Introduction
Introduced in the latest installment of BTD, Heroes are powerful towers with their own unique set of rules that separate them from other towers.
In this guide, we'll be looking at every Hero so you can make your own judgment on which is good. I will explain what I believe are the best in certain scenarios. Each Hero is unique and have varying purposes, so choosing the right hero can be crucial for a track.
Because of how powerful Heroes can be, you can only have ONE Hero per track. The only exception is if you're playing co-op, in which case every player can place down their own Hero.
The cost for each Hero will be presented as the cost of the hero in Easy/Medium/Hard/Impoppable.
At the end of the guide there is a personal tier list and a basic summary containing the outstanding features of each Hero.
Created by: DerpyPwny ♥
*Updated as of 36.0*
Heroes
Heroes have 20 levels and each level they become stronger in some way. Throughout the leveling process, their appearance also changes. Heroes work differently from normal towers in a couple ways, one of which is that each Hero has 2 unique abilities that they receive on levels 3 and 10, with a couple exceptions. The exceptions are Ezili and Adora, who both have 3 abilities, which they get at level 7. Another is that the XP the Heroes gain on a track is for that track only. If you get a Hero to level 15 on a track then place the Hero again on a different track, their level will be back at level 1*.
The amount of XP a Hero gains per round is consistent with the amount of XP you get for your towers. The required XP for the next level will always be more than the previous level, except for levels 11, 13, and 18, which will require less. Each Hero has a specific XP ratio, which dictates how much XP each hero needs before they level up. The higher the number, the more XP is required. The XP ratios for Heroes are:
There are a few ways for Heroes to gain an increased leveling speed.
Having the Hero in the range of an Energizer (Tier 5 monkey sub)
Having the Monkey Knowledge "Self Taught Heroes"
Being on a track difficulty above beginnerAdditionally, Adora has an ability that allows her to gain more XP through a different way. Every Hero can also be instantly upgraded to the next level by using cash, with the amount of cash required correlated to the amount of XP the Hero has. It will require less cash to upgrade the more XP the Hero has. Upgrading with cash will increase the sell price of the Hero
In co-op games, the XP gain is split between every Hero that is placed on the track. This means the more heroes there are on a track, the less XP each Hero will get every round.
Every Hero except Quincy, Gwendolin, Striker Jones, and Obyn Greenfoot, which are unlocked through player levels, are unlocked by purchasing them using Monkey Money (MM). Some Heroes have alternative skins, which can be purchased for 2,500 MM.
*If you have the Monkey Knowledge "Empowered Heroes", they will start at level 3.
Quincy
Quincy the Archer
"Proud, strong and intelligent, Quincy uses his bow to perform feats of amazing skill."
Cost: $460/$540/$585/$650
Unlock: Tutorial round 4
Description:
A well-rounded Hero that's the cheapest out of them all, Quincy can become a powerful Hero. Once he unlocks exploding arrows at level 6, Quincy is able to pop every bloon and due to his level 5 upgrade, can pop camo bloons as well. At various levels, he also does increased damage against blimps, making him solid throughout the rounds. Quincy's exploding arrows don't change the arrow itself, only making the arrow cause an explosion once it hits a bloon. This means even after the explosion, the arrow will continue like a normal arrow. His abilities also bolster his popping power considerably. One potential combo is using his level 3 ability to quickly destroy blimps and then his level 10 ability to help clean up groups of bloons. If there's a big group of bloons and the Storm of Arrows ability is on cooldown, you can use Rapid Shot to quickly fire a few exploding arrows. Be careful of black and zebra bloons as well as regrow bloons. If Quincy is in the central area of a track, targeting him to close, using Storm of Arrows, and then targeting him back to his original priority can be a great way to maximize the power of the ability.
Due to his ability to pop every bloon, only struggling against DDTs, Quincy is a great Hero for every track and mode, including CHIMPS, considering his cheap price and quick leveling. His decent attack radius makes him ideal for multi-lane tracks. Although Quincy's arrows can hit multiple bloons at once, it's more ideal if he's shooting down straight lanes to minimize the chance of the arrow missing a bloon. Also, avoid having him shoot into walls, because the arrow will not continue after hitting it.
Abilities:
Rapid Shot: Increases Quincy's attack speed by 3x (4x at level 15+) for 3.5 seconds. The duration increases every level up to 12 seconds at level 20. You will know when this ability is activated when Quincy has an aura surrounding him.
Storm of Arrows: Rains down arrows in a large area centered around an initial target bloon. Bloons take 6 damage while in the area at a random rate. This ability can be somewhat targeted based on Quincy's targeting.
Skins:
Cyber Quincy
Wolfpack Quincy
Upgrades:
Quincy's arrows bounce to up to 3 different targets.
Base attack bounces to up to 4 targets.
Rapid Shot: Triple attack speed for a short time.
Slightly longer range.
Uses his sharp eyesight to shoot Camo bloons.
Shoots 2 arrows at a time.
Fires exploding arrows every 3rd shot.
Arrows do triple damage to MOAB-Class Bloons.
Base attack bounces to up to 6 targets.
Storm of Arrows: Covers a large area in a deadly rain of arrows.
Increased attack speed.
Each arrow gets more popping power.
Small range increase.
Arrows do quad damage to MOAB-Class Bloons.
Rapid Shot becomes x4 attack speed and cooldown is reduced.
More increased attack speed.
Arrows last 25% longer.
Quincy attack faster and Storm of Arrows has reduced cooldown and 50% more arrows.
Each arrow gets even more popping power.
Storm of Arrows increased damage per arrow and even more arrows.
Gwendolin
Gwendolin the Pyromaniac
"Gwendolin believes there hasn't yet been a Bloon problem that can't be solved with fire. Lots of fire."
Cost: $765/$900/$970/$1,080
Unlock: Player level 14
Description:
A powerful Hero with high damage, Gwen is a solid Hero choice. She can even be used as the main damaging tower for most rounds if you use your abilities optimally. Because of her fire attacks, Gwen isn't able to pop purple bloons until level 16. This is the same for both of her abilities as well. Besides purple bloons, she is able to pop every bloon type from the start, with the exception being camo bloons. Gwen can't target camo bloons without outside help, however, both of her abilities are able to pop camo bloons. Due to the power of Gwen's abilities, giant ceramic waves can be easily dealt with with just Gwen. As an example, on round 63, use her level 3 ability, Cocktail of Fire, on the first ceramic clump, her level 10 ability, Firestorm, on the second clump, and then level 3 ability again on the third. Besides being a strong bloon popper, Gwen has some support capabilities in the form of her level 4 upgrade Heat it up, buffing nearby towers.
Because of the strength of Gwen's abilities, as well as Gwen herself, she is a strong Hero choice for most tracks and modes. Some potential weak points of Gwen include her inability to target camo bloons without support and not being able to pop purple bloons until level 16. This means that while she can be helpful on the Alternate Bloons Round mode, early on she can struggle without help. Multi-lane tracks can also be problematic in regards to her level 3 ability since the targeting of it can be a little difficult to work with sometimes. Despite all that, she's a great Hero for Impoppable and CHIMPS due to her damage output as well as slight support in her later levels. It's crucial to pop purple bloons before they are targeted by Gwen so that her fire blasts aren't blocked.
Abilities:
Cocktail of Fire: There will be a slight delay from when Gwen throws the cocktail and when the fire will start damaging bloons. Where Gwen throws the cocktail is random if she isn't targeting a bloon, otherwise, she will throw it wherever she is targeting. The cocktail is able to pop camo bloons. The cocktail will burn for 12 seconds and can burn up to 40 bloons at once.
Firestorm: Sets every bloon on the screen on fire, dealing an initial burst of damage and applying a damage over time effect. Also, gives every tower on screen the Heat It Up. Any bloon that appears on screen after the ability is activated will not be affected in any way.
Skins:
Scientist Gwendolin
Harlegwen
Upgrades:
Blast Bloons with fire from her pyro gun.
Slightly increased popping power per shot.
Cocktail of Fire: Hurls a flask of flammable liquid, burning Bloons that pass through the fire.
Heat it up - Every few seconds creates a powerful blast wave of fire that pops Bloons and adds fire to nearby Monkeys' attacks.
Increased popping power.
Attacks cause a burn effect on target Bloon.
Heat it up has increased radius.
Shoots 2 blasts of fire per shot.
Initial hit per blast pops 1 extra layer.
Firestorm: Sets the whole screen alight, burning all Bloons and granting the Heat It Up buff to all Monkeys.
Increased attack range.
