Bang's Blogs: Super Brainz vs Super Monkey

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(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)

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.

Angel Darts

A cosmetic variant of Super Monkey's regular darts

Barbed Darts

Uncommon Darts; A dart with extra pointy bits. Usually fired by submarines but this one can be thrown by hand. Grants +3 Pierce (+1 per 2 stars)

Driller Darts

Uncommon Darts; Industrial strength darts for the serious bloon popper. Grants +10% attack speed (+1% per 2 stars)

Razor Darts

Uncommon Darts; Spinning balls of bloon destruction. Grants +4 Range (+0.5 per star)

Cybernetic Arrows

Rare Darts; Cybernetically-enhanced arrows. Grants +15% attack speed (+1% per 2 stars). Attacks have a 5% chance to spawn a glitch, instantly deleting the first non-MOAB Class Bloon that touches them from existence

Frozen Throwing Darts

Rare Darts; A weapon of the fridjitsu arts. Grants +5 Pierce (+1 per 3 stars). Splits into 3 shards when they expire, spread over a 30* angle

Sticky Shots

Rare Darts; Developed in Dr Monkey's lab, they're spiky and sticky at the same time. Grants +6 Range (+0.5 per star) and a 20% chance to glue Bloons on contact

Bananarangs

Super Rare Darts; Sharpened boomerangs that are more lethal than delicious. Grants +6 Pierce (+1 per 3 stars) and an additional boomerang attack

Lightning Bolts

Super Rare Darts; Darts made for fighting bloons with some mythical flair. Grants +8 Range (+0.25 per star), +1 damage (+1 per 4 stars), and a 10% chance to stun Bloons for 2 seconds on hit

Snake Darts

Super Rare Darts; Super fast darts used by feline bounty hunters. Grants +25% attack speed (+1% per 2 stars)

Blessed Darts

Epic Darts; An enchanted dart used by the mightiest of heroes. Grants +8 Range (+0.5 per star), +8 Pierce (+1 per 3 stars), and a 10% chance to completely destroy a non-MOAB Class Bloon on hit

Dr. Monkey’s Secret Weapon

Epic Darts; Created by cutting edge, top secret technology. Only a super hero can handle these darts. Grants +12 Range (+0.5 per star), +2 damage (+1 per 3 stars), and +4 Pierce (+1 per 3 stars). Super Fans equipped by Super Monkey cost 50% less to place

Dragon Fangs

Epic Darts; Powerful weapons taken from the mouth of a Dragon. No easy feat! Grants +2 damage (+1 per 5 stars) and +4 Pierce (+1 per 3 stars)

Silver Tipped Stakes

Legendary Darts; The weapon of choice for the seasoned hunter. Grants +2 damage (+1 per 4 stars) and +6 Pierce (+1 per 2 stars). Regrowth and Zombie Bloons hit by attacks lose those properties

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.


Dart Arms

Dart Shooter

Tier 1; The standard issue weapon for all Super Monkeys. Equips Super Monkey with arm bracelets for dart storage

Faster Firing

Tier 2; Equips Super Monkey with gas-vented, triple-barreled arm cannons for faster firing

Double Shot

Tier 3; Equips Super Monkey with 6-barreled arm cannons for firing two dart streams at once

Flechette Darts

Tier 4; Darts splinter into two flechettes on impact for additional poppage. Equips Super Monkey with two-set, triple-barreled miniguns

Triple Shot

Tier 5; Equips Super Monkey with triple-gun gauntlets for firing three dart streams at once

Spikey Shots

Tier 6; Swaps darts for bigger, stronger Spiked Balls that deal double damage to Ceramics. Equips Super Monkey with miniguns

Rang Arms

Boomerang Thrower

Tier 1; Wields Super Boomerangs that fly in arcs to take out multiple Bloons

Rapid Rangs

Tier 2; Increases attack speed

Multi-Target

Tier 3; Swaps to serrated rangas for increased Pierce

Ricochet Rangs

Tier 4; Boomerangs can bounce to nearby Bloons if they still have popping power. Replaces Super Monkey's arms with cybernetics

Shuriken

Tier 5; Swaps boomerangs for shurikens for faster firing and higher Pierce. Replaces Super Monkey's arms with shuriken launchers

Radar Glaives

Tier 6; Swaps shurikens for Glaive Lord glaives which home in on targets

Bomb Arms

Bomb Launcher

Tier 1; Fires bombs that detonate on impact. Straps Bomb Shooters to Super Monkey's arms

Bigger Blast

Tier 2; Bombs contain secondary explosives which extend the bomb’s blast radius. Straps Extra Range Bomb Shooters to Super Monkey's arms

Thermite Munitions

Tier 3; Bombs are filled with thermite submunitions, producing 12 thermite frags upon exploding for extra damage

Missile Launcher

Tier 4; Swaps bombs for faster, stronger missiles. Swaps Bomb Shooters for RPGs

Twin Missiles

Tier 5; Fires two missiles

Bloon Busters

Tier 6; Missiles are overpressured to deal massive damage as well as extra damage to MOAB-Class Bloons and bosses. Every 5th shot fires a more powerful MOAB Mauler Straps jet wings to Super Monkey's arms

Magic Arms

Intense Magic

Tier 1; Super Monkey can fire, and toss around like a beanbag, magic bolts, which spiral through the air

Fireball

Tier 2; Super Monkey shoots straight-travelling fireballs

Fire Wave

Tier 3; Super Monkey can shoot three fireballs at once.

Fire Arc

Tier 4; Super Monkey can shoot six fireballs at once, and can orbit magic bolts around himself

Elemental Strike

Tier 5; Super Monkey gains a staff and can produce short-ranged flamethrowers in addition to regular attacks. Flames are described as melting Bloons in an instant

Elemental Arc

Tier 6; Super Monkey produces flames in a wider arc

Energy / Tech Arms

Pulse Whip

Tier 1; Equips Super Monkey with gauntlets that generate energy whips

Laser Whip

Tier 2; Replaces Super Monkey's arms with cybernetics and increases damage, especially to MOAB-Class Bloons

Plasma Whip

Tier 3; Gives Super Monkey a longer, more powerful plasma whip

Dual Whips

Tier 4; Generates two plasma whips

Doom Whip

Tier 5; Harnesses Doom Energy into a single larger, more powerful whip

Double Doom

Tier 6; Generates two Doom Energy whips

Ice Arms

Icicle Shooter

Tier 1; Super Monkey shoots sharp icicles that can pop Frozen Bloons. Damaging a Frozen Bloon with its last Pierce produces four ice shards that fire off at random angles. Equips Super Monkey with icicle guns

Super Coolant

Tier 2; Super Monkey throws faster with improved refrigeration. Equips Super Monkey with icicle arm cannons

Dual Freeze Chambers

Tier 3; Super Monkey throws two icicles at once. Equips Super Monkey with dual-barrel arm cannons

Ice Shards

Tier 4; Gravy water makes Icicles shatter on impact, producing four shards on most Bloons and an additional eight on Frozen Bloons. Equips Super Monkey with triple-barrel icicle arm cannons

Snowflakes

Tier 5; Super Monkey throws large, razor-sharp snowflakes to tear through Bloons. Equips Super Monkey with snow arm cannons

Triple Snowflakes

Tier 6; Super Monkey throws three snowflakes which split into smaller snowflakes om impact. Equips Super Monkey with spiked snow arm cannons

Storm Arms

Chain Lightning

Tier 1; Super Monkey fires of lightning that forks to additional nearby Bloons. The set of upgrades equips Super Monkey with various tesla coil gauntlets and later arm cannons

Increased Ionization

Tier 2; Super Monkey fires stronger lightning that can hit more Bloons

Forked Lightning

Tier 3; Lightning can fork off into multiple chains for additional poppage

Long Range Strike Point

Tier 4; Lightning can chain to further away Bloons

Ball Lightning

Tier 5; Super Monkey fires orbs of electricity that produce lightning on impact

High Voltage Discharge

Tier 6; Ball Lightning produces more lightning on impact

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.


