Bang's Blogs: Super Brainz vs Super Monkey
(Flip)
(Tru)
“Brave men are a city’s strongest tower of defense.” -Alcaeus
Super Brainz, the super duper pain of the Plants.
Super Monkey, the dart-throwing bane of the Bloons.
Superman clones can be found in all sorts of media, but none are as unexpected…as the games of tower defense! With egos as high as the clouds they soar, they’re going in the heat of battle as the best of their kind in a true test of offense vs defense. Look up to the sky in this DEATH BATTLE!
Before We Start…
For this match we’re pretty much using everything. So for BTD that’s the mainline Bloons games and any spin off games. As for PvZ all the games will be included including versions from other countries as well as comics, encyclopedias and official videos on the PvZ YouTube channel.
The only thing that will be excluded for this match is the Chinese-exclusive comic books since we weren’t able to get a translation on most of them and so it wouldn’t be fair to use it without proper context of what’s happening. With all that said, let’s finally dive into this brain buster of a matchup.
For further context, here’s a Glossary describing various important terms for the Bloons series.
Special thanks to…
Versus Battles Wiki (For Calcs)
Spycrab, Yuix and Pasbro for the art in this blog ^^.
The Dr. Zomboss character analysis and the Zomboss vs Cortex blog for some scans and calcs.
Background
Super Brainz
“Super Brainz is here to give you a beating.”
It's an all out war in the quaint town of Neighborville. On one side, you have the humans and their garden guardians, the Plants, led by their not so subtly named leader, Crazy Dave. On the other you have the brain-munching Zombie hoard led by the brilliant Dr. Edger George Zomboss. Both sides battled it out for supremacy but neither could claim victory. However, Dr. Zomboss had a plan to come out on top. He would use his new Hero-Tron 5000 to create incredibly powerful Zombie Heroes. Starting with a random Browncoat Zombie he found on the street. But he would not be a Browncoat for much longer. It’s a bird! It’s a plane! Nope, it’s just a zombie in purple spandex. Super Brainz! And despite his movie star delusions he’s a massive threat in the battle for Neighborville.
Super Monkey
“Never fear, Super Monkey is here!”
When one world’s AI boom leads to the multiverse being swarmed with rubbery demons known as Bloons, it’s the animals that rise up to defend their worlds from annihilation. Armed with a letter of warning, darts, and a whole lot of bananas, the Monkeys have spent generations fighting back the hordes and reclaiming their lost land. But amongst Heroes and Special Agents, one Monkey stands tall as the brightest symbol of hope. Super Monkey! A one-monkey army with an ego to match his capabilities.
Experience & Skill
Super Brainz
In spite of what you would imagine, Super Brainz isn’t just another dumb zombie. He’s actually up there as one of the smartest. Seeing as he was the “Brainy” category in Plants vs Zombies Heroes. Super Brainz shows this off through his unique battle strategies and quick thinking. When against Spudow and Captain Combustible he was able to think of quick, creative solutions to dispatch them. Even Crazy Dave admits that Super Brainz is smarter than he looks.
When it comes to experience and general training, however, Super Brainz isn’t the most notable. On the flip side, he has fought as a key member in Dr. Zomboss’s army during the events of Garden Warfare 2 (along with its loose comic retelling), Battle for Neighborville and Plants vs Zombies Heroes. Super Brainz is also part of a super hero team called the League of Awesome, who were capable of defeating the dastardly Super Bean.
Super Monkey
Monkeys receive a thorough education prior to entering the war against Bloons, receiving training in the physics of Friendly Fire, basic hand-to-Bloon combat, firearm basics, as well as survival skills, hunting, and tracking at the institution known as Monkey Academy. Monkeys are also educated in a variety of extracurricular courses like human English and sign language, action poses, spandex fashion, superhero landings, time travel basics and applied Quantum Physics, as well as culinary, cryptography, and eco-studies. The Monkeys even developed ways to destroy Phayze’s Reality Shield, which is formed from a dimensional rift. Each and every monkey is impressive in their own specific areas, with Super Monkey generally being considered to be one of the best combatants in the series.
THE Super Monkey is incredibly experienced as a fighter, having been around since the franchise’s beginnings and even getting sent out on several solo missions to quell rising Bloon conspiracies, taking on bosses both familiar, like Bloonarius, Dreadbloon, and Blastapopolous, as well as brand new, like the Yeti Bloon, the UFO, Tutankhabloon, and the mysterious Robo Bloon.
While Monkeys receive specialized training for their chosen tower, they can also take on the education of multiple towers should they choose to change their mind on their desired route. The Super Monkeys from BSM and ATTD are a perfect example of a tower possessing extended education. With Dart training, Super Monkey gained proficiency with miniguns and arm cannons for firing darts and spiked balls. With Boomerang and Ninja training, Super Monkey gained proficiency with boomerangs, shurikens, glaives, sais, katanas, shortswords, axes, spears, and shields, on top of training in the Ninjutsu and Glaive Lord martial arts. This is in addition to training in Fridjitsu thanks to BATTD. With Bomb training, Super Monkey gained proficiency with arm-mounted cannons and RPGs, allowing him to fire a wide variety of explosives. And with Magic training, Super Monkey gained the ability to cast a variety of spells. He even trained to become ambidextrous in the first BSM, further showcased in the game’s sequel.
Equipment
Super Brainz
Mirror
Super Brainz uses mirrors to make sure he’s looking good while fighting the Plants. They just so happen to also be really good at deflecting enemy attacks.
Shampoo
Shampoo that’s great for healthy hair and putting enemies in their place.
Mild-Mannered Reporter Disguise
When Super Brainz is trying to get out of a sticky situation, he dons the costume of a reporter.
The Blockhead’s Guide To Book Throwing
“I wrote the book about throwing the book at those who don't do it, by it.” -Will Wood
Self Revives and Team Retries
Super Brainz, along with all other Garden Warfare characters can use Self Revives and Team Retries. These are consumable items used in Garden Ops to keep Super Brainz in the fight even when it’s looking dire.
The self revive does what it says on the tin. It reanimates Super Brainz’s corpse (if it wasn’t enough of one already). He has a limit of 3 uses before he can no longer fall back on the revives. This same 3 time limit applies to team retries, which allow Super Brainz to retry the current Garden Ops Wave if he and his team are to fail.
Brainzmobile
It’s literally just the model for Zomboss’ blimp lol. But he has one too! The Brainzmobile was used to transport the player to Boney Island for sidekick training.
Super Monkey
Mirror
No utterly awesome hero is complete without their spotless mirror.
Darts
Throughout his history, Super Monkey has always been a master of dart-throwing, far exceeding the Dart Monkey and similar towers. He may be a champ at darts but their origins are humble as the Dart Monkey’s: the local WallDart! Believe it or not, their dart supply isn’t infinite; Super Monkey just loves to buy in bulk. Monkeys in general are very good battle planners after all. You may also question where someone like Super Monkey is pulling his darts from but as it turns out the Wizards and Engineers have managed to create special ammo bags that have an infinite storage size within its compact exterior. It’s likely that Super Monkey always carries one of these with him when he needs to prepare for battle.
As the series has continued, Super Monkey’s gained access to a variety of other darts with differing effects, which also strangely enough buff his non-dart projectiles as demonstrated by Super Monkey’s laser-based upgrades in BATTD. And thanks to the original BSM, he can throw up to two darts per hand.
BSM Arms
In BSM, Super Monkey is trained to use a variety of projectiles from other towers, with Bloons Super Monkey 2 fully fleshing out his throwing capabilities with different machines provided by Dr. Monkey. Super Monkey can equip a different type of Arm to… well… each arm, allowing for different combinations of damage types. Though THE Super Monkey cannot equip Ice or Storm Arms and Cores naturally, we’ll be including them regardless as they’re related to his ability to adapt to different elements.
BSM Cores
On top of his arms, Dr. Monkey also provided Super Monkey access to machines known as cores which act as close range counterparts to his various arms.
Epic Powers
Epic Powers are the final upgrade for Arms and Cores, granting Super Monkey powerful activated abilities.
Monkey Knowledge
Perks
Obtained through participating in Social Seasons, Perks are a set of passive buffs which equip to towers automatically.
Research (BSM)
Special boosts provided by Super Monkey that upgrade Super Monkey’s various weapons.
Trinkets
Across ATTD, Super Monkey and co. unlock a variety of items via Wish Orbs, granting unique stat buffs, abilities, and more. Most Trinkets just provide small buffs, but several do provide notable abilities. While not every Trinket can be equipped by Super Monkey, he still retains a large variety.
Powerups (BSM2)
Prior to starting levels, Super Monkey can equip up to 2 different Powerups to help him within the level.
Bonus Powers
Similar to the Power-Up and Golden Bloons that grant Super Monkey access to the Ultimate Monkeys, Super Monkey can pop Mystery Bloons to gain mighty but temporary Bonus Powers.
Powers (BATTD)
Similar to Rogue and Frontier Legends in BTD6, in BATTD the Heroes take over the duties which would normally be attributed to the Player. This includes utilizing Powers, which would normally be an ability the Player possesses. Collected from Wish Orbs, these Powers provide a wide variety of abilities that are always useful in missions. Common Powers cost 50 coins to use, Uncommon Powers cost 100 coins, Rare Powers cost 300 coins, Super Rare Powers cost 500 coins, and Epic Powers cost 1000 coins.
Cosmetic FX
Starting with the Placement and Upgrade FX, towers can summon ghosts, beautiful butterflies or wicked bats, erupt a wave of Christmas presents, or shoot off fireworks, whenever they’re placed or upgraded.
With Pop FX, Super Monkey is able to produce a wide variety of effects upon popping Bloons, ranging from miscellaneous celebratory effects like confetti, stars, and fireworks, to miscellaneous objects like bones, diamonds and money, mechanical gears, and bubblegum, to elements like water, ice, fire, and lightning, to flora and fauna, onomatopoeias, sound effects, voodoo magic runes, and even the very souls of the slain.
And finally there’s the Monkey Prestige Cosmetics, with Golden Glows causing towers to "glow with the light of achievement" and Drag Effects leave a trail related to the tower as the Player moves around, Super Monkey's in specific being super speed afterimages.
