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Alright! First CRT for the new forum; first of several.
==Scaling Revisions==
OKAY, now onto the stuff that actually needs to be discussed.
Currently, the scaling for Bloons Tower Defense’s MOABs (specifically the minimum value via size) really bugs me since they don’t really have a proper value to scale to.
While on break, I calced here for the energy output of Obyn’s Wall of Trees ability, specifically the energy to grow the four trees. The ability can erase up to 3000 RBE or 5000 RBE depending on Obyn’s level before it is “filled” and destroyed. (For clarification, Red Bloon Equivalent is an in-game value that compares Bloons to the Red Bloon, which is the weakest at a value of, obviously, 1. In terms of AP, the Bloons deal damage to the Player relative to their RBE, with one or two exceptions for special Bloons.)
The reason I bring this up is because, even though the ability functionally works more as Existence Erasure than AP due to its description, the BFB falls in the middle of these two values in BTD6 at 3214, meaning Wall of Trees needs to be nearly empty to destroy a BFB. Therefore, I think the BFB should scale to this value (City Block level) as it would make sense given its placement with RBE. If you want something more concrete to prove this should scale to the BFB’s AP, Ocean Guardian Obyn’s Kraken variant of the Wall of Trees should be more akin to actual AP as it summons tentacles to kill the Bloons rather than a wall of trees.
Now, that comes to the question then of where the higher MOAB-class Bloons (ZOMG and BAD’s minimum values, as well as DDT’s possibly AP value) should scale. In this scenario, given the lack of other feats to scale them to (ignoring the Island level and Country level feats via comparing to Sun Avatar and Sun Temple respectively), I think they should be scaled to this feat via either RBE or Health.
ZOMG
BAD
The reason I’m not discussing down-scaling the MOAB is because greater Wall level characters that cannot normally solo it are usually capable of doing so after having their range and attack speed boosted. So, it would make sense to leave the MOAB at 9-A, as with the DDT’s normal stats.
Even if this doesn’t get accepted, the MOABs can just be scaled the same way as the rest of the Bloons, which puts them mostly in the same spot.
==Scaling Revisions Part 2: Electric Bloongaloo==
And back to stuff that just needs to be added. Regardless of whether or not the MOAB-class Bloons get upgraded, most of the monkeys are not currently scaling as high as they should be due to an original lack of proper understanding. Because positioning is key and a lot of the maps have drastically different proportions and area affected by placements, some of these scalings might require very specific placements and some might not be as high as they could be. I personally used Monkey Meadow as much as possible for this. The towers that have (via sheer quantity of projectiles) are specifically upgrades whose entire gimmick is throwing lots of projectiles, such as Grandmaster Ninja and Pop and Awe.
So here’s all the adjustments that need to be made. I also put the towers that don’t have profiles yet/won’t get profiles (Monkey Village, most Heroes, etc.) for the sole purpose of having it here and collected.
These are just a bunch of assorted revisions for stuff that needs to be added/fixed.
===Updates===
===BTD5 Tower Skins===
*Dart Monkey
**Knight Armor
**SMFC Leader Snowman
**Zombie Base, Mummy 2nd Upgrade, Frankenstein 1st Path w/ bone/pumpkin catapult, Grim Reaper 2nd Path (scythe)
*Sniper Monkey
**Camouflage Hats (Upgrades 1 and 2)
*Boomerang Monkey
**Tribal Outfits
*Ninja Monkey
**Samurai helmets
*Bomb Shooter
*1st Path tanks
*Mortar Monkey
**Fireworks
*Heli Pilot
**UFOs
===BTD6 Tower Skins===
*Monkey Ace
**Fires bones on halloween
*Bomb Shooter
**All upgrades shoot pumpkins on halloween
===Bloons Skins===
===Monkey Knowledge and the Like===
Now for some abilities from places we’ve sorta started to add but not fully
===BTD5 Specialty Buildings/Premium Upgrades===
===BMC Knowledge Packs===
===Monkey Knowledge===
===Monkey Biology===
So… I think the Monkeys are a bit overdue for some natural resistances. Let’s see what you guys think.
