The new third path makes the Super Monkey a traditional anti-hero inspired by the Dark Knight iteration of Batman, contrasting with the original Super Monkey's Superman. The second path transforms the Super Monkey through experimental cybernetics and weaponry. The first path is a spiritual one, turning the Super Monkey into an Avatar of the Sun God. In fact, not much has changed about the Super Monkey it's still a high popping power tower with a high price.Įach path of the Super Monkey has the tower follow a different evolution from third-tier upgrades beyond. It is one of the few towers where its upgrade paths from BTD5 carried over untouched to BTD6. The "B" logo on its chest has been replaced with a dart symbol instead. The Super Monkey in Bloons TD 6 has a similar appearance to the Super Monkey in Bloons Super Monkey 2 Mobile. Being a very expensive high-DPS tower, in the fact the most expensive base tower in the entire game, the Super Monkey is considered one of the strongest 0-0-0 towers. The Super Monkey has the second largest footprint of any tower in the game at 11, making it difficult or impossible to fit on small platforms and map regions. The Super Monkey is the fastest attacking base tower in the game, throwing at approximately 22.22 darts per second (equivalent to 0.045s cooldown per shot) each with 1 pierce and 1 damage. The Super Monkey did not receive any teasers prior to release, but was first shown when the game was made available to select YouTubers several days before BTD6's official release date. The tower retains its name and role from the Bloons TD 4, 5, and Classic game generations, with major additions. The Super Monkey is a Magic- class tower that was included in the initial release of Bloons TD 6. Throws hundreds of darts at hypersonic speed with a huge attack range. Super Monkey (BTDB2), for the BTDB2 counterpart.Super Monkey (BTD5), for the BTD5 counterpart.Super Monkey (BTD4), for the BTD4 counterpart.Super Monkey (pre-BTD4), for the pre-BTD4 counterpart.For more information about Freeplay scaling, see Late Game and Freeplay (BTD6 Era).Ĭertain rounds may contain pre-round comments.įirst instances of Bloon types are in bold. For example, from Round 81 onwards the Ceramic Bloons are replaced by Super Ceramic Bloons, the Bloons get progressively stronger and the cash per pop is reduced. When Freeplay rounds are reached some things start to change. However, reaching certain rounds may include a reduction in both cash-per-pop and money reward down to a certain percentage. Generally, each bloon popped is worth $1 and gain money reward $(100+R) after finishing round R. Rounds in Standard Mode are generally pre-determined except for most rounds from Round 141 onwards. Bear in mind that Rounds 81+ modify normal Ceramics into Super Ceramics, which have 60 health (or 120 with Fortified) and release only one offspring per bloon below Ceramic. Unless stated, assume that there are no health ramping or speed ramping for MOAB-class bloons. Rounds follow the same pattern across all games, with the exceptions of Alternate Bloons Rounds (accessible after beating Hard Standard) and Apopalypse Mode (accessible after beating Military Only in Medium). ![]() After round 81, MOAB-class bloons will become slightly tougher and faster each round, and money per pop decreases (factored into the following table). Most game modes start at Round 1, but there are exceptions: In all Hard Difficulty modes, rounds start at Round 3, while Impoppable and CHIMPS start at Round 6. In Bloons TD 6, rounds serve as each stage of bloon waves, which progressively send generally stronger bloon waves upon beating further rounds. ![]() For the rounds in Apopalypse Mode, see Apopalypse (BTD6)#Bloons spawning in BTD6. For the rounds in Alternate Bloon Rounds, see Alternate Bloons Rounds#Rounds. Illustration of the bloons in round 1-100 for BTD6.
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