Dart Core

Dart Burst

Tier 1; Super Monkey produces a close-range burst of 8 darts

Faster Firing

Tier 2; Equips Super Monkey with a back-mounted burst shooter which utilize nanomonkeys for faster bursts

Double Burst

Tier 3; Despite visibly possessing the same number of firing ports, is described as having twice as many, allowing Super Monkey to firing 16 darts

Flechette Darts

Tier 4; Darts splinter into two flechettes on impact for additional poppage. Equips Super Monkey with a burst shooter possessing gun arms

Triple Burst

Tier 5; Equips Super Monkey with gun wings able to fire 24 darts

Spikey Burst

Tier 6; Swaps darts for bigger, stronger Spiked Balls that deal double damage to Ceramics. Described as using transdimensional shrinkifiers to store spiked balls. Equips Super Monkey with bigger gun wings

Rang Core

Radial Rangs

Tier 1; Throws Super Boomerangs that orbit himself in a wide arc

Multi-Target

Tier 2; Swaps to razor-edged rangas for more Pierce

Double Ranga

Tier 3; Super Monkey throws two boomerangs at once

Seeker Rangs

Tier 4; Boomerangs receive integrated elastometers to seek out Bloons within a short range

Sai

Tier 5; Swaps boomerangs for sais capable of slicing through shields with ease. Equips Super Monkey with twin waist-mounted sais

Katana

Tier 6; Swaps sais for katanas for larger area of effect and higher Pierce. Equips Super Monkey with twin back-mounted katanas

Bomb Core

Flying Pineapples

Tier 1; Super Monkey throws out pineapples which blow up after a few seconds. This set of upgrades adds increasing amounts of pineapple around Super Monkey's neck

Juicer Pineapples

Tier 2; Pineapples produce bigger explosions

Thermite Chunks

Tier 3; Pineapples produce thermite-infused pineapple chunks upon exploding for extra popping

Sliced Pineapples

Tier 4; Pineapples split in half when they hit the sides of the screen, doubling their effectiveness

Plentiful Pineapples

Tier 5; Improved dehydration technology increases attack speed

Mega Fruit

Tier 6; Super Monkey throws mega fruit for more powerful explosions that deal large damage to shields

Magic Core

Magic Ring

Tier 1; Super Monkey generates a magic aura around himself which damages all Bloons within it

Fast Ring

Tier 2; Super Monkey’s magic aura damages Bloons faster

Intense Ring

Tier 3; Super Monkey produces a larger, more powerful aura. Causes Super Monkey's eyes to glow

Lightning Rod

Tier 4; Super Monkey’s body channels highly charged magic, generating lightning that leaps from Bloon to Bloon

Lightning Storm

Tier 5; Supercharged lightning branches out to many more Bloons

Lightning Ring

Tier 6; Swaps magic aura for a larger, more powerful lightning aura

Energy / Tech Core

Pulse Laser

Tier 1; This set equips Super Monkey with varying visors responsible for the lasers. Fires small energy bursts

Laser Vision

Tier 2; Swaps to firing a singular solid beam

Plasma Vision

Tier 3; Swaps to firing stronger orbs of plasma, which deal extra damage to MOAB-Class Bloons and shields

Dual Blast

Tier 4; Fires two plasma streams

Doom Burst

Tier 5; Neutral fusion-enhanced computer control fires five streams of stronger Doom Energy

Solid Doom

Tier 6; Self-cycling greatly increases attack speed

Ice Core

Freezing Flurry

Tier 1; Super Monkey emits an aura that freezes Bloons on contact. This set of upgrades equips Super Monkey with increasingly larger back-mounted burst shooters

Snow Storm

Tier 2; Increases the aura’s size

Intense Chill

Tier 3; Increases the aura’s Pierce

Piercing Cold

Tier 4; Increases the aura’s size and Pierce

Blizzard Conditions

Tier 5; Increases the aura’s size. Aura superchills Bloons, freezing them for longer

Avalanche

Tier 6; Equips Super Monkey with a back-mounted snow cannon which fires an additional spray of snow ahead of himself for more freezing

Storm Core

Whirlwind

Tier 1; Super Monkey summons tornadoes that blow Bloons back. This set of upgrades equips Super Monkey with increasingly larger back-mounted plane turbines

Gale Force

Tier 2; Fires quicker and fires faster tornadoes

Super Cyclones

Tier 3; Super Monkey fires larger tornadoes

Tiny Tornados

Tier 4; Tornadoes produce miniature tornadoes on impact

Multiple Vortexes

Tier 5; Tornadoes produce two tornadoes on impact

Hurricane Monkey

Tier 6; Equips Super Monkey with helicopter blades which produce an additional aura of intense winds

Epic Powers

Epic Powers are the final upgrade for Arms and Cores, granting Super Monkey powerful activated abilities.


Dart Ace

Dart Arm Epic Power; Calls in the Dart Ace as an ally for 10 seconds. See Ultimate Monkeys

Spikey Chaos

Dart Core Epic Power; Unleashes a barrage of spiked balls which have the same effects as Spikey Burst and bounce off the edge of the screen

Crouching Monkey

Rang Arm Epic Power; Calls in a swarm of Ninja Monkeys as an ally. See Ultimate Monkeys

Mass Distraction

Rang Core Epic Power; Calls upon a Ninja Monkey to drop down a Flash Bomb, engulfing all Bloons on-screen in an explosion that heavily damages shields and stuns targets

Sidewinder Ace

Bomb Arm Epic Power; Calls in the Sidewinder Ace as an ally. See Ultimate Monkeys

MOAP

Bomb Core Epic Power; Super Monkey unleashes a giant, metallic pineapple which destroys all non-MOAB-Class Bloons on-screen upon exploding and deals massive damage to MOAB-Class Bloons and bosses

Phoenix

Magic Arm Epic Power; Calls in the Phoenix as an ally. See Ultimate Monkeys

Lightning Trail

Magic Core Epic Power; Super Monkey generates a trail of supercharged lightning, spawning mini-lightning chains with 6 Pierce

Doom Gauntlets

Energy / Tech Arm Epic Power; Summons a holographic hand engulfed in Doom Energy for 6 seconds, disintegrating Bloons on contact with Normal-type damage and dealing double damage to MOAB-Class Bloons


In BATTD, the Doom Gauntlets are equipped as a Trinket, granting the wielder +15% attack speed, +1 Pierce, and +3 damage to Shield Bloons

Sidekick

Energy / Tech Core Epic Power; Calls in Super Monkey Junior as an ally. See Ultimate Monkeys

Yeti Sidekick

Ice Arm Epic Power; Calls in the Yeti as an ally for 10 seconds. See Ultimate Monkeys

Shard Storm

Ice Core Epic Power; Super Monkey fires off 16 ice shards in random directions, which can bounce off screen borders and pierce through shields

Thunder Wings

Storm Arm Epic Power; Super Monkey summons wings made of lightning for 10 seconds, which fire off lightning bolts that pierce through shields

Tempest Tornado

Storm Core Epic Power; Summons a gigantic tornado that lasts 10 seconds, sucking Bloons towards its center for continuous damage that bypasses shields

Monkey Knowledge

BTD5

Popping Power

Grants a 40% chance to double Pierce

Attack Speed

Increases the attack speed of all towers by 26%

Ability Cooldown

Reduces the cooldown of all Activated Abilities to 70%

Super Monkey’s Lair

Super Monkey’s own home turf. At Tier 4, it reduces Super Monkey’s costs by 5%, increases his range by 10%, grants Super Monkey Super Eyes for Camo Detection, and unlocks the Sun God’s dark secret… (See The Vengeful True Sun God) It's even fit with a Beacon, perfect for summoning his buddies for a Super Monkey Storm.

BMC

Super Monkey Tree

At Rank 15, grants +15% range, decreases the cost of Laser Blasts and Sun Avatar, reduces the cooldown of Technological Terror’s Annihilation ability by 3 seconds, and makes Temple Sacrifices +30% more valuable

Monkey Tycoon

At Rank 15, makes upgrades 3% less expensive, causes sold monkeys to return 90% of their value, and causes collectibles to give +10% extra cash

Activated Ability

At Rank 15, reduces all activated ability cooldowns by 13%, reduces all cooldowns by 15%, and causes activating abilities to grant +1 Pierce to all Monkeys for 20 seconds and +10% attack speed to all Monkeys for 10 seconds as well as has a 15% chance to grant a bonus (5 Lives, 100 cash, or stunning a random non-MOAB-Class Bloon for 0.5 seconds)

BTD6

Lingering Magic

Grants 20% longer profile lifespan

SUPER Range

Grants Super Range an additional +3 range

Heavy Knockback

Causes Super Monkey to knock back Bloons 5% harder

Veteran Monkey Training

Reduces attack cooldown by 3%

Global Ability Cooldowns

Reduces ability cooldown by 3%

Hot Magic

Causes Super Monkey’s darts to deal Sharp and Shatter-type damage, allowing them to pop Frozen Bloons

Strike Down the False

Causes Sun Avatar and the Mini-Sun Avatars spawned by Sun Temple and True Sun God to deal Normal-type damage

X-ray Ultra

Allows Ultravision to see and fire through line-of-sight blockers

Mana Shield

Creates a special shield that absorbs up to 25 lives for free, recharging 5 Lives per round

There Can Be Only One

Allows the creation of the Vengeful True Sun God by absorbing an additional Anti-Bloon and Legend of the Night on top of max sacrifices;  See The Vengeful True Sun God

Perks

Obtained through participating in Social Seasons, Perks are a set of passive buffs which equip to towers automatically.