- Monkeys apparently all have the magic power to pull darts from thin air)
*Quincy is also confirmed to occasionally use darts for fun - Monkeys know sign language
*Also confirmed that Entienne’s drones can’t be flown in the rain, for when that profile's made - It’s stated quite a few times through the Q&A that the monkeys are aware of the player and can feel the player interacting with them (they say the interactions tickle)
- Spike Tower needs Preparation (as the entire purpose of Spike Factories is to place them somewhere they can build up spike quantity)
- Monkey Engineer’s Ultraboost should have preparation via stacked charging and needs Higher in speed section while boosted
- Wizard Monkey necromancers require previously collected souls to summon Undead Bloons ([[Preparation]])
- Remove “likely higher” section from Alchemist Monkey as it’s describing statistics amp and not Alchemist Monkey’s AP
- Bloon Skins are canon
- Bloons are conscious
- Bloons series Bloons and Bloons Super Monkey Bloons should probably just be removed since they’re unrelated to the main Bloons chain
- Lead Bloon has resistance to Ice Monkey’s regular ice magic
- DDT’s “laser cannons” should say “Energy Sentries”
- BAD has Resistance to Time Manipulation (Cannot be affected by Time Bomb’s effect nor the Time Stop ability) and Sealing (Cannot be trapped in crystal by the Crystal Gem Apple)
*HP Reducing should be resistance - Clean up keys (Reasons in Scaling Revisions Part 2)
*Pre-Lead | Lead | Zebra & Rainbow | Ceramic | Golden | Miniature M.O.A.B. | M.O.A.B. | B.F.B. | Z.O.M.G. | D.D.T. | B.A.D.
===Updates===
- Dart Monkey, Super Monkey, Wizard Monkey, Sniper Monkey, need extra Non-Physical Interaction removed
*Monkey Buccaneer's Mini Aces needs Enhanced Senses and Non-Physical Interaction
*Remove extra Enhanced Senses from Monkey Ace's plane - Tack Shooter needs Danmaku
*Inferno Ring needs range boost to tens of meters via meteor which explodes on contact - Bomb Shooter
*Really Big Bombs description: Huge bombs blow up Bloons in a large area and allow Frags to pop more Bloons
*Bloon impact: Explosions become so violent Bloons are stunned for a short time when they are hit. Range is increased and frags are even more effective
*Bomb Blitz' ability should have Non-Physical Interaction - Wizard Monkey
*Arcane Spike description: Faster firing magic does huge damage to most Bloon types
*Wizard Lord Phoenix: Glyph Creation and Transformation instead of Fusion
*Prince of Darkness description: Reanimate even more powerful Bloon servants to obliterate the enemy and enhances all other Necromancers (Statistics Amp needed)
*Necromancers can hold up to 500 Bloons in their individual graveyards, Prince of Darkness can hold 3000
**Necromancers also gain strength for every 200 souls in their graveyard - Druid
*Spirit of the Forest description: Grows thorned vines along the path, that deal constant damage plus bonus damage to ceramics, and regenerates lives and money when ability is activated
*Druid of Wrath description: Gains attack speed during the round as long as the Druid is attacking Bloons
*Poplust description: Boosts attack speed and pierce for other Druids in the radius. Can stack up to 5 times on any single Druid. - Super Monkey:
*Dark Knight: Teleportation via Darkshift - Boomerang Monkey
*Glaive Lord: Ricochet leaves fragments in first Bloon hit, slowly slashing it apart with extra damage
*MOAB Domination: Secondary boomerang explodes on contact, applying burn - Ice Monkey
*Embrittlement: Camo Detection and removes camo/regrow from anything it hits
**Description: Detects Camo Bloons and all Bloons hit become brittle, take extra damage while frozen, and lose Camo properties.