Abilities
Super Brainz
Zombie Physiology
Putting the fact that he’s a rotten corpse aside for now, being a zombie comes with a lot of innate perks! Zombies have shown some crazy levels of endurance. These guys can thrive in practically any climate. They’ve also shown to be relatively unphased by pain, even being pretty non-chalant about losing limbs. Super Brainz can even briefly detach his head from its body. Their hands aren’t only used for grabbing brains either, as both plants and zombies can interact with 8-bit zombies, who are composed of light.
Now let’s bring back the fact they’re a rotting corpse. To the surprise of no one, zombies smell like absolute shit. Hell, the stench of Zombie heroes are able to supercharge stink bombs, the same stink bomb that also uses literal trash as a source. With the resulting stink bomb being able to kill a large group of fungi. Combine this with zombies being able to smell things from very far away and it’s a miracle how they tolerate this literal shit.
Another perk of being dead is that you lose out on some pesky human weaknesses. Zombies have a lack of tear ducts and more importantly, a need to breathe. The Almanac also claims that zombies lack the capacity for fear.
But remember that Super Brainz isn’t just any zombie. He’s a hero zombie. And this comes with the unique ability to passively regenerate and potentially, even respawn himself similar to the Armor Chomper (Debatable, see Before the Verdict)
Flight
Like any good Superman expy, Super Brainz is capable of flying at high speeds.
Heroic Beam
Super Brainz can fire a laser from his hand to takedown any pesky plant that challenges him. He can fire the Heroic Beam as one continuous stream or in short bursts. However, overuse of the beam can overheat it and burn Super Brainz’s hand, meaning that continuous use of it isn’t recommended.
Ultra Flying Fist
Super Brainz charges up a purple energy blast in the shape of a fist before throwing it at his target.
Super Ultra Ball
Super Brainz does his best Ryu impression and launches a ball of energy forward. It deals high damage to any enemy it hits with a minor amount of splash damage to boot. It also has two variants to go along with it: Super Multi Ball, which launches 3 weaker blasts of energy, and Super Guided Ultra Ball, a powerful but slower homing ball of energy.
Turbo Twister
Super Brainz spins at incredibly high speed, sucking in and slowing down all of the enemies around him while also decreasing the damage he takes.
Heroic Kick
Super Brainz rapidly kicks forward, knocking back any plant that gets in your way.
Alpha Better Shield
A purple barrier that protects Super Brainz until its health is depleted. Great for keeping Super Brainz safe on the frontlines. He can also create a similar but wider forcefield too.
Hyper Thump Jump
Super Brainz jumps into the air before slamming down. This creates a vortex that pulls in any plants caught in its radius.
GW2 Upgrades
Super Powers, Tricks and Environments
A type of card Super Brainz in Plants vs Zombies Heroes, tricks are cards that either support zombies or leave a negative effect on the plants. As a Brainy and Sneaky hero, he has access to cards from both of the classes along with his unique set of superpowers.
Super Powers
Brainy
Sneaky
BFN Upgrades
Strength Sapping
Super Brainz is capable of dealing passive damage to his enemies by sapping their strength.
Resistances
Extreme Temperatures: Regular zombies can survive in naturally cold environments such as the Great White North, the bottom of the ocean and space, as well as having their head engulfed in an ice block. Other zombies like the Paleontologist have dug through the Earth’s core
Mind Manipulation: Heroes like Super Brainz only have their movement and vision slightly messed up when attacked by Hypno Shroom, instead of being fully turned. A similar thing happens with the Blight Cap virus, which makes regular zombies hate brains
Poisons: Zombies are able to take bites out of Holly Barrier, despite her berries being highly toxic
Electricity: Super Brainz is fine after being hit by Rose’s Electric Boomtime Attack and Lightning Reed
Stench: Zombies are unfazed by their own stench, which can supercharge a stink bomb
Super Monkey
Monkey Physiology
Monkeys are the main inhabitants of the Bloons world, but are far more than the primate’s we know. Most Monkeys are around 71 cm tall, though Super Monkey is notably larger than average, and have notable features like prehensile feet, prehensile tails that are useful for all sorts of things like wielding more than two weapons, and other natural monkey abilities like… the ability to see spirits?? The Monkeys can physically interact with the intangible and the lower dimensional, plus they’re naturally adaptive to all sorts of harsh environments like deep beneath the water, harsh molten lands, harsher arctics, and even outer space. They are even aware of the player that plays their game, often leaving instructions for them, accepting that players can be distracted while they are playing their game, and generally seeing the player as an outside force.
Yet even compared to his species, Super Monkey stands out. Having been born with all their natural superpowers, they hold latent abilities unlike anything seen in a regular monkey. They hold enough power, which is inherently magical in nature, to where it’ll seep into the very clothing they wear, allowing lower path Dart Monkeys to permanently transform into Super Monkeys themselves. Every Super Monkey can naturally take to the skies and use their super speed to tunnel through the ground with ease.
Tower Traits
In Frontier Legends, Towers are capable of spawning in the Saloon with up to 3 Traits, providing various buffs and debuffs to develop unique personalities for each individual tower. However towers have been shown to be capable of possessing more than 3 Traits, as showcased by the story-relevant NPCs who both gain new traits and evolve weaker traits as the plot progresses, as well as frontier events which temporarily or permanently grant new traits for party towers.
Crosspath Upgrades
In BTD6, towers possess 3 paths from which they can purchase upgrades, with each path possessing 5 upgrades each. Lower Path upgrades are simple, usually providing small stat buffs or other minor boons, but are key when it comes to fully developing towers as each tower can combine Lower Path upgrades from two separate paths, creating unique synergies as some Lower Path upgrades grant additional effects to Higher Path upgrades.
It should be noted however that Monkeys can possess all three paths if desired as towers consistently showcase being able to use powers beyond the normal path limitations, with most notable examples being the Wizard Lord being a combination of both Tier 4s in BTD5, the Beast Handler being able to command more than 2 animals (even at higher tiers), Path 1 and 3 Alchemists being able to turn into the Path 2 Transforming Tonic Monster, Path 2 and 3 Spike Factories utilizing Path 1 Spiked Mines, Path 1 Sky Shredders utilizing Path 2 Ground Zero, and Heroes in Battles 2 using level 10 abilities while at level 1, amongst countless other examples. This is even further backed up by Adventure Time TD, where Heroes like Max and Sai can combine upgrades from their tower counterpart’s 3 paths, including Upper Path upgrades. The Monkeys are consistently stated by the developers to be limiting themselves for the sake of training, financial efficiency, or simply for the love of the game but are also stated to be able to change which tower type they are should they choose, proving their canon capabilities far exceed what’s shown in-game.
Path 1 Crosspath: Lasers
From Path 1, Super Monkey gains Laser Blasts and Plasma Blasts. Laser Blasts are an Energy-type attack while Plasma Blasts are a Plasma-type attack, with both possessing 2 Pierce. In Adventure Time TD, Super Monkey’s Plasma Goggles also possess an activated ability, granting their wearer +20% attack speed, +3 damage, and Normal-type damage for all ranged attacks for 10 seconds, followed by a 120 second cooldown.
The BSM series further enhances Super Monkey’s versatility with lasers, introducing the Triple Twin upgrade, which allows Super Monkey to fire 6 separate eye lasers at a time in an 180 degree arc, the Death Ray Vision, which fires a singular massive beam, as well as Whips (also available in prior versions of Adventure Time TD), manifesting energy tentacles from his hands that themselves can be upgraded to branch out into 4 separate whips each.
Super Monkey’s Plasma lasers can be further upgraded to Super Plasma, which is described as liquid sun, and can even tap into his Upper Paths without fully committing to the upgrades. And finally there’s Adventure Time TD’s Sun Avatar, which while sharing its name with the BTD6 upgrade is notably separate as it does not transform Super Monkey fully but rather grants a massive boost in strength. This allows him to fire beams of fiery solar energy that deal extra damage and can pierce through an additional 16 Bloons. And through the assistance of Dr. Monkey’s upgrades, Super Monkey can utilize Doom Energy without needing to first transform into the Technological Terror.
Path 2 Crosspath: Range
From Path 2, Super Monkey gains Super Range and Epic Range (or Hyper Range in Adventure Time TD), allowing him to target further away enemies. Super Range also grants 1 additional Pierce to attacks while Epic Range grants another 2 Pierce (or 3 for Laser and Plasma Blasts).
Path 3 Crosspath: Misc
From Path 3, Super Monkey gains Knockback and Ultravision. Knockback causes Super Monkey’s attacks to push back enemies for 0.5s; Regular Bloons fly backwards at 25% their normal movement speed, Ceramic and Lead Bloons are slowed to 40% their normal movement speed, and MOAB-Class Bloons are slowed to 70% their normal movement speed. Ultravision grants Super Monkey the ability to detect and attack Camo Bloons, bypassing their standard camouflage-induced invisibility as well as intangibility, grants Super Monkey a minor range boost, as well as causes Super Monkey’s attacks to deal 1 additional damage to Camo Bloons.
Adventure Time TD Upgrades
Adventure Time TD grants Super Monkey several new upgrades; Call in Friends lets Super Monkey turn his fans into Super Monkeys for 12 seconds with a 75 second cooldown, Disarming Charisma grants Super Monkey a charm so incomparable that enemies within 70% of his targeting range are intimidated to the point of taking Normal-type damage every 0.2 seconds (including Bloons Super Monkey cannot normally detect like Camo Bloons), and Heroic Aura renders Super Monkey impervious to negative effects while also granting a 10% discount to the upgrades of all towers within his range.