Increased attack speed.
Greatly increased popping power, plus projectiles move faster and last longer.
Cocktail of Fire does extra damage and sets MOAB class Bloons alight.
Increased attack speed.
Firestorm has increased duration and does more damage. Purple Bloons are no longer immune to Gwendolin's attacks.
Heat it up empowers affected Monkeys to pop 1 extra layer, and do +2 damage to Lead Bloons.
Increased attack speed.
Shoots 3 blasts of fire per shot.
Firestorm does hugely increased damage.
Striker Jones
Striker Jones the Artillery Commander
"Striker Jones is a strong Commander who uses his knowledge of long range combat to greatly boost the power of explosives."
Cost: $640/$750/$815/$900
Unlock: Player level 21
Description:
Jones is a very versatile hero due to his abilities as well as supportive capabilities. He works really well with towers that have explosion damage, extending his usefulness past just bomb shooters and mortar monkeys. Because Jones reduces black bloons resistance or even completely removing it, any tower that initially struggles against black and zebra bloons or DDTs now have no problems. Jones's bazooka attack is also a good source of grouped bloon damage. Of course, he best works with bomb shooters and mortar monkeys due to some of his upgrades solely benefiting those towers- bomb towers especially. His level 3 ability, Concussive Shell, is a good way to stun bloons early on while also doing some damage as well, and due to its short cooldown, can be used to constantly stun bloons. His level 10 ability, Artillery Command, doesn't have much use early on. It shines once Jones reaches level 20 and the ability makes bomb shooters and mortar monkeys deal double damage.
Jones is a great hero to use on most tracks and modes due to his flexibility. He works well with many different towers, but the best way to utilize him is by using bomb shooters and mortar monkeys. However, bomb shooters are a better choice most of the time due to his level 8 upgrade, which buffs their range and pierce. Jones's biggest weakness are camo bloons and black bloons early on, so using him for the Alternate Bloons Round mode isn't the best, though he can be used. The best tracks for him are ones where a bunch of towers can be placed next to him. This way a bunch of bomb shooters can get buffed by Jones. He's also useful for Impoppable and CHIMPS, since he makes all black bloons vulnerable to explosive damage, including DDTs.
Abilities:
Concussive Shell: Shoots a homing shell that targets the strongest bloon. Upon impact the shell will deal splash damage and also stun bloons and blimps. The cooldown of the ability is reduced to 6 seconds at level 20. The shell can't target camo bloons unless Jones can and it won't be blocked by other bloons.
Artillery Command: Resets the ability cooldown of all Bomb Shooters and Mortar Monkeys on screen allowing for rapid use of either the Bomb's MOAB Mauler ability or Mortar's Pop and Awe ability. At level 20, using the ability will also double the damage and popping power of all Bomb Shooters and Mortar Monkeys for 10 seconds, even if they don't have abilities.
Skins:
Biker Bones
Octojones
Upgrades:
Striker Jones shoots a powerful bazooka to explode the Bloons.
Increased blast radius.
Concussive Shell: Shoots a guided shell to the largest Bloon on screen, stunning it.
All Bomb Shooters and Mortar Monkeys on screen shoot 10% faster.
Makes all Black Bloons less resistant to explosive damage from all Monkeys.
Blast radius and pops for Jones' normal attacks increases greatly.
Pops 2 layers per shot and Mortar Monkeys blast radius increased by 10%.
Bomb Shooters near the hero get +5% range and +25% pierce.
Increased attack speed and increased Concussive Shell pierce, damage, and stun.
Artillery Command: Resets cooldown on all Bomb Shooters and Mortar Monkeys.
Increased attack speed.
Slightly increased attack range and extra layer pop.
Increased attack speed.
Concussive Shell affects a larger area and for a longer duration.
Concussive Shell cooldown reduced to 11 seconds.
Increased attack speed.
Increased range and pops 4 layers per shot.
All Bomb Shooters and Mortar Monkeys attack an additional 10% faster.
Increased attack speed and makes all Black Bloons vulnerable to explosive damage.
Artillery Command also gives double damage and pops per shot to all Bomb Shooters and Mortar Monkeys for 10 seconds.
Obyn Greenfoot
Obyn Greenfoot the Forest Guardian
"Commanding powers of nature, Obyn can shoot through solid obstacles with his spirit wolf attack."
Cost: $550/$650/$700/$780
Unlock: Player level 28
Description:
A reasonably strong Hero, Obyn's main benefits include his decent popping power, as well as boosting nearby Magic monkeys. His main spirit wolf attack does good damage, especially during later levels, and isn't block by obstacles like most other attacks. Since he's a cheap Hero, Obyn can also be used as the main damage tower while saving up for slightly more expensive upgrades on other towers. His Brambles and Wall of Trees abilities can pop camo bloons, meaning early on, proper camo detection may not be needed, but it isn't recommended. Obyn's biggest strong suit is that he can buff nearby Magic monkeys at certain levels, with Druid monkeys getting the most benefit. This makes the generally strong towers even stronger and gives a consistent build that can be used. One lethal option is using the bottom path Druid monkeys. The bonus cash generation of his Wall of Trees ability is also a nice cherry on top. Keep in mind that he can't pop purple bloons, but his abilities can.
Obyn is a great all-around Hero, making him useful on nearly every track and every mode. This is especially true when considering a 3 tower combo that can beat most tracks and modes. This involves using Obyn, a top path Ninja monkey, and a top path Alchemist. Besides this, he can help make harder tracks and modes easier with his buff to Magic monkeys. Having a top path Super Monkey or a bunch of bottom path Druid monkeys can make going through tracks easy. He is especially useful on the Magic Monkey Only mode, where every tower placed near Obyn will be buffed once he's at level 11. He can be great on tracks that contain multiple obstacles such as Another Brick.
Abilities:
Brambles: Places a spike bush in a random spot within Obyn's attack range that pops 50 bloons up to 500 bloons. At level 16, Brambles are able to pop any bloon, including lead bloons. It's able to pop camo bloons even when Obyn can't.
Wall of Trees: Places a wall of trees in a random spot within Obyn's attack range that destroys any bloon that cross it, including camo bloons. It's also able to destroy a limited amount of MOABs or DDTs before not needing to be replaced again to repeat. When full or replaced by using the ability again, the trees burst into bananas that give extra cash (except for CHIMPS which will just give the amount of cash that was destroyed).
Skins:
Ocean Guardian Obyn
Mountain Guardian Obyn
Upgrades:
Sends wolf spirits to attack the Bloons.
Nature's Wrath - all Druids in range get +1 pierce.
Brambles: Creates a spiked bush on the track that can pop 50 bloons.
Every 18 seconds creates a totem that slows all bloons near the totem by 30%. Less effective vs MOAB-class Bloons.
Increased attack speed. Druids of the Jungle have increased range.
Increased popping power and projectiles move faster.
Brambles can pop 100 Bloons.
Nature's ward totems slow Bloons 40%.
Attack pops extra layers. Druids of the Storm have larger storms that deal more damage to MOABs.
Wall of Trees: Summons a wall of trees across the track that destroy all Bloons that enter. When full, the trees burst into money.
Nature's Clarity - all Magic Monkeys in range get +5 range and +2 pierce, and Druids get an additional +1 pierce.
Increased attack speed and Magic Monkeys cooldowns reduced by 5%.
Further increased popping power and projectile speed.
Attack pops extra layers.
Nature's Ward slows Bloons by 60%, and has reduced cooldown.
Brambles pop 500 bloons each and can damage all Bloon types.
Increased attack speed.
Improved Wrath - all Druid of Wrath pops start each round at 200.
Attack pops extra layers.
Wall of Trees can hold a lot more Bloons.
Captain Churchill
Captain Churchill the Tank
"In his armored tank, the Captain is a no-nonsense powerhouse on the battlefield."
Cost: $1,700/$2,000/$2,160/$2,400
Unlock: 2,500 MM
Description:
Churchill is a purely damage Hero, having no support capabilities. He is able to deal massive damage, especially against ceramic bloons and blimps. A big downside of Churchill is his high cost as well as slow leveling speed. This is offset by most of his upgrades boosting his damage. Early on, until he gets his machine gun attack, Churchill will struggle against black bloons without his level 3 Armor Piercing Shells ability. His level 10 MOAB Barrage ability is great for blimp damage, but can lead to a huge clump of ceramic bloons. His level 3 ability can help, but it is something to be wary of. Either ability is required if Churchill wants to pop DDTs, as he can't pop them on his own. Due to his extreme damage, support towers are more beneficial as to help Churchill and give him more time to attack. A great targeting option is Strong, especially when activating his level 3 ability, allowing his shells to focus on blimps and ceramics. This will shred them down to a more manageable layer for his machine gun attack, which always targets First.