*Absolute Zero: Boosts all Ice Monkeys' speed when ability's active - Glue Gunner
*Glue Strike increases damage dealt to glued Bloons - Monkey Buccaneer
*Trade Empire provides damage boost to Merchantmen against Ceramic/MOAB
*Aircraft Carrier planes each gain a homing MOAB Missile
*Monkey Pirates description: Adds 2 cannons to the ship and cannon attacks do more damage. MOAB Takedown ability: harpoons a MOAB class Bloon and brings it down - Monkey Ace
*Ground Zero description: Bomb damage increased significantly. Ground Zero Ability: Drops a huge bomb that destroys most things on screen. - Monkey Engineer
*Cleansing Foam negates resistance via affected DDT
*Ultraboost needs preparation via charge-stacking - Cyber Quincy has Explosion Manip via Cyber Fireworks
- Ezili boosts Undead Bloons
- Bloons
*DDT has resistance to camo removal (shrugs off Mortar Monkey's Shattering Shells normally)
*Remove Silver Ninja Star from Zombie section as it’s not relevant to profile
===BTD5 Tower Skins===
*Dart Monkey
**Knight Armor
**SMFC Leader Snowman
**Zombie Base, Mummy 2nd Upgrade, Frankenstein 1st Path w/ bone/pumpkin catapult, Grim Reaper 2nd Path (scythe)
*Sniper Monkey
**Camouflage Hats (Upgrades 1 and 2)
*Boomerang Monkey
**Tribal Outfits
*Ninja Monkey
**Samurai helmets
*Bomb Shooter
*1st Path tanks
*Mortar Monkey
**Fireworks
*Heli Pilot
**UFOs
===BTD6 Tower Skins===
*Monkey Ace
**Fires bones on halloween
*Bomb Shooter
**All upgrades shoot pumpkins on halloween
===Bloons Skins===
- Bloons
*Hatchet: Supports Type 2 Immo - MOAB
*Pufferfish - BFB
*Pizza - ZOMG
*Watermelon - DDT
*Shark - BAD
*Skeleton: [[Immortality]] (Type 7)
===Monkey Knowledge and the Like===
Now for some abilities from places we’ve sorta started to add but not fully
- Bomb Shooters can pop black and zebra Bloons
- Ice Fortress: Ice Towers freeze white and zebra Bloons
===BTD5 Specialty Buildings/Premium Upgrades===
- Dart Training Facility: Dart Monkeys get explosive darts (Also via Splodey Darts) (Increases to Wall level via popping Leads)
- Boomerang Dojo: Boomerang Monkey throws two Boomerangs at once (Also via Double Ranga)
- Mage Spire: Wizard Monkeys get an extra magic bolt and tornadoes launch smaller tornadoes (Also via Tiny Tornadoes)
- Ice Fortress: Ice Towers can detect/remove camo
- Ninja Academy: Ninja Monkey creates a shadow clone with identical upgrades for 15 seconds with 120 second cooldown
- Mortar Emplacement: Mortar Monkeys stun bloons
- Pirate Cove: All ships detect camo, Crow's Nest grants detection to nearby towers, shoots chunks of flaming lead instead of darts and grapes (Also via Dreadnaught)
- Super Monkey Lair: Super Eyes detects camo, Allows Sun Temple to temporarily become Temple of the Vengeful Monkey
- Engineer's Workshop: Nailgun and Turrets can pop lead and frozen
- AI's Custom Chippers: Dazes Bloons upon emerging, Collects bananas
- Sub Construction Yard: Submerged Monkey Sub shocks regrowth Bloons into normal Bloons
===BMC Knowledge Packs===
- Mortar Monkey's Signal Flare removes Regrowth
- Wizard Monkey's lightning has a chance to remove Regrowth
- Monkey Engineer Sentries can see Camo Bloons and can pop Lead Bloons
===Monkey Knowledge===
- Hard Tacks: Tack Shooter pops Frozen Bloons
- Ambidextrous Rangs: Boomerang Monkey, Body Control
- Ceramic Shock: Sniper Monkey slows Ceramic Bloons
- Paint Stripper: Mortar Monkey's Shattering Shells removes camo from DDTs
- Master Defender: Elite Defender has no cooldown
- Sub Admiral: Sub Commander affects all Monkey Subs on screen
- Hot Magic: All Magic towers can pop Frozen Bloons
- Strike Down the False: Sun Avatar pops Purple Bloons
- Cold Front: Druid Monkey's Ball Lightning has a chance to freeze Bloons
- There Can Be Only One: Avatar of the Vengeful Monkey
- Vine Rupture: Spirit of the Forest can explode vines
- Tiny Tornadoes: Druid's tornadoes spawn 3 smaller tornadoes when they expire
===Monkey Biology===
So… I think the Monkeys are a bit overdue for some natural resistances. Let’s see what you guys think.