Resistances
Extreme Temperatures: Throughout the franchise, the Monkeys have fought waves of Bloons throughout all types of environments, ranging from deserts and volcanic hellscapes to tundras and the cold vastness of space. Towers can even be placed on lava and the Tack Shooter pilot can withstand the heat of the Inferno Ring and Crucible of Steel and Flame. Even when placed on a map cold enough to freeze both fire-wielding and cold-resisting towers in blocks of ice in a matter of seconds, as soon as the Monkeys thaw out, they can jump right back into the fray no worse for wear. Super Monkey can even adapt to these temperatures as showcased in Bloons Super Monkey 2, where the Ice Super Monkey developed new frost-based powers after being encased in ice for an extended period. However, Blastapopoulos seems to be the extent of this resistance, as Monkeykind struggles to approach its 5000 degrees C body
Radiation: As seen in Toxic Waste and Spillway, as well as the various space maps, Monkeys are unfazed by being around radioactive bodies, even while not protected by specialized gear. Even after directly absorbing radioactive Bloptonite attacks, Super Monkey is only slowed down temporarily and quickly recovers
Madness Manipulation: Is not driven mad while wearing Magic Man’s hat
Gravity Manipulation: Thanks to his flight, Super Monkey is unfazed by the effects of the Gravity Bloon, whereas the Dart Monkey needed to grab hold of something to avoid being sent flying upwards. This does not, however, stop his projectiles from being affected
Status Effects: Heroic Aura and several Trinkets grants Super Monkey the ability to power through flames, electricity, and freezing that would render other towers unable to attack as well as effects that would reduce speed, and also grants the ability to see through blinding fogs
Biology Manipulation: As the Tech Terror and Anti-Bloon, Super Monkey trades all vestiges of monkey biology for cold-hard steel
Size Manipulation: Big and Small modes can cancel each other out should both be in effect at the same time, and as such should be able to do the same to outside effects
Possibly Time Stop: During the Time Stop Power’s effects, all monkeys are able to move at 30% their natural speed. However, the effect is described as being more akin to an effect that slows down time within a certain area through temporal manipulation, leaving monkeys feeling like they’re moving through a big jar of honey
Elemental Adaptation
In Bloons Super Monkey 2, two captured Super Monkeys were able to adapt to the conditions of their environmental cages, gaining new elemental weapons in the process. A Super Monkey that was frozen in a block of ice for an extended period of time developed new ice weaponry while a Super Monkey trapped in an electric cage developed lightning-based weaponry.
Forms
Super Brainz
Brainium Basher 9001
Super Brainz’s legendary upgrade from Battle For Neighborville. He forgoes using his standard punches and energy blasts for powerful headbutts that can send him either straight vertically or horizontally.
Super Monkey
Mega Super Monkey
By either fusing with a second Super Monkey or using the Insta Megas Power-Up, Super Monkey can transform into the Mega Super Monkey. In this form, he can throw Mega Super Darts, which are tipped with laser energy and emit radiation that damages nearby targets. This form is excellent for tearing through large groups of Bloons.
Path of the Sun God
“It’s said that those who doth touch the sun will be cleansed and achieve peace.”
By channeling power from the core of the sun, Super Monkey achieves a heavenly form which fears no Bloon. Starting with the Sun Avatar, Super Monkey’s Plasma Blasts gain an immense buff, firing three waves of large solar beams which each pierce up to 6 Bloons. These beams are holy in nature, as has been stated in regards to the attacks of the Sun God's priestess, Adora, and the Sun Avatar is capable of seeing through the light as if it was clear water. The Sun Temple instead fires giant, stronger spheres of solar energy. In BTD6, The True Sun God fires even stronger solar spheres, while in BSM, the Sun God instead assaults Bloons with the God Gun, firing 15 projectiles each in the original game or 8 waving laser whips that can pierce through shields in the sequel. The Sun Temple and True Sun God deal Normal-type damage, can summon lightning, and the temple can even float on water. The Sun God is also able to alter its size at will, appearing as small as a regular Super Monkey or as large as its temples.
However, the Sun God’s true strength is hardly so simple. When purchased, the Sun Temple and True Sun God can sacrifice nearby towers, gaining new buffs, new attacks, and new buffs it provides to nearby towers related to the 4 tower classes sacrificed up to $50,000 in value each, including a 20% chance to distract non-MOAB-Class Bloons, causing them to fly backwards a random distance up to start of the track. And by sacrificing another $50,000 for the Sun God, all buffs as well as the number of projectiles are doubled. The Sun God has also demonstrated the ability to sacrifice additional towers after their initial summoning via beams of light, as demonstrated during the creation process of the Vengeful True Sun God. This sacrificial process transports targets to an extradimensional solar dimension where they help channel the power of the Sun via activities such as sunbathing.
The Sun Temple gains the following attacks: Golden Glaives that bounce to up to 50 Bloons, a Tack Shooter that fires 8 blades in all directions, Ballistic Missiles that target MOAB-Class Bloons for massive damage, 2 Golden Spectres that fly around the map and alternate between high power darts and bombs that deal extra damage to Ceramic Bloons, a homing Arcane Blast of 6 powerful projectiles, a Storm Blast emitted every 5 seconds which blows enemies backwards and removes any Glue or Frozen conditions from enemies, and Mini Sun Avatars (which he manifests from the void) that attack with 3 Sun Blasts.
Disciple Power Bestowal
As the most prominent god in the world of Monkeys, the Sun God has gathered a large following over the years, blessing followers by how devoted they are to their god. Even the most basic priestesses have been gifted immense healing capabilities while more devoted disciples are blessed with agelessness.
Obyn, nature’s most loyal guardian, is at first not evidently a Sun God disciple, however it has been stated by developers that he was gifted his different forms by the Sun God. Across all forms, Obyn can summon up to 4 nature spirits at a time (which he can use to teleport), can summon Brambles of their respective element, can summon totems to slow nearby Bloons, can control the weather for attacks, flight, or teleportation, and has Camo Detection. The Forest Guardian controls plant life (most prominently the Wall of Trees, which absorbs enemies on contact), can summon forcefields, and buffs nearby Magic Monkeys (but especially Druids). The Ocean Guardian controls water and sealife and can buff all Magic and water-based Monkeys. The Mountain Guardian controls the earth and can summon Sentinel Bloons or Dire Wolves. And finally there's the Winter Spirit, though this form has not been given room to develop like the others.
Adora, the High Priestess, is the Sun God’s most devoted follower. She’s been blessed with power quite similar to the Sun God’s own, summoning light for a variety of projectiles and lasers, healing, telekinesis, teleportation, or to explode targets from the inside out by overloading them with magic. She can also summon fire as Joan of Arc, control the weather, bounce off bottomless pits, and has a variety of buffs for herself and others, most prominently being Blood Sacrifice, with which Adora can absorb essence from those around her or absorb a tower outright for massive gains. But most notably, should Level 20 Adora be within range of a Sun Temple as it’s upgraded to the Sun God, one of two things can happen. In BTD6, Adora transforms into True or Vengeful Adora, while in Battles 2, Adora instead fuses with the Sun God to become Sun Goddess Adora, obtaining all the Sun God’s might on top of her own as well as gaining two permanent Balls of Light.
The Vengeful True Sun God
Since BTD5, the Monkey army has gained knowledge of a form beyond the Sun God. Through a Tier 4 Super Monkey Lair, the mysterious Dark Temple Idol, or the mighty “There Can Be Only One” Monkey Knowledge, the Sun God unleashes its vengeance, corrupting the very world around itself in the process.
The Sun Temple gains an ability which transforms it into a Temple of the Vengeful Monkey for 10 seconds, adding 50% range and doubling its attack speed, pierce, and number of sun beams. The True Sun God can instead permanently transform, doubling its range and number of sun beams as well as increasing its base damage by roughly 40%. However, should the Sun God consume an additional Anti-Bloon and Legend of the Night upon its creation, it instead doubles all base damage following its transformation. All of this is coming from a being who can’t even be fully classified by the devs themselves.
Evil Super Monkey
Should Super Monkey turn to the dark side and become a Super Villain, he abandons the Sun God entirely and becomes a disciple of an unnamed demon, manifesting their hellish power instead of that of the Sun God.
Path of the Anti-Bloon
“<Program Directive> <Eradicate Bloons> <INITIATE>”
Mechanically enhanced and fueled by the devastatingly destructive Phase Crystals, the Super Monkey can become a cybernetic behemoth capable of obliterating Bloons with ease. Starting with Robo Monkey, Super Monkey is armed with dual dart pistols, though Laser Blasts and Plasma Blasts swap the darts for their respective projectiles. These projectiles have 5 Pierce and can crit every 15-20 shots for x10 damage. In Bloons Adventure Time TD, the Robo-Monkey visor also allows ranged attacks to pop Lead, Ghost, and Frozen Bloons, bypassing resistances to most non-magical forms of damage.
As the Technological Terror, Super Monkey is seemingly roboticized in his entirety, but despite this, his consciousness remains as he can still think on his own volition and work together with other monkeys despite his terrifying appearance. He wields dual arm cannons that can either fire bolts of Doom Energy with 7 Pierce or energy bullets that burst into shockwaves on impact with 10 Pierce. Doom Energy is a powerful force produced via hypercooled neural fusion, capable of vaporizing anything it touches. The Tech Terror can also charge the crystals fueling itself for radial blasts, unleashing miniature Nuclear Bursts with 50 Pierce every 8 seconds (4 seconds with Fusion Power) or unleashing the Annihilation ability with a 45 second cooldown, utterly destroying all Bloons in range with a blast of Normal-type antimatter as well as dealing an extra 50% damage every 3rd usage.
And finally The Anti-Bloon increases the tower’s strength by magnitudes, dealing x5 more damage than its previous counterpart (including Annihilation), its main attack having 5 more Pierce, dealing Normal-type damage, and critting every 13-17 shots, and the Annihilation ability’s cooldown reducing to 30 seconds.
Path of the Night
“We turn to him, when all hope is lost...”
By embracing all that is dark, Super Monkey becomes a champion of the night. The Dark Knight swaps darts for dual-bladed weapons that have 4 Pierce and deal extra damage to MOAB-Class Bloons. The Dark Knight also has improved Knockback, slowing Ceramic and Lead Bloons to 10% their normal movement speed, and possesses a remote that allows them to Darkshift every 20 seconds, teleporting to a location within Super Monkey’s range.
The Dark Champion’s blades gain 4 Pierce, deal more damage to Ceramic, MOAB-Class, and Camo Bloons, and deal Normal-type damage, and can also bounce up to 79 units to attack nearby Bloons. The tower’s Knockback is increased, stopping Ceramic and Lead Bloons entirely, as is his Darkshift ability, able to teleport anywhere rather than just within range.
And finally, The Legend of the Night deals much higher damage, gains 8 Pierce and can bounce up to an additional 15 units. Most notably however, he can passively summon a black hole around himself for 8 seconds, catching any stray bloons that almost get to the end of the track. However the ability has a 180 second cooldown and can usually only be used twice per round.