Anti-Camo Dust

Grants the first Tier 3 Monkey an Anti-Camo Dust ability, removing Camo from all Bloons on screen as well as all Bloons that spawn within the next 25 seconds

Anti-Regrow Serum

Grants the first Tier 3 Monkey an Anti-Regrow Serum ability, blocking the regeneration of all Regrowth Bloons as well as all Bloons that spawn within the next 10 seconds. The ability also inflicts a dangerous serum that rapidly inflicts damage over time for the 10 seconds.

Bouncy Projectiles

Causes all projectiles to bounce off obstacles and map borders

Cheap Starter

The first Monkey or Hero placed each game is 25% cheaper

Faster Cooldowns

Reduces all Monkeys’ ability cooldowns by 15%

Range Enhancer

All Monkeys gain +15% range

Research (BSM)

Special boosts provided by Super Monkey that upgrade Super Monkey’s various weapons.


Sharp Darts

Every 7th shot fires Mega Darts and Spike Balls with double Pierce

Bloontonium Darts

Every 7th shot fires Super Darts and Spike Balls that can pop Lead and Frozen Bloons

Mega Rangs

Every 7th shot fires Mega Boomerangs, Shurikens, and Glaives that have double radius

Hot Rangs

Every 7th shot fires Hot boomerangs, Shurikens, and Glaives that can pop Lead and Frozen Bloons

Heavy Ordinance

Every 4th shot fires Mega Bombs and Pineapples that have x1.5 explosion radius

Phosphorus Bombs

Every 4th shot fires Super Bombs and Pineapples so hot they can pop Black Bloons

Technological Terror

Every 7th shot fires Mega Tech powers that deal +1 then doubled damage

Focused Beams

Every 7th shot fires Super Tech powers that can pop Glas Bloons

Wizard Lord

Every 6th shot fires Mega Magic that deals +1 then doubled damage

Earth Magic

Every 6th shot fired Super Magic that can pop Ceramic Bloons

Big Bloon Sabotage

Every 7th shot fired Mega shots that deal double damage to MOAB-Class Bloons

Forcefield Phasing / Shield Suppression

Every 7th shot fired Mega shots that deal double damage to shielded Bloons

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.


Healing Trinkets

Grave Ring heals 1 life at the end of each round

Branches of Palm heal 1 life for every 500 damage the equipped character deals

Anty-Gravity Tote Chamber causes the equipped Hero’s life-giving effects to give 50% more lives

Tiki Shield prevents up to 5 lost lives per round

Lemonsweets heals 5 lives per round

Stone Skin Potion grants 20 extra lives when the equipped Hero is first placed

Time Travel Machine activates automatically upon losing your last life, restarting the round and replenishing all lives. Can only be used once per game

Be a Ninja, Ninja Dagger, Ninja Headband, Arrow of Ice, Dagger of Chilled Glass, Numb-Chuks

Various Trinkets describing training in Ninjutsu and Fridjitsu

Ninja Dagger, Dragon Eyes

Various Trinkets that cause Super Monkey to deal extra damage to Camo Bloons

Paper Plate Mask, Treetrunk’s Dagger, Engineer Blueprints

Various Trinkets that cause Super Monkey to deal extra damage to MOAB-Class Bloons

Windmill Dagger, Treetrunk’s Dagger

Various Trinkets that cause Super Monkey to deal extra damage to Ceramic Bloons

Penny’s Dagger

A Trinket that causes Super Monkey to deal extra damage to shields

Silver Dagger, Mace Stake

Various Trinkets that cause Super Monkey to deal extra damage to Regrow and Zombie Bloons

Arrow of Ice, Dagger of Chilled Glass

Various Trinkets that allow Super Monkey to pop Frozen Bloons and cause Super Monkey to deal extra damage to Frozen Bloons

Iceberg Blade, Numb-Chuks

Various Trinkets which allow Super Monkey to pop Frozen Bloons and grant varying chances to freeze targets for 1 second

Protection Gem, Red Cowboy Boots, Candy Dive Suit, Glob’s Helmet

Various Trinkets which render Super Monkey immune to negative effects

Magic Carpet, Red Cowboy Boots, Blazing Feet, Candy Dive Suit, Jetpack

Various Trinkets which allow Super Monkey to be placed on water and/or lava

Night Vision X-Ray Goggles, Dragon Eyes, Glasses of Nerdicon, Martian Tracking Device

Various Trinkets which grant Camo Detection, often through supernatural detection capabilities

Condiments

Common Trinket; Heroes gain a 10% chance to transform Bloons that are Pink or stronger into Yellow Bloons on hit and a 3% chance to turn them into Red Bloons instead

Gentle Lasers

Uncommon Trinket; Grants an additional attack that causes Bloons to glow for 3 seconds, which causes Bloons to take extra damage

Horsey Soap

Uncommon Trinket; Grants an additional cleaning foam attack which removes Camo and Regrow effects from 3 Bloons

James’ Lucky Coin

Uncommon Trinket; This coin causes great stuff to happen! Attacks have a 5% chance to deal double damage

Magic Powder

Uncommon Trinket; Grants Heroes a 25% chance for damage-dealing projectiles to put non-MOAB-Class Bloons to sleep for 1 second

Power Ring of Chill

Uncommon Trinket; Melee and ranged attacks slow non-MOAB-Class Bloons by 20% for 10 seconds

Power Ring of Poison

Uncommon Trinket; Grants Heroes a 25% chance for damage-dealing projectiles to inflict poison for 3 seconds, affecting all layers

Power Ring of Strength

Uncommon Trinket; Melee and ranged attacks inflict knockback to non-MOAB-Class Bloons for 0.5 seconds, reducing the speed of Lead and Ceramic Bloons to 90% and causing other Bloons to move backwards at twice their normal movement speed

Spoon of Prosperity

Uncommon Trinket; A spoon that brings luck to the holder

Warpaint Mud

Uncommon Trinket; Reduces activated ability cooldowns by 6%

Abracadaniel’s Headband

Rare Trinket; Allows the wearer to utilize Abracadaniel’s special brand of rainbow magic. Attacks gain a 20% chance to transform non-MOAB-Class Bloons into Red Bloons

Freezing Potion A

Rare Trinket; Ice King’s patented potion. Grants a 20% chance for attacks to freeze targets for 2 seconds

King of Ooo’s Scepter

Rare Trinket; Grants a 15% chance to turn Bloons gold, causing them to give more cash when popped

Monkey Academy Degree

Rare Trinket; A degree from the most prestigious academy in Monkey City. Equipped Hero’s weapon receives bonuses as if the Hero was 1 star level higher than they really are

Sacred Spring Scarf

Rare Trinket; Grants an additional water splash attack which has a 50% chance of activating every time a projectile from the equipped Hero hits an enemy

Taser

Rare Trinket; Grants an additional attack which fires an electrical attack every 2.5 seconds, dealing Energy-type damage. Stuns Non-MOAB-Class Bloons for 3 seconds

Thief Crossbow

Rare Trinket; Causes all ranged attacks to give an additional $1 per 10 pops

Anti-Gravity Dust

Super Rare Trinket; Grants an activated ability which fills the air with Anti-Camo Dust, removing Camo from all Bloons for 20 seconds. 180 second cooldown

Baby Tooth

Super Rare Trinket; Princess Bubblegum’s own baby tooth. Reduces activated ability cooldowns by 20%

Bloon Trap

Super Rare Trinket; Grants an additional attack which throws a Bloon Trap on the track, capturing all Bloons on contact. Once full, they can be collected for cash

Booboo Sousa

Super Rare Trinket; A combined forcefield, music player, and cuddly companion with a penchant for containing the supernatural. Causes damage-dealing projectiles to strip Ghost and Zombie properties from non-MOAB-Class Bloons