- Self-Sustenance (Type 1): There are 3 space maps and the 6 underwater maps from BATTD
- Heat Manipulation: Most of the monkeys either wear only accessories or wear rubber suits despite the 10 winter/frozen maps (+9 from BATTD) and 9 volcanic maps (+6 from BATTD)
- Ice Manipulation and Radiation Manipulation (Cosmic Radiation)w: The 3 space maps noted prior
- Partial to Time Stop: Unlikely but here nonetheless. Time Stop power slows Bloons to 10% speed but only reduces Monkeys to 30%
==Scaling Revisions==
OKAY, now onto the stuff that actually needs to be discussed.
Currently, the scaling for Bloons Tower Defense’s MOABs (specifically the minimum value via size) really bugs me since they don’t really have a proper value to scale to.
While on break, I calced here for the energy output of Obyn’s Wall of Trees ability, specifically the energy to grow the four trees. The ability can erase up to 3000 RBE or 5000 RBE depending on Obyn’s level before it is “filled” and destroyed. (For clarification, Red Bloon Equivalent is an in-game value that compares Bloons to the Red Bloon, which is the weakest at a value of, obviously, 1. In terms of AP, the Bloons deal damage to the Player relative to their RBE, with one or two exceptions for special Bloons.)
The reason I bring this up is because, even though the ability functionally works more as Existence Erasure than AP due to its description, the BFB falls in the middle of these two values in BTD6 at 3214, meaning Wall of Trees needs to be nearly empty to destroy a BFB. Therefore, I think the BFB should scale to this value (City Block level) as it would make sense given its placement with RBE. If you want something more concrete to prove this should scale to the BFB’s AP, Ocean Guardian Obyn’s Kraken variant of the Wall of Trees should be more akin to actual AP as it summons tentacles to kill the Bloons rather than a wall of trees.
Now, that comes to the question then of where the higher MOAB-class Bloons (ZOMG and BAD’s minimum values, as well as DDT’s possibly AP value) should scale. In this scenario, given the lack of other feats to scale them to (ignoring the Island level and Country level feats via comparing to Sun Avatar and Sun Temple respectively), I think they should be scaled to this feat via either RBE or Health.
ZOMG
- Health: 5x BFB (2.847e+11, City Block level)
*x2 for Fortified (5.693e+11, Multi-City Block level) - RBE: 5.182x BFB (2.951e+11, City Block level)
*x2 for Fortified (5.901e+11, Multi-City Block level)
BAD
- Health: 25x BFB (1.423e+12, Multi-City Block level)
*x2 for Fortified (2.847e+12, Multi-City Block level) - RBE: 17.349x BFB (9.878e+11, Multi-City Block level)
*x2 for Fortified (1.975e+12, Multi-City Block level)
The reason I’m not discussing down-scaling the MOAB is because greater Wall level characters that cannot normally solo it are usually capable of doing so after having their range and attack speed boosted. So, it would make sense to leave the MOAB at 9-A, as with the DDT’s normal stats.
Even if this doesn’t get accepted, the MOABs can just be scaled the same way as the rest of the Bloons, which puts them mostly in the same spot.