While Churchill can work on most tracks, he benefits the most on tracks where he can attack down a straight line, so that his shells can deal the most damage they can. Due to the immense size of his tank, tracks with smaller tower placement spots may not work as well for Churchill since there will be less space for other towers. His high price means he's not a great choice for easier modes since mostly every other Hero will work just as well, nor Half Cash, due to the low amount of cash in general. However, he works quite well on Impoppable and CHIMPS. Though he can't be afforded early on, his high damage along with the later rounds those modes go make him a solid choice if the early rounds are handled. His slow leveling speed means he's not a good choice for co-op as it'll be magnified if there are other Heroes placed due to the XP being split.
Abilities:
Armor Piercing Shells: Allows Churchill to pop every bloons except camo, unless he can target them, for 9.5 seconds up to 18 seconds at level 20. Shells also create 2 more explosions and do 3 more damage to ceramic bloons and blimps. At level 17, the ability allows Churchill to do 2 more damage to bloons or 11 more damage to ceramic bloons and blimps.
MOAB Barrage: Launches shells at up to 10 blimps on screen, bombarding each with 16 missiles that deal 200 damage up to 500 damage at level 20. This will result in 3,200 damage up to 8,000 damage against a single blimp. The shells don't cause splash damage and stop bombarding a blimp once it's popped. The ability prioritizes the strongest blimps to launch the shells at.
Skins:
Sentai Churchill
Sleigh Churchill
Upgrades:
Piercing bombs shot from the tank can explode up to 3 times.
Increased popping power per shot.
Armor Piercing Shells: Shots can pop Black Bloons and do extra damage to Ceramic Bloons. Duration increases as Churchill levels.
Increased attack range.
Adds a fast firing machine gun attack to the tank.
Binoculars allow Churchill to pop Camo Bloons.
Shells deal more damage and can explode 4 times instead of 3.
Increased attack speed.
Shells can explode 5 times.
MOAB Barrage: Launches a barrage of shells at up to 10 MOAB-Class Bloons on screen, dealing massive damage each time.
Increased popping power per shell.
Shells get additional increased damage and can explode 6 times.
Armor Piercing Shells pop 2 layers of Bloon and do extra damage to Ceramic and higher.
Machine Gun and Main Gun can pop 1 additional layer per shot.
All attacks do extra damage vs Fortified Bloons.
Increased attack speed.
Armor Piercing Shells do even more damage.
All shells pop an extra layer of Bloon.
Shells can explode 7 times.
MOAB Barrage shells and Main Gun do massively increased damage per hit.
Benjamin
Benjamin the Code Monkey
"Using his elite hacking skills, Benjamin can create extra money for the cause."
Cost: $1,020/$1,200/$1,295/$1,440
Unlock: 3,000 MM
Description:
A purely support Hero, Benjamin has no direct way to attack bloons. Instead, he relies on generating extra cash as well as various abilities to help other towers pop bloons. In combination with his passive income generation as well as boosting banks, Benjamin is able to generate a lot of extra cash. This is slightly offset by his price, as well as the Bloon Trojan status that he gives to bloons. The Bloon Trojan initially gives less money, except with pink bloons, which always gives more, but bloons start to give more money as the rounds go on, as well as at level 16+. The breakpoints are as follows: Black, white, and purple bloons give more after round 50; zebra bloons after round 60; rainbow bloons after round 80 or always at level 16+; ceramic bloons after round 80 and level 16+; MOABs and DDTs after round 100. BFBs are never profitable, but they only lose $8-9 after round 100. Bloon Trojan can't target camo bloons until level 18, when it can target DDTs. Besides that, his Cyber Security ability of restoring lives at the end of a round can be helpful if you leaked some bloons. This ability is useless on Impoppable and CHIMPS. His Biohack ability is useful for giving a few monkeys extra damage, but shouldn't be used often because of the downtime at the end of the ability. Use Syphon Funding on difficult rounds to make it more manageable.
Early on, Benjamin is a great way to make extra cash, making him useful for most modes, especially Half Cash. During later rounds, his Bloon Trojan and abilities can help deal with some difficult rounds, albeit at a potential risk of losing some money. Due to his small size, he can work on any track. But he works the best on maps with large amounts of farm space so that his Bank Hack ability can be utilized. Of course, due to the restriction of no extra cash generation of CHIMPS, Benjamin is almost entirely useless and even harmful on this mode, giving you less money due to his Bloon Trojan. He is also a great Hero for co-op due to the extra cash not being split among players, though the reduced leveling speed if there are other Heroes placed can make him not as profitable.
Abilities:
Biohack: Upon activation, the 4 monkeys closest to Benjamin will get 1 additional damage for 6 seconds before being unable to attack for 2 seconds. This becomes the 6 nearest monkeys at level 13 and 3 additional damage for 9 seconds at level 20. The inability to attack still lasts for 2 seconds. This won't affect the tower's abilities however.
Syphon Funding: Upon activation, every newly spawned bloon, except DDTs or BADs, is downgraded by 1 rank and also give double cash. This lasts for 10 seconds. The extra cash is tripled at level 20.
Skins:
DJ Benjammin
Sushi Bento
Upgrades:
Hacks in $100 every round.
Generates $150 per round instead of $100.
Biohack: 4 closest Monkeys pop an extra layer per attack for 6 seconds. Affected Monkeys can't attack for 2 seconds after effect ends.
Skimming - earns +$1 for every new Bloon spawned.
Bank Hack - all banks earn +5% income.
Cyber Security - Restores 5 lives at the end of each round.
Bloon Trojan - Every few seconds sends a Trojan software virus to random Bloon. Affected Bloon spawns no children when destroyed and produce 2x cash.
Income increased to $250 per round.
Bank hack increased to 12%
Syphon Funding: Downgrades most newly spawned Bloons by 1 rank. Cash per pop from affected Bloons is double. Last 10 seconds.
Income increased to $300 per round.
Skimming increased to $2 per Bloon.
Biohack increases bonus damage and affects 6 Monkeys for 8 seconds.
Cyber Security adds 10 lives per round and can go up to 100 over starting lives.
Income increased to $500 per round.
Bloon Trojan is sent more often and earns more cash.
Income increased to $800 per round.
Bloon Trojan can affect BFB and DDT Bloons.
Biohack last 9 seconds and affected Monkeys pop 3 extra layers instead of 2.
Syphon Funding lasts 20 seconds and cash per pop is triple normal for affected Bloons.
Ezili
Ezili the Voodoo Monkey
"Ezili is a wielder of dark arts and manipulator of Bloons. Beware."
Cost: $510/$600/$650/$720
Unlock: 3,000 MM
Description:
Ezili is a good support Hero with the potential to make rounds with large amount of blimps easy. Although some of her upgrades can make her a decent source of damage due to her strong attack, along with the subsequent damage-over-time effect, Ezili's best asset is her supportive help. Early on, she struggles because her overall damage is quite weak. Since she can't pop purple bloons, she will also struggle with rounds that contain them. During the later rounds however, her attacks can strip bloons of the camo, regrow, and fortified properties, as well as deal more damage against blimps. Besides that, her abilities revolve around supporting other towers in some way. Her level 3 Heartstopper ability can make potentially deadly regrow bloon rounds easy to deal with. Ezili's level 7 Sacrificial Totem ability is solely a way to buff towers at the cost of lives. Her level 10 MOAB Hex ability can quickly destroy groups of blimps without the issue of dealing with the ceramic bloons underneath. At level 11, she also buffs Zombie bloons, which is useful when using the bottom path Wizard monkey. Ezili has good single-target damage, but struggles more with grouped bloons, even with her splash damage.
Ezili is a good Hero for most tracks, but it's better to use her on longer tracks to allow her damage-over-time effect to deal its full damage. Multi-lane tracks can be an issue for her, since her splash damage won't be as effective. Placing Ezili early on in the track can be useful so that different bloon properties are stripped before reaching the main damage towers. Ezili is a great Hero for Alternate Bloons Round because of her ability to handle camo and lead bloons easily. Since there's a lot more camo, regrow, and fortified bloons as well, she can make certain rounds more manageable. Ezili can also work on Impoppable and CHIMPS, since she's more focused on dealing damage to blimps. However, her Sacrificial Totem is entirely useless on these modes.
