Bloons TD Battles 2 cover
Bloons TD Battles 2 screenshot
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Genre: Strategy, Tactical, Indie

Bloons TD Battles 2

Update 2.2 is out now - Update Notes!


New Features



  • New Hero: Star Captain Jericho
    - The space-faring winner of the community hero vote!
    - Send trapped bloons that put your opponent into debt when popped.
    - Smuggle your rushes through hyperspace to get them past your opponent’s front line.
  • New Map: Precious Space
    - Inspired by u/SuperPsou’s winning entry to the community map contest!
    - Activate the lasers to destroy placeable asteroids in exchange for cash.
    - How many can you afford to destroy while keeping enough room to defend?
    - You can find Precious Space in Ranked games in White Wasteland and above, as well as Casual, Private, and Event games.
  • New Bling Season
    - 12 new season cosmetics including the Too Early emote and the Magical Teleportation placement animation for the Wizard Monkey.
    - Get sneaky with Quincy’s Silent Hunter showcase.
    - Make them an offer they can’t refuse with the Don Obyn showcase for Ocean Obyn.

General Changes



  • Club Membership
    - Club Membership is now better value than ever!
    - Club Members now earn x2 Monkey Money rewards.
    - Club Membership now includes the Banana Boost, earning 2x Golden Bananas from Bling Quests with no daily quest limit.
  • Named Monkey and Prestige Toggles
    - It is now possible to hide your monkey names and prestige badges.
    - Find this option in the settings menu.

Balance Changes



  • Tower Boost
    - Tower Boost initial cooldown 30s -> 20s
    - We have reduced tower boost’s initial cooldown so that it is more accessible in the tricky early rounds of Speed Battles, as a lot of towers struggle here.
  • Dart Monkey
    - 3xx Spike-o-pult now allows re-hitting targets after bouncing
    - 4xx Juggernaut now allows re-hitting targets after bouncing
    - 5xx Ultra-Juggernaut now allows re-hitting targets after bouncing
    - Allowing juggernaut projectiles to re-hit bloons after bouncing is a core mechanism of the tower in BTD6, so we are adding it to Battles 2 as well. We are also extending this to the Spike-o-pult like btd6 recently did, as Dart Monkey could definitely do with this small improvement.
  • Boomerang Monkey
    - xx5 MOAB Domination: $55k -> $52k
    - We have given MOAB Domination some decent damage buffs in the past, but it’s still pricey for what it does, so we think a small price cut is a fair adjustment.
  • Tack Shooter
    - x4x Blade Maelstrom: crosspathing with xx1 now changes the ability rotation direction to counter-clockwise
    - 5xx Inferno Ring: 510 Tack’s Meteor has 1 -> 2 pierce, 520 has 2 -> 3 pierce, 501 has 700 -> 1000 damage, and 502 has 1000 -> 1400 damage.
    - This Blade Maelstrom change was made to add greater versatility and limit any side advantages. Despite Tack being an incredibly popular tower, Inferno Ring still feels lacking in damage, therefore we have upped its Meteor damage and pierce values when crosspathed.
  • Monkey Sub
    - xx5 Sub Commander: attacks 2x -> 3x faster than xx4
    - Sub Commander is a very underutilised tier 5. Since its main strength is buffing other Monkey Subs, it lacks versatility as there are often situations where it isn’t practical to build up an army of subs with it. Therefore, we opted to buff its individual strength so that it can shine more on its own.
  • Monkey Buccaneer
    - 031 Cannonship: cannonball pierce 28 -> 35
    - 031 Cannonship: frags pierce 1 -> 2
    - We’re bringing over some changes from BTD6 that felt reasonable for this game too, buffing the rarely-used Cannonship upgrade.
  • Heli Pilot
    - x5x Special Poperations: cash crate ability will now also trigger all other cash crate abilities
    - x5x Special Poperations: cash crate ability no longer shares button space in the ability quickbar with tier 4 cash crate abilities.
    - We’ve extended the change that we did to Sniper’s ability to Heli Pilot, as it is a nice quality of life change that fits here as well.
  • Mortar Monkey
    - 3xx Shell Shock: $950 -> $1100
    - xx2 Burny Stuff: $600 -> $700
    - Mortar has still been incredibly strong even with the previous nerfs. The last 3xx stun duration change didn’t appear to have much of an impact, so we have opted for a price increase as well. Burny stuff and signal flare also stand out as being exceptionally efficient options, so we have increased the xx2 price. Also note that we have fixed a bug that caused mortar’s targeting to be significantly more accurate than intended.
  • Dartling Gunner
    - 5xx Ray of Doom: now deals +55 bonus damage to the first target hit
    - Ray of Doom is designed to be a high-pierce tower that effectively deals with large amounts of grouped bloons. However, due to this, it performs incredibly poorly against individual tough bloons, such as a single BAD. We felt that it should perform better against these types of bloons considering its extremely high price tag, therefore we added this change to improve its single target damage considerably.
  • Druid
    - x5x Spirit of the Forest: Jungle’s Bounty ability will now also trigger all other Jungle’s Bounty abilities
    - x5x Spirit of the Forest: Jungle’s Bounty ability no longer shares button space in the ability quickbar with tier 4 Jungle’s Bounty abilities.
    - x5x Spirit of the Forest: Jungle’s Bounty ability cash $1k -> $1.5, end of round cash $3k -> $2.5k
    - Like with Heli Pilot and Sniper, this nice quality of life change fits very well for Druid’s ability too. We’ve also shuffled some of the cash amounts to distinguish the tier 5 ability from the tier 4, so that it can have its own button space in the ability quickbar.
  • Sentai Churchill
    - Level 1: Pierce per explosion 5 -> 4 (carries over to future levels, so 7 -> 6 at level 2, 10 -> 9 at level 11)
    - Level 3 High Energy Shells: ability reduces attack cooldown by 45% -> 42%
    - Sentai Churchill is extremely strong in the early game for its cost. Not much gets past its ability either, so minor adjustments have been made to both.
  • Pat Fusty
    - Level 6: stuns bloons for 0.3 -> 0.45 seconds
    - We’re making a small buff to encourage Pat Fusty to be utilised more, since he has fallen off in popularity in the highest arenas.

Bug Fixes



  • Fixed Mortar attacks being significantly more accurate than they should be.
  • Fixed Sentai Churchill using Captain Churchill’s voice lines when tapped.
  • Various text fixes
  • Fixed Banana Farmer icon appearing with low resolution in game.
  • Fixed Engineer Traps, Obyn’s trees, etc spawning over the empty lift shaft on Bloon Bot Factory.
  • Fixed bloons sometimes getting stuck in a loop when affected by the Ninja Monkey’s distraction.
  • Fixed Engineer’s sentries not spawning with the same targeting as the Engineer.
  • Fixed incorrect sell values for towers in No Pain, No Gain games.


Update Video: https://youtu.be/vDlFBqluFpc


Let us know your feedback in the comments and happy gaming! :D

Update 2.1.2 is rolling out now - Patch Notes!

General Changes



  • Reward Boost Changes (Desktop Only)
    - You can now claim 2 Reward Boosts for free every 4 hours from the Shop.
    - Features that allow you to spend Reward Boosts will show how many times they can be used in a given period (usually 24 hours).
    - Individual features will no longer offer “free uses” each day (e.g. It will always cost 1 Reward Boost to multiply your rewards post-game).

