Bloons TD 6 / bloons-td-6
Bloons TD 6 DLC 资讯攻略
更新:2026/03/07 16:04
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# Bloons TD 6 DLC 资讯攻略 > 目标:一篇看懂「游戏名 + 节点」的最新进展。 ## 节点概览 - 游戏:Bloons TD 6 - 节点:DLC / 资料片 - 更新时间:2026-03-07T16:01:20Z - 信源条数:2 ## 时间线(由近到远) - 2026-03-07T16:03:29Z | Bloons TD 6 Steam News | [Bloons TD 6 - Update 53.0!](https://store.steampowered.com/news/app/960090/view/525367916192858219) - 摘要:New Awesome New Hero Skin - Firecracker Gwen! Celebrate anything and everything with Firecracker Gwen’s fireworks! New Advanced Map - Party Parade! Festivities are under fire! Bloons have been spotted at Party Parade, and it’s up to you to defend the great lane division from oncoming threats in both directions! Don't let the Bloons burst the fun - stay sharp, divide your forces, and let’s get this party popping! New Quests ZOMG Rush: Beat rounds 30-60 on Off the Coast with a ZOMG that spawns right away at the start, and respawns every time you pop it! Support Monkeys Only: Beat Bazaar on Impoppable difficulty with Support Monkeys only Targeting Monkeys: Clear the faster paced Rogue Roundset on Logs with limited towers but with a catch, for this quest All Monkeys shoot where you aim! New Trophy Store Items Game & UI: Firecracker Gwen avatar, Cupcake Heroes avatar, Silas profile banner Limited Seasonal Item: Lunar New Year profile banner Game Changes / Additions Co-op end screens now have Add Friend buttons Advanced tower performance: Towers Info panels now have an extra button listing a performance summary with more details for how many pops, how much damage, cash earnt, current value and lives earnt they have! You asked (many times), and finally you receive! Powers that you own a copy of can now be used in Sandbox for free Obtaining an Insta-Monkey for the first time will now display a ‘New’ banner on the rewards screen - no more guessing if you already had it in your collection! Hero Pets can now be mixed and matched regardless of the associated Hero Skin, because Ocean Obyn loves that little fiery Balfrog Optimizations made for load times & performance in Legends game modes Boomerang Paragon new ability ‘Overcharge’. Upon activating immediately granting itself 10 stacks of ‘Overcharge’ which give increased attack speed for every stack, stacks will deplete over time one by one every few seconds. More detail in balance changes section later Druid Jungle’s Bounty ability is no more, druid cash generation is now purely a passive end of round bonus. We are looking at possible changes for other abilitized cash generation and would like to hear more thoughts on this. To be clear; we are not simply looking to swap every cash generating ability to a passive, but there should be some choice in when you time an ability activation and we do not agree there was any reason to not spam these on cooldown which makes this a tedious clicking quota. Druid’s cash generation already has interesting interaction so for this case it felt more interesting to focus on that interaction instead, and the new ability gives careful timed activation that can assist in holding off on spending money on DPS towers for longer to effectively earn more cash which is more engaging of a choice to make. More detail in balance changes section later Bug Fixes & General Changes Resolved a number of minor localization & UI issues Resolved a number of erratic menu screen transitions [Map Editor] Crash closing tab when previewing Prop or Action Prop Resolved an issue with Tower Unlock Packs displaying ‘purchased’ when they were not Resolved an issue where T5 towers consumed to create paragons were contributing their cost value in addition to their T5 value to the resulting tower Pro Powers should no longer count as a tower towards global tower limits in regards to preventing placement of future towers (Were already placable themselves past the limit) Insta Monkey collection no longer list ‘out of 1664’ as there are still only 1600 instas [Knowledge] What Did it Cost should now work again [Knowledge] Budget Cash Drops should again work while in the main menu The ‘Log In’ pop up should no longer be able to stack multiple times Challenges that prevent use of certain upgrades should now correctly prevent use of instamonkey towers that are upgraded beyond those banned tiers Fixed that one guy’s really specific crash Event changes [Vortex] Resolved some buggy interactions with Beast Handler [CT] Resolved a number of missing animations for items placed in CT team island [Boss Rush] Updated some missing seasonal visuals [Boss Rush] Resolved an issue where Blastapopoulos could double Fireball Spawn [Sweepstakes] Correct a number of cases of incorrect localization [Sweepstakes] Fixed a number of cases where things that should have progressed certain goals were not doing so correctly [Sweepstakes] Resolved and Error popup that could appear clicking Share Button Map Specific changes [Tricky Tracks] Reduced hitbox size for lights interactables [Tricky Tracks] Adjustments made to fix overlapping farm placement [One Two Tree] Should no longer prevent Chinook from redeploying towers from one category specific tile to another specific tile for that same