Abilities:
Heartstopper: During the ability's activation, all regrow bloons on screen can't regrow layers. This effect lasts a few seconds after the ability stops, though no new regrow bloons will be affected. The ability's duration is increased at level 12. The ability can't be activated unless there are regrow bloons on screen.
Sacrificial Totem: Creates a totem at a random location on the track for the cost of 10 lives or 1 life at level 16, which lasts for 30 seconds up to 60 seconds. The totem will grant towers in its range extra pierce, extra range, extra attack and projectile speed, as well as camo detection. This affects Ezili as well. Since lives are sacrificed, towers that benefit from losing lives will be affected.
MOAB Hex: Based on Ezili's targeting, a status will be placed on a blimp which causes it to take damage every second for 25 seconds. The damage dealt is 4%, or 5% at level 20, of its health. If a blimp is popped while under this status, it will spawn no children bloons, but it will still give the full cash amount. If a blimp pops before the status expires, it will travel to a new blimp. This will continue until there's no more blimps or the status expires. Every blimp can be affected except for BADs, unless Ezili is level 20.
Skins:
Smudge Catt
Galaxili
Upgrades:
Ezili curses Bloons with dark voodoo power.
Increased attack range.
Heartstopper: Prevents any Regrow from happening for 6 seconds.
Ezili's main attack now curses multiple bloons.
Increased attack speed.
Damage over time lasts longer and damages faster.
Sacrificial Totem: A totem that gives Camo detection, extra pierce, attack range, attack speed, and projectile speed to nearby Monkeys. Drains 10 lives.
Ezili's attack does far more damage to MOAB-Class Bloons.
Ezili's attack strips off Camo, Regrow and Fortified properties from non-MOAB class Bloons.
MOAB Hex: places a curse on a MOAB-Class Bloon, it takes damage every second until annihilated.
Increased attack range. Increases pierce of reanimated Bloons by 50%.
Heartstopper reduced cooldown and increased duration.
Base attack large splash radius and increased pierce.
Faster damage over time.
Increased range.
Sacrificial Totem lasts longer and costs only 1 life to use.
Base attack larger splash radius and increased pierce.
Increased attack speed.
Each damage tick from base attack pops 2 layers!
MOAB Hex works faster and can destroy BAD Bloonds.
Pat Fusty
Pat Fusty the Giant Monkey
"Pat is a huge monkey of enormous strength. His unique size and power is a great asset in the war on Bloons."
Cost: $680/$800/$865/$960
Unlock: 3,000 MM
Description:
Pat is a powerful Hero with a bunch of utility as well as damage. A melee Hero, even early on he is able to deal decent damage, and can serve as the main lead popping tower for some time. One of his main benefits is his ability to be able to control bloons and blimps quite well with his attacks. He's able to stun bloons and even blimps with his slam attack, and he also has a slap attack, which sends bloons backwards. If he is given additional attack speed, Pat can potentially keep any bloon from passing him, stunning them before slapping them back. Both of his attacks deal good damage with good pierce, so popping power won't be an issue for Pat. Another one of his benefits is his level 3 Rallying Roar ability, allowing nearby towers to deal additional damage for a short time. This ability especially helps towers with a lot of projectiles. His level 10 Big Squeeze ability is also helpful to quickly pop a blimp while also stunning the children bloons.
Pat is a very versatile Hero since he can be placed on both land and water. Along with his attacks and abilities, he can work on even the hardest of tracks. Due to his small range, placement of Pat is a balance of track coverage and being able to put towers around him. Intersections are an ideal spot for track coverage because of the multiple chances for Pat to attack bloons. Pat can be used on every mode, including Impoppable and CHIMPS, because of his strong crowd control and level 3 ability. For Alternate Bloons Round, the early rounds can be tough to deal with since Pat can't target camo bloons without support, however, during the later rounds, he can help a lot.
Abilities:
Rallying Roar: In a small radius, all towers inside, including Pat, pops an extra layer for 8 seconds. At level 14, the radius is increased, as well as the ability granting 3 extra damage for 10 seconds. The ability has its own radius that isn't affected by Pat's attack radius.
Big Squeeze: Pat grabs the strongest blimp in the ability's range and crushes it for 5 seconds, completely destroying the upper layer. Once destroyed, the children bloons are stunned for a few seconds. At level 20 Pat is able to crush up to 4 blimps. The ability has its own range and isn't affected by Pat's attack range.
Skins:
Fusty the Snowman
Kaiju Pat
Upgrades:
Pat slams bloons into the ground.
Increase radius of slam attack.
Rallying Roar: All nearby Monkeys can pop +1 layer for a short time.
Increased attack speed.
Sometimes does a powerful slap that pushes Bloons away from the exit.
Bloons struck by Pat are stunned for a short time.
Increased popping power and damage.
Increased attack speed.
Increased attack range.
Big Squeeze: Grabs a MOAB, BFB, DDT (if visible), or ZOMG and crushes it to bits over 5 seconds.
Attack pops more layers.
Increased attack speed.
Attack stuns Bloons for longer and can stun MOAB-Class Bloons very briefly.
Rallying Roar increased radius and duration and increased damage of rallied monkeys.
Slap attack can affect more Bloons.
Increased attack range and bonus damage to ceramics.
Increased attack speed.
Increased popping power.
Attacks pops more layers.
Big Squeeze can grab several big Bloons at once.
Adora
Adora the High Priestess
"Adora's devotion compels her to strike Bloons down with furious vengeance."
Cost: $850/$1,000/$1,080/$1,200
Unlock: 5,000 MM
Description:
Adora is a pure damage Hero with no way to affect other towers, except with her level 7 Blood Sacrifice ability, which will buff nearby Sun Avatars and Sun Temples with the same attack speed and range buff that Adora gets. Besides that, Adora focuses on being able to pop a lot of bloons. Her slow XP rate makes it difficult for Adora to meet her full potential without sacrificing other towers. Therefore, without support towers, Adora starts to struggle on her own. However, once she reaches level 20, she is able to decimate bloons with the help of her abilities. Timing Adora's abilities is key to fully maximizing her damage. Her level 3 The Long Arm of Light ability increases her pierce, range, and even damage, considerably, allowing almost full track coverage depending on placement. This helps her deal with lots of bloons at once and also allows her to pop purple bloons, leaving camo bloons to be the only problem since her bolts can already pop lead bloons. For really troublesome rounds, her level 10 Ball of Light ability can help out due to its high single-target damage. Adora can even become more powerful if, at level 20 and in range, a Sun Temple is upgraded to the True Sun God. She will transform as well, getting additional damage and pierce.
Adora's relatively long range and homing bolts allows her to excel on most tracks, including multi-lane ones. Both of the previously mentioned parts of Adora make it so she won't struggle as much when facing bloons from different parts of a track. This also allows her to cover multiple parts of the track, meaning less potential for bloons to sneak past her. As for modes, her inability to attack camo bloons without support can make early rounds of Alternate Bloons Round difficult, though since her bolts can attack lead bloons, she is still a worthwhile Hero to use. Adora relies on being able to sacrifice other towers to level up quickly, so it isn't recommended to use her on Half Cash or CHIMPS. The low cash flow of Half Cash and limited cash income of CHIMPS makes sacrificing towers a gamble, as while Adora is powerful, she still relies on support towers when her abilities are on cooldown. She also isn't recommended on co-op due to the slow XP rate.
Abilities:
The Long Arm of Light: For 10 seconds, Adora has 5 more pierce, double range, and can pop purple bloons. At level 16, Adora also deals double damage.
Blood Sacrifice: Sacrifices a targeted tower which will give Adora extra XP. The amount of XP given is 4x the tower's value meaning the more expensive a tower is, the more XP Adora will get. Sacrificing a tower also gives Adora a boost to her range and rate of fire for 10 seconds. This buff also extends to Sun Avatars and Temples in range of Adora. The buff amount ranges from 10% to a maximum of 25% bonus, which depends on the value of the tower sacrificed. The more valuable the tower is, the bigger the bonus given. Once Adora is at level 20, the buff can be to a maximum of 50% and lasts for 60 seconds instead of 10.
Ball of Light: A ball of light will circle around Adora for about 15 seconds or 2 revolutions around her. The ball has unlimited range and will deal massive single-target damage, being able to pop every bloon except purple bloons. It can also pop camo bloons if Adora is able too. At level 20, the ball of light will circle around for about 22 seconds or 3.25 revolutions. It will have the same targeting priority as Adora.
Skins:
Joan of Arc Adora
Voidora
Upgrades:
Divine Bolt seeks out and destroys.