Balance Changes



  • Bloon Bot Factory
    - All passive sources of cash (xx3 Farm, x5x Druid, Benjamin, etc) will continue to function even when the elevator is down.
    - This can be a punishing map to play on already and, as we allow xx3+ farms to function while down the elevator, it made sense to allow other passive sources of cash to work too.
  • Boomerang Monkey
    - x4x Turbo-Charge: ability duration 10s -> 8s
    - Turbo Change is incredibly effective in dealing with all sorts of rushes, due to its long ability duration providing a massive speed boost in addition to a damage boost. We have slightly reduced its duration so that it’s not quite so dependable.
  • Ice Monkey
    - x3x Arctic Wind: radius 20 -> 30. Slow radius 25 -> 35. x4x radius remains unchanged at 30 and 35.
    - Since Ice monkey hasn’t got a lot of attention in recent updates, we wanted to give it a little buff, and opted for improving the Arctic Wind upgrade since it is one of Ice Monkey’s lesser used upgrades. We have shifted the tier 4 range boost to tier 3, leaving the tier 4 unchanged while giving the tier 3 a bit more value.
  • Glue Gunner
    - xx4 Relentless Glue: $2400 -> $2000
    - Like the Ice Monkey, the Glue Gunner also hasn’t received much attention recently. We have decreased the cost of the Relentless Glue since the only real valuable thing about this upgrade is its camo detection, and the previous price tag was not justified for this.
  • Sniper Monkey
    - x5x Elite Sniper Elite Supply Drop Ability will now also trigger all other Supply Drop Abilities
    - xx3 Semi-Automatic: $2700 -> $2500
    - xx4 Full Auto Rifle: $4200 -> $3800
    - Sniper Monkey’s bottom path continues to be considered one of the weakest of all tower paths, therefore we are making a couple of decently sized price buffs to the tier 3 and 4 upgrades.
  • Monkey Sub
    - 4xx reactor pierce 26 -> 30 (410 remains at 35 pierce)
    - 401 pulse rate 0.32 -> 0.3 (xx1 reduces by 20->25%)
    - 402 pulse rate 0.224 -> 0.2 (xx2 reduces by 30 -> 33.3%)
    - For a long time now, x2x has undoubtedly been the optimal Reactor crosspath due to its lead popping power and greatly increased pierce. Ideally, we would like the xx2 crosspath to provide a valuable alternative option, if lead popping power is not required. To help with this, we have increased the base pierce while leaving the 410 Reactor pierce unchanged, and we have increased the attack speed boost that xx1 and xx2 provide.
  • Monkey Buccaneer
    - 4xx Aircraft Carrier $6800 -> $6400
    - Just a small price decrease to an upgrade that could do with a little buff.
  • Monkey Ace
    - 4xx Operation Dart Storm: dart pierce 7 -> 9
    - xx5 Flying Fortress: Attack cooldown 0.025s -> 0.03s
    - xx5 Flying Fortress main weapon targets the strongest bloon rather than the closest.
    - We have buffed up ODS a little, with the hope that it will now be a more efficient option for mid game defense. Regarding Flying Fortress, it has proven to be an incredibly strong and efficient tier 5, therefore we have reverted the previous attack speed buff we made, as it was not necessary. However, we also addressed it unreliability due to its poor targeting, so it should be a bit more consistent now.
  • Heli Pilot
    - 4xx Apache Dartship: $19,600 -> $17,500
    - This upgrade feels just slightly too expensive for what it offers, so we have dropped the price a little.
  • Mortar Monkey
    - 3xx Shell Shock: stun duration 0.5 -> 0.4
    - x4x: $7600 -> $8000 and duration 8s -> 7s
    - Mortar still stands out as one of the strongest defensive towers, particularly excelling in mid-game defense. We have addressed this by slightly weakening both its Shell Shock stun and its tier 4 ability.
  • Super Monkey
    - 041 & 051 ability now knocks back any surviving targets by a large amount.
    - x5x Anti-Bloon: cooldown 45s -> 30s
    - We copied over this interesting knockback change from BTD6, helping to make Super Monkey’s ability more reliable with an added benefit. Additionally, the tier 5 ability cooldown was reduced so that there is more value in having the Anti-Bloon as a permanent tower, rather than just a tower to be sold and rebought for the ability.
  • Banana Farm
    - x3x Monkey Bank: $5100 -> $4600
    - x4x IMF Loan: $7500 -> $8000
    - Monkey Bank has been in long need of an efficiency buff, since it has never been able to compete with the other Banana Farm upgrades. We did not want to indirectly buff IMF Loan, therefore the total cost of an x4x Banana Farm remains unchanged.
  • Spike Factory
    - xx4: damage 2 -> 3
    - This upgrade simply does not provide enough value for its high price tag, especially when Spiked Balls provides a cheaper alternative. We have decided to give this upgrade a major damage buff, which should definitely shake things up.
  • Cyber Quincy
    - Level 3: Cyber Shot now also increases attack speed by 18%
    - No matter how much extra pierce Cyber Shot provides, it doesn’t seem to be able to compete with regular Quincy since attack speed is inherently more valuable. Therefore, we have decided to give Cyber Shot just a little attack speed boost as well.
  • Ocean Obyn
    - Level 10: RBE per Kraken 1000 -> 1200
    - Level 15: Nature’s Ward stuns every 4th -> 3rd MOAB class
    - With all the recent meta changes and hero introductions, Ocean Obyn has lost a lot of the relevancy that it once had. We have decided to buff up his own strength a little, improving Kraken since it’s almost always less desired than Wall of Trees.
  • Agent Jericho
    - Base cost: $750 -> $850
    - Level 10: Selling and rebuying Jericho will no longer reset the Bloon Decoy cooldown.
    - We still felt like Agent Jericho and Highwayman Jericho were in need of another early game nerf, and hopefully this will be the last. By increasing the base price, this reduces how much cash Jericho users have in the early game and additionally makes it a lot harder to place Jericho on round 1. A later Jericho placement is impactful as it results in his early cash steals and bloon adjustment being unlocked later. Additionally, we have slightly altered how Agent Jericho’s decoy works, so that it can’t be spammed by selling and rebuying the hero.
  • Highwayman Jericho
    - Base cost: $750 -> $850

Bug Fixes



  • Fixed part of the 420 Sniper Monkey’s rifle being invisible.
  • Fixed 2xx Monkey Sub attempting to fire at bloons it couldn’t see on the Ports map.
  • Fixed not being able to place towers on a 5xx Monkey Buccaneer if it is placed in front of a blocker.
  • Fixed heroes not reacting to Benjamin’s Holo-Ben taunt.
  • Fixed Preseason logo being hidden behind the Play With Fire art on the event banner
  • Fixed 4xx and 5xx Super Monkey showing its range circle as if it can’t see through blockers.
  • Fixed prestige avatars and banners not animating in the preview window.
  • Fixed Highwayman Jericho not displaying the correct VFX when he sells the opponent’s tower.
  • Fixed soft lock when dismissing a purchase confirmation window on Steam (Desktop Only).
  • Minor text fixes.


Be sure to let us know your feedback and happy gaming!

Update 2.1 Now Live - Update Notes!