==Scaling Revisions Part 2: Electric Bloongaloo==
And back to stuff that just needs to be added. Regardless of whether or not the MOAB-class Bloons get upgraded, most of the monkeys are not currently scaling as high as they should be due to an original lack of proper understanding. Because positioning is key and a lot of the maps have drastically different proportions and area affected by placements, some of these scalings might require very specific placements and some might not be as high as they could be. I personally used Monkey Meadow as much as possible for this. The towers that have (via sheer quantity of projectiles) are specifically upgrades whose entire gimmick is throwing lots of projectiles, such as Grandmaster Ninja and Pop and Awe.
So here’s all the adjustments that need to be made. I also put the towers that don’t have profiles yet/won’t get profiles (Monkey Village, most Heroes, etc.) for the sole purpose of having it here and collected.
- Camo (BTD4), Purple, Black, and White should be downgraded to Street level as being twice as powerful as Pink Bloons is still only 9-C
- Lead Bloon should be linked to Ring of Fire’s calc instead as that’s the weaker of the two calcs that still pops it
- Zebra is comparable in RBE to Lead, while Rainbow is twice as powerful as Zebra; though they can both still be popped by towers like Dart Monkey
*So either make them Glass Cannons (Wall level AP but Street level Durability) or just call it game mechanics and make them Wall level all around - Ceramics will continue to be treated as above Lead Bloons all around (x10 as Leads can still be popped in one hit, but Ceramics require 10)
*Wall level+ (1.91e7 Joules) - Gold Bloon is x300 stronger than Leads
*Small Building level (5.73e8 Joules) - Mini MOAB is x100 stronger than Leads
*Small Building level (1.91e8 Joules) - MOAB
*Health: 200x Lead (3.82e8, Small Building level)
**x2 for Fortified (7.64e8, Small Building level+) - ZOMG needs to be clarified that it scales to BTD5 Sun Avatar
- BAD needs to be corrected to be comparable to sacrifice-less Sun Temple
Regular Towers
Special Agents
Heros
The BATTD Crew 100% needs to be verified as well and upgraded if necessary, but I don’t have the resources to get them to the required levels to have everything unlocked at the moment, nor are there videos showcasing them properly. So unfortunately they're left in a bit of a grey zone for now.
- Dart Monkey
*Base: Calc + Wall level via Splodey Darts
*Spike-O-Pult: Soloing Rainbow Bloons
**Juggernaut: Soloing Ceramics
**Ultra-Juggernaut: Soloing MOABs with Monkey Knowledge
*Triple Shot: Soloing Ceramics
**Super Monkey Fan Club: Scaling to Super Monkey + Soloing MOABs
**Plasma Monkey Fan Club: Soloing BFBs
*Crossbow: Soloing Ceramics
**Sharpshooter: Soloing MOABs
**Crossbow Master: Soloing ZOMGs - Tack Shooter
*Base: Soloing Rainbow Bloons
*Hot Shots: Popping Leads
**Ring of Fire: Calc + Popping Leads, Popping Ceramic with Monkey Knowledge
**Inferno Ring: Soloing ZOMGs
*Blade Shooter: Soloing Rainbow Bloons
**Blade Maelstorm: Soloing Rainbow Bloons, Ability is Wall level
**Super Maelstorm Soloing Leads, Ability can solo BFBs if close enough
*Tack Sprayer: Soloing Rainbow Bloons
**Overdrive: Soloing MOABs
**The Tack Zone: Soloing ZOMGs - Ice Tower
*Cryo Cannon: Wall level via popping lead