Increased attack range.
The Long Arm of Light: Greatly increases attack range and power for a short time & damages all Bloon Types.
Shoots double Divine Bolts.
Divine bolts pierce through more Bloons.
Shoots 3 Divine Bolts at a time.
Blood Sacrifice: Sacrifice a targeted Tower to grant Adora large amounts of XP and boost her attack range and rate of fire for a short time.
Shoots 4 Divine Bolts at a time.
Increased attack range.
Ball of Light: Brings forth a powerful ball of energy to strike down the Bloons.
Adora increases attack speed.
Shoots 5 Divine Bolts at a time.
Divine Bolts pierce through even more Bloons.
Shoots 6 Divine Bolts at a time.
Divine Bolts burn through an extra Bloon layer.
Long Arm of Light becomes even more deadly.
Adora increases attack speed even more.
Shoots 8 Divine Bolts at a time.
Increased attack range.
Ball of Light is greatly improved, plus increased rate of fire, range, and duration buffs from Sacrifices.
Admiral Brickell
Admiral Brickell the Naval Commander
"Command all your water-based Monkeys to decisive victory. Requires water to place."
Cost: $640/$750/$810/$910
Unlock: 5,000 MM
Description:
Brickell is a pure water-based Hero who is powerful throughout every stage of a track. She has 2 attacks, a revolver, which is good for dealing high damage to one bloon, and sea mines, which are good for group of bloons. Brickell's targeting changes which bloon she targets with her revolver, so its best to target her on Strong. The sea mines are dropped occasionally to one side of Brickell, avoiding placement on other water towers, and targeting the first bloon that comes in their range. An upgrade at a later level allows Brickell to target camo bloons as well, allowing her to pop every bloon. Eventually, both attacks increase in strength, with her sea mines being able to do more damage than her revolver. This allows Brickell to deal a lot of damage, which can be amplified if her sea mines are amassed. Besides her main attacks, Brickell's 2 abilities are quite powerful when used correctly. Her level 3 Naval Tactics ability buffs nearby water towers, including herself, considerably due to the various benefits it gives. When timed well, this ability can allow Brickell and other water towers to quickly destroy difficult rounds. Brickell's level 10 Mega Mine ability can be used to quickly destroy bigger blimps or groups of blimps due to its high damage. This could leave a bunch of ceramics, so be careful.
Because Brickell can only be placed on water, the tracks she can be used on is limited. However, for tracks that do contain water, she is an excellent Hero to use. It's better if there's a lot of water near her to increase the effectiveness of her level 3 ability. Water tracks that contain multiple lanes can be an issue for Brickell, mainly because her sea mines have a short range. This could mean that some bloons may not be targeted by them, decreasing Brickell's damage. Brickell can work on any mode as long as water towers can be placed to fully maximize Brickell's potential. Because her level 3 ability gives affected water towers camo detection and the ability to pop any bloon once Brickell reaches certain levels, camo support may not be necessary, saving money. However, due to it being time-limited, it isn't recommended.
Abilities:
Naval Tactics: Doubles attack speed of Brickell and nearby water-based towers for 9 seconds up to 12 seconds at level 14 and every water-based tower at level 19. At certain Brickell levels, this ability also allows popping of every bloon including camo and also increases pierce by 1. Can buff Sun Temples as well if they are placed in water.
Blast Chain: For 10 seconds, sea mines have their targeting delay time halved and their projectile speed doubled. This allows the sea mines to more quickly lock on to bloons and reach them quicker, good for rounds that contain sets of fast bloons.
Mega Mine: Allows manual placement of a Mega Mine that deals 4,000 damage up to 15,000 once triggered by blimps. It has 100 pierce and stuns bloons that survive for 5 seconds. Will last for 180 seconds or for 4 total rounds. Great for groups of blimps but can leave a ton of ceramic bloons.
Skins:
Dread Pirate Brickell
Upgrades:
Drops powerful sea mines that seek out and destroy Bloons.
Increased attack speed.
Naval Tactics: greatly increases attack speed of Brickell and nearby water-based Monkeys for a short time.
More popping power for Sea Mines.
Naval Tactics increases popping power and allows affected Monkeys to hit all Bloon types except Camo.
Increases the damage of Sea Mines and Pistol attacks.
Brickell gains increased attack range and Camo Bloon detection.
Naval Tactics allows affected Monkeys to hit Camo Bloons. Water towers in radius gain extra pierce.
Sea Mines do extra damage.
Mega Mine: deploys to any water area a devastating Mine that triggers on MOABs and stuns nearby Bloons. Mega Mines last 3 rounds.
Faster deploy speed and deploy rate for Sea Mines.
Pistol attack increased speed and damage, Sea Mines increased damage.
Mega Mine cooldown reduced.
Naval Tactics duration increased.
Enhanced Sea Mines have larger explosion, can damage Black Bloons and remove Camo property.
Attack and Sea Mine deploy range increased slightly.
Sea Mines do greatly increased damage.
Mega Mine cooldown reduced even further.
Naval Tactics affects all water based towers everywhere.
Mega Mine does massively increased damage and longer stun.
Etienne
Etienne the Drone Operator
"This high-tech hero can pursue the Bloons wherever they go with his remote-controlled drone."
Cost: $720/$850/$920/$1,020
Unlock: 5,000 MM
Description:
Etienne relies on his drones to deal damage instead of popping bloons himself. Initially having a single drone, he eventually can control 4 drones and up to 8 drones at once. While Etienne's damage isn't that high compared to other Heroes, his main benefit comes in his level 8 upgrade, giving every tower camo detection. This upgrade completely removes the need for different forms of camo support, saving money as well as tower space. This doesn't mean Etienne can't deal large amounts of damage, as his level 10 UCAV ability allows him to pop large amounts of bloons. His drones can also pop a lot of bloons, since they each drone can eventually pop 3 layers and have 9 pierce. Etienne's single drone initially targets First only. Once more drones are controlled, new targeting options are unlocked. The drones can retain targeting First, or they can be switched to Divide and Conquer, which targets First, Strong, Strong, and First, or to Zone Defense, to target First, Strong, Last, and Close. The drone targeting depends on which drone it is and is also color-coded.
Etienne's large radius allows him to be able to pop bloons even on multi-lane tracks, making him useful for most tracks. At first, his drone can miss popping bloons due to its slow speed, making him struggle during early rounds, especially against faster bloons if they're close to the outside of his range. His ability to give every tower camo detection makes him a valuable Hero, especially for tracks that have limited ideal tower placement areas. This ability also makes him useful on every mode, including CHIMPS, where the cash that may be spent on camo support can instead be used on another tower. His damage from his abilities also means that Etienne can hold his own during later rounds.
Abilities:
Drone Swarm: Spawns 4 additional drones temporarily with 1 targeting First, another Last, and the other 2 targeting Strong. The drones last for 17 seconds, lasting 0.5 seconds longer every level up to 25.5 seconds at level 20. Spawned drones are identical to Etienne's normal drones and follow the same behaviors.
UCAV: The UCAV circles around the map targeting the first bloon with its 10 missiles. It has infinite range and attacks every 0.6 seconds. Each missile does 2 damage and have 25 pierce which can reach up to 7 damage and 30 pierce. The Perma-UCAV has the missile stats reduced back to the original numbers; however, the ability now boosts the missiles to 10 damage and 30 pierce, also allowing the missiles to damage every bloon. Each ability activation lasts 20 seconds.
Skins:
ETn
Book Wyrm
Upgrades:
Flies a deadly little drone around to shoot at the Bloons.
Etienne's range increased.
Drone Swarm: Etienne launches 4 more temporary drones to wreak some Bloon popping havoc.
Drones increase in popping power.
Drone increased attack speed and infra red camera allows shooting of Camo Bloons.
Drone Swarm ability cooldown reduced.
Etienne now controls 2 drones at once.
UAV: all Monkeys gain Camo Bloon detection.
Drones pop an extra Bloon layer.
UCAV: high altitude surveillance drone becomes devastating combat drone for a short time.
Etienne gains a third drone to control.
Drone upgrades! Increased popping power and flight speed.
UCAV ability cooldown reduced.
Drones damage increased greatly.
UCAV damage output and duration greatly increased.
Etienne's range, drone popping power, and Drone Swarm cooldown all improved.
UCAV damage output greatly increased again!
Drone damage increased.
Etienne now controls four drones all the time!
Perma-UCAV: Surveillance drone becomes permanent UCAV. When activated becomes more powerful for a short time and can pop all Bloon types.