New Features



  • Monkey Prestige
    - New, long-term, cosmetic upgrades for your monkeys once you finish their mastery unlocks.
    - Use XP to unlock awesome new cosmetics like animated tower portraits and drag effects.
  • New Map: Pirate Cove
    - Protect your booty from Bloon attack in an all new map.
    - Use the tall rocks to claim the high ground and attack the hard to reach bloons.
    - You can find Pirate Cove in Ranked games in Lead Dungeon and above, as well as Casual, Private, and Event games.
  • New Bling Season
    - 12 new season cosmetics including the Toy Bricks weapon skin for the Spike Factory and Shark Tower Boost.
    - Meet Science Gwen’s safety-conscious sidekick in the Safety Bot Showcase.
    - Make some noise with Pat Fusty’s Pat-cussion showcase.

General Changes



  • Pregame Store
    - Stock up on Banana Farmers and Bloon Bots before each game.
    - Watch an ad to trial any hero during the next game.

Balance Changes



  • Ice Monkey
    - 4xx Embrittlement: $3k -> $2.7k
    - We want to encourage Ice Monkey to be used more, so we are buffing Embrittlement to make his decamo and debuff abilities a little bit more accessible early on.
  • Sniper Monkey
    - xx4 Full Auto Rifle: $4600 -> $4200
    - Sniper remains one of the least used towers in the highest areas. We previously gave Full Auto Rifle a decent damage buff but it hasn’t appeared to be enough, so we are also reducing its cost.
  • Monkey Sub
    - x1x Barbed Darts: $450 -> $300
    - xx1 Twin Guns: $350 -> $300
    - xx2 Airburst Darts: $800 -> $700
    - We would love to see Monkey Sub be used more in the early game, but currently he rarely is because other towers prove to be more efficient.
  • Mortar Monkey
    - xx2 Burny Stuff: $500 -> $600
    - x4x Artillery Battery: ability no longer increases blast radius by 15%, and $7300 -> $7600
    - Mortar has quickly risen to become one of the top meta towers in the highest arenas, and we would like to tone down its strength just a little. Burny Stuff is an incredibly efficient early/mid-game option making it deserving of a small price increase, and despite previous nerfs, Artillery Battery remains to be an exceptionally effective upgrade to counter rushes. The 4x boost that the ability gives is already very significant, so we thought that the +15% blast radius boost on top of that could be removed, along with a small price increase, to slightly lower its efficiency while still ensuring it still remains a powerful ability.
  • Dartling Gunner
    - 4xx Plasma Accelerator: Pierce 50 -> 40.
    - 402 Plasma Accelerator/Powerful Darts crosspath: Pierce 75 -> 70
    - Dartling Gunner continues to be a top-tier tower and its Plasma Accelerator stands out as an incredibly efficient tower, with solid MOAB class damage and good group popping power. So we have decided to lower its pierce in order to lower its efficiency in bloon cleanup. 402’s pierce has not been changed as much in order to give more incentive to go with the xx2 crosspath instead of x2x.
  • Ninja Monkey
    - xx3 Flash bomb: Stun duration 1 -> 1.3 and pierce 60 -> 75
    - Despite Ninja Monkey being common in many top strategies over the seasons, Flash Bomb has never been a popular upgrade. We’ve bumped up its pierce and stun length so that hopefully it becomes a more appealing option.
  • Druid
    - 3xx Druid of the Storm: tornado projectile has homing
    - 5xx Superstorm: big tornado has homing
    - 3xx $1650 -> $1500 and blowback distance is now fixed at 250 rather than 100-300
    - 4xx Ball Lightning: $4500 -> $4300
    - x3x Druid of the Jungle: vine deals damage every 0.2s -> 0.15s, $850 -> $750
    - In previous seasons, Druid had its time to shine as one of the top towers in HoM. However, Druid now sadly sits at the very bottom of the HoM usage rates, and so we want to give some of Druid’s lesser-used attacks some attention. We’ve made Druid of the Storm more reliable by removing the randomness, cutting its price, and adding homing. Additionally, we added homing to Superstorm, and gave small buffs to the underutilised Ball Lightning and Druid of the Jungle upgrades.
  • Spike Factory
    - xx3 Long Life Spikes: $1000 -> $600
    - This upgrade simply increases the spike duration without adding any other benefit, so it didn’t deserve to be so expensive.
  • Gwendolin
    - Level 4: Heat It Up duration 8s -> 10s. Activates every 32 shots -> 28 shots.
    - We are increasing Heat it Up’s uptime by increasing its duration and how often it activates. You can’t easily control when this buff is active, so making it more reliable felt like a sensible change to buff the Gwens a little.
  • Science Gwen
    - Level 4: Heat It Up activates every 40 shots -> 36 shots
    - Since Scientist Gwendolin is already favoured over Gwendolin due to her stronger abilities, we are only giving Scientist Gwendolin the small Heat it Up activation buff and not the duration increase as well.
  • Striker Jones
    - Level 18: all mortar and bomb shooters shoot an additional 10 -> 15% faster
    - We are giving a little buff to Striker Jones to give more incentive to pick him over Biker Bones, since currently Biker Bones is undeniably the favourite in the highest arenas.
  • Captain Churchill
    - Level 3: ability increases shell pierce by +2 -> +4
    - Sentai Churchill is favoured over Captain Churchill largely due to his stronger early game. Captain Churchill’s level 3 ability is not that effective in the early game when compared to Sentai’s, so we are giving it a pretty hefty buff to help put him closer in line with Sentai.
  • Benjamin
    - Level 11: Generates $600 -> $800 per round
    - Level 15: Generates $1000 -> $1400 per round
    - Level 17: Generates $2000 -> $2500 per round
    - Despite previous balance changes, it still feels like the Jerichos outshine the Benjamins as the cash hero, so we are bumping up Benjamin’s cash amounts for his later levels again.
  • Ben Jammin
    - Level 15: Generates $750 -> $1050 per round
    - Level 17: Generates $1500 -> $1875 per round
    - DJ Ben Jammin generates 75% of the cash of Benjamin so his values have been adjusted in line with Benjamins. DJ Ben was already generating $600 per round at Level 11, the same as Ben used to, by mistake so that value has not been increased.
  • Ezili
    - XP leveling curve 1.5x striker -> 1.5x quincy
    - The meta has changed a lot over the previous seasons and the Ezilis are no longer considered top-tier heroes like they used to be. We have dropped the XP leveling curve so that their abilities are available earlier on.
  • Smudge Catt Ezili
    - XP Leveling curve 1.5x striker -> 1.5x quincy
  • Pat Fusty
    - Base Cost: $950 -> $900
    - Level 1: slam blast radius 8 -> 10 (+2 to all future levels too)
    - Level 1: pierce 7 -> 8
    - Similar to Ezili, Pat Fusty and Fusty the Snowman no longer have much of a place in the meta and so we would like to give them some small early-game buffs for now.
  • Fusty the Snowman
    - Base Cost: $950 -> $900
    - Level 1: slam blast radius 8 -> 10 (+2 to all future levels too)
    - Level 1: pierce 7 -> 8
  • Agent Jericho
    - Level 4 (buff to adjustment) has been swapped with level 5 (buff to regrow cost)
    - Level 4: regen cost multiplier x1.3 -> x1.4
    - Level 7: camo cost multiplier x1.5 -> x1.6
    - Once again, some more nerfs to Agent Jericho and Highwayman Jericho as they still have the edge over all other heroes. We decided to switch level 4 and 5 in order to delay how quickly camo bloons start spawning, as this was one aspect of Jericho that was very effective against lots of strategies. Furthermore, we very reduced the buff that they give to the cost of camos and regens, so that mid-game rushes or not quite so efficient with them.
  • Highwayman Jericho
    - Level 4 (buff to adjustment) has been swapped with level 5 (buff to regrow cost)
    - Level 4: regen cost multiplier x1.3 -> x1.4
    - Level 7: camo cost multiplier x1.5 -> x1.6

