal 2.5x damage to ceramics and pop leads
4. Bloon Buster – $5,000
Fires insately large spike balls that flatten bloons and explode upon expiring
-Spike balls pop 15 bloons instead of 12, pop 2 layers at a time and explode upon either going far enough or popping 15 bloons
Right:
1. Long-Range – $200
Increases this tower’s range
-165% of the tower’s original range
2. Mega-Range – $300
Increases the tower’s range even more
-250% of the tower’s original range
3. Triple-Pult – $1,150
Fires 3 spike balls at a time instead of just 1
-The 3 spike balls pop either 9 total bloons without the 2nd-tier left upgrade or up to 24 bloons with the upgrade. Each one also has their own hitbox.
4. Mega-Roller – $4,000 [Activated Ability]
Unleashes a colossal spike ball that rolls down the bloon’s path to the entrance, dealing colossal damage to any bloons hit and stunning them temporarily. 45 second cooldown.
-Sends a giant spike ball down the bloon’s path to the entrance. Normal bloons take 5 damage and are stunned for 3 seconds, ceramics take 8 damage and are stunned for 1.5 seconds and MOAB-class bloons take 20 damage and are stunned for 1 second.
Positives:
-Does high damage to bloons
-Immense popping power
-Amazing ability that can nullify rushes almost entirely
-x-4 can also be good late-game for immobilising MOAB-class bloons
Negatives:
-No answer to camos
-Slower-firing than most other towers
Dart Monkey Changes:
-The dart monkey’s 3-x and 4-x upgrades will need to be changed due to the towers once again being seperated.
Left:
3. Mega Darts – $650
Now throws large darts with high popping power
-Darts pop 2 layers of bloon and pop up to 4 bloons each
4. Explosive Dart – $1,250
Mega darts now explode after expiring
-Darts explode after popping 4 bloons or travelling max distance. With the explosive darts specialist upgrade the explosions are larger and pop 2 layers by themselves, meaning the 4th bloon hit will actually have 4 layers popped
Section #3: Missions:
Invasion!
Overview: Also partially an idea by Enginope
A fairly tricky 18-round map with lots of alien-themed bloons appearing. It will take place on a nighttime version of the Roswell map and only has 4 bloon types: Green, Alien, UFO and the Mothership on 18.
Waves 1-4: Green bloons only. 4 has some small rushes but otherwise these aren’t too worrying
Waves 5-10: Alien and green bloon assortment. Greens are often for rushes or to distract towers while the alien bloons escape
Waves 11-12: Just alien bloons. First few alien rushes as well
Wave 13: First UFO as a mini-boss.
Waves 14-17: UFOs, aliens and occasional green rushes (though they’re very tightly packed)
Wave 18: Mothership boss
Towers: Any
Starting Cash: $500
Starting Lives: 100
Coco-Nutty
Overview:
A whole mission based on the coconut bloons. The only 2 bloons at spawn are whites and coconuts, meaning you will not have to worry about MOABs at all. However, this does lead to the problem of coconut spam being difficult to stop, but that’s the point. The map this mission will be played on will be the sand dunes map (since bengula is a bit harsh). There are 10 rounds in total with a heavy difficulty spike around 7.
Wave 1: 3 isolated whites
Wave 2: Lone coconut
Wave 3: 20 whites
Wave 4: 5 coconuts, a few whites here-and-there
Wave 5: 10 coconut rush
Wave 6: Small coconut rushes with whites inbetween
Wave 7: Coconuts protected by lots of white bloons, making it hard to pop them all in time
Wave 8: White swarms with coconuts inbetween
Wave 9: Several massive coconut rushes
Wave 10: White and coconut rushes constantly with whites constantly coming
Towers: Anything but super monkeys
Starting cash: $850
Starting lives: 150
*Extra note: A single 4-2 glue gunner can win the mission alone if placed well.