**Icicles: Same as prior
**Icicle Impale: Soloing ZOMGs - Bomb Shooter
*Base: Calc + Popping Lead, Can bypass resistance to heat and explosions via Frag Bombs
*Bigger Bombs: Same as prior
**Bloon Impact: Soloing Ceramics
**Bloon Crush: Soloing MOABs
*MOAB Mauler: Soloing MOABs
**MOAB Assassin: Soloing BFBs
**MOAB Eliminator: Can oneshot the outer layer of ZOMGs but otherwise struggles
*Cluster Bombs: Popping Ceramics (loses Frag Bombs effect so cannot deal with Zebras)
**Recursive Bombs: Soloing MOABs via sheer number of projectiles
**Bomb Blitz: Soloing ZOMGs via sheer number of projectiles, Destroys everything up to ZOMGs instantly if a life is lost - Super Monkey
*Base: Same
**Laser Blasts: Same + soloing MOABs
**Plasma Blasts: Soloing BFBs
*Sun Avatar Path: Same
*Robo Monkey: Soloing BFBs
**Technological Terror: Soloing ZOMGs, EE erases BFBs
**Anti-Bloon: Soloing BADs, EE erases ZOMGs
*Dark Knight: Soloing BFBs
**Dark Champion: Soloing ZOMGs
**Legend of the Night: Soloing BADs - Boomerang Monkey
*Base: Popping Leads via Red Hot Rangs
*Glaive Ricochet: Same as prior
**M.O.A.R. Glaives: Soloing Ceramics
**Glaive Lord: Soloing ZOMGs
*Bionic Boomerang: Soloing Ceramics
**Turbo Charge: Soloing BFBs
**Perma Charge: Soloing BADs
*Kylie Boomerang: Soloing Ceramics
**MOAB Press: Soloing MOABs
**MOAB Domination: Soloing BADs - Monkey Ace
*Base: Soloing Rainbow Bloons, Popping Leads via Exploding Pineapples
*Fighter Plane: Soloing Ceramics
**Operation: Dart Storm: Soloing MOABs via Anti-MOAB Missiles
**Sky Shredder: Soloing BAD via sheer quantity of projectiles
*Bombing Ace: Soloing Ceramics via bombs
**Ground Zero: Same as prior, Ability solos BFBs
**Tsar Bomba: Same as prior, Ability two-shots ZOMGs
*Neva-Miss Targeting: Same as prior
**Spectre: Soloing ZOMG via sheer quantity of projectiles
**Flying Fortress: Soloing BAD via sheer quantity of projectiles - Mortar Monkey
*Base: Popping Leads (but cannot deal with Blacks without help)
*Shell Shock: Popping Ceramics (but cannot deal with Blacks or Zebras without help)
**The Big One: Can barely solo MOABs on longer stages
**The Biggest One: Soloing ZOMGs
*Heavy Shells: Soloing Ceramics
**Artillery Battery: Soloing MOABs via sheer quantity of projectiles
**Pop and Awe: Same as prior
*Signal Flare: Soloing Ceramics
**Shattering Shells: Same as prior
**Blooncineration: Soloing BADs - Monkey Buccaneer
*Base: Soloing Ceramics
*Destroyer: Soloing MOABs
**Airship Carrier: Soloing BFBs via sheer quantity of projectiles
**Carrier Flagship: Soloing ZOMGs via sheer quantity of projectiles
*Cannon Ship: Soloing MOABs
**Monkey Pirates: Soloing MOABs, Soloing BFBs with Monkey Pirates ability
**Pirate Lord: Soloing BFBs, Soloing ZOMGs with Pirate Lord Ability
*Merchantman: Same as prior
**Favored Trades: Same as prior
**Trade Empire: Soloing MOABs - Wizard Monkey
*Base: Soloing Rainbows, Soloing Ceramics with Fire Magic
*Arcane Mastery: Soloing MOABs
**Arcane Spike: Soloing ZOMG
**Archmage: Soloing BADs
*Dragon's Breath: Soloing BFBs
**Summon Phoenix: Same as prior
**Wizard Lord Phoenix: Soloing BADs
*Shimmer: Same as prior
**Necromancer: Unpopped Army: Same as prior + Can pop Ceramics with Undead Bloons
***At full strength can pop MOABs with Undead Bloons
**Prince of Darkness: Same as prior + Summoning and soloing Undead BFBs
***At full strength can solo BFBs with own magic, can solo ZOMGs with undead BFBs - Dartling Gun
*Base: Street level physically, otherwise same