Bug Fixes



  • Fixed BFBs that pop due to a damage over time effect spawning their children in the centre of the screen.
  • Fixed soft lock on matchmaking screen if cancel button is pressed too frequently
  • Fixed MOABs flying to the centre of the screen if hit with a knockback on COBRA Command
  • Fixed 3xx Sub not decamoing bloons if there is a frozen bloon in its range.
  • Fixed zombie MOABs not spawning correctly if summoned by an 105 or 205 wizard.
  • Fixed Buccaneer not firing at bloons if placed too close to the pipe on Building Site.
  • Fixed soft lock if you buy something immediately before leaving the shop.
  • Fixed removable blockers not working if removed at the same time as another cash spend.
  • Fixed gap in the in game UI.
  • Fixed Euro symbol being hard to read.
  • Fixed players being unable to send emotes after they ready up in a lobby.
  • Fixed DJ Ben Jammin’s level 20 upgrade description being incorrect in non-english languages.
  • Fixed low resolution daily reward cards if the window is resized while that screen is open. (Desktop only)
  • Fixed activated ability bar flashing incorrectly during the tutorial.
  • Fixed accolades overlapping the club icon on player profiles inconsistently.
  • Fixed hotkeys being reset each time the game is opened for Russian keyboards.
  • Fixed stuttering when entering the shop screen.



Update Video: https://youtu.be/tCa4IQfsq-w


We welcome your feedback and happy gaming! :)

Star Captain Jericho Map Design Competition!



Have you ever fancied trying your hand at designing a map for Battles 2? Well, now is your chance! With work on Star Captain Jericho well underway and looking good for launch in update 2.2, we wanted to give you all the chance to design a map to go with him!

To enter this competition, all you need to do is:


  • Design a Star Captain Jericho-themed map
  • Post it on the Battles 2 Subreddit (here) with the ‘Map Competition Entry’ flair
  • Comment on the stickied post with a link to your design!

This is not an art competition, so even if you're like me and lack artistic flair, submit your design anyway - we want to see all the awesome ideas you have! Please be sure to include a name for the map, too. Once we've collected the entries, we'll pick our favourite and get to work on adapting it to go into the game!

For some inspiration, here's a brief description of Star Captain Jericho:

"Smuggling, stealing, and being a general scoundrel among the stars, Star Captain Jericho makes his own rules out in the far reaches of space."

Entries must be in by 11:59pm on Sunday, 20th August 2023 (BST). Terms apply https://ninjakiwi.com/terms


We cannot wait to see what you come up with!

Update 2.0.4 is rolling out now - Patch Notes!

Balance Changes



  • Events
    - Removed minimum round length from Speed Battles games
    - Added bloon health and speed ramping past round 51 in Bananza games.
    - We previously added a rule meaning that rounds last a minimum 5.5 of seconds after the last bloon of the round spawns. However, this change did not feel necessary for speed battles, so we have removed this rule for the Speed Battles only. We noticed that there was not any ramping from round 50-101 in Bananza, but this was not intended so we have introduced ramping for these rounds.
  • Dart Monkey
    - 3xx Spike-o-pult: Range increase 0% -> 15%
    - 4xx Juggernaut: Range increase 15% -> 0%
    - The intention of this change is to make Spike-o-pult a little bit more reliable without the range crosspaths since their aiming can be pretty inconsistent without it. The range crosspaths provide camo detection as well so it didn’t feel like this change is taking away too much from that crosspath. Juggernaut remains unchanged as we did not think that it needed changing as well.
  • Tack Shooter
    - 4xx Ring Of Fire: Pierce 60 -> 45
    - 420 Ring of Fire Crosspath: Pierce 80 -> 60
    - xx4 Overdrive: $3200 -> $3400
    - Note: A bug was fixed where the 5xx tack shooter was only applying the bonus damage to ceramic and MOAB class bloons, not the base damage. Fixing this has given the 5xx upgrade a +8 increase in damage against ceramic and moab class bloons.
    - Tack still feels a little bit too strong overall, so we are making some small changes to its tier 4 upgrades that have proven to be efficient. Alongside this, the bug fix should provide a noticeable buff to Inferno Ring’s late game power.
  • Sniper Monkey
    - 5xx Cripple MOAB: Damage 80 -> 280
    - xx3 Semi-automatic: $3200 -> $3400
    - The damage buff is copied over from BTD6, giving Cripple Moab more strength on its own which it deserves for being an expensive tier 5. Bottom path sniper is still extremely underutilised, so we are giving it another price reduction.
  • Monkey Buccaneer
    - 4xx Aircraft Carrier: $7200 -> $6800
    - 5xx Carrier Flagship: Mini-plane missile damage 60 -> 80 and dart damage 2 -> 3
    - Buccaneer as a whole lacks late-game potential in terms of dealing pure damage, so we are making some pretty substantial buffs to the top path.
  • Monkey Ace
    - 2xx Lots More Darts: $650 -> $600
    - xx4 Spectre: Attack cooldown 0.05 -> 0.04
    - xx5 Flying Fortress: Attack cooldown 0.03 -> 0.025
    - We are hoping to encourage Ace to be utilised more with a small early-game buff and bigger buffs to Spectre and Flying Fortress since they don’t quite hold up to their high price tags.
  • Heli Pilot
    - 2xx Pursuit: $400 -> $250
    - 3xx Razor Rotors: $1750 -> $1900
    - x1x Bigger Jets: $300 -> $200
    - x2x IFR: $450 -> $350
    - x3x Downdraft: $3000 -> $3200
    - xx1 Faster Darts: $250 -> $150
    - xx2 Faster Firing: $350 -> $250
    - xx3 MOAB Shove: $3500 -> $3700
    - xx5 Comanche Commander: missile damage 3 -> 15, bonus MOAB damage 2 -> 8
    - We are lowering a few of the early game upgrades that don’t provide much utility while increasing the tier 3 prices so that they remain unaffected. We also made some pretty big major buffs to the missiles (matching BTD6), since the missile attack makes up a very small amount of Comanche’s total damage and Comanche Commander is a relatively underwhelming tier 5.
  • Dartling Gunner
    - x3x Hydra Rocket Pods: The missile itself can no longer receive extra pierce from any external buffs, meaning that you can no longer increase the number of times a missile can explode. The explosions themselves can still receive pierce buffs.
    - 5xx Ray of Doom damage 25 -> 30
    - 2xx Laser Shock: $750 -> $600
    - Hyrda Rocket Pods paired with an alchemist buff has recently stood out as a particularly effective tower combination, therefore we decided to specifically nerf their interaction. We didn’t feel that Hydro Rocket Pods on its own needed changing, but it was just very strong with Alchemist because it essentially received two lots of pierce buffs (with both the explosions and the missiles getting buffed). Furthermore, we reduced Laser Shock’s cost to make it a more viable early game option, and we improved Ray of Doom’s damage since that has always been a little underwhelming.
  • Wizard Monkey
    - 110 Fireball: The fireball can now shoot through blockers with the Guided Magic crosspath
    - Guided Magic allows other Wizard attacks to shoot through blockers so it should work for Fireball as well.
  • Super Monkey
    - Base attack cooldown 0.06s -> 0.045
    - 2xx Plasma Blasts: Attack speed increase reduced to compensate for the base attack change. Plasma Blasts fire at the same speed they did before.
    - 3xx Sun Avatar: $13k -> $11k
    - We brought over some changes from BTD6 that make sense here too, giving more strength to low-tier Super Monkeys and potentially opening up more crosspathing options later on. Super Monkey’s top path is still considered to be overpriced so we are reducing Sun Avatar’s cost, hopefully making it a more appealing option in regular games. Sun Temple and True Sun God at least have utility in other game modes so we are leaving those as is for now.
  • Alchemist
    - 3xx Berserker Brew: $1500 -> $1650
    - Berserker Brew has always felt a little too cheap for the value it provides to many towers. Note that Alchemist’s interaction with Dartling is getting nerfed as well (see Dartling Gunner changes). Since it’s not quite as powerful on other towers compared to Dartling, we’re only giving it a small direct nerf for now.
  • Druid
    - xx4 Poplust: Druids can now buff themselves with this upgrade (the maximum number of poplust effects a druid can have remains 5, including their own)
    - 5xx Superstorm: $65k -> $60k
    - Poplust is useful for buffing the tier 5s, however it does not get much value on its own. Superstorm is getting a small price cut too since it provides similar utility to upgrades such as Bomb’s Bloon Crush but it was quite a bit more expensive.
  • Monkey Village
    - Base cost: $1200 -> $1000
    - For simply providing a minor range buff, we thought that the base village could definitely do with a little price reduction. This also results in slightly cheaper camo detection from a village which sounded reasonable.
  • Engineer Monkey
    - Base cost: $450 -> $400
    - xx3 Double Gun: $500 -> $450
    - 5xx Sentry Champion: Sentry attack cooldown 0.044 -> 0.035
    - We are making some small changes to try and make Engineer a more viable starting tower. Note that xx3 pierce is correctly 8 despite reports that it is not. Our previous buff to Sentry Champion was a step in the right direction but not quite significant enough, so here’s a bigger buff that should be more impactful.
  • Sentai Churchill
    - Level 1: Laser Shock effect now applies to bloons hit by both the shell and the explosions.
    - Sentai Churchill has fallen off in popularity after the last change to laser shock. We feel that it may have been unnecessary so we are reverting this change.
  • Agent Jericho
    - Base cost $650 -> $750
    - Usage rates for Agent Jericho in HoM have dropped a lot recently, however we assume that this is simply due to Highwayman being favoured, rather than Jericho not being a strong hero anymore. Therefore we have nerfed both Jerichos by increasing their base price so that it is a little harder to afford him on round 1.
  • Highwayman Jericho
    - Base cost $650 -> $750
    - Level 3: Stand and Deliver steals $250 -> $200
    - Highwayman Jericho has been by far the most popular hero in the top arenas recently. In addition to the price nerf, we reduced how much cash Highwayman steals in the early game, hopefully making the two Jerichos a little more balanced relative to each other as well as the other heroes.