Dive Suit

Super Rare Trinket; A pressurized suit which thrives in aquatic environments. Equipped Hero can be placed on water and gains +20% attack speed while on water

Elemental Staff

Super Rare Trinket; A powerful staff from a far off land. Causes damage-dealing projectiles to either freeze 1 layer for 3 seconds, deal Fire-type damage over time for 3 seconds, or cover Bloons in glue to slow all layers by 60% for 25 seconds

Grappling Crossbow

Super Rare Trinket; Grants an activated ability which drags the strongest Bloon towards the equipped Hero, stunning them for 8 seconds. 120 second cooldown

Holly Jolly Scarf

Super Rare Trinket; Generates $30 at the end of each round

Knife Storm Cloud

Super Rare Trinket; Grants an activated ability which causes knives to fall from the sky across the entire track for 8 seconds. 180 second cooldown

Magic Door Portal

Super Rare Trinket; Grants an activated ability which places a portal on the track that teleports Bloons back to the beginning of the map

Margaret’s Music Box

Super Rare Trinket; Causes nearby Bloons to move 20% slower. MOAB-Class Bloons are slowed less

Missile

Super Rare Trinket; Grants an additional attack which continuously drops missiles on Bloons from above, targeting anywhere on the map. Has Camo Detection if the tower does. Fires once per second, dealing extra MOAB-Class damage.

Powerometer

Super Rare Trinket; Measures an enemy’s strength to better analyze weaknesses.

Treasure Chest Keys

Super Rare Trinket; If the equipped Hero deals the finishing blow to a MOAB-Class layer (with their own attack, not a projectile added by a trinket), it has a chance to drop a collectible treasure chest containing cash, coins, gems, or a wish orb

Universal Coin

Super Rare Trinket; Generates $20 at the start of each round

Warning Horn

Super Rare Trinket; Grants an activated ability which increases the attack speed of nearby towers and slows nearby Bloons by 20%

Beauteous Wings

Super Rare Trinket; Grants an additional attack that blows back Bloons that come near

Banana Replicator

Epic Trinket; A crucial monkey economy device which doubles cash earned from equipped Hero popping Bloons

Carl the Gem

Epic Trinket; A powerful gem which fell from space millions of years ago, which grants an additional laser attack

Cosmic Gauntlets

Epic Trinket; Reduces activated ability cooldowns by 10%

CryoJet

Epic Trinket; Dr Monkey's patented CryoJet leaves bloons with a chill, slowing them by 30%. MOAB-Class Bloons are slowed less

Crystal Gem Apple

Epic Trinket; A powerful artifact from the crystal dimension, which grants a 30% chance for attacks to encase MOAB-Cass Bloons in crystal on hit, petrifying them for 10 seconds or until they’ve taken 400 damage

Crystal Mergence of Destruction

Epic Trinket; A crystal which senses weakness, causing the Hero’s attacks to instantly destroy MOAB-Class Bloons with less than 10% health remaining

Dark Temple Idol

Epic Trinket; A corrupt, sacred idol with a dark secret... See The Vengeful True Sun God

Doom Gauntlets

Epic Trinket; See Epic Powers

Elder Plop’s Scepter

Epic Trinket; The Slime Kingdom’s prized scepter which summons slime people onto the track who cover passing Bloons in slime, inflicting damage over time

Future Crystal

Epic Trinket; Perceives the future, causing all MOAB-Class Bloons to spawn at 80% max health, except the BAD which spawns at 95% max health

Gauntlet of the Hero

Epic Trinket; Grants an activated ability which causes the Hero to stop attacking momentarily before firing a continuous laser. 180 second cooldown

Gemma the Gemstone

Epic Trinket; Increases the amount of allies spawned by upgrades and abilities

Glaive of the Ancients

Epic Trinket; The Glaive Lord’s chosen weapon, orbiting three glaives around the equipped Hero which deal Normal-type damage and can pop Camo Bloons

Googoomamameter

Epic Trinket; A detailed device which analyzes enemy weaknesses, causing enemies within range of the equipped character to take +3 additional damage from all sources

Lamb Relic

Epic Trinket; A powerful artifact which draws upon the spirit realm to summon 5 powerful spirits for 30 seconds. 60 second cooldown

Magic Coin Purse

Epic Trinket; Grants an extra $300 at the start of the game. Can only be used once per game

R/C Plane

Epic Trinket; Summons one of Commander Cassie’s model planes to attack across the track

Rainicornicopia

Epic Trinket; Secret magics of the Rainicorns’ past, granting power which causes Bloons to produce one less child when popped

Soul Stone

Epic Trinket; A rare stone containing an actual living soul which makes upgrades 10% cheaper. Equipped Hero starts with their cheapest upgrade already purchased

Box of Dirt

Martian Trinket; Part of Magic Man’s collection of dirt. Produces spiked brambles within the area around the equipped Hero

Glob’s Helmet

Martian Trinket; Grants Normal-type damage

Magic Man’s Hat

Martian Trinket; Grants immense power at the cost of driving the wearer utterly mad. Inflicts randomized effects to one nearby enemy each second, sucking out a target’s soul, freezing or paralyzing enemies temporarily, turning the enemy golden to provide more money when destroyed, turning enemies into Red or Yellow Bloons, butterflies, or allied Flamebits, or “polymorphing” the enemy into a balloon animal.

Powerups (BSM2)


Prior to starting levels, Super Monkey can equip up to 2 different Powerups to help him within the level.


Full On Powerup Awesomeness

A BSM1 Special Power that grants the effects of the game’s 6 other Special Powers


Precision Flight grants Super Monkey x3 movement speed

Energy Signature highlights Bloons that still contain Red Blops

Snap Freeze grants Super Monkey an Activated Ability that damages and freezes every non-MOAB-Class Bloon within 300 units for 2.5 seconds. 11.67 second cooldown

Parallel Universe Monkey summons a clone of Super Monkey that mirrors his position and copies his weapons

Phase Modulator stops nearby Bloons from phasing

Blop Safe protects Blops from being stolen by UFO Bloons

Blop Magnet

1-Star Powerup; At Rank 4, Utilizes dark matter nanosiphons to suck in Blops from across the entire screen, while also ignoring hostile Bloptonite

Blow Back

1-Star Powerup; At Rank 4, when activated unleashes a mighty wind that blows all Bloons on-screen backwards, stunning them for 5 seconds and popping off 2 layers

Hotter Cooldowns

1-Star Powerup; At Rank 4, recharges Epic Powers 80% faster

Invisibility Cloak

1-Star Powerup; Grants Super Monkey powerful stealth magic that allows him to fly straight through shielded Bloons. At Rank 4, flying through Bloons has a 40% chance to destroy their shields

Phase Scanner

1-Star Powerup; Advanced scanners prevent Bloons from phasing when they are within 200 units of Super Monkey. At Rank 4, this has a 40% chance to remove phasing

Red Rush

1-Star Powerup; Transforms all Blue Blops in a level into Red Blops. At Rank 4, makes Red Blops worth 50% more

Sideswipe

1-Star Powerup; When activated unleashes waves of energy either side of Super Monkey, damaging any Bloons on contact. At Rank 4, the waves are 3x as large

Storm Shots

1-Star Powerup; At Rank 4, all projectiles have a 25% chance to shock Bloons and stun them for 5 seconds, with a 20% for those Bloons to then virally stun other Bloons within 50 units every frame

Super Shots

1-Star Powerup; At Rank 4, turns projectiles 3x their initial size, though this does not affect Energy Arms, Epic Weapons, Allies, or Bomb Bloon explosions

Thin Layers

1-Star Powerup; At Rank 4, weakens 40% of all existing Bloons so they can be completely destroyed in one hit

Turbo Boost

1-Star Powerup; Weapons become supercharged and, at Rank 4, fire 3x as fast

Wired Funds

1-Star Powerup; Automatically collects extra Blops every 15 seconds throughout a level, generating 4x as much at Rank 4

Absolute Zero

2-Star Powerup; Summons a freezing blizzard that slows all Bloons, Blops, and pickups by 80% for, at Rank 4, 60 seconds

Blizzard Boots

2-Star Powerup; Super Monkey’s boots leave a trail of cold that freezes up to 100 Bloons on contact

Bouncy Shots

2-Star Powerup; Causes Super Monkey’s projectiles to bounce off the sides of the screen, at Rank 4, 4 times

Burny Boots

2-Star Powerup; Super Monkey’s boots emit a jet of flames that ignite up to 100 Bloons on contact for 10 seconds