*Laser Cannon: Soloing MOABs
**Ray of Doom: Soloing BFBs
*Hydra Rocket Pods: Soloing MOABs
**Bloon Area Denial System: Soloing BFBs - Monkey Sub
*Base: Popping Lead and Frozen + Soloing Ceramics
*Submerge And Support: Soloing MOABs
**Bloontonium Reactor: Same as prior, Soloing Ceramics while submerged
**Energizer: Same as prior
*Ballistic Missile: Soloing MOABs via sheer quantity of projectiles, Can solo BFBs with enough range
**First Strike Capability: Same as prior, Soloing ZOMGs via ability
**Pre-emptive Strike: Soloing ZOMGs via sheer quantity of projectiles, Soloing BADs via ability
*Triple Guns: Soloing MOABs
**Armor Piercing Darts: Soloing BFBs
**Sub Commander: Soloing ZOMGs - Sniper Monkey
*Base: Soloing Ceramics
*Deadly Precision: Same as prior
**Maim MOAB: Soloing MOABs
**Cripple MOAB: Soloing ZOMGs
*Bouncing Bullet: Same as prior
**Supply Drop: Same as prior
**Elite Sniper: Soloing BFBs
*Semi-Automatic: Soloing MOABs
**Full Auto Rifle: Soloing BFBs
**Elite Defender: Soloing ZOMGs - Ninja Monkey
*Base: Soloing Ceramics
*Double Shot: Same as prior
**Bloonjitsu: Soloing MOABs
**Grandmaster Ninja: Soloing ZOMGs via sheer quantity of projectiles
*Shinobi Tactics path: Same as prior
*Flash Bomb: Same as prior
**Sticky Bomb: Soloing BFBs
**Master Bomber: Can pop ZOMGs - Monkey Village
*Primary Expertise: Soloing ZOMGs - Spike Factory
*Base: Single spike can pop Leads, Soloing Ceramics via sheer quantity of spikes
*Spiked Balls: Soloing MOABs via quantity of spikes
**Spiked Mines Soloing BFBs via sheer quantity of spikes
**Super Mines: Can one-shot MOABs, Soloing BADs via sheer quantity of spikes
*MOAB Shredder: Soloing BFBs via sheer quantity of spikes
**Spike Storm: Soloing ZOMGs via sheer quantity of spikes
**Carpet of Spikes: Soloing ZOMGs via sheer quantity of spikes
*Long Life Spikes: Soloing MOABs via sheer quantity of spikes
**Deadly Spikes: Soloing BFBs via sheer quantity of spikes
**Perma Spikes: Single spike can destroy MOAB, Soloing BADs via sheer quantity of spikes - Bloonchipper
*Base: (Popping Leads)
**Either Path: (Soloing BFBs) - Monkey Engineer
*Base: Soloing Ceramics (Even Deconstruction with dealing extra damage, Monkey Engineer doesn't come close to popping MOABs)
*Sprockets: Same as prior
**Sentry Expert: Soloing MOABs
**Sentry Paragon: Soloing ZOMGs
*Cleansing Foam: Same as prior
**Overclock: Same as prior
**Ultra Boost: Same as prior (Can pop the outer layer of MOABs while boost stacked but otherwise struggles)
*Double Gun: Soloing Ceramics
**Bloon Trap: Same as prior
**XXXL Trap: Same as prior, Soloing ZOMGs via trap - Heli Pilot
*Base: Soloing Ceramics, Can nearly solo MOABs on larger maps
*Razor Rotors: Same as prior (Can pop the outer layer of BFBs)
**Apache Dartship: Soloing ZOMGs
**Apache Prime: Soloing BADs
*Downdraft: Same as prior
**Support Chinook: Same as prior
**Special Poperations: Same as prior without Marine, Marine can solo ZOMGs
*MOAB Shove: Same as prior
**Comanche Defense: Same as prior alone, Soloing ZOMGs with backup
**Comanche Commander: Soloing BADs - Druid
*Base: Soloing Ceramics
*Druid of the Storm: Same as prior
**Ball Lightning: Same as prior
**Superstorm: Soloing MOABs, Can solo higher due to knockback
*Druid of the Jungle: Same as prior