Bug Fixes



  • Fixed bloons frozen by the 4xx Ice Monkey not losing their immunity to sharp damage.
  • Fixed puddles created by the xx2 Alchemist not layering correctly
  • Fixed Gwendolin’s Heat It Up buff allowing the x3x Heli Pilot to push back Agent Jericho’s decoys.
  • Fixed issue where simultaneous activations of Highwayman Jericho’s Stand and Deliver ability caused one player to not receive the stolen money.
  • Fixed 5xx Tack Shooter not applying its base damage to Ceramic and MOAB class bloons, only the bonus damage.
  • Minor text fixes


Happy gaming!

Update 2.0.3 is rolling out now - Patch Notes!

Bug Fixes



  • Fixed crash in lobby if the player clicks a tower portrait during tower selection
  • Fixed crash when using Biker Bones Artillery Fire ability with certain towers
  • Fixed Dart Monkeys no longer attacking if Plasma Monkey Fan Club is used whilst Super Monkey Fan Club is still active
  • Fixed xx4 Wizard Monkey’s Undead Bloons spawning incorrectly when placed in certain locations on Cobra Command
  • Fixed incorrect emote display in lobby when both players send the same emote
  • Dartling Gunner middle path crosspath (2x0/0x2) will now show the correct projectile visual.
  • Future Club events will now show the correct visual banner.

Happy gaming!

Update 2.0.2 is out now - Patch Notes!

Bug Fixes



  • Fixed incorrect duration in the x5x Glue Gunner description (text only)
  • Fixed Ceramic Crucible, MOAB Pit, and BFB Colosseum having no map restrictions in ranked mode.
  • Fixed display issue where bloon sprites appeared cropped.
  • Fixed Thin Ice appearing in Hall of Masters ranked games.
  • Fixed future Club Events not showing names in the future events banners.
  • ♂️ Fixed Bling Season screen trying to display the rewards for a season that won’t exist until the game is updated.
  • Fixed display issue where multiple stacks of an effect (such as the xx2 Village) were not reflected in the buff icon.
  • Fixed 020 Alchemist’s pools not dealing the reduced damage from 2.0’s balance change to fortified moab class bloons. It now deals 12 damage rather than 20.
  • Fixed x5x Mortar Monkey’s Pop and Awe ability visuals lasting longer than the ability.
  • Fixed costs of bloon sends overlapping the coin icon when they become more expensive.
  • Fixed issue where damage over time effects were not applied if the bloon was popped in the same frame as it was given the effect (this affected Sentai Churchill’s laser shock effect).
  • Fixed range outlines sometimes not appearing when using hotkeys (desktop only)
  • Fixed emotes displaying incorrectly in their shop previews.
  • Fixed visual issue where one of the bloon send buttons looked pressed when it wasn’t.

Happy gaming!

Battles 2 Update 2.0 is out now - Update Notes!


New Features



  • Club Membership
    - Mix and match custom rules in your private games.
    - Ban specific towers and heroes for more control of your private games.
    - Unlimited access to special club events featuring mixed rules.
    - A one-time purchase for lifetime membership, including a welcome pack of exclusive cosmetics and 2000 Monkey Money.
  • Club Events
    - New limited-time events featuring multiple custom rules at once.
    - Play for free by using tickets. Each game costs 1 ticket which replenishes every 6 hours.
    - Club members can play as much as they like, no tickets needed!
  • Banana Boost
    - Earn double Golden Bananas for completing Bling Quests.
    - No limit on the number of Bling Quests you can complete each day.
    - If you don’t have the boost, the additional Golden Bananas you would earn are stored so you won’t miss out if you buy the boost later in the season.
    - Buying the Banana Boost unlocks these benefits for the entire season.
  • New Map: Off-Tide
    - A beach soccer-themed map available in all ranked arenas, casual, private and event matches.
    - Battles 1 veterans might get a sense of déjà vu when playing on this map…
  • New Bling Season
    - 12 new season cosmetics including Plushie BADs and the Ghost Ship placement animation for the Monkey Buccaneer.
    - Summon the Dark Coven hero showcase for Ezili.
    - Make off with the Stealing Hearts hero showcase for Highwayman Jericho.