Big/Small Monkey Mode
Big Monkey Towers Option and Small Monkey Towers Option are optional game settings the Player can unlock in BTD6 via hidden achievements which warp the size of towers within the game. While these at first appear to be non-canon, they have not only been given the canon explanation of being experiments via Dr. Monkey, similar to other game elements like Sandbox and having copies of the same Hero in Co-op, but their existence is also supported by the Bloon Embiggen card from Cardstorm, which produces the same effect. This is further supported by official artwork and in-game tracks which showcase Monkeys at tremendous, or tremendously small, size.
For example, small Monkeys have appeared as far back as Bloons 4, featuring Monkeys shrunken to the size of cookies, bees (which is later supported by the mode icons in BTD6), and even blood cells (backed up by the existence of nanomonkeys to assist with technology development). Other games also showcase Monkeys shrunken to the size of tabletop game pieces and circuit boards.
Alternatively, Big Monkeys have made a proper presence for themselves within the verse, with Bigfoot and King Fusty being well known colossi in the verse and the icon for Big Monkey Mode supporting this size as well as Monkeys are shown to be dwarfing MOABs.
Support
Super Brainz
Brainy Cards
In Plants vs Zombies Heroes, Super Brainz has access to dozens of cards to aid him in battle against Dave’s Plant Heroes.
Sneaky Cards
Super Monkey
BTD Towers
In BATTD, Super Monkey gains the assistance of several other towers as allies. Similarly, in the intro for BTD3, Super Monkey was able to summon mechanical towers with a handy remote control.
Ultimate Monkeys
Upon fully upgrading his Weapon Arms and Cores, Super Monkey unlocks a variety of Epic Powers, several of which summon Allies. Similarly, with the Power-Up or Golden Bloons, Super Monkey can for 10 seconds either transform into (in the Flash version of BSM2) or summon (in the Mobile version of BSM2) the Ultimate Monkeys of each weapon type.
Inhabitants of Ooo
Super Monkey isn’t just limited to Monkey allies however, as ATTD also granted him the assistance of a number of Ooo residents.
Feats
Super Brainz
Overall
Is one of the zombie’s strongest allies in the never ending war between Plants and Zombies.
Successfully trained a worthy sidekick (That’s you!)
Defeated Super Bean alongside the League of Awesome.
Saved Zomboss’ Midnight BBQ from those pesky plants.
Helped save Zombie Society from huge threats like Dreadwood, Blight Cap and even the Brother Gnomus.
Power
Throws a car easily
Punched Super Bean from the Moon to Earth hard enough to make an explosion (35.38 Teratons of TNT)
Broke a statue of a plant and replaced it with one of himself.
He can pull streets up like rugs and make massive thunder claps, all while making time for his fans.
Pulled up the street like a carpet and performed a very strong thunderclap.
Speed
Turbo Twister transforms Super Brainz into a “chaotic whirlwind”
Can block incoming attacks from plants which include sound and light
Durability
Super Monkey
Overall
Has helped fend off the Bloons threat for generations, popping millions of Bloons
Became THE world-renowned hero, well before the Hero Trials began
Studied the techniques of several other towers to the point of mastery
Ambushed the Bloons on multiple occasions
Assisted Ooo in repelling the Bloon invasion… after some light bribing
Unlocked Diamond Trophies and all Powerset Badges on every stage
Beat Dreadbloon, Bloonarius, and Blastapopoulos solo
Took on countless unique Boss Bloons, including the Squid, Robo Boss, UFO, Radadactyl Skeleton, Mecha ZOMG, and Tutankhabloon
Rescued Ice Super Monkey and Storm Super Monkey from Boss Bloons
Explored long stretches of the Endless Mine under a variety of special conditions
Power
Super Monkey can destroy massive MOAB-Class Bloons of various materials, including the icy Frozen Glacier MOAB, the wooden 龙舟 BFB (Dragon Boat BFB), the copper Steampunk ZOMG, stone Ancient ZOMG, and the gemstone variations of all MOAB-Class Bloons
With various perks and Trinkets, Super Monkey’s darts are able to pop frozen Bloons
Plasma Blasts can destroy metal blocks and frozen Bloons, which the Dart Monkey could barely dent (114.88 Megajoules)
The Monkey Ace exploding also cannot destroy these blocks (36.7 Megajoules)
Dr. Monkey blew a hole in a cave wall with Super Monkey’s bomb weaponry, unveiling the Endless Mine
The Sun Avatar channels its power from the core of the Sun (1.77 Teratons of TNT)
The Sun Temple and Sun God fire even bigger blasts of solar energy (1.35 Petatons of TNT without sacrifices)
The Sun Temple burrowing through the ground shakes the environment around it
The Sun Temple can fire lasers that split the clouds overhead
The Legend of the Night can create black holes (Debatable, See Before the Verdicts)
Were the Vengeful Sun God to be granted every in-game buff permanently, they could destroy the infinite multiverse (See Before the Verdicts)
Speed
Super Monkey is consistently stated to throw darts at Hypersonic Speeds (Mach 5)
Super Monkey can take off fast enough to produce Sonic Booms
Super Monkey's Drag Effect has him flying fast enough to produce afterimages
Super Monkey flies from Earth's surface to space in 4 seconds (Mach 72.88)
Super Monkey flies from outside Earth's atmosphere to Earth's surface in less than a second (0.01c)
Super Monkey circles a quarter of the Earth's circumference in less than a second (0.1c)
To celebrate the upcoming 2023 New Years, Super Monkey flew from the New Zealand Sky Tower to the Sydney Opera House, to the Taj Mahal, to the Eiffel Tower, to Big Ben, to the Statue of Liberty, to the Golden Gate Bridge, to Aloha Tower (Mach 1.55)
Durability
Unfazed by dropping from the sky hard enough to crack the ground
Can survive being struck by Blastapopoulos’ meteors
Blastapopoulos itself has been measured to 5000 degrees C, and its meteors should far exceed the heat of fire-based towers which can withstand their own lava-exceeding temperatures
Can survive being stunned by Vortex, which have been measured to 60,000 volts
Can shrug off being rammed by Shield Bloons
Scaling
Super Brainz
The Zombies
As one of the premier zombies of Dr. Zomboss’ armies, it should come as a no-brainer that he would scale to pretty much every other zombie in the series.
Emperor Qin Shi Huang, (yes the first emperor of China) breaks through stone.
A Flying Imp survives being right next to a Doom Shroom explosion. (22.27 Tons of TNT)
Power Cora survives being at the epicenter of the Ancient Fartifacts’ explosion.
Encourager Gargantuar is stated to be able to “wipe mountains”
A Gargantuar punched a large hole in a concrete wall and another threw a zombie “across town”.
A zombie on a bike moves an entire aircraft carryover. (0.21 Tons of TNT)
Zomboss hydraulic can lower the entire city of neighborhood into a cavern
Multiple Gargantuars survive boom boom shrooms explosion which is similar to a nuclear one
Zombie Heroes
In spite of his super awesome awesomeness, Super Brainz can’t do everything on his own but luckily for him he has own rag tag team of zombie heroes to help SB on his quest to destroy the plants. Since he is the brains (not really) and brawn of the team, he scales to every feat pulled off by them which include…
Electric Boogaloo survived being electrocuted by a power line
Paleontologist dug through the Earth’s core and to the other side of the planet
Cozmic Brainz punches so hard he creates black holes (361.89 Zettatons - 9.04 Yottatons of TNT) (Debatable, see Before the Verdicts)
Cozmic Brainz states he trains his muscles by lifting planets Cozmic Brainz was also capable of flying from deep space to Earth in seconds (Debatable, see Before the Verdicts)
The Plants
As we all know, plants are the natural enemy of the zombie. Super Brainz is constantly brawling with the stronger Plant heroes. Therefore, the smaller potted plants would prove to be of little challenge to him and his awesome might.
The Jalapeño can vaporize large a large ice ball (6.94 Tons of TNT)
Ice-Shroom can freeze all zombies on the lawn (9.56 Tons of TNT)
Shadow Peashooter can create a large explosion (33.1 Tons of TNT)
The Meteor Flower can summon meteorites (26.23 Tons of TNT per Meteorite)
Also implied to be be what killed the dinosaurs
Pineapple can reflect bullets from a plane zombie’s gun.
Plants can survive getting hit with huge quantities of ice from the sky.
Magnet Shroom can pull on the Zombot Dark Dragon’s nose ring.
Lava Guava creates a fissure across an entire lane. (0.02 Tons of TNT)
Multiple Peashooters could destroy a large section of concrete.
Some plants potentially dodge some lasers from Zomboss tech.
Plant Heroes
Obviously, it wasn’t fair that ONLY Zomboss got access to buffed up Heroes. So Dave joined in on the fun! Multiple of these heroes such as Green Shadow and Spudow have gone toe to toe with Super Brainz on multiple occasions, alongside every other hero within PvZ Heroes and the Garden Warfare games. As such, he should scale to them.
The Plant Heroes survive the explosion of the Hero-Tron, which is visible from space (38.24 Teratons - 1.54 Petatons of TNT)
Solar Flare melts herself out of an ice cube and then melts a frozen pool pretty fast
Plant Heroes can briefly survive being inside a collapsing Space-Time continuum (Debatable, See Before the Verdicts)
Night Cap can “punch a zombie in the teeth at supersonic speed”
Citron survived a small explosion along with a few regular plants.
Power Chomper moves slightly slower than lightning (<Mach 286)
Plasma Pea fires peas that are universes unto themselves. Filled with stars and galaxies that “dwarf you and I”. These are also sown from the fabric of Space-Time. (See Before the Verdicts)
Party Citron partied so hard that he ripped open the fabric of time (Debatable, see Before the Verdicts)
Residents of Neighborville
Why is Dave here? BECAUSE HE’S CRAZY. As a buffed up zombie, Super Brainz should scale to the regular humans in the verse and far beyond.
Dave’s pursuit of an already eaten Taco shattered all of time (Debatable, see Before the Verdicts)
In the dream dimension, the residents of Neighborville were able to survive a taconado that destroyed the Dream Dimension (Debatable, See Before the Verdicts)
The Gnomes (Debatable, See Before the Verdict)
With a war as eternal as the one between Plants and Zombies, it’s only natural that it would catch the attention of a third party. The gnomes are enemies to both sides. Whilst they’re typically portrayed as these somewhat cosmic beings. Plant and Zombie Heroes (such as Super Brainz) are able to fight Gnomes during the Trials of Gnomus. They’ve even defeated particularly powerful Gnomes, such as Sir Biff, Baff and Boff and even Gnomus the Gnome King himself! Despite this the feats of the Gnomes are all pretty debatable so read the before the verdict about these feats.