**Jungle’s Bounty: Same as prior
**Spirit of the Forest: Soloing ZOMGs
*Druid of Wrath: Soloing MOABs if it continues popping Bloons
**Poplust: Same as prior
**Avatar of Wrath: Soloing BFBs without damage boost - Alchemist
*Base: Same, Perishing Potions should be moved to Wall level section
*Unstable Concoction: Same as prior, Deals large damage to MOABs
**Transforming Tonic: Same as prior, Soloing BFBs when transformed
**Total Transformation: Same as prior
Special Agents
- Beekeeper: Street Level via popping Blacks and Whites
*Beekeeper Pro: Wall Level via popping Rainbows - Meerkat Spy: Laser is untested, but is still described as blasting bloons to dust, so will remain down-scaling to Plasma Monkey's plasma vision
- Bloonsday Device: Disintegrating Lead Bloons and popping MOABs
*Bloonsday Device Pro: Popping BFBs - Wizard Lord: Compares to Wizard Monkey (Soloing BFBs, Should compare to soloing BADs with Super Phoenix)
Heros
- Admiral Brickell:
*Street level (Soloing Rainbows)
*Mines: Wall level via popping lead
**Small Building level with enough mines at level 9 via soloing MOABs
**City Block level with enough mines at level 17 via soloing BFBs
*Mega Mine: 5k (level 10; Pops outer layer of ZOMGs), 15k (level 20; Deals 75% to BADs)
**City Block level - Adora:
*Wall level via popping lead, higher via The Long Arm of Light
*Untested - Benjamin:
*Street level (Doesn't attack) - Captain Churchill:
*Wall level via popping lead (but cannot deal with black without help)
*Level 7 (Soloing MOABs)
*Level 10 (Soloing BFBs)
*Level 17 (Soloing ZOMGs)
*Level 20 (Soloing BADs) - Etienne
*Street level (Doesn’t attack physically, Drone solos Zebras)
*Level 3 (Soloing Ceramics with Drone Swarm (5 total drones))
*Level 9 (Soloing Ceramics with 2 drones, Soloing MOABs with Drone Swarm (6 total drones))
*Level 10 (Soloing BFBs with UVAC)
*Level 14 (Soloing MOABs with 3 drones)
*Level 16 (Soloing BFBs with Drone Swarm (7 total drones), Soloing ZOMG using everything)
*Level 19 (Soloing BFBs with 4 drones)
*Level 20 (Soloing BAD, but cannot deal with DDT without help) - Ezili:
*Wall level via popping lead
*Multi-City Block level at level 20 (Can pop BADs) - Gwendolin:
*Wall level via popping lead
*Level 12 (Soloing MOABs)
*Level 16 (Soloing BFBs)
*City Block level at level 20 (Soloing ZOMGs) - Obyn:
*Wall level via popping lead
**Brambles can pop Ceramic
*Level 20 (Soloing MOABs)
*City Block level via Wall of Trees - Pat Fusty:
*Can two-shot Ceramics at level 1
*Level 8 (Oneshotting Ceramics, Can solo MOABs with Monkey Knowledge)
*Level 14 (Soloing BFBs)
*Level 20 (Soloing ZOMGs)
*Big Squeeze (Level 10: Can pop ZOMGs, Level 20: Can pop 4 ZOMGs) - Quincy:
*Street level (Soloing Rainbow)
**Wall level via exploding arrow (Popping Leads)
*Level 10 (Soloing MOABs)
*Level 15 (Soloing BFBs)
*Level 18 (Soloing ZOMGs) - Striker Jones:
*Wall level via popping lead
*Level 16 (Soloing MOABs via sheer quantity of projectiles)
*Level 20s (Soloing BFBs via sheer quantity of projectiles)
The BATTD Crew 100% needs to be verified as well and upgraded if necessary, but I don’t have the resources to get them to the required levels to have everything unlocked at the moment, nor are there videos showcasing them properly. So unfortunately they're left in a bit of a grey zone for now.
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