General Changes



  • Universal XP, Battle Chests and Battle Points are now retired.
    - Universal XP, Battle Chests and Battle Points are being removed from the game this season.
    - All unspent Universal XP will be evenly distributed amongst your unlocked towers as Tower XP.
    - All Battle Chests in your queue will be opened for free.
  • Towers and Heroes in Private Matches.
    - All towers and heroes are now unlocked when playing private matches.
    - This affects Standard Rules games as well as games using custom rules.
  • Season 1-8 Bling Cosmetic packs
    - The Season 1-4 Bling Cosmetic pack and the Season 5-8 Bling Cosmetic Pack are no longer available for purchase.
    - These items will return in a future update.

Balance Changes



  • Bloon Sends
    - Grouped Reds: Income 0.9 -> 1
    - We think the current aggressive meta is healthy for the game, but most aggressive strategies require Agent or Highwayman Jericho to work since other strategies are often short of cash. We are undoing an earlier nerf to early game income to give all strategies a little bit more money to work with.
  • Rounds
    - Rounds now last a minimum of 5.5 seconds.
    - Maximum round length changed from 10+2*round number seconds -> 8.5 + round number seconds.
    - These changes are to balance out stalling and anti-stalling strategies so that neither vastly outperforms the other.
  • Dart Monkey
    - xx5 Crossbow Master damage 11 -> 9
    - xx5 Crossbow Master attack cooldown 0.16s -> 0.13s
    - The previous damage increase meant the Crossbow Master now performs poorly against ceramic bloons. This wasn’t our intention so we are reverting this change and buffing its attack speed instead.
  • Boomerang Monkey
    - xx3 Kylie Boomerang pierce 18 -> 24
    - The Boomerang Monkey is still an underutilized tower and, as we have previously buffed its other tier 3s, we are buffing this one as well.
  • Bomb Shooter
    - x5x MOAB Eliminator: MOAB class damage from regular attack increased 130 -> 200.
    - Bomb Shooter has fallen in popularity recently, and MOAB Eliminator is not considered to be a particularly effective option for dealing with MOAB threats. We are buffing the main attack of this upgrade so that it can be a more reliable tower against late game rushes.
  • Ice Monkey
    - 4xx Embrittlement: $3200 -> $3000
    - The Ice Monkey has lost some of its popularity in recent months. Since it doesn’t have such a dominant place in the meta anymore, we can afford to buff this upgrade which has always been slightly overpriced.
  • Monkey Sub
    - 5xx Energizer: The cost to instantly level up heroes in range is reduced in addition to the increased leveling speed.
    - There is no reason why paying to level up a hero should be less efficient while in range of an Energizer. This change alters how the buff is applied to the hero so that the cost of instantly upgrading is reduced in line with the reduced leveling time.
  • Monkey Buccaneer
    - 3xx Destroyer: Reduces the x1x Grapeshot attack cooldown by 60% -> 66.7%
    - The Destroyer path of the Monkey Buccaneer is all about high speed attacks so we are increasing the attack speed of the cross path grapeshot to keep it in line with this philosphy.
  • Monkey Ace
    - xx4 Spectre: Bomb Damage 3 -> 4
    - xx5 Flying Fortress: Bomb Damage 5->6
    - xx5 Flying Fortress: $80k -> $75k
    - As some of the most expensive Monkey Ace upgrades, we felt the Spectre and Flying Fortress could do with a damage and efficiency buff to justify their cost.
  • Heli Pilot
    - 4xx Machine Gun pierce 7 -> 9
    - 5xx Machine Gun pierce 13 -> 15
    - Similar to the Monkey Ace changes, the Apache Dartship and Apache Prime upgrades are the most expensive upgrades the Heli Pilot has to offer so we felt a slight buff was merited to justify their cost.
  • Mortar Monkey
    - x5x Pop and Awe: Ability duration 8s -> 10s
    - x5x Pop and Awe: Ability cooldown 60s -> 45s
    - The Mortar Monkey is routinely one of the least used towers so we are buffing its ability in the hopes that it results in a boost in popularity.
  • Dartling Gunner
    - 3xx Laser Cannon: $3750 -> $3000
    - 3xx Laser Cannon: Damage type changed from energy to plasma, allowing it to pop lead bloons.
    - Note: the fix to DoTs described in the Bug Fixes will buff the Dartling Gunner’s Laser Shock ability.
    - The Laser Cannon path is the least used among the Dartling Gunner upgrades. The decrease in price and the ability to pop lead bloons should allow it to compete with the more popular Hydra Rocket Pods upgrade.
  • Wizard Monkey
    - xx4 Necromancer: Upgrading to 104 now allows manual targeting of the zombie bloon spawn point.
    - x1x Fireball: damage 3->2 (x3x fireball damage unchanged)
    - Wizard remains a dominant force in all arenas with its fireball being one of its early-game strengths, so we are moving some of its damage from the tier 1 to the tier 3. Additionally, allowing manual targeting for zombie bloons was a popular change in BTD6 so we are implementing it here too, except with 1xx required for this targeting option. Both of these changes should make choosing between Necromancer’s crosspaths a more meaningful decision.
  • Super Monkey
    - Base Cost: $2300 -> $2100
    - 3xx Sun Avatar: $15k -> $13k
    - The Super Monkey, and particularly the Sun God path, does not see a lot of use outside of Bananza games. Reducing its base cost and the cost of Sun Avatar should hopefully make it more accessible in other game modes.
  • Alchemist
    - x2x Perishing Potions: damage to fortified MOAB class 20 -> 12.
    - 20 damage to fortified MOABs felt like too much of a leap from the 5 damage this upgrade deals to regular MOABs, especially for such a cheap upgrade.
  • Druid
    - x5x Spirit of the Forest: The life gain effect of the Jungle’s Bounty ability has been split into a separate ability so that they can be activated independantly.
    - x5x Spirit of the Forest: ability cash generated $750 -> $1000
    - The Druid’s life generating ability clashes with its Heart of Vengeance effect, so we have separated the life and cash giving abilities, allowing players to still earn cash while retaining the buff from having low lives. The ability’s cash gain was mistakenly giving less than the tier 4 ability so this has been rectified.
  • Banana Farm
    - 5xx Banana Central: Crate values $3000 -> $2800
    - 5xx Banana Central: $73k -> $66k
    - Our previous change of increasing the price of this upgrade made it much harder to save up for in addition to making it less efficient. It is now far outclassed by the xx5 upgrade so we have made it slightly more efficient to put it on par with the xx5 and make it easier to afford.
  • Monkey Engineer
    - xx4 Bloon Trap: Cash per natural bloon RBE $2.4 -> $2
    - 4xx Sentry Expert: Red sentry spiked ball pierce 22 -> 16
    - 5xx Sentry Champion: Sentry attack cooldown 0.05 -> 0.044
    - 5xx Sentry Champion: Explosion damage from selling sentry 150 -> 200
    - The bloon trap gave too much cash in comparison to other income sources so we are reducing it to be more in line with other towers. To compensate for this, we are buffing its late-game damage output to make it a stronger offensive tower.
  • Gwendolin
    - Base cost: $800 -> $700
    - Gwen is always among the lower-performing heroes so we are giving her another cost reduction to help her compete with other more popular heroes.
  • Science Gwen
    - Base cost: $800 -> $700
    - As with Gwen, we are making Science Gwen a more efficient option to help her compete with the other, more popular heroes.
  • Sentai Churchill
    - Level 1: Laser Shock effect now only applies to bloons hit by the shell, not the explosions.
    - Leaving Sentai Churchill unchanged after the fix to Laser Shock would have resulted in a big increase to his strength which we felt was unnecessary. Therefore, we have adjusted his effect to match how the laser shock effect works on the 230 Dartling Gunner so that the bug fix will have less of an impact on him.
  • DJ Ben Jammin’
    - Level 10: Beatdown can now downgrade 3 rather than 2 BFBs
    - Level 20: Beatdown can now downgrade up to 10 BFBS rather than up to 2 and up to 2 ZOMGs rather than none.
    - Benjamin is much more popular than DJ Ben so we are buffing his offensive abilities in the hopes that he will be able to carve out his own niche as a viable alternative to Benjamin.
  • Agent Jericho
    - Level 3: Ability Cooldown 60s -> 70s
    - We made this change to Highwayman Jericho last update and it resulted in Agent Jericho becoming the clear favorite of the two. We are making the change to Agent Jericho as well to keep their power levels similar.