King Gnomus claims…
Gnomes sign their name on the atomic level.
Gnomes create black holes via farting.
Gnomes use the Galaxy as a cushion protector.
Gnomes can put Time and Space in their pocket.
Gnomes make quilts out of the “finest string theory”.
Gnomes can count to infinity. (Infinite)
Super Monkey
The Monkeys
As the ultimate Monkey, Super Monkey should obviously scale.
The towers train by attacking each other
The Tack Shooter pilot can shrug off the flames of the Ring of Fire and Inferno Ring and monkeys can survive being shot from Bomb Shooters and Mortars
Various towers and Powers can produce screen-wide explosions
For as long as Range upgrades have existed, their icons have featured projectiles travelling far beyond their in-game ranges, from over houses to across the planet
Many towers utilize rifle scopes, telescopes, binoculars, or other specialized gear for tracking their targets
High Finance and Cardstorm’s Sharpshooter card feature Monkeys attacking from atop skyscrapers
Dart Monkeys are rumored to be capable of throwing darts over a kilometer vertically
Long Range Rangs and MOAB Maulers have both been shown launching high above the clouds
The Extra Range Tack Shooter is shown firing tacks at a planetary range
Mortar Monkeys are stated to fire shells out of orbit while on the moon (2.38 km/s)
Dart Monkey's with Exploding Darts can throw darts fast enough to ignite and Boomerang Monkeys can throw boomerangs hard enough to produce sonic booms (Mach 1)
Dart Monkey can carry a massive metal Spike Ball (2410.0601 kg)
Blade Maelstrom can create a track-wide cyclone (5.6 Megajoules)
Bomb Shooter's cannonballs and Spike Factory's Spiked Mines can destroy their respective towers (91.75 Megajoules)
The Monkey Ace’s Tier 5s can deploy the Tsar Bomba (50-58 Megatons of TNT)
Dartling Gunner can drill through the ground (281.23 Megajoules)
A group of monkeys testing the Ray of Doom in a mirror room had to avoid the bouncing lasers
Popseidon summons a track-wide tsunami that drowns out large structures like Adora’s Temple, High Finance’s skyscrapers, and Flooded Valley’s dam (64.15 Kilotons of TNT)
The Ray of Doom can reportedly burrow through the end (See Before the Verdicts)
Monkey Heroes
Though Super Monkey isn’t a “Hero” in most games, he is in BATTD and is still considered one of the strongest Monkeys, both at base level and at max-upgrades, meaning he should scale.
Ocean Obyn and Fusty the Snowman can summon track-wide storms
Amelia accidentally created the Bloon Storm after mastering all aspects of magic
Heroes repeatedly survive their own weaponry going off in their face as well as shrug off attacks from other Heroes
Gwen can consistently throw balls hard enough that they ignite (Mach 2)
Churchill's explosives can tear apart his tank, yet Churchill survives them launching him into the sky (6.68 Tons of TNT)
Churchill is unfazed by falling from the sky in his tank’s drop pod (6.68 Tons of TNT)
Biker Bones can stomp the ground hard enough to knock his RPG into the air
Pat Fusty can shake the arena around himself while throwing a tantrum
Etienne flies his drone from above the clouds to the ground in a fraction of a second
As a child, Sauda could spin her sword fast enough to fly through the air
Sauda moves so fast during Sword Charge that she can appear in 8 places at once (Mach 1.12)
She also casually outspeeds DDTs
Geraldo’s Rabbit can race across the map in one frame to return to Geraldo (Mach 1.15)
Rosalia’s Phoenix Engine Jetpack is stated to be able to reach Mach 0.57
Sheriff can casually fish up 1000 kg Bloonchippers and 5000 kg True Sun Cods
The Bloonsday Device’s Orbital Strike nukes a continent (12.16 Teratons of TNT) (See Before the Verdicts)
Bomb Heroes can wield Mushroom Bombs, which is noted to have caused the world’s complete destruction (2.8 Exatons - 22.46 Ninatons of TNT) (Debatable; See Before the Verdicts)
Voidora and Magus Perfectus manifest their power from the void or “The Beyond”, a separate dimension of starlight and void (See Before the Verdicts)
Adora's Temple contains an artifact so powerful it can singlehandedly raze Monkey Civilization to the ground (See Before the Verdicts)
Sword Heroes can wield the 4D Sword, a sword from the 4th Dimension which is so powerful it can alter reality itself (See Before the Verdicts)
Bomb Heroes can wield the Time Bomb, which explodes with enough force to distort time, sending Bloons backwards for 3 seconds (See Before the Verdicts)
The Bloons
What’s the name of the franchise? Yeah. Given Super Monkey can singlehandedly slay a wide variety of Boss Bloons, anything else should be fair to scale to.
On Monkey Town Hall, a single Bloon tore up a cherry tree
Bloons tore up various statues (2.31 Megajoules), a hedge maze, a warehouse, and Benjamin's Private Yacht
Bloons dug up ponds and Bigfoot's giant footprints
Bloons can fly fast enough to create mach cones as well as fly fast enough to blur
Bloons can consistently withstand immense heat without popping, including lava and pottery kilns (137.57 Kilojoules)
Bloons are unfazed by Glacial Trail, which can rapidly freeze towers that use fire and resist the cold
Yellow Bloons can punch a steel girder hard enough to bend it
A Dynamite Bloon could blow up a large patch of boulders (0.3 Tons of TNT)
Ringleader Bloons kick up winds powerful enough to act as forcefields
ZOMGs can survive the Tsar Bomba
Bloonarius was larger than anything seen before, to the point that its size alone generates localized storm systems, Vortex is constantly followed by storms whenever it appears, and Diamondback creates a track-wide sandstorm
Dreadbloon can tear open rifts in the ground wide enough to swallow Monkeys whole
Blastapopoulos sapped power from Mount Bloon during BSM2, with said volcano calming upon its defeat
Blastapopoulos erupted Mt Bloonsuvius when throwing a temper tantrum (2.89 Tons of TNT)
Diamondback dug massive tunnels across the land to provide Bloons secret passages to Monkey civilizations, even digging tunnels beneath the ocean, producing massive tremors that rattled nearby houses and shook mountains
It’s been consistently theorized that should the Bloons win, they’ll destroy the universe as they did their universe of origin (See Before the Verdicts)
Weaknesses
Super Brainz
Super Brainz can be described with many words, strong, handsome, fearless…Humble is not one of them. The ego of this dude really can’t be understated. At times where he should be brawling, he’s instead prioritising doing his hair or taking selfies over fighting his rooted foes. And despite the rare moments of strategy from him, he has his dimwitted moments too, such as the time he accidentally summoned Green Shadow by turning on the Plant Signal during Zomboss’ BBQ. He’s always been a “Looks first, punch second, everything else later” type of guy.
Super Monkey
Super Monkey… has a massive ego. It’s not really a surprise given that he was too busy getting his Beauty Sleep to help with the invasion of Ooo… at least until he was promised a reward worth his time, which is a surprisingly consistent weakness. He also gets too distracted admiring his own reflection and in general loves to show off when given the chance, which makes it incredibly ironic that Super Monkeys are consistently shown to love hiding their true strength from inquiring researchers. And while his wide array of upgrades can more than make up for his shortcomings, Super Monkey himself often struggles with large hordes of enemies attacking at once, especially with modifiers like Camo or Fortification.
On top of that, every weapon type has its weaknesses, even with Research and Trinkets working to fix that: Darts and Boomerangs struggle against Lead and Frozen Bloons, Bombs struggle against Black and Zebra Bloons, and Magic and Lasers struggle against Purple and Glass Bloons. Similarly, the length of cooldown many of his abilities and Trinkets have means they’re unlikely to show up more than once in shorter fights.
And as powerful as the Sun God is, the sheer cost of it means that, even with the 30% extra value Monkey Knowledge and the estimated value of his BSM allies which don’t cost money to summon (as well as assuming Super Monkey can actually summon them all at once), Super Monkey still owes roughly $15,000 for the Primary Sun Temple on top of its $35,000 Sun God sacrifices. And this is all without mentioning the Support Sacrifices, which even being generous with what BATTD Allies count would simply not have enough value to meet even half of what one upgrade requires, much less both. While this doesn’t fully lock Super Monkey out of Vengeful boosts, it, on top of no proper method of sacrificing The Legend of the Night, does restrict the tower’s full capabilities.
Before the Verdict
PvZ respawns… Are they legit?
To the uninformed, this may seem like a dumb question. Respawning is obviously just a game mechanic like in most other cases, right? How else would you play these shooter games anyway?
Well, it’s a bit more nuanced than that. Notably, Armor Chomper is stated to lube up his armor during respawns. Alongside that, a few upgrades in Battle for Neighborville actually utilise the respawning mechanic. So with an in-game acknowledgment of the respawns, are they valid to use? Does Super Brainz have infinite lives?
There’s an important thing to mention. Plants and Zombies aren’t capable of respawning in every possible scenario. In modes such as Garden and Graveyard Ops, neither Plants nor Zombies can simply respawn and instead have to rely on Self Revives and Team Retries, items you get from the item shop. This is consistent within other modes like Boss Hunts and Soil Survivors, where simply respawning can’t be done with the press of a button. Hell, they can’t respawn in any capacity in the later mode, only coming back when the round is over instead of the few seconds it takes in other modes.
The existence of the self revival items also creates a predicament. If Plants and Zombies truly could respawn at a moment’s notice… Why do they require items in multiple other game modes? We can’t give Super Brainz both Team Retries and canon Respawns without an inherent contradiction. As such, we ultimately believe it’s safer to say that such respawns are a game mechanic.
We’re still giving him some revival options, such as the 3 Self Revives and 3 Team Retries, but we draw the line at giving him a potentially infinite amount of chances.
What the hell are the Gnomes up to?
Ahh yes, the Gnomes, nobody’s favorite part of Garden Warfare 2, including us.
These little fuckers have caused quite the kerfuffle. I'll start with the most claims that can be debunked and then work our way up. Starting with the really silly ones, we have statements like Gnomes making quilts out of the “finest string theory”, Gnomes signing their names at the atomic level, and Gnomes can put Time and Space in their pocket. Now, these are just goofy little jokes that are likely not even literal in-verse, but even if they were, signing your name on the atomic level is a neat hax I guess, but it doesn't really mean anything for AP, and as for the string theory statement, it's worth noting that in PvZ it's not even confirmed if string theory exists. The most we have for evidence is this statement and a random achievement. As for the space and time statement, it should be noted that when the Gnomes make the statement is when you pick up time shards. So with that in mind, we can infer that he is likely referring to these time shards and not the entirety of space and time itself.