Neva Miss Targeting

2-Star Powerup; Projectiles fired have, at Rank 4, 100% homing accuracy once fired

Red Hot Aura

2-Star Powerup; Super Monkey emits a fiery aura that damages up to 1000 Bloons every, at Rank 4, 0.2 seconds and pierces shields

Singeing Shots

2-Star Powerup; Projectiles ignite targets on contact, dealing, at Rank 4, 5 damage per second for 10 seconds

Snap Freeze

2-Star Powerup; Unleashes a blast of cold that snaps, at Rank 4, 3 layers off and leaves Bloons frozen for 4 seconds

Sticky Boots

2-Star Powerup; Super Monkey’s boots leave a trail of glue that sticks to up to 100 Bloons on contact, slowing and corroding Bloons for 10 seconds at Rank 4

Sticky Shots

2-Star Powerup; Projectiles glue Bloons on contact, slowing and corroding Bloons for 10 seconds at Rank 4

Sub Zero Shots

2-Star Powerup; Projectiles freeze Bloons on contact for, at Rank 4, 10 seconds, bypassing shields and having a 10% chance to spread virally to nearby Bloons

Sun Blast

2-Star Powerup; Unleashes a wave of red hot energy, instantly destroying shields as well as Ceramic and Glass Bloon layers and slowly burning Bloons for, at Rank 4, 8 seconds

Tag Team

2-Star Powerup; When switching Super Monkeys, the incoming partner flies alongside Super Monkey for, at Rank 4, 10 seconds before switching

Explosive Shots

3-Star Powerup; All projectiles gain +10 Pierce and explode upon expiring. At Rank 4, all projectiles additionally benefit from Bomb research

Gold Rush

3-Star Powerup; Transforms all Blops in a level into Gold Blops, which are with x4. At Rank 4, makes Gold Blops worth 50% more

Hidden Treasure

3-Star Powerup; Renders Bloons invisible but causes them to drop, at Rank 4, 400% more Blops

Lucky Charm

3-Star Powerup; Increases the chances of finding rare Powerups in crates. At Rank 4, crates have a 50% chance to drop a 2-Star or 3-Star Powerup plus an additional 3-Star Powerup

Parallel Universe

3-Star Powerup; Summons a clone from a parallel dimension, who mirrors Super Monkey’s movements. At Rank 4, this clone borrows Super Monkey’s equipped Powerups, equips an additional random Powerup, and can collect Blops

Supermonkey Fan Club

3-Star Powerup; Summons the Supermonkey Fan Club to soar past, popping all Bloons on contact. At Rank 4, two additional flybys are performed

Vortex Trap

3-Star Powerup; Summons 3 vortexes which suck up to 200 Bloons each, inflicting heavy damage over time for 15 seconds

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.

Super Bomb

Destroys all non-MOAB-Class Bloons on-screen

Freeze Out

Freezes all Bloons up to MOABs as well as Power Blops on-screen for a few seconds at the cost of also halving the speed of Super Monkey and his projectiles

Blop Vacuum

Draws all on-screen Blops to Super Monkey for 15 seconds

Ally

Summons a random Epic Power Ally

Glue Striker

Spawns splashes of glue at random points for 10 seconds, slowing enemies on contact

Corrosive Glue

Spawns splashes of corrosive glue at random points for 10 seconds, inflicting damage-over-time on contact

Mortar Strike

Spawns explosions at random points for 10 seconds

Weaken Bloons

Unleashes an omnidirectional shockwave that pops the outer layer of all non-MOAB-Class Bloons on-screen

Vaporize Bloons

Unleashes an omnidirectional shockwave that destroys all non-MOAB-Class Bloons on-screen

First Aid

Gifts 50 Lives

Invincibility

Prevents lives from being lost and the score multiplier from resetting when Bloons leak for 30 seconds

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.


Bag of Butter

A Common Power which drops a bag of butter that stuns all Bloons on-screen up to ZOMGs for 4 seconds at Player Rank 100 and slows affected Bloons for 14 seconds at Player Rank 100. 4 minute cooldown

Golden Crown

A Common Power which increases income gained from popping Bloons for 2 rounds, generating $7 per pop at Player Rank 90+. 5 minute cooldown

Hot Dog Knights

A Common Power which summons 4 random Hot Dog Knights, which deal Sharp-type damage to up to 30 RBE worth of Bloons at Player Rank 100, before exploding upon running out of RBE

Twinkling Eye Potion

A Common Power which grants all towers captivating, twinkling eyes for the next 2 rounds, slowing all Bloons in-range by 40% at Player Rank 100. 3 minute cooldown

Witch’s Donuts

A Common Power which heals 20 Lives at Player Rank 100 at the end of each round until the end of the game

Apple Pie

An Uncommon Power which grants 100 lives (which can raise above starting max lives). 1 minute cooldown

Heavy Weapons

An Uncommon Power which grants all towers’ melee attacks extra damage to Ceramic and MOAB-Class Bloons for 20 rounds at Player Rank 100. 3 minute cooldown

Marauder

An Uncommon Power who crushes the strongest non-MOAB-Class Bloons with a hug until they’re completely destroyed. 3 minute cooldown

Trail Mix

An Uncommon Power which grants all towers, including those placed after its activation, +30% attack speed for 6 rounds at Player Rank 90+. 3 minute cooldown

Decorpsinator Serum

A Rare Power which summons a zombified Mr Cream Puff for 22 rounds at Player Rank 100. Zombie Mr Cream Puff throws serum projectiles that splatter on impact, dealing Normal-type damage to up to 5 Bloons and slowing affected Bloons by 50% for 10 seconds. Zombie Mr Cream Puff has Camo Detection and is immune to negative effects. 3 minute cooldown

Gold Coin

A Rare Power which generates $1500 at Player Rank 100. 5 minute cooldown

Hugsplosion

A Rare Power which uses the power of hugs to instantly transform all Bloons up to MOABs into Red Bloons, removing any special properties they have. 1 minute cooldown at Player Rank 100

Ice Frog Alarm

A Rare Power which summons the Ice Frog for 8 rounds. Upon leaking Bloons, the Ice Frog grants +25% attack speed to nearby towers for 24 seconds at Player Rank 90+ and repeatedly emits shockwaves that inflict Cold-type damage to all Bloons on-screen for the rest of the round. 3 minute cooldown

King Worm

A Rare Power who hypnotizes up to 100 RBE worth of Bloons at Player 100 every 9 seconds, drawing them towards him and stunning them for 2.3 seconds. 1 minute cooldown

Party Time

A Rare Power which grants all towers +80% attack speed for 7 rounds at Player Rank 100. 3 minute cooldown

Rainicorn Magic

A Rare Power which summons an orbital laser beam of Rainicorn glitter that maneuvers across the track for 62 seconds at Player Rank 100, dealing Normal-type damage. 1 minute cooldown

Scented Candles

A Rare Power which melt Bloons that get close and grants all nearby towers +10% attack speed. Lasts 280 seconds at Player Rank 100. 3 minute cooldown

Wolf Pack

A Rare Power which summons a pack of 6 Wolves to charge across the track, dealing Crushing-type damage. Each wolf lasts 10 rounds, until its Pierce (130  at Player Rank 100) is consumed, or until it hits an immune Bloon, whichever comes first. 3 minute cooldown

Ancient Sleeping Magi of Lifegiving

A Super Rare Power which activates upon the next Game Over, resetting the current round, granting $10,000, and restoring 75% Lives at Player Rank 100. Can only be used once per game

Billy’s Giant Gem

A Super Rare Power which generates $1000 at Player Rank 100 at the end of each round for the next 5 rounds. Has no cooldown

Billy’s Shield

A Super Rare Power which summons Billy’s Shield, which has 200 Lives at Player Rank 100. 5 minute cooldown

Cold Spell

A Super Rare Power which summons a massive storm over the track that deals massive damage to all Bloons on-screen and freezes up to ZOMGs for 8 seconds, soaking through all layers. 2 minute cooldown

Flamethrower

A Super Rare Power which summons an automated turret, shooting flames at Bloons that get close for 4 rounds. 35 Pierce at Player Rank 100. 2 minute cooldown

Mushroom Blast

A Super Rare Power which obliterates all Bloons on-screen up to ZOMGs then applies a damage-over-time effect to all Bloons in the next 15 seconds, at the cost of reducing the attack speed of all towers on-screen by 10% at Player Rank 100. 5 minute cooldown