Sauda
Sauda the Swordmaster
"With a calm fury, Sauda can carve Bloons up with her twin razor-sharp swords."
Cost: $510/$600/$650/$720
Unlock: 5,000 MM
Description:
Sauda is a high damage dealing melee Hero who can deal even more damage if paired with the right towers. Even though she has a small range, being a melee Hero, Sauda has high pierce and attack speed, allowing her quickly shred through bloons and blimps alike. She is able to pop camo bloons at level 1, which paired with her super cheap price, makes her a strong starting Hero. Her swords have various details as she levels up, which allow her to deal even more damage than what she would usually. One is that she does extra damage against ceramic bloons and blimps, making her more easily deal with both of them. Another part is that during later levels, she can do bonus damage against bloons or blimps that have the camo, regrow, or fortified property. This can also stack with her ability to deal extra damage against bloons or blimps that have an effect on them, such as slow or stun. This means when Sauda is attacking bloons or blimps that are slowed, for example, from MOAB Glue, then she'll be doing even more damage. This bonus damage is amplified against blimps, which will take more extra damage than bloons. Along with her Bloon Bleed effect at level 9, Sauda can quickly destroy bloons. Besides her swords, Sauda's abilities are good at dealing damage as well. Both of them can also pop lead and frozen bloons before Sauda can, which is a minor plus.
While Sauda can work on most tracks, tracks containing multiple lanes or where tower placement is far from the track can be an issue for her. She works best on tracks that contain parts where bloons cross it multiple times, which will complement her small range well. This also benefits her abilities a lot, especially her level 3 Leaping Sword ability. Having towers such as the glue monkey or ice tower nearby will help Sauda's damage during her later levels. Since her swords can pop camo bloons and even lead bloons eventually, Sauda works well on every mode. Since she's a cheap Hero and can handle every bloon in some way, she can hold her own during the early rounds. And during the later rounds, her high popping power means she can still be helpful.
Abilities:
Leaping Sword: Ability's targeting is based on Sauda's target priority. There is initially a tiny area-of-effect that affects up to 20 bloons, dealing 20 damage or 100 damage to blimps that are in the area. Afterwards, an area is left behind that lasts for 5 seconds and does 1 damage every 0.2 second, being able to pop up to 5 bloons that pass through it. Both effects can pop frozen and lead bloons. Does 570 damage or 700 damage to blimps, pops up to 60 bloons, and the after-effect swords deal 60 damage at level 20.
Sword Charge: Sauda charges from the track exit to the entrance dealing 20 damage to up to 400 bloons on screen. She will create copies of herself on maps with multiple entrances or exits which charge as well. Can pop lead bloons. At level 20, each copy of Sauda does 220 damage, pops up to 1,400 bloons, and charges will occur 2 more times after the first one.
Skins:
Viking Sauda
Upgrades:
Slashes with both swords at nearby Bloons. Can pop Camo.
Pops more Bloons per attack.
Leaping Sword Attack: Sauda's dramatic Lead popping leap attack slams down on her targeted Bloons.
Sauda's swords slice through 2 layers of Bloons.
Sauda attacks faster.
Increased attack range and popping power.
Sauda preys on the Bloons' weakness, doing extra damage if they are stunned, and she can now pop frozen Bloons.
Sauda attacks even faster.
Bloon Bleed: Sauda pops through 3 layers of Bloon with each strike, and causes a slow damage over time effect.
Sword Charge: Sauda slides along the whole track, devastating Bloons as she goes.
Sauda inflicts extra damage to any Bloon slowed, immobilized, or taking damage over time from other monkeys.
Leaping Sword Attack increases greatly in power.
Enchanted blades do more damage and allow Sauda to damage all Bloons.
Sauda attacks even faster.
Increased attack range and popping power, and Leaping Sword Attack deals more damage.
Sword Charge greatly increased damage.
Sauda's sword attacks slice through many Bloon layers at once.
Sauda's swords attack with a blur of speed.
Enchanted Blades do extra damage to Regrow, Fortified, and Camo Bloons.
Sword Charge sweeps all track paths three times!
Psi
Psi the Psionic Monkey
"A gifted monkey child, Psi uses only the power of the mind to destroy Bloons from the inside out."
Cost: $850/$1,000/$1,080/$1,200
Unlock: 5,000 MM
Description:
Psi is mostly a support DPS Hero, with the ability to attack bloons anywhere. Psi is able to instakill bloons and even blimps once they reach a high enough level. Their main attack is relatively slow, but the instakill makes it valuable to use, especially against stronger bloons. Mainly single-target, Psi is able to attack multiple bloons with their psionic attack during later levels. They also have a small radius on targeted bloons, allowing other bloons in that range to be attacked as well. There is also a small explosion caused once a bloon is popped at level 8. Psi's main way to deal with groups of bloons is through their abilities. Their level 3 Psychic Blast ability allows for bloons around Psi to be stunned briefly, allowing time for Psi or other towers to deal damage. They also have their level 10 Psionic Scream ability, which can affect up to 2,000 bloons at once. During early levels, Psi can struggle against bloons as though they can target camo bloons, they require upgrades to be able to target purple bloons, ceramic bloons, and blimps. Upon reaching level 20, Psi can become extremely effective, as any bloon or blimp, except for BADs, can be instakilled. Along with their level 10 ability, the screen can be completely wiped of bloons.
Psi can be effective on every track due to their infinite range and instakill attack. However, shorter tracks can be more troublesome due to the slow speed of Psi's attack. While they have infinite range, it's best to place Psi close to the track to allow their level 3 ability to affect as much bloons as possible. Their slower than average leveling rate means while they can be used on any mode, they may not be as effective during earlier rounds. Their ability to instakill blimps also makes them suitable for Double HP MOABs if they can reach a high enough level. For Impoppable and CHIMPS, Psi is a solid choice as long as there are additional towers to deal with the BAD.
Abilities:
Psychic Blast: Stuns up to 50 nearby bloons for 6 seconds or 1.5 seconds for blimps. The stun can affect any bloon even if Psi can't target it directly. At level 7, when Psychic Blast can now pulse again, each pulse can stun up to 100 bloons. Each subsequent pulse happens 2 seconds after the previous.
Psionic Scream: Affects up to 2,000 bloons on screen, causing a 50/50 chance for the bloon to get blown backwards or start to be instakilled. Can only affect bloons that Psi is able to target. At level 20, all affected bloons start to be instakilled. Once Psi is able to target blimps, affected blimps can be blown back as well until level 20.
Skins:
Psimbals
Upgrades:
Over any range or obstacle, Psi sets up deadly vibrations that completely destroy one Bloon at a time. Can target Camo.
Attacks slightly faster.
Psychic Blast: Psi unleashes a wave of power that stuns nearby Bloons for a long time.
Psi's attack can hit another Bloon if very close to the targeted Bloon.
The psionic vibrations destroy Bloons faster than normal.
Psi's powerful mind can penetrate through Lead Bloons.
Psychic Blast pulses twice. Psi can now destroy Ceramic Bloons.
Destructive Resonance causes Bloons destroyed by Psi's main attack to damage other Bloons nearby.
Split the Mind. Psi can now target two different Bloons at once.
Psionic Scream: Psi unleashes a silent scream that throws the Bloons into utter chaos.
The psionic vibrations destroy Bloons even faster.
Psychic Blast pulses three times.
Not even Purple Bloons can resist the power of Psi's mind attacks.
Psi's immense psychic power allows targeting and destruction of MOABs.
Destructive Resonance is more destructive.
The psionic vibrations destroy Bloons very fast. Psi can now target BFBs.
Split the Mind. Psi can now target three different Bloons at once.
Psi's attacks affect Bloons within a larger radius of the target Bloon.
Destructive Resonance is much much more destructive.
Psionic Scream no longer distracts Bloons. Psi can now target DDTs and ZOMGs.
Geraldo
Geraldo the Mystic Shopkeeper
"Geraldo the shopkeeper sells a selection of useful items and zaps Bloons with his lightning attack.."
Cost: $510/$600/$650/$720
Unlock: 5,000 MM
Description:
A strong hero with a unique playstyle, Geraldo offers the most variety of strategies compared to other heroes due to his shop. Geraldo is able to handle most rounds by himself with his lightning attack that starts off dealing 2 damage with a small area of effect. These both upgrade to a point where Geraldo will start dishing out a lot of damage. The main downside is that his lightning attack can't pop lead or purple bloons without help. Besides that, his cheap cost allows him to be placed very early on. The biggest benefit of Geraldo is his shop which contains 16 different items, unlocking at different levels. With the various items in his shop, Geraldo can eventually allow himself to pop every bloon in some form. While some items aren't permanent, they still provide great benefits when utilized. Because everything in his shop costs money, farming is the best way to get the most out of Geraldo's shop. This is especially true with some of his later items as they're quite expensive compared to earlier items.