Bug Fixes



  • Fixed buttons that require a Reward Boost on Steam from displaying “Get Boosts” rather than their original text when the player does not have enough boosts.
  • Fixed damage over time effects, including Burny Stuff and Laser Shock, not working correctly.
  • When a bloon weaker than a ceramic had a DoT applied to it, dealing any damage to this bloon would result in the DoT timer being ‘reset’. This meant that in a lot of circumstances, the DoT would never deal any damage, as it would be reset before it could do so. For Laser Shock (2xx Dartling and Sentai Churchill) specifically, this has been changed so that the DoT timer still gets ‘reset’, however just as it does, the previous DoT will immediately deal its damage. For all other DoTs such as Burny Stuff, the DoT timer will no longer get ‘reset’.
  • Fixed Striker Jones and Biker Bones’ concussive shells being able to stun Agent Jericho’s decoys.
  • Fixed 4/5xx Bomb Shooter being able to stun Agent Jericho’s decoys when paired with Striker Jones or Biker Bones.
  • Fixed Fusty the Snowman’s level 10 ability being able to affect Agent Jericho’s decoys.
  • Fixed Benjamin’s level 20 ability not affecting DDTs.
  • Fixed Gwen’s Flambe Bouquet weapon skin disappearing in her matchup, victory and defeat animations.
  • Fixed the banner previews not displaying large enough to fit 3 accolades on them.
  • Fixed Captain Churchill’s level 3 ability lowering the collision radius of his shells.
  • Fixed DJ Ben Jammin’s level 7 portrait displaying at level 5.
  • Fixed some animation previews displaying incorrectly on some devices.
  • Fixed Ezili’s mask not displaying when she gets upgraded to level 20.
  • Fixed Hotkeys “Default” button text not localising.
  • Fixed display issues with Science Gwen’s Zapped animation.
  • Fixed display issues with the preview of Wizard Monkey’s Polymorph animation.

NOTE: We're aware of an issue with combining the Bananza rules with other rules whereby cash gains from towers (e.g. banana farms, heli, etc) will not be doubled. This is an iOS only bug and will only affect private matches whereby the iOS player is the host.

Update video: https://youtu.be/Zm9TVPMl3Kw

Be sure to let us know your feedback in the comments below and happy gaming! :D

Update 1.10.4 is now rolling out - Patch Notes!

General Changes



  • VIP & Universal XP removed
    - VIP is no longer available for purchase
    - VIP will continue to function as normal for those who already have it until the end of Season 13.
    - Universal XP is no longer earned from matches or gained from the daily reward, events etc.
    - Universal XP can still be spent on Tower Mastery items for the remainder of the season. At the end of Season 13, it will be converted into Tower XP and spread equally across all your unlocked towers.
  • See the announcement post here for full details

Bug Fixes



  • Fixed crash when drawing track arrows on the COBRA Command map
  • Fixed Mortar Monkey’s burny stuff dealing too much damage before tier 4.
  • Fixed Agent Jericho’s decoy being dismissed too early on COBRA Command if the secret passage was open.
  • Fixed Wizard Monkey’s Wall of Fire not being extinguished by purple bloons.

Happy gaming!

Update 1.10.3 is rolling out now - Patch Notes!

General Changes



  • Player Profile
    - The “Overall” tab on the Player Profile now shows the current and highest win streaks across all game modes (except private).
    - Previously, it would show the better streak from casual or ranked mode but would not combine them or include event games.
  • Accolades
    - Visual improvements to map accolades.