Prismo’s Homemade Artisanal Pickles

A Super Rare Power which are so tasty they alter reality, granting 75 lives (which can raise above starting max lives) and a 10% chance to grant one Wish Orb. 1 minute cooldown

The Most Perfect Sandwich That Has Ever Existed

A Super Rare Power which grants all towers Camo Detection and Normal-type damage for 10 rounds at Player Rank 100. 3 minute cooldown

Crystal Copy

An Epic Power which uses Crystal Magic to summon an exact duplicate of the chosen Hero for 20 rounds at Player Rank 100. 240 second cooldown

Dimension Disruptor

An Epic Power which activates the next time a would-be fatal attack occurs, tearing open a dimensional rift that sucks in all Bloons on-screen to prevent the fatal attack from occuring. Can be used 3 times per game at Player Rank 100

Fire Eyes

An Epic Power which summons a pack of flying fiery eyeballs (10 at Player Rank 100) that swarm Bloons for 5 rounds, dealing Fire-type damage and setting Bloons on fire for 5 seconds. 210 second cooldown

Fire Wolves

An Epic Power which summons a pack of 6 Fire Wolves to charge across the track, dealing Fire-type damage and igniting Bloons for 51 seconds at Player Rank 100. Each wolf lasts 10 rounds, until its Pierce (200 at Player Rank 100) is consumed, or until it hits an immune Bloon, whichever comes first. 3 minute cooldown

Nightosphere Amulet

An Epic Power which spawns in a Nightosphere cloud to rain death and damnation upon the Bloons, firing lasers every 0.01666 seconds at Player Rank 50+ that deal x8 damage to MOAB-Class Bloons for 4 rounds. 4 minute cooldown

Cosmetic FX

Through BTD6 and Battles 2, there have been a variety of cosmetic FX which towers can use to gain style points in appearance and combat. Whether this FX summoning has any actually useful effect in fights is to be seen, but it’s still worth mentioning.


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

Health Regeneration Delay Upgrade

Decreases the amount of time it takes for you to regain your health

Health Regeneration Upgrade

Helps you recover health quicker. Not to be confused with Regeneration Delay

Speed Upgrade

Pretty much exactly what it says on the tin. It makes your running speed faster

Reload Upgrade

Reduces the amount of time it takes to reload during shots

Ammo Upgrade

Up’s the amount of ammo you have

Damage Upgrade

Increases your primary attack’s damage

Health Upgrade

Increases how much health you have

Overheat Penalty Upgrade

Decreases your weapon's cool down time. Only applies to his laser beam

Overheat Upgrade

Increases the amount of blasts you can fire before overheating

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

Carried Away

Super Brainz carries a zombie to a different lane. The zombie gets +1 in both strength and health before followed by a bonus attack.

Super Stench

All zombies on the field are given the Deadly trait.

Cut Down to Size

If a plant has a strength of 5 or higher then this card destroys that plant.

Telepathy

Draws 2 cards from the deck.

Brainy

Pot of Gold

Draw three available cards into your deck

Teleport

Feels like cheating. Allows a zombie to be played when it’s time for tricks. 

Lurch for Lunch

Grants a zombie a bonus attack. 

Cryo-Brain

Grants an additional 1 cost for the rest of the game.

Evolutionary Leap

Transform a zombie into a random 1 cost zombie

Transformation Station

Transform a zombie into a random that requires 1 more Cost.

Medulla Nebula 

When a zombie is played here, gain 2 brains to spend on more cards.

Rocket Science

Instantly destroys plants with 4 or more strength

Quarterly Bonus

Sets a zombie's strength to a value of 4 while also allowing them to do a bonus attack.

Triplication 

Conjures an imp, zombie and gargantaur.

Thinking Cap

Conjure 2 superpowers.

Hail-a-Copter

Makes a Copter Commando imp.

Bad Moon Rising

Transform every zombie into a cost 5 zombie.

Sneaky 

Smoke Bomb

Moves a zombie, gains 1 strength.

Graveyard

Zombies played here are gravestones and gain 1 strength.

Barrel of Barrels

A zombies becomes deadly. Conjures a barrel.

Frosty Mustache

Freeze a plant. Conjure a mustache. 

Backyard Bounce

Has the ability to bounce plants.

Laser Base Alpha

Zombies placed here gain the deadly and strike through traits. 

BFN Upgrades

Combo

Decreases the cooldown time on Super Brainz’s abilities after getting a vanquish.

Refreshing Revive

After reviving an ally, Super Brainz gets a decrease to the cooldown on all of his abilities.

Rough Patch

After dying multiple times in a row, Super Brainz will respawn with overhealth.

Low Life

Getting a vanquish while at low health heals Super Brainz.

Typhoon

Turbo Twister knocks enemies away.

Stick and Move

By landing all three hits of his punch combo, Super Brainz gets a speed increase.

Fallback Plan

If Super Brainz misses a Hyper Thump Jump, it has a reduced cooldown time.

Reach

Super Brainz gets an increased charge rate on his Ultra Flying Fist if he hits an enemy with it.

Speed Bag

After getting a vanquish, Super Brainz will punch faster.

Fearless

When near multiple enemies, Super Brainz will regenerate health.

Critical Blow

If Super Brainz kills an enemy with a critical hit he gets reduced cooldowns on all of his abilities.

Recouperate

Super Brainz receives health while dealing damage with Turbo Twister.

Speedy

Super Brainz moves faster while walking.

Vampiric

Super Brainz gets health after vanquishing an enemy.

Scorched

When Super Brainz launches his Super Ultra Ball, it leaves an area that damages anyone who steps into it.

Ultra Combo

When Super Brainz is punching, his standard three hit combo will have a fourth hit.

Ready Up

Super Brainz can act much faster after sprinting.

Extra Special

As Super Brainz fires a Super Ultra Ball, he will also put up his Alpha Better Shield.

Hero’s Moment

If Super Brainz hits an enemy with his Hyper Thump Jump he will be granted health.

Strength Sapping

Super Brainz is capable of dealing passive damage to his enemies by sapping their strength.

Resistances

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.


Crackshot

Tier 4 Trait; Reduces shot spread by 100%

Rapid-fire

Tier 4 Trait; Increases attack speed by 30%

Dust-devil

Tier 4 Trait; Causes projectiles to wiggle around and grants projectiles a 50% chance to blowback non-MOAB-Class Bloons

Zinger

Tier 4 Trait; Causes projectiles to bounce off obstacles and map borders

Red-wristed

Tier 4 Trait; Grants Camo Detection and causes towers to deal x2 damage to Camo Bloons

Rarin’

Tier 4 Trait; Placement stamina cost reduced by 50%

Razor-eye

Tier 4 Trait; Grants a chance to crit for x3 damage

Brutal

Tier 4 Trait; Increases damage by 50%

Seein’-red

Tier 4 Trait; Causes the tower to attack up to 60% faster the closer Bloons are to the end of the track

Guns-blazin’

Tier 4 Trait; Grants a chance to set Bloons on fire, inflicting 3 damage per second for 6 seconds

Molasses

Tier 4 Trait; Grants a chance to coat Bloons in molasses, slowing them by 40% for 6 seconds.

Lustrous

Tier 4 Trait; Increases Bananite earned by 10%

Waymaker

Tier 4 Trait; Projectiles can home in on targets

Frostbrand

Tier 4 Trait; Grants a chance to freeze non-MOAB-Class Bloons for 3 seconds

Fanged

Tier 4 Trait; Grants a 65% chance for projectiles to produce ricocheting blades upon expiring

Big-boot

Tier 4 Trait; Causes attacks to knock back Bloons with at 100% their normal movement speed. Lead, Ceramic, and MOAB-Class Bloons move back at 20% their normal movement speed

Legend

Tier 4 Trait; The tower’s legendary reputation increases their attack speed, range, accuracy, and projectile speed

Hell-bent

Tier 4 Trait; All attacks deal Normal-type damage though stamina costs are increased 100%

Big-blimp-hunter

Tier 4 Trait; Tower deals an extra 50% damage to MOAB-Class Bloons and Boss Bloons

Skywalker

Tier 4 Trait; Allows towers placed nearby to ignore land & water placement requirements

Banana-bond

Tier 4 Trait; The tower cannot retreat, but deals 50% more damage and has 20% higher attack speed

Heavy-puncha

Tier 4 Trait; The tower gains 70% Pierce

Cannonball

Tier 4 Trait; The tower’s projectiles and explosions are 40% larger

Quicksilver

Tier 4 Trait; Projectiles are 200% faster

Purple-peacock

Tier 4 Trait; Allows Fire, Magic, Energy, and Plasma attacks to hurt Purple Bloons as well as deal x2 damage to them