Geraldo's extreme versatility makes him a great hero on any track or mode, even on CHIMPS. For Deflation, due to the limited amount of available cash, Geraldo may not be able to perform as best as he could on other modes where money isn't as big of an issue. Placement of Geraldo won't affect his ability to use his shop items since they can be used anywhere on the map. Therefore, as with most other towers, Geraldo is best placed in section where he can attack bloons twice such as on intersections. Due to his inability to pop lead bloons early on, you would want him towards the middle of a track to allow another tower pop leads first.
Abilities:
Instead of a traditional ability set, Geraldo has a shop button which allows you to buy different items. Each item has a different effect and all have various scenarios in which they are good in. Every item has a set price and max stock amount with the pricing changing based on the difficulty. At the end of a round, Geraldo can restock items if they aren't fully stocked. Most items, except the Rare Quincy Action Figure, will restock one item (Two for Stack of Old Nails) after a set amount of rounds. The round counter for when the item will restock starts once it's unlocked. It doesn't change even if the item is upgraded. Once Geraldo reaches level 20, he fully restocks his entire shop and resets the timer for when items will restock.
Skins:
None
Upgrades:
Available Items! Shooty Turret, Stack of Old Nails, Creepy Idol, Jar of Pickles. Geraldo also has a short range magical attack.
New Items! Rare Quincy Action Figure - increases in value the longer you possess it!
New Item! See Invisibility Potion - grants short term camo detection to a Monkey Tower or Hero. Geraldo's attack range increases.
New Item! Tube of Amaz-o-Glue - can be placed on the track to slow Bloons down.
New Item! Sharpening Stone - boosts the pierce of a Monkey Tower or Hero when doing sharp-type damage.
New Item! Worn Hero's Cape - converts a Tier 2 or lower Dart Monkey into a Super Monkey! These converted SUper Monkeys can only be upgraded to Tier 3.
New Item! Blade Trap - when a visible Bloon touches the trap, a Blade Maelstrom goes off. Geraldo's main attack increases in damage and pierce.
New Item! Bottle of 'Gerry's Fire' - 2.8 million Bloonville units of pure hot sauce fire! Gives a Monkey, Hero, or minion a fiery attack for 10 seconds.
New Item! Fertilizer - targeted Banana Farms that produce visible bananas increase production and get a cash bonus over several rounds. Geraldo's main attack blast radius increases.
New Item! Pet Rabbit - aww what a cute widdle bunny wabbit!
New Item! Rejuv Potion - resets all Monkey Tower and Hero cooldowns, restores 50 lives. Geraldo's main attack pierce increases, and Jar of Pickles grants bonus damage vs. Fortified Bloons.
New Item! Genie Bottle - summons a plasma-powered Genie Monkey that lasts for 3 rounds. Creepy Idol can now apply an occasional short stun to passing visible MOAB-class Bloons.
Shooty Turret fires faster with increased damage, and Stack of Old Nails do more damage.
See Invisibility Potion grants additional range and lasts longer.
Sharpening Stone now increases damage in addition to pierce, and Blade Trap creates a more powerful effect when triggered.
Stack of Old Nails becomes a Nail Mine, Jar of Pickles grants additional bonus damage vs. Fortified Bloons, and Gerry's Fire gains bonus burny damage.
Geraldo's main attack does more damage and Amaz-o-Glue now has a small affect on MOAB-class Bloons.
Genie gains a second close-target attack and does bonus damage to MOAB-class Bloons and Creepy Idol applies a Mystical Shroud to MOAB-class Bloons that causes big damage nearby when they are popped.
Geraldo's main attack is faster, has a longer range, and does more damage and See Invisibility Potion grants bonus damage to Camo Bloons.
New Item! Paragon Power Totem - adds paragon power to the next paragon created. Geraldo's main attack does more damage.
Corvus
Corvus the Spirit Walker
"Corvus works well on the frontline, weakening nearby Bloons to harvest Mana and channel powerful energies through his Spirit companion."
Cost: $785/$925/$1,000/$1,110
Unlock: 7,000 MM
Description:
Corvus is a unique hero that has endless possibilities on how to utilize him. This is because of his Spellbook which requires Mana. Mana can be gathered from his abilities or from Haunted bloons. While Corvus' spirit can attack from anywhere, Corvus himself can only Haunt bloons that enter his range. When Corvus gathers Mana, it can be used in his Spellbook which has 3 sections: spells that are continuously casted, single casted spells, and spells that provide utility. Corvus starts off with Spear, Nourishment, and Repel. Other spells will be unlocked as Corvus levels up. Continuous spells have an initial Mana cost to cast, and then after will constantly drain Mana. They can be dismissed early to conserve Mana. Single casted spells only use up Mana once. They will have a timer for how long the spell will last before going into cooldown. The utility spells do not pop bloons, but instead help benefit in other ways. His spells can all be casted along with other spells, as long as there is Mana in the pool.
Corvus' Spirit's infinite range allows him to be used on any map. However, due to his Mana harvesting abilities, Corvus should be placed near the beginning of the track. This can make it more difficult for him to gather Mana on tracks with multiple entrances or have alternating entrances. His Spirit Walk ability can be helpful in these situations. Because of the multitude of spells, Corvus can be a huge help on any difficulty including CHIMPS, where, while not ideal, his Soul Barrier spell can be used to save a leaked bloon or 2.
Abilities:
Soul Harvest: Performs an energy blast that does 20 damage on up to 20 bloons, harvesting Mana from each of them. It can do 35 damage, and extra damage to ceramics, on 20 bloons at level 11. This ability is able to pop every bloon. It is unable to hit camo without detection.
Spirit Walk: Corvus can teleport to any valid location which can be used for repositioning Corvus into a spot to gather more Mana.
Dark Ritual: A ring is created around Corvus that lasts for 5 seconds. The ring does 2 damage every 0.5 second to bloons and can hit up to 100 of them. This can generate Mana as well. The radius of the ring is slightly lower than Corvus' vision range. This ability can pop leads, but not purple bloons. It can not hit camo bloons without detection.
Skins:
None
Upgrades:
Haunted Bloons are weakened and explode when popped, adding Mana to the Mana Pool. The Spirit attacks Bloons anywhere on the map at Corvus' command. Learns: Spear, Nourishment, Repel.
The Spirit grows in size and can hit more Bloons.
Soul Harvest ability: Harvest nearby Bloons in an instant. Learns: Echo, Haste.
The Spirit does more damage. Learns: Soul Barrier, Trample
Learns: Frostbound, Aggression, Vision
Increased damage when Haunted Bloons explode. The Spirit does more damage. Learns: Ember.
Spirit Walk ability: Corvus can shift to a valid location. Learns: Ancestral Might, Malevolence
Spiritual Balance means the Mana Pool fills faster when it is nearly empty. Haste gives increased speed and agility. Learns: Storm
The Spirit's base damage increased and does extra damage to MOABs. Frostbound can hit MOABs. Soul Barrier can block more Bloons from leaking.
Dark Ritual ability: Harvest a huge number of Bloons near Corvus. Trample does more damage to more Bloons. Learns: Recovery
Spiritual Attunement means the Spirit grows in power as the Mana Pool fills. Soul Harvest does more damage, and extra damage to Ceramic Bloons. Frostbound gains permafrost.
Increased damage when Haunted Bloons explode. Spear does more damage. Repel can push MOABs.
Ancestral Might does more damage. Learns: Overload
The Spirit does more damage to Bloons. Malevolence does more damage and extra damage to Ceramic Bloons.
Ember's fire drops more often and does more damage. Nourishment gives more XP per Mana.
Corvus has increased range. The Spirit does more damage to Bloons.
Haunted Bloons are weaker, and explosions do more damage. Soul Barrier can block more Bloons from leaking.
Storm's energy blades hit more Bloons and do more damage. Spear does more damage.
Corvus can Haunt MOAB-Class Bloons. Trample does more damage to Bloons.
The Spirit base damage increases and does extra damage to MOABs. Ancestral Might does more damage. Overload does more damage.