Moreover, there are numerous statements of the Gnomes being able to mess with the fourth dimension, but the issue is there’s nothing saying they are 4D themselves, for all we know they could just live there. Plus it’s just a bunch of Twitter statements with nothing else backing it up in canon so you can always go "It's non-canon lol" anyway (These aren’t even lore statements, they’re literally just talking about the game servers sometimes). Finally for our last AP related feat we have the Gnomes being able to fart black holes.
What am I doing with my life?
Well anyway, this is technically a feat and it's probably true, problem is we have no way of knowing how big the black holes are and as such we can't really do a calc on them because it could be as big as a whole planet or a small as a fart cloud in which case it likely wouldn't be the massive AP buff people would be looking for. Likewise, the same is true for Gnomes using the galaxy as a cushion protector. Not only have the Gnomes not demonstrated anywhere close to the galactic size needed to do that, but a lack of proper context means the pillow could technically just be… anywhere within the galaxy?
Now for the most important and probably most well-known gnome feat is a speed feat, specifically the statement from the king which says that Gnomes can count to infinity. A pretty impressive feat to be sure, and if true it would be a massive buff for the franchise, key phrase being “if true”. Unfortunately for the Gnomes this feat has quite a few problems stacking against it, most damningly the fact that it isn't even really consistent with the Gnomes themselves. Because you see, in another statement made by the Gnomes it is said that “eating Infinity sticks would take forever”, which would seem to contradict them being able to do things that would take an infinite amount of time in no time at all. And honestly there's nothing really implying that even if the Gnomes could count to Infinity, it wouldn't take an infinite amount of time and again the word “can” would seem to imply that they haven't done it before and it's just a possibility, so it’s not even a feat; it’s just a maybe. So to wrap this all up the Gnomes counting to Infinity is an outlier and is contradicted by other statements made by the Gnomes.
Finally, stepping away from Gnomus, we have the Brother Gnomus causing a “temporal catastrophe”. Not only is this just… Really vague and not inherently a feat of strength, but the context behind this is that the Brother Gnomus took over Time Park. The same place which has portals connecting to multiple points in time, making the meaning of “temporal” pretty obvious. So it’s clearly not a universal feat in any regard.
Cosmic PvZ (Gnome free edition)
If you are even a little bit into PvZ debates and in the vs. scene, you're probably at least a little familiar with their cosmic arguments. Question is do they hold any ground or are they just dead weight? Well, let’s take a look and see.
Kicking us off, we have the feat from the end of Plants Vs. Zombies 2, in which Crazy Dave shatters all of time with Penny in pursuit (wink) to eat a really good taco that he had eaten at the very beginning of the game. Sounds like a pretty decent feat at first, and it technically is; problem being no one really scales. The shattering of time is a byproduct of Penny time-traveling to multiple different times from pretty much every point in time; as such, the feat is more of a byproduct of time-traveling shenanigans than an actual physical feat scalable to anyone, since unfortunately nobody has a durability feat of surviving time shattering. So while it may seem like a good Universal+ feat, the reality is it's mostly a case of poor time-travel manners on David’s part.
Now for everyone’s favorite game, is it a black hole? Starring Cozmic Brainz and his black hole punch and a bonus round of him supposedly picking up planets. Starting with the black hole to put it simply no, it does not. It lacks several key requirements needed for it to be a real black hole.Those being it doesn't cause spaghettification, in fact that acts more as a portal than anything else and it does not have that ring around it known as a photon ring, which on its own isn't necessarily a disqualifier but consider the fact that other black holes in the PvZ franchise do have this ring make this a little problematic. So yeah that’s a no go, but what about the Planet lifting statement? Well this is a bit more reasonable and you could probably argue it being a fine feat to use though the phrasing of the statement and the fact that it's coming from someone as egotistical as Cozmic Brainz make it a little bit questionable to use but, an argument can certainly be made. On that note, there’s also the feat of Cozmic Brainz flying from deep space to Earth. Not only is it impossible to determine the exact distance that Cozmic Brainz flew from, but he says right after that he was… Standing in front of you the entire time. Even if we interpreted the joke as “He quickly flew to you just to say that”. We still return to the initial problem of an unknown distance. Cosmic Brainz’s jokey nature also further serves to put his planet lifting into question.
Next feat up is also from Garden Warfare 2, specifically occurring in the Soil Survivors game mode in which characters can be inside the collapsing Space-Time Continuum, again, it would be a fairly impressive feat wouldn't it? Heck, plants even survive space being destroyed briefly this time and it's not time travel bullshit so what gives? Well, while it is true that you can for a brief period of time survive Space-Time collapsing, it's a pretty big jump to say that means the plants should scale fully to this since they can only survive for a couple seconds at most. So it’s impossible to know how much damage they are really taking.
Speaking of GW2, Party Citron has a statement where he partied so hard that he ripped the fabric of time and that resulting rip sent him back in time . Not only are the exact specifics of what “partying” actually entails unclear. But the whole point is that he’s unable to actually return to the future, meaning it isn’t something he can likely do naturally. Above all else, it seemingly only affected a small part of time, to give it full universal scaling would be disingenuous.
I bet you’re feeling tired right about now, huh? Well, don’t doze off just yet cause we need to talk about the dream area and its validity for scaling. Well, In the PvZ comics and Battle for Neighborville there are multiple instances of people interacting inside of these dream worlds and they are capable of doing many amazing and powerful things like making an infinite amount of tallnuts or creating a place known of as the dream arena where zombies and plants can fight on neutral ground. Seems cool and all but the problem is while inside this dreamscape they are clearly buffed and able to do things that they normally couldn't such as the aforementioned taconado that destroyed the Dream Dimension. There's no real reason to assume Dave and the kids could survive this attack normally outside of the dreamworld. So sorry Dave but you’re no Freddy Krueger.
And last but certainly not least we have the infamous Plasma Pea, where this cosmic peashooter fires actual universes. Now while you are probably expecting us to say that this feat is invalid because it’s hyperbolic, the description of the feat is actually pretty specific and appears to be quite literal. I mean it is quite literally stated to be filled with stars and galaxies that “dwarf you and I”. So yeah, despite what you might think there aren't actually too many issues with the feat and so it would appear that Universal PvZ is applicable… Well, except for one little tiny problem, it is quite the outlier because you see the next best feat in PvZ is Continental or more specifically 1.5 petatons of TNT. The gap between 1.5 petatons and the amount of energy needed to destroy the universe is around 15 novemdecillion times or 1.5933716e+61 times. Which is a pretty rough gap. You could maybe argue that it's not an outlier because you can survive at least a couple shots from this peashooter but you could also easily say that it's just game mechanics. In any case this feat looks good on paper and is by far the best argument for Cosmic PvZ, it is just unfortunately too much of an outlier to be realistically considered.
Are Ninjakiwi’s Q&As canon?
For years now, Ninjakiwi has been putting out weekly update blogs for their games, which includes Q&As of fan questions. These questions are often personality-based, asking about characters’ interests or how the civilization goes on in its day-to-day. However, on occasion, questions are asked that have a relation to Versus Debating, such as how abilities work or what characters are capable of. Justifiably, these Q&As have been faced with scrutiny on whether or not they can be considered usable.
The most blatant evidence that the Q&As are canon is that Ninjakiwi consistently features questions that are answered by the monkeys themselves. The Monkeys have a tendency of invading where they shouldn’t be, leading to events like Benjamin hacking into Ninjakiwi’s social media for Q&A blogs as well as the Avatar of Wrath writing its own avatar icon description.
Ninjakiwi has made it clear they put a lot of care into the Q&As, so there’s little reason to assume they should simply be dismissed altogether. That being said, the answers are not without moments requiring them to be taken with a pinch of salt.
Ninjakiwi has been very direct early on in that they try to avoid lore-heavy questions as they prefer to let the community create their own canon. While this has resulted in a number of jokey responses, most questions can still be taken seriously. The team has been working on adding more lore to the franchise, between Quests, Legends, and even Cardstorm itself, and likewise they do still on occasion answer lore-heavy questions with fully serious responses.
Similarly, answers have changed or evolved over time, such as how monkeys having ammo-summoning magic has since been adapted into Wizards and Engineers creating magic ammo pouches or how questions related to lack of Friendly Fire used to be answered with vague “fancy technology” or “it’s only designed to hurt Bloons” responses, but have more recently turned to Friendly Fire-based training. In these scenarios, it’s safe to go with the recent answers as the standard approach, but not necessarily assume the old answers are incorrect.
Can Super Monkey change between Upper Rank upgrades?
How Towers utilize their different Tier 3+ upgrades varies from tower-to-tower. But for Super Monkey specifically, his Upper Path upgrades are implied to be forms which he can swap between depending on his current mission. This is supported by his weapons in the Bloons Super Monkey series as several fully roboticize his arms and embed machinery in his back, yet he’s able to remove the weapons with ease.
Are Lives Exclusive to the Player?
Traditionally in the BTD series, Lives are a sort of vague representation of the safety of Monkey Civilization. Several items, Powers, and abilities affect these Lives, including ones which Super Monkey can possess or equip. As such, the question must be asked of whether or not these Life-affecting boons would even matter for Super Monkey in a versus sense in the first place.
In both Rogue and Frontier Legends, the Player isn’t actually an existing force, with their role being taken over by the Rogue Monkey and Sheriff respectively. Rogue Legends isn’t as direct to showcase the connection between Lives and the Rogue Monkey given the Rogue Monkey doesn’t actually participate themselves in the actual combat, but the party resting and the Rogue Monkey consuming healing potions does restore Lives. Frontier Legends is more explicit with the connection however as Sheriff is the driving force behind the combat and directly loses Lives when dueling Bloons.
BATTD is similar, with the Heroes themselves assuming all duties one might attribute to the Player within lore, such as opening Wish Orbs, modifying character loadouts and utilizing Powers. What Lives are in this game varies level-by-level, but some levels do tie Lives directly to the health of specific characters, such as Candy Throne Room featuring Bloons attacking candy citizens, Fire Trap featuring Bloons attacking Flame Princess, and Cursed Mirrors featuring Bloons attacking C4 Charlie. The relevant characters are even killed should the Player run out of Lives.