Longshot

Tier 4 Trait; Range increased 35%

Escapist

Tier 4 Trait; Stamina costs 25% less and retreating freezes Bloons in range

Ricochet

Tier 4 Trait; Projectiles can ricochet off Bloons up to 10 times

Doc

Tier 4 Trait; Gains a 20 health Mana Shield at the end of each round

Detonator

Tier 4 Trait; Grants a chance for attacks to attach a sticky bomb to Bloons, dealing 30 damage after 3 seconds

Neutralizer

Tier 4 Trait; Allows Explosion and Cold attacks to hurt Black and White Bloons as well as deal x2 damage to them

Undertaker

Tier 4 Trait; Grants a 20% chance for projectiles to spawn 5 friendly Zombie Bloons upon expiring

Leadstorm

Tier 4 Trait: Towers attack in bursts of 3 shots

Drill

Tier 4 Trait: Projectiles bore through targets, rehitting them again after 0.15 seconds if still colliding

Mountain

Tier 4 Trait: Projectile and Explosion size are 180% and projectile speed is reduced by 35%

Jackpot

Tier 4 Trait: When a battle starts, this tower gains 2 random common traits for that battle only

Happy-go-lucky

Tier 4 Trait: While in the Posse, the tower gets an advantage on positive outcomes in random encounters. In Battle, the tower’s hits have a small chance to generate 5 Bananite up to 15 times per round

Jolting

Tier 4 Trait: The tower randomly attempts to shift several meters at the end of each round, dealing 100% more damage

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

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. 


Cardboard Robot Zombie

Basic unit, no abilities.

Paparazzi Zombie

Gains strength and health per trick card played. This effect stacks with each one on the field and goes away once all are defeated.

Chimney Sweep Zombie

Gains health and strength when played on an elevated area. Throws clouds of ash at enemies.

Mustache Waxer

Per Mustache bro played, he gains 2 health and 1 cost.

Neutron Imp

Deals an extra attack when an environment card is played.

Interdimensional Zombie

When a science card is played, this zombie turns into another that requires 3 cost.

Leprechaun Imp

When played it adds a pot of gold into the player’s deck

Cell Phone Zombie

Allows the player to draw a card.

Pool Shark

Has the bullseye trait. Nails fuckers with an 8-balls.

Zombot Drone Engineer

When a science zombie deals damage it gains 1 strength.

Cosmic Scientist

Conjures a science card and grants it bullseye.

Gentleman Zombie

Has the gravestone trait and grants the player +2 cost

Kite Flyer

Has the gravestone trait and allows the player to draw a card once it attacks. He summons and hurls lightning at enemies.

Zom-Blob

Gets +1 strength per brain had.

Teleportation Zombie

Has the gravestone and bullseye traits. Allows zombies to be played during tricks.

Space Cadet

It is made by Beam Me Up.

Fun Dead-Raiser

Allows the player to draw 3 cards.

Brain Vender

Sells 100% organic brains. Grants 3 brains so it pretty much pays for itself.

Moonwalker

+2 strength, +2 health when played in an environment or elevated area.

Electrician

When revealed, a zombie does a bonus attack.

Duckstache 

Conjures a mustache card whenever it deals damage. His evolution ability grants him +3 strength, +3 health

Mustache Monument

When a zombie is placed on this card it automatically does a bonus attack.

Wormhole Gatekeeper

Both the plant and zombie hero conjure a card at the start of each turn. All conjured cards cost one less.

Regrifting Zombie

Conjures a card for both the plant and zombie hero. The conjured zombie is given a stat increase while the plant is given a stat decrease.

Trick-or-Treater

When a trick card is played, conjure a treat trick. This can either be a Sugary Treat that gives a zombie a strength buff and small health buff or a Healthy Treat which gives a large health increase and small strength increase.

Drum Major

Has 4 strength and 4 health, costing 4 brains

Mountain Climber

Has the bullseye trait and is buffed when played on elevated areas. 

Mad Chemist

When the first trick is played, conjure a cheaper trick. 

Parasol Zombie

Neighboring zombies become untrickable.

Copter Commando

Has 6 strength and 5 health. Will not fly over water due to aquaphobia.

Gadget Scientist

Science zombies deal a bonus attack.

Portal Technician 

When destroyed it is replaced by another zombie.

Shieldcrusher Viking

Empty enemy block meter when attacking or played.

Garnantaur Mime

Does a bonus attack when non-mime zombies or plants do a bonus attack.

Wizard Gargantaur

Grants all Gargantaurs the bullseye trait. Transforms zombies into zombies that cost 1 more.

Kitchen Sink Zombie

Has the Bullseye, armored 1, Frenzy, Overshoot 2 and Anti-hero 3 traits.

Zombot Dinotronic Mechasaur

Make a random history zombie at a random location.

Trickster

Does a bonus attack when played and costs 1 less. 

Sneaky Cards


Swabbie

Has the amphibious trait.

Imp

No traits, no abilities. He’s just a lil guy. 

Mini-Ninja

Has the anti-hero trait, increasing its strength by 2 when targeting an enemy hero.

Buried Treasure

Can fuse with another zombie, meaning that when a zombie is placed on it Super Brainz conjures a random legendary card.

Graveyard

Zombies played here are automatically hidden in a gravestone. When the Zombie emerges they gain 1 strength.

Headstone Carver

When a zombie is revealed in the graveyard, they gain +1 strength and +1 health.

Zombie Chicken

Moves to a random lane when a plant is played.

Ducky Tube Zombie

Gains +1 strength and +1 health when it attacks a plant hero.

Imposter

Conjures a cheaper imp with a mustache.

Infinity Clone

Has the amphibious trait.

Fishy Imp

Has the amphibious trait.

Hot Dog Imp

Has the strikethrough trait. 

Ice Pirate

Freezes a plant when it’s revealed in an environment.

Monkey Smuggler

Steal a section of a Super Plant’s super meter when revealed.

Swashbuckler Zombie

Has the gravestone trait. When a pirate hurts a plant, it gains +1 strength, +1 health. 

Dr. Spacetime

Cards that are conjured are cheaper. When this hurts a plant, conjure a Galactic Garden card.

Toxin Waste Imp

Has the amphibious trait, turns all imps deadly. 

Fire Rooster

Moves to a random lane when a plant is played. Harms all plants in said lane. 

Imp Throwing Imp

When injured, makes a cheaper Imp in a random lane.

Smelly Zombie

Wet Water ass name. Has the deadly and gravestone traits. 

Stealthy Imp

Has the gravestone and Anti-hero 4 traits.

Cosmic Imp

Has the deadly trait. Makes Imps deadly.

Imp Commander

Has the gravestone strait. When any imp hurts a plant, draw a card.

Space Pirate

Has the anti-hero 2 trait. Moves to a random lane when a plant is placed.

Excavator Zombie

Has the gravestone trait. Bounces an environment and all plants. 

Line Dancing Zombies

Has the gravestone and strikethrough traits. Moves when it’s revealed.

Raiding Raptor

Has Dino-Roar: granting a strength increase when a card is drawn or conjured. When the enemy hero is hurt by this card it will conjure a card that costs 2 brains or less. 

Captain Flameface

All other pirate zombies gain the strikethrough trait. 

Zombie High Diver

Has the gravestone trait. If the High Diver is on  a height lane, it will go to the water lane and get a slight stat increase to strength and hp.. 

Octo-Pet

Has the amphibious and frenzy traits. 

Firefighter

Has the gravestone trait. When revealed, bounce another zombie. 

Barrel Roller Zombie

Has the deadly trait. When destroyed, make imps with the amphibious trait. 

Pogo Bouncer

Has the gravestone trait. When revealed, bounce a plant. 

Tomb Raiser Zombie

Has the gravestone trait. When it hits an enemy hero, the Tomb Raiser will create another zombie with the gravestone trait.

Unthawed Viking 

Has the amphibious trait. Has the ability to freeze all surrounding plants.

Space Cowboy

Has the amphibious and strikethrough traits. It switches lanes after an attack. 

Trapper Zombie

Has the gravestone trait. When revealed it makes a Trapper Territory which deals damage to plants inside of it.

Blowgun Imp

Has a poison dart gun with the deadly and strikethrough traits. When evolving off another zombie it causes an enemy to be bounced. 