Personal Tier List
Geraldo = S
Reasoning:
In general, I don't think there is one superior Hero nor is there one that is downright bad. They all have pros and cons which make them more viable in different cases. I considered everything about the Hero, including their damage, abilities, tower synergies, and even their placement values (how much space they take up). They will also be based on having the Hero at level 20, unless otherwise specified.
+ = Pro/Positive, * = Neutral, - = Con/Negative
Pat Fusty
+Great crowd control (slap/stun bloons and blimps)
+Great level 3 ability (bonus damage)
+Land or water placement
*Takes up larger area
-Melee
Sauda
+Amazing damage (moreso when bloons/blimps are debuffed)
+Cheap Hero
*Innate camo detection
*Decent abilities
-Melee
-Pure damage
Etienne
+Global camo detection
+Good damage
+Strong abilities
+Large targeting area
*Can't be buffed by Alchemist
-Relatively weak at early levels
-Can't pop leads without support
-Drone targeting can be wonky sometimes
Obyn Greenfoot
+Good damage
+Good abilities
+Slows down bloons/blimps
+Boosts nearby Magic towers
-Inconsistent placement of abilities
-Can't pop purple bloons without support
-Can't pop camos without support
Striker Jones
+Good damage
+Great stun in level 3 ability
+Reduces black bloons' effectiveness
+Boosts Bomb Shooters and Mortar Towers
-Level 10 ability mostly useless until level 20
-Can't pop camos without support
-Weak single-target damage
Gwendolin
+Great damage
+Great abilities
+Heat It Up buff to other towers
-Can't pop camo bloons without support
-Can't pop purple bloons early on
Captain Churchill
+Amazing damage
+Strong abilities
*Takes up larger area
-Costly Hero
-Slow level speed
-Requires decent placement to maximize effectiveness
Benjamin
+Amazing cash generation
*Decent abilities
-No direct attack
-Mostly useless on CHIMPS
Admiral Brickell
+Strong damage
+Amazing abilities
*Mostly damage-dealing Hero with occasional support from level 3 ability
-Can only be placed on water
Adora
+Good damage
+Great level 10 ability
*Decent level 3 ability
*Can buff Sun Temples
-Costly Hero
-Mostly pure damage
-Slow level speed
-Can't pop camo bloons without support
Psi
+Unlimited range
+Amazing single-target damage
+Good abilities
*Innate camo detection
-Can't target certain bloons/blimps until later levels
-Weak group-target damage
Quincy
+Good damage
+Good abilities
+Cheap Hero
-Pure damage
Ezili
+Strong level 10 ability
+Cheap Hero
+Can strip various properties off bloons
*Decent damage
*Small placement area
*Decent level 7 ability
-Can't pop purple bloons without support
-Mostly useless level 3 ability
Summary Of Outstanding Features
Note: Unless specified, feature is based on level 20 Hero.
Quincy Arrows can bounce up to 9 targets
Does 4x damage against blimps
Storm of Arrows only does 2x damage against blimps
Can pop camo bloons at level 5Gwendolin Heat It Up buff allows towers to pop lead bloons, pop 1 extra layer, have 1 more pierce, and 2 more damage against lead bloons
Heat It Up activates based on amount of shots Gwen makes
Only abilities can pop camo bloons without support
Can pop purple bloons at level 16Striker Jones Makes explosions have a 50% to pop black bloons at level 5
Makes explosions able to pop black bloons at level 19
Can't pop camo bloons without supportObyn Greenfoot Only abilities can pop camo bloons without support
Can't pop purple bloons without support
Places a totem that slows down bloons and blimps
Buffs all Magic monkeys at level 11Captain Churchill Shell attack creates 7 explosions and does 5 damage
Can't pop DDTs without abilities or support
Does 1 more damage to fortified bloons
Can pop camo bloons at level 6Benjamin Generates $800 every round
Generates $2 for every bloon and blimp spawned
Generates 10 lives and can go 100 over strating lives (except on Impoppable and CHIMPS)
Can trojan camo bloons at level 18Ezili Does bonus damage against blimps
Can strip camo, regrow, and fortified properties of bloons
Increases pierce of Zombie bloons
Affected by Sacrificial Totem as well
Can't pop purple bloons without supportPat Fusty Can be placed on land or water
Has a slam and slap attack
Affected by Rallying Roar as well
Can pop leads
Can't pop camo bloons without supportAdora Has a True Sun Goddess form when level 20 and in range of a Sun Temple when upgrading
Can sacrifice a tower for 4x its value for XP
Can pop purple bloons with The Long Arm of Light ability
Can't pop camo bloons without supportAdmiral Brickell Can only be placed on water
Has a revolver attack and a sea mine attack
Sea mines can stockpile
Can pop camo bloons at level 7
Sea mines can damage black bloons and remove camo at level 15Etienne Controls 4 drones with 3 different targeting options
Can't pop lead bloons without UCAV ability or support
Can pop camo bloons at level 5
Gives all monkeys camo detection at level 8Sauda Does extra damage to ceramic bloons and blimps
Does extra damage to camo, regrow, and fortified bloons and blimps at level 19
Does extra damage to bloons that are stunned, slowed, immobilized, or taking a damage over time effect
Can pop lead bloons at level 13
All abilities can pop lead bloons
Can pop camo bloonsPsi Can't be blocked by terrain and has unlimited range
Can pop camo bloons
Can pop lead bloons at level 6
Can pop ceramic bloons at level 7
Can pop purple bloons at level 13
Can pop MOABs at level 14
Can pop BFBs at level 16
Can pop DDTs and ZOMGs at level 20Geraldo Can't pop lead or purple bloons
Shooty Turrets deal 2 damage with 2 pierce. At level 13, does 7 damage
Shooty Turrets have no placement limit
Stack of Old Nails can only be placed on the track
Stack of Old Nails has 10 spikes that do 1 damage, 6 damage at level 13
Stack of Old Nails has 14 spikes that deal 6 extra damage to ceramics bloons and 1 extra to lead bloons, and explode once depleted at level 16
Creepy Idol moves every 4th bloon back
Creepy Idol can briefly stun blimps at level 12
Creepy Idol will apply Mystical Shroud, which will make blimps exploded when popped, when it expires or is sold at level 18
Jar of Pickles gives a buff that makes a tower deal 1 extra damage but have 33% slower attack for 5 rounds
Jar of Pickles gives additional damage to fortified bloons at level 11
Rare Quincy Action Figure increases in value by 10% of the previous round value for rounds 1-30, 5% for rounds 31-81, or 2% for rounds 81+
See Invisibility Potion gives camo detection for 10 rounds. It gives 20% more range and lasts for 15 rounds at level 14
See Invisiblity Potion gives +1 damage to camo bloons at level 19
Tube of Amaz-o-Glue can only be placed on the track
Tube of Amaz-o-Glue can glue 100 bloons. At level 17, can glue 20 MOABs, 10 BFBs, 4 ZOMGs, or 10 DDTs
Sharpening Stone can only be given to towers with Sharp damage type
Sharpening Stone gives 1 extra pierce for 10 rounds. At level 15, gives 2 extra pierce
Worn Hero's Cape transforms a tier 2 or below Dart Monkey into a Super Monkey
Blade Trap makes a Maelstrom when a bloon touches the trap
Blade Trap becomes a Super Maelstrom at level 15
Bottle of 'Gerry's Fire' Hot Sauce spawns a spirit at the targetted tower that attacks using Dragon's Breath
Fertilizer increases cash production of Banana Farms that produce bananas by 25%
Placing 4 Pet Rabbits will merge them into a "killer rabbit"
Rejuv Potion restores 50 lives and resets all ability cooldowns
Genie Bottle spawns a genie that attacks similarly to Arcane Spike
Genie Bottle gains an extra attack and does more blimp damage at level 18
Paragon Power Totem gives 2,000 power towards the next Paragon tower
Closing Thoughts
Did I mess something up or you are still confused? Let me know so I can help clear it. The guide will be updated whenever possible.
Information gathered from BTD6 Wiki. Upgrades taken directly from in-game descriptions.
Other Guides
https://steamcommunity.com/sharedfiles/filedetails/?id=1616170689
https://steamcommunity.com/sharedfiles/filedetails/?id=2542343537
Changelog
July 25:
Released
Aug 10:
Personal Tier List added
Aug 14:
Obyn text added
Aug 15:
Quincy typo fixed
Dec 7:
Obyn changes to level 5, 9, and 12
Feb 7:
Admiral Brickell change to level 8
Psi new skin
Apr 13:
New Hero - Geraldo
Admiral Brickell new level 7 ability
Dec 7:
New Hero - Corvus
Etienne new skin
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=2536456970
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