Where are the Artifacts?
For all the perks and Research and Monkey Knowledge we included for Super Monkey, one might wonder why we didn’t include Rogue Legends’ Artifacts. After all, there’s a lot of them and the gamemode’s focus on combining them for powerful combos means they end up being incredibly powerful as a set.
The issue is that while the Player’s canonical nonexistence within that story means the Monkeys would themselves own the artifacts, Super Monkey himself doesn’t play the role of party leader. Rather it’s either BTD6’s Heroes or the Rogue Legends Monkey themself that own and control the artifacts. Super Monkey as a generic tower is only a pawn in those parties, meaning he alone wouldn’t get access to the Artifacts.
Planet-Sized Big Monkeys?
Monkeys have been shown capable of growing far larger than buildings as it’s consistent in both tracks (i.e. World Tour and Space Truckin’) and official artwork that Monkeys can achieve a planetary scale.
While it can be attributed as an extension of what Big Monkey Mode is capable of, it being such a massive gap between building-sized Monkeys and moon-sized Monkeys, on top of the already questionable origins of these sources, makes it highly unlikely this is an intended size capability, even with the series’ loose canon.
Dr Monkey’s Try-Againinator
In BSM2, Dr Monkey assists Super Monkey with his Quantum Try-Againinator, which rewinds missions to their beginning allowing Super Monkey to try again with a fresh start. The question rises whether this should be included or not as Dr Monkey uses it to support Super Monkey directly.
While we don’t know the true nature of the Try-Againinator, a safe guess is that the device is something Dr. Monkey controls within his lab. While Super Monkey can summon Dr Monkey thanks to BATTD, giving Dr Monkey equipment outside of that summonable appearance wouldn’t make much sense given the context that in BATTD, the monkeys were dragged away from their standard universe. Meaning that the summonable Dr Monkey wouldn’t have access to his usual arsenal and should only be able to support Super Monkey with what he has in that game.
Bloons Black Holes
The Legend of the Night’s passive ability summons a black hole when a Bloon reaches the end of the track. While it has been referred to as an accurate black hole just scaled down, the hazard features no actual properties of one, not even sucking in Bloons from elsewhere on the track. A Q&A prior to that also refers to the black hole as more so being a portal, banishing Bloons to another track. There’s also similar abilities that produce cartoonish black holes, including the Vortex Trap and Bloons Pop! Vortex hazard. While these vortexes suck in entities around them, they possess no other properties one would expect from even a somewhat realistic black hole, much less are referred to as such.
The only instance of a black hole in Bloons that seems somewhat realistic is the Battles 2 Jericho loss animation. But while it has the best argument for being a proper black hole, merely being kept safe by the device it’s contained within, there’s no indication Jericho survived being pulled inside, meaning Super Monkey would not scale.
Universal Bloons
When discussing BTD stats, there’s several Q&As that have been pointed to as implying the towers are capable of universal feats. Most notably, Ninjakiwi states they're "pretty sure it bores a hole right through the end too!" when asked if the Ray of Doom's laser ends. Aside from being a jokey answer to begin with, it doesn’t really indicate universal AP as taking the answer seriously would only indicate a small amount of “the end” being bored through. A stronger argument would be for infinite speed depending on how “the end” is interpreted, but regardless of what argument is being made, it requires stretching this brief answer to fit the narrative. A similar argument is made regarding Voidora and Magus Perfectus, who are stated to draw their power from the Void, which is itself a separate universe. The issue is drawing power from a source doesn’t indicate being themselves as powerful as the source itself.
And then there’s the Time Bomb from BATTD, which is so powerful it distorts time, forcing Bloons to move backwards in time. While this feat is due to sheer power, it’s only affecting a few Bloons at most in a small area of effect, nowhere near the scale that would be required for universal AP.
However that’s not to say there are no universal capabilities within the verse, as the Bloons have been consistently stated to be capable of destroying the universe should they win. The issue with this feat, however, is that it’s unknown how they accomplish it. Scoop's Tall Tale indicates they use powerful stolen artifacts, but even by that metric, it’s a feat that no ordinary Bloon would scale to, much less the monkeys. Similarly, it's been stated that were the Vengeful Sun God to be granted every buff that exists, they would be capable of destroying the infinite multiverse. However, this not only requires buffs that cannot be applied to Super Monkey normally, but it also requires the buffs to be applied more permanently than what is provided in-game.
And finally there’s Finn’s 4D Sword, a sword from the 4th Dimension which is so powerful it can alter reality itself. This is seemingly represented by its ability to instantly destroy Bloons on contact (which mechanically has a low chance of occurring but can likely be assumed to be game mechanics). This would put the sword well above anything Super Monkey can accomplish in terms of power as the sword isn’t just dealing a ridiculously high amount of damage—It’s so much stronger than the Bloons that damage dealt is no longer able to be represented by a number.
Bloons Crossover Scaling
The biggest question regarding Bloons scaling is whether or not it should scale to existing crossovers, which to date includes Adventure Time, Masters of the Universe, and Fortnite.
Masters of the Universe is the easiest to answer as the existing characters, Battle Cat, She-ra, and Skeletor, are their own unique incarnations of the characters and as such do not possess feats from other forms of Masters of the Universe media. Fortnite is also likely to be unusable as the crossover is merely Dart Monkey appearing as a sidekick, which do not play a notable role in gameplay.
Adventure Time is a trickier question, however. At first glance, given the story is simply the Bloons invading Ooo, one would think BTD should easily scale to feats from Adventure Time as the characters resemble their original selves. However, with closer analysis this option quickly falls apart as the Ooo seen within BATTD is a hodgepodge of random points in the original series’ timeline. For example, Finn states it's been 5 years since he's seen Scarlet, despite not missing an arm as he would be by that point in time. Similarly, Scarlet and the 4D Sword both exist at the same time and both Magic Man and Betty Grof possess Magic Man’s powers at the same time on top of an additional Magic Man’s Hat being passed around for the Heroes to use. As such the lack of consistent causality between existing characters and items renders it impossible to properly use Adventure Time’s own scaling as a basis without specific feats being mentioned.
However, on rare occasions, feats from Adventure Time are referenced, most notably being the Mushroom Bomb referencing its destruction of the planet during the Mushroom War. While the equipable weapon alone doesn’t properly sell the original bomb’s strength, the Mushroom Blast Power utterly destroys everything on-screen up to ZOMGs, even negatively affecting the towers with its sheer might, something normally unheard of with these types of screen-clearing abilities. While this weapon is, based on calculations, superior to anything else Bloons has shown by potentially magnitudes, that’s fitting given just how powerful the weapon is mechanically. Few towers can oneshot ZOMGs, much less large waves of them, but that’s not to say there aren’t towers that should scale…
The MOAB Eliminator can effortlessly rip through ZOMGs without needing to explode, Gwendolin can oneshot ZOMGs with her Bloon Melter and Extreme Heat powers, and Amelia can obliterate ZOMGs with Hero Protection. But more than that, the Bloonsday Device is capable of the same feat as the Mushroom Bomb, wiping all Bloons on-screen up to and including ZOMGs in Cardstorm, Rosalia's Kinetic Charge can overkill up to 500 ZOMGs in range when charged up, and the Anti-Bloon (indicated by the Tech Terror's origins and Ninjakiwi Q&As to be comparable to the Bloonsday Device) can overkill up to 2000 ZOMGs in range. And even more notable are towers that can oneshot BADs, which themselves are capable of shrugging off the Mushroom Bomb and surviving an onslaught from the Sun God’s primary projectile. The Megalodon, Pre-Emptive Strike's First Strike, and several Paragons are all capable of such, with Paragons even being noted by Ninjakiwi to be more powerful than the Bloonsday Device.
As for the Sun God scaling to the Mushroom Bomb, while it’s not capable of one-shotting an entire horde of ZOMGs like the Power or Anti-Bloon, it can still easily tear through waves of MOAB-Class Bloons with its onslaught of projectiles, ESPECIALLY when given its full sacrifices, at which point even BADs are torn through like tissue paper. Plus, a well-upgraded Super Monkey can tear through Bosses with ease, putting him well above what the Mushroom Bomb is capable of.
Verdict
STRENGTH!
This debate, similar to any involving these verses, is plagued by the devastating question of what stats are best, much less viable in the first place. Depending on which ends we go with, the character that wins this category wildly changes, with both characters having stats that would allow them to effortlessly stomp the other.
Ultimately it was decided that the best option was to go with the least questionable interpretations for both characters as their other options simply have too many holes poked in them to be comfortably used.
For Super Monkey, the Sun God’s lasers are capable of outputting 1.35 Petatons of TNT, while Super Brainz and the Plant Heroes survived being shot by the Hero-Tron 5000, which created a blast worth 1.54 Petatons of TNT. As small as this gap is, at a mere 14% difference, it’s quickly made smaller and, ultimately, reversed by a notable margin by Super Monkey’s wide variety of perks, Trinkets, and other upgrades.
Given this, Super Monkey pulls ahead with this category.
RESILIENCE!
However, all the strength in the world doesn’t matter if one combatant cannot actually put down the other.
At first glance the two have a similar set of resistances, leaning in favor of Super Brainz given Super Monkey naturally has more weapons and effects to be resisted. The issue is, however, that Super Brainz’ damage-based resistances, specifically Heat and Electricity, are countered by Super Monkey’s Normal-type damage, which specifically bypasses damage-based resistances, including attacks of physical, elemental, and magical natures. This does not, however, bypass Super Brainz’ resistances to special effects such as Mind Manipulation.
Super Brainz’ resistance to Mind Manipulation would help with a couple of Super Monkey’s allies, preventing Super Brainz from being fully distracted by King Worm or Lumpy Space Princess, and his resistance to Fear Inducement would prevent Super Brainz from taking damage from Disarming Charisma should he get in close. Super Monkey also has notable resistances, with the Tech Terror and Anti-Bloon resisting Super Brainz’ weaponized stench via… not having a nose, or resisting Super Brainz’ Strength Sapping and Frosty Mustache as he does other damage-over-time or debuffing effects.
Given how little the characters’ resistances end up being actually relevant to everything the other character is packing, what’s far more important to this debate is how many times these two can be put down and keep coming back.