Surprise Gargantaur

Has the gravestone trait and moves lanes when revealed. 

Walrus Rider

Has the amphibious and anti-hero traits. 

Mixed-up Grave Digger

When played, each zombie hides in a gravestone and are mixed up randomly around the field.

Cryo-Yeti

Has the gravestone trait. When played, it freezes a plant and gains a +2 health and +2 strength buff. 

Cursed Gargoliath

Has the gravestone trait. When revealed it steals 2 meters of the Plant Heroes super meter. At the end of its turn all Gargantaurs hide in gravestones.

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.


Cannon, Spike-O-Pult, Tackshooter

Summons automated machine towers via a personal remote control. The Cannon fires bombs which explode upon impact, damaging up to 40 Bloons, the Spike-O-Pult lobs heavy Spiked Balls, and the Tack Shooter fires tacks in 8 directions.

Boomerang Monkey

Common Ally; Throws an arcing boomerang that can pop up to 3 Bloons. Multi-Target grants +4 Pierce and Red Hot Rangs causes Boomerangs to deal Normal-type damage

Dart Monkey

Common Ally; Throws darts. Sharp Shots and Razor Sharp Shots grant a total +3 Pierce and Triple Darts allows the Dart Monkey to throw 3 darts at a time

Ice Monkey

Common Ally; Emits a radial frost attack that freezes Bloons solid. Enhanced Freeze increases the tower’s range and freezes Bloons for longer while Snap Freeze emits a chill so cold it damages Bloons and refreezes Frozen Bloons

Elf Monkey

Uncommon Ally; Throws super sharp christmas baubles. Blistering Baubles increases attack speed and Deadly Decorating causes baubles to home in on targets

Super Fans

Uncommon Ally; Throws darts that can pop up to 2 Bloons. Branded Darts grants +2 Pierce and Aspiration increases attack speed

Sniper Monkey

Rare Ally; Can target enemies from any distance with their rifle. Full Metal Jacket grants +2 damage and causes the Sniper Monkey to deal Normal-type damage while Point Five Oh grants +3 damage

Dr Monkey

Super Rare Ally; Throws bottled chemicals which shatter into acidic pools that can strip Camo, Regrow, Zombie, and Shield properties from enemies, slow afflicted targets by 50%, inflict damage-over-time, and turn enemies golden, causing them to produce 4x as much cash when defeated.

Monkey Apprentice

Super Rare Ally; Has Camo Detection and fires magical bolts. Fireball grants an additional attack, Intense Magic makes the Apprentice’s original bolts larger and more powerful, and Lightning Bolt grants an additional attack that spreads out to zap additional Bloons

Wizard Lord

Super Rare Ally; See Ultimate Monkeys

COBRA

Epic Ally; Wields a pistol and summons collectibles every 10 seconds, alternating between cash crates containing $50-$100 and first aid kits that restore 1-2 Lives. Double Tap gives COBRA a second pistol but quadruples his attack speed, Attrition causes any MOAB-Class Bloons that spawn in to take massive damage over time, and Monkey Stim halves the cooldown of all Powers and Activated Abilities

Technological Terror

Epic Ally; A mechanized clone of Super Monkey. See Path of the Anti-Bloon

Monkey Farmer

Legendary Ally; Attracts all collectibles on-screen to itself, picking them up once they’re within range

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. 


Gunner

Dart Ultimate Monkey; A Rambo-style Monkey armed with a colossal Dartling Gun. Fires 3 streaks of Spiked Balls which produce Flechette Darts upon expiring

Dart Ace

Dart Arm Epic Power; A B12 which fires either volleys of 6 Sharp-type darts in front of itself or 8 Shatter-type Spiked Balls in all directions

Ninja

Boomerang Ultimate Monkey; Heavily resembles Bloon Sabotage. Wields 5 swords between its limbs and tail, though swaps the feet swords for sais in the mobile version. Fires slow but powerful X-shaped waves of energy from its hand swords. Also summons 2 regular Ninja Monkeys who rapidly throw shurikens.

Crouching Monkey

Boomerang Arm Epic Power; Summons a swarm of Seeking Shuriken Ninja Monkey sidekicks who jump Bloon-to-Bloon, delivering killing blows with their swords

Bomber

Bomb Ultimate Monkey; Either fires 2 streams of bombs and 4 streams of Bloon Busters or fires a bombardment of both from all 6 guns, as well as firing additional MOAB Maulers should MOABs appear on-screen

Sidewinder Ace

Bomb Arm Epic Power; Summons a Super Hornet to unleash a barrage of Bloon Busters. Also doubles the fire power of Super Monkey’s Bloon Busters

Wizard Lord

Magic Ultimate Monkey; Fires homing bolts of magic which ricochet between Bloons as well as bolts of lightning

Phoenix

Magic Arm Epic Power; Summons the mystical Phoenix to unleash its powerful flame breath

Robot / Technological Terror

Energy Ultimate Monkey; See Path of the Anti-Bloon

Sidekick

Energy Core Epic Power; Summons Super Monkey Junior to assist with his Plasma Vision and Plasma Whips

Yeti Sidekick

Ice Core Epic Power; Summons a Yeti that follows along with its ice breath

Sun God

The Ultimate Monkey; See Path of the Sun God

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.


Business Men

Common Ally; Wield a mighty axe that can pop up to 3 Bloons. Cutting Edge grants +2 Pierce and Ruthless Efficiency increases attack speed

Muscle Princess

Uncommon Ally; Attacks with her powerful fists. Protein Power grants +2 Pierce, Preworkout increases attack speed, and Creatine Chaos hits Bloons so hard they’re stunned for 1 second

Banana Man

Rare Ally; Can target enemies from any distance with his high-powered laser rifle. Martian Coolant increases attack speed and X-Ray Scope grants Camo Detection

Ghost Princess

Rare Ally; Pursues targets, attacking them with her spectral dagger. Spirit Speed and Ghostly Vengeance increase flight and attack speed respectively

Lumpy Space Princess

Rare Ally; Uses the power of her lumpin’ gorgeous bod to seduce enemies, stunning up to 10 enemies within range. These Lumps and Can’t Handle This increases attack speed and Gotcha causes enemies to take damage from how gorgeous LSP is

Slime Princess

Rare Ally; Throws slime, slowing down enemies by 50% for 25 seconds. Slime Splatter causes the slime to splatter onto nearby enemies as well, Toxic Slime turns the slime poisonous, causing it to inflict Sharp-type damage over time, and Lubrication increases attack speed

Wildberry Princess

Rare Ally; Detonates, launching 8 berries in all directions. Royal Effort increases range, Quick Recovery increases attack speed, and Double Trouble causes Wildberry Princess to fire 16 berries

Gumbald

Super Rare Ally; Wields a Dum Dum Juice blaster that temporarily “polymorphs” Bloons into balloon animals. Dum Bomb causes shots to splatter on hit, Quickload Magazine increases attack speed, and Extra Concentrated Juice allows Dum Dum Juice to affect MOABs

Scorcher

Super Rare Ally; Melts Bloons with a radial fire attack. Intense Heat and Searing Heat increase range slightly while No Escape grants global range

Billy

Epic Ally; Throws his mighty axe. Hero’s Might increases damage, Hero’s Haste increases attack speed, and Double Axes grants Billy a second axe and increases attack peed

Train Boss

Legendary Ally; Fires a damaging laser blast from his energy wand which knocks back Bloons. Wand Power grants +6 Pierce, Unstoppable Force blows Bloons back further, and Frenzy increases attack speed

Martian Transport Ship

Martian Ally; Transports characters around the map. Improved Laser Coolant and Warp Drive increase attack and movement speed respectively while Co-Pilot reduces the ship’s cooldown from 4 minutes to 2 minutes

Space Lards

Martian Ally; Summons a baby Space Lard every round, up to 4, which pop Bloons on contact, before disappearing after using up their 20 Pierce each. Astral Majesty grants +30 Pierce and Cosmic Birth grants +2 Space Lard capacity

Star Man

Martian Ally; Harnesses the power of the Martian Orbital Laser Blaster to summon an orbital strike across the track. Wider Focus Lens increases blast radius and High Energy Lasers increases damage

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.

  • Appeared at E3 2015

Power

Speed

Durability

Super Monkey

Overall

Power

Speed

Durability

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. 

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…

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.

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.

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.

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.

Super Monkey

The Monkeys

As the ultimate Monkey, Super Monkey should obviously scale.

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

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.

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

“Huzzah!”


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

“Ready!”


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 


Next Time


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