Balance Changes



  • Tower Boost
    - Tower Boost cooldown 30s -> 40s
    - With such a short cooldown, there was not much potential for secondary rushes in-between boosts, especially considering that most heroes have powerful abilities that can be used as alternatives to boosts. This change aims to promote more frequent rushes, leading to more exciting and competitive games.
  • Banana Farm
    - Base Cost: $1050 -> $1000
    - 1xx Increased Production: $600 -> $550
    - 3xx Banana Plantation: $2700 -> $2600
    - 5xx Banana Central: $68k -> $73k
    - xx3 Marketplace: $3000 -> $2800
    - xx5 Monkey Wall Street: $43.5k -> $46k
    - Balancing farms and income is always a tricky area because it’s such a fundamental part of the game, and any changes will be controversial because unfortunately the community seems to be divided on which direction it should go. Currently, the optimal competitive playstyle with farms is more passive than we would like it to be, so we would like to give a buff to early-game farms. With this change, we hope to encourage farm players to build more farms in the early game rather than building income first and transitioning to farms later. Ideally, this will lead to more interesting games between farm players, by giving them more rushing potential in the early/mid-game. Additionally, we have reduced the efficiency of the higher-tier farms, to balance out how much money farm players will get in the late game. We will closely monitor how this affects the game and be receptive to more changes in future updates.
  • Wizard Monkey
    - 024 Necromancer: Wall of Fire no longer receives a damage buff from bloons in the graveyard.
    - On reflection, the previous nerf to Necromancer was not impactful enough, because the graveyard capacity mostly remains at/near full capacity, meaning that the nerf did not change too much. A lot of Necromancer’s strength also comes from the wall of fire, so we have decided to weaken that attack.
  • Alchemist
    - 4xx Stronger Stimulant: $2500 -> $2800
    - Considered an extremely efficient option for buffing towers in the mid/late-game, we thought that Stronger Stimulant was a little too good for its price.
  • Spike Factory
    - xx5 Perma-Spike: Damage 15 -> 10
    - xx5 Perma-Spike: Attack Cooldown 4.5 -> 3
    - Acknowledging complaints about the previous pierce buff making Perma-Spike perform worse against ceramics (before round 30), we have reverted this change and given it a rate buff instead.
  • Tack Shooter
    - x3x Blade Shooter: $600 -> $700
    - x4x Blade Maelstrom: $3100 -> $3000
    - Tack Shooter has always stood out as being exceptionally powerful in the early game. While this is Tack Shooter’s strong point, we believe a small nerf is justified so that it’s not quite so efficient.
  • Boomerang Monkey
    - 3xx Glaive Ricochet: $1500 -> $1300
    - x3x Bionic Boomerang: $1300 -> $1100
    - Closer to launch, Boomerang was a very dominant tower in the early game. However, since then it has received multiple nerfs and the bloon send changes also had a big impact on its viability. Therefore, we have given it a slight buff to its early game so that it can regain more relevancy in the meta.
  • Mortar Monkey
    - xx2 Burny Stuff: Burny Stuff can now affect Black and Zebra Bloons (The initial explosion will not harm them, but the subsequent fire damage will).
    - The change to Striker Jones’ leveling curve had quite a big impact on Mortar because it meant that it would no longer gain the ability to pop black bloons before they became available as a bloon send. The Bomb Shooter has xx2 Frag Bombs as a cheap upgrade to be able to deal with black bloons but the Mortar Monkey does not have a similar upgrade. Therefore, we have given xx2 the ability to damage black bloons, although still not as effectively as other bloons.
  • Dart Monkey
    - x2x Very Quick Shots: $190 -> $150
    - x3x Triple Shot: $325 -> $300
    - x4x Super Monkey Fan Club: Each ability can now independently transform up to 10 darts monkeys (no longer limited to 10 maximum conversions when activating multiple abilities)
    - This ability change was recently implemented in BTD6, and we feel that it is a good buff in this game too. It gives dart a little buff by giving it the ability to deal more total damage in the late game, without impacting its mid game as much, where it is already a decent ability. We have also made small improvements to Triple Shot, since this upgrade gets neglected in favor of the other dart paths.
  • Sniper Monkey
    - xx5 Elite Defender: The speed buff is now triggered by bloons getting near the end of the track in addition to leaking lives.
    - x4x Supply Drop: 5.8k-> $5.6k
    - x4x Supply Drop: initial cooldown 20s->15s
    - At launch, Sniper and other alternative income sources dominated the meta but since then we have made a lot of changes and Sniper is no longer considered to be a particularly effective source of income. We are giving it a little boost in efficiency so that it can compete with other income sources. Additionally, Elite Defender’s leaking ability was too impractical to be of use (without Ezili), therefore we have reworked it so that it has more potential to be viable.
  • Monkey Sub
    - xx1 Twin Guns: $450 -> $350
    - xx3 Triple Guns: $950 -> $800
    - We would like to give Sub more potential to be useful in the early game, rather than just being a mid-late game tower.
  • Druid
    - 5xx Superstorm: blowback distance 33-350 -> always 250
    - x3x Druid of the Jungle: $950 -> $850
    - x4x Jungle’s Bounty: initial cooldown 20s -> 15s
    - Similar to Sniper Monkey, we are making small changes to Druid’s income generation to make it a more appealing option once again. We also removed the randomness from Superstorm to make it a more reliable option, particularly for defending DDTs.
  • Monkey Village
    - x2x Radar Scanner: $2000 -> $1700
    - x3x MIB: $7500 -> $7000
    - x4x Call to Arms: $20k -> $21.5k
    - We would like to make Monkey Village’s camo detection a bit affordable since the alternative de-camo options are much cheaper. We have also decreased the cost of MIB to give that more utility, and increased the cost of Call to Arms since that upgrade is already powerful and does not need an indirect buff.
  • Sentai Churchill
    - Level 3: ability cooldown 35s -> 45s
    - Previous changes to Sentai Churchill had little impact, so we are making another small adjustment to his early/mid-game dominance.
  • Captain Churchill
    - Level 3: ability cooldown 30s -> 35s
    - While Captain Churchill does not get used as much as Sentai Churchill, we acknowledge that he is still a very powerful hero and have adjusted his ability cooldown in line with Sentai Churchill’s.
  • Agent Jericho
    - Level 6: Seize Assets steals $80/s ->$65/s
    - Level 9: Seize Assets steals $120/s -> $100/s
    - Level 9: Reduces fortified multiplier from 2 to 1.6 -> 1.7
    - Level 10: Bloon Decoy ability initial cooldown 30s -> 0s
    - Level 10: Bloon Decoy ability cooldown 120s -> 90s
    - Level 10: Bloon Decoy moves down 1/2 -> 2/3 of the track before vanishing
    - Level 11: Seize Assets steals $150/s -> $130/s
    - While we appreciate the changes that Jericho brings to the game by promoting more engaging playstyles, we believe that he is currently excessively powerful. This domination is particularly apparent in the highest arenas, where all the other heroes struggle to compete. To address this imbalance, we have decided to weaken a couple of Agent Jericho’s strong points, specifically his Seize Assets ability and his reduction to fortified bloon costs. However, we recognise that his level 10 decoy ability is relatively underwhelming, especially in comparison to Highwayman Jericho, so we have increased the effectiveness of this ability by reducing the cooldown and increasing the distance the decoy travels. We would also like to mention that we have fixed a bug with bloon adjustment, which will mean that there now be noticeably fewer bloon-adjusted camo bloons in the early game.
  • Highwayman Jericho
    - Level 3: Stand and Deliver ability cooldown 90s -> 100s
    - Level 6: Stand and Deliver steals $800 -> $650
    - Level 9: Stand and Deliver steals $1.2k -> $1k
    - Level 9: Reduces fortified multiplier from 2 to 1.6 -> 1.7
    - Level 11: Stand and Deliver steals $1.5k -> $1.3k
    - In addition to changes to cash-stealing and fortified costs that match those of Agent Jericho, we have very slightly increased Highwayman Jericho’s level 3 Stand and Deliver ability cooldown. Highwayman Jericho appears to be favored over Agent Jericho, with a stronger level 10 ability, the ability to sell towers, and the fact that his cash stealing cannot be prevented (unlike Agent Jericho’s). These aspects give Highwayman Jericho the edge, so we hope that this change along with improvements to Agent Jericho’s decoy will put the two heroes more on par with each other.

Bug Fixes



  • Fixed Super Monkey Fan Club transformation being reverted when upgrading a transformed monkey.
  • Minor text fixes
  • Fixed sent DDTs and BADs spawning on the wrong path on Glade.
  • Fixed crash when claiming a gifted Banana Farmer from Support.
  • Fixed incorrect icon showing for tight bloon sends. Tight ZOMGs, Ceramics and DDT sends now show 3 bloons on the icon instead of 2.
  • Fixed Agent Jericho and Highwayman Jericho’s bloon adjustment favoring camo bloons more than any other modifier (as mentioned in the Jericho balance changes).
  • Fixed First target priority getting confused when the secret passage is open on COBRA Command.
  • Fixed button on COBRA Command being small and difficult to press.
  • Fixed Agent Jericho’s legs clipping with the bench in his Retro Reconnaissance matchup animation.
  • Fixed missing hair texture on Highwayman Jericho’s Good Manners matchup animation.
  • Fixed Activated Ability quantity showing when there is only one tower with the ability.
  • Fixed Agent Jericho’s head clipping through the hatch in his Breaking and Entering matchup animation.
  • Fixed DJ Ben Jammin’ losing his microphone in the Make Some Noise matchup animation.
  • Fixed Battle Points counter disappearing after opening a free chest
  • Fixed upgrades not being bought despite being charged for them if they were bought too soon after buying the tower.
  • Fixed in-game Hero XP not being awarded correctly after disconnecting and reconnecting to a game.

We appreciate any feedback and happy gaming!