Super Monkey has a couple items that passively regenerate health as well as two items that can reset the current round and restore varying amounts of Lives once each: the Time Travel Machine Trinket and the Ancient Sleeping Magi of Lifegiving Power. And while it doesn’t properly resurrect him, the Dimension Disruptor halts attacks that would otherwise be fatal by tearing open a dimensional rift which sucks in everything hostile around it, preventing lives from being taken. While it doesn’t help against effects that spawn directly on top of Super Monkey effects like Cut Down To Size, against most attacks this is a very useful defense.
Alternatively, Super Brainz has a decent natural regeneration on top of his related upgrades that boost his self-healing, culminating in his ability to respawn naturally, which grants increased health after several deaths thanks to Rough Patch. Additionally, he has 3 Self Revives, which reanimate Super Brainz upon death, as well as 3 Team Retries, which restart the current wave.
On their own, Super Brainz has better options for returning to combat, but Super Monkey has a notable counter. Items like the Silver Tipped Stakes and Anti-Regrow Serum strip enemies of their natural regenerative abilities, preventing enemies that could previously regenerate from upwards of vaporization, “annihilation”, and being destroyed “completely and utterly” from returning to the battlefield. Super Monkey’s vaporization would also completely counter the use of Super Brainz’s self revives. Similarly, items like the Silver Tipped Stakes and Booboo Sousa strip enemies of zombie-like resurrection, where they can reraise from the dead after being slain initially. This would not, however, affect Super Brainz’ Team Retries, as they fully reset the current wave rather than simply resurrecting the user upon death.
Ultimately, this category ends up a toss up as neither character takes a notable enough advantage over the other. Super Brainz manages to cling to one more Retry than Super Monkey even after his regenerative abilities have been stripped while Super Monkey ends up with more notable resistances to Super Brainz’s abilities. If the Dimension Disruptor was a proper retry it could easily turn the tides, but being unable to stop effects with no physical presence means it’s severely lacking. As said, this category is a TIE.
SPEED!
Controlling the flow of battle requires speed. And despite what one might expect from two series where a majority of characters are immobile most of the time, Super Brainz and Super Monkey are actually pretty fast.
Super Monkey’s combat speeds should compare to his flight speed, as both he and other flight-capable towers like Cyber Quincy are highly skilled at air-to-air dogfighting with Bloons. At his weakest, prior to any upgrades or perks, Super Monkey was capable of flying well beyond Earth’s orbit back to its surface in a fraction of a second, reaching 0.1011c. While Super Monkey’s upgraded forms don’t have speed feats of their own, high-end attack speed buffs like Party Time and the Dark Temple Idol on top of many other modifiers more than make up for their slack.
Super Brainz’s combat speed on the other hand is much more straight forward, with his punching Super Bean from the Moon to Earth reaching 0.47c. At a baseline, this puts Super Brainz as x4.7 faster than Super Monkey.
But combat speed alone doesn’t tell the full story. Super Brainz fights best at close range with limited options past mid-range whereas Super Monkey has great combative options regardless of what range he’s at. Therefore, who maintains greater control over the combatants’ distance should play an important role in who takes the category overall.
Super Brainz should scale to the Power Chomper, who’s capable of moving “slightly slower” than Mach 286. Compare this then to baseline Super Monkey flying at 0.1c or Mach 88,451. While Super Monkey’s upgrades and perks focus on upgrading combat speed rather than flight speed, he has a number of abilities that slow his opponents, up to 80% with Absolute Zero, as well as several abilities that shove back opponents, instantly stunting forward progress with even his regular attacks.
Meanwhile, travel speed is at a baseline a x309 difference, made far greater by modifiers, is more than enough for Super Monkey to control the flow of battle, whether he chooses to get in close or play keep-away. This battlefield control is made infinitely worse for Super Brainz once you take into account just how many projectiles Super Monkey is firing at any given time, with Super Monkey in most stats being able to fire hundreds of projectiles a second. The Sun God alone is capable of firing 200 beams of light per second before additional buffs and abilities from sacrifices ever come into the picture. Adding to this, Super Monkey’s projectiles can travel kilometers at worst and planetary ranges at their best with both homing and wall-phasing capabilities, meaning Super Brainz has little to zero chance to actually escape them.
While Super Brainz has greater combat speed at first, Super Monkey’s utter dominance over travel speed, ability to thin the combat speed gap with modifiers, and sheer quantity of faster, nigh-unavoidable projectiles means Super Monkey takes this category.
VERSATILITY!
But what this debate ultimately comes down to is the versatility these two bring.
While Super Brainz’ abilities are more than useful against Super Monkey’s allies via scorching, freezing, or incapacitating with stench, his options against Super Monkey himself are a lot more limited, relying on his ability to imbue fellow zombies with Deadly, as well as Cut Down to Size and Rocket Science, two ranged instant-destruction abilities that would theoretically make quick work of Super Monkey when using his strongest items or forms. He also has a greater number of Allies on par with his level of power than Super Monkey.
Comparatively, Super Monkey just brings FAR more to the table to cripple or outright kill Super Brainz, able to stun and freeze him solid, put him to sleep, transmute him into a variety of less harmful entities with projectiles directly or screen-wide AoE, fly through or simply destroy forcefields instantly, de-zombify him and his minions, erase him with his Cybernetic Arrows or Blessed Darts, or suck his soul from his body… assuming he still has one?
Super Monkey’s built to dominate in battlefield control, which is incredibly important when both sides are capable of bringing in a large number of allies. Disarming Charisma, Magic and Ice Cores, and Red Hot Aura punish enemies for attempting to get within close range while Knockback, Storm Core, and Blow Back force enemies in long-range and Tempest Tornado, Vortex Trap, and Bloon Trap force enemies to a designated location. Bouncy Projectiles and Neva Miss Targeting make Super Monkey’s already massive quantity and spread of projectiles near impossible to avoid, making it easier for his chance-based effects to destroy his opponents. Even hiding isn’t an option as X-ray Ultra, Dragon Eyes, and the Martian Tracking Device mean Super Monkey can find you, and shoot you, regardless of what obstacles may be in the way.
And while Super Stench applies Deadly to all zombies, making even Super Brainz’ weakest minions terrible threats if they get close… The Future Crystal reducing stronger enemies’ max HP as well as Super Monkey’s countless screen-wide AoE weapons and abilities like the MOAP, Hugsplosion, or Vaporize Bloons means Super Brainz’ minions are going to have much less of an effect in the vast majority of situations. Even Thin Layers means some of Super Brainz’ mechanical minions can be destroyed instantly, which is notable as a number of his strongest minions are Zomboss’ mechs.
The Dimension Disruptor is also remarkable for battlefield control as it sucks all hostile entities into a vortex to protect Super Monkey from lethal attacks. Even if Super Brainz were argued to be capable of escaping the rift’s pull given how much faster he is than the Bloons, Super Monkey’s many ways to incapacitate or shove Super Brainz around would be more than enough to force Super Brainz into the rift, banishing him. This even works against one of Super Brainz’ more powerful wincons, as Rocket Science being a physical projectile means that it can almost certainly be countered with the rift’s pull, sucking the missile to hell to prevent it from killing Super Monkey. This is made all the worse should Super Monkey choose to turn to the Legend of the Night, as summoning a vortex directly on top of his attacker would guarantee Super Brainz’ defeat.
Super Brainz on the other hand struggles to have any major counters to the sheer variety that Super Monkey can output, especially when the sheer number of projectiles Super Monkey can emit at a time all possess most of his best effects.
With all taken into account, Super Monkey confidently takes Versatility.
Conclusion
Super Brainz
Advantages:
Leagues stronger with potential high end…
Can keep up in speed at the start…
Absolutely lethal in close range
Very slightly more resilient via having more revives
The Deadly effect could make even the weakest minions capable of killing Super Monkey if they get close…
Cut Down to Size could take down Super Monkey
Genuinely just a really fun character in GW2 and BfN
Disadvantages:
…but much weaker at lower ends and cosmic ends were not accepted
… but he will always be slower in travel speed and Super Monkey can lessen the combat speed gap dramatically
Has few ways to harm Super Monkey at mid-range
Has zero means of even touching Super Monkey at long range
Far more limited battlefield control
… if they don’t get wiped off the battlefield before they even have a chance
Pre-nerf Turbo Twister haunts my nightmares
EA
Super Monkey
Advantages:
… but is much stronger at potential mid-ends and cleanly takes strength at accepted low-ends
Has several hax able to kill Super Brainz even at his high ends
Normal-type damage ignores damage-based resistances
Vastly superior travel speed and projectile speed
Has several lethal attacks at all ranges
Has numerous ways to transmute both individuals and large hordes of enemies
Cybernetic Arrows and Blessed Darts could erase Super Brainz entirely
Various items can negate Super Brainz’ regen and Self Revives
A far more versatile arsenal
Incredible battlefield control
Sheer range and quantity of homing projectiles controls enemy movement even in hordes
Sheer projectile quantity ensures chanced effects are successful
The Dimension Disruptor and several screen-wide hax outclass anything Super Brainz has
More usable resistances
Disadvantages:
Is magnitudes weaker at potential high ends…
Slightly worse melee combat speed even with buffs
Has one less Retry
Vulnerable to Deadly zombies and Cut down to Size
BTD6-era Game Launches
This fight took a while to decide on, especially with so many summons, abilities and instant win options at play. But ultimately it ended up pretty clear-cut for one side over the other.
Even if we’d given Super Brainz the strength advantage with his debatable at best high-end, his overall worse speed, vastly inferior ranged capabilities, and loss of superior resurrection options means he simply couldn’t keep up with Monkeykind’s greatest Hero. Add to that Super Monkey’s sheer variety of special effects, multiple screen-wiping abilities, and incredible battlefield control and Super Monkey’s simply unlikely to ever be overwhelmed by Super Brainz and his Deadly minions, all while setting up Super Brainz to stumble into countless attacks that would be instantly lethal in spite of the power gap.
Then again, it’s only natural the defending tower would win against the invading force. It seems Super Brainz finally found his kryptonite in this duel. With no more monkeying around, the winner is SUPER MONKEY!
Final Tally
Super Brainz (0)-
Super Monkey (8)- Tru, Robot972, Thicc Grimes, iceking, DiscountGinger, AdamTheMango, Bananabot24, Why Am I Here
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