category Marketing Changes Following mobile marketing tests last year, we are starting a broad paid marketing push for Bloons TD 6, starting with mobile platforms and expanding to PC later For marketing to be effective, we enable basic player behavior data to be shared with the advertisers so that we know what type of ads are most effective Players on iOS may now see the App Tracking Transparency system message, especially new players. This is Apple’s high standard opt-in for data authorization, so completely up to each player and will not effect game performance or features. For perfect clarity, this has nothing to do with ads being shown inside BTD6. We do not show ads and we have no plans to show ads in BTD6. This is only so that players who see an ad and download the game can share data that will help us improve our marketing efforts - making the BTD6 community bigger and better. Thank you! Legends changes [Frontier] A pass has been made over the mode for improved UI polish [Frontier] Implemented small dialogue pop ups over monkey villagers and other NPCs [Frontier] Improved Bloon circling around map tiles to be different depending on tile size [Frontier] Added a warning prompt when attempting to retreat a tower with 0 stamina [Frontier] Bananite count-up animation is now faster the more Bananite was earned [Frontier] Rocko now has the Sticky Bomb trait wherever they appear in the campaign [Frontier] Improved visual feedback for Lives & Stamina both in game and overworld [Frontier] Added a 3D Overworld Diamondback model for associated tiles [Frontier] Current Bananite balance is now displayed in the Fishing UI [Frontier] Players can no longer fast travel to their current location [Frontier] Resolved a rare issue when fishing up a Bloon Chipper if the player was outside or had an open window they could be sucked through it into a pocket dimension and forced to compete against other players at yahtzee where the champion would be selected to challenge the evil power and if successful be the only one permitted to claim the crown and return back to their original reality [Frontier] Improved UI layering to resolve some cases of clipping [Frontier] Players should now properly be able to resume Frontier progress after immediately after completing the Trial & purchasing the DLC pack at the end, without being kicked out of Frontier mode and having to load back in [Frontier] Resolved some cases on awkward map geometry in a number of locations [Frontier] Resolved a number of cases where multiple different cutscene type events could trigger at the same time [Frontier] Resolved an issue where some tiles could become uninteractable after a loss [Frontier] Frontier profile stats should no longer include a bunch of Rogue related stats [Frontier] Frontier save data has been optimized to reduce space [Frontier] Resolved a number of cases of incorrect camera transitions / skipping [Frontier] Sheriff should no longer retain his clothing in the UI at the start of a new campaign after deleting an old one [Frontier] Resolved an issue where dismissing heroes in a certain order allowed purchasing the same Hero multiple times (Could not be used in the same posse anyway) [Frontier] Fishing rods can no longer be cast multiple times at once to trigger many fishing minigames simultaneously [Frontier] Boss Bloons should now correctly animate when found in the Overworld [Frontier] Glass Bloons should no longer be immune to projectiles that spawn inside of the reflection radius (Including things like explosions and 3xx Beast Handler fish) [Frontier] Glass Bloon immunities list has been corrected [Frontier] Resolved an issue where some tiles would vibrate slightly when held [Frontier] Quick Restart hotkey disabled as it is not supported & was breaking games [Frontier] Chest lids are now attached to the bottom of the chest with hinges [Frontier] Beast Handler should now correctly be stunned by Retribution Bloons [Frontier] Resolved issues where Beast Handler could break attacking Frontier Bloons [Frontier] Feeble trait damage reduction corrected 50 > 40 [Frontier] Phantom trait stamina cost reduction corrected 20% > 25%. [Frontier] Rebound trait correct to bounce up to 1 > 2 times [Frontier] Undertaker trait corrected Zombie lifespan 3s > 18s [Frontier] Zombie Traits should no longer be overridden by the Wader Outfit [Frontier] Resolved an issue where the currently selected base base hero’s description could apply over the top of different heroes selected within frontier [Rogue] Resolved an issue where maps were not properly randomizing [Rogue] Sheriff should no longer appear as an insta-type reward. Wait, what’s that? Oh, it probably wasn’t actually happening anyway but I already wrote this so just pretend [Rogue] Resolved some Artifact generated projectiles not correctly scaling with the visibility slider [Rogue] Corrected some tiles appearing rotated backwards in maps [Rogue] Resolved some crashes that could occur related to rebounding artifacts [Rogue] x3x Druid Vines can no longer crit with artifacts as they destroy all targets Legends Trials should now play their associated music instead of the main menu theme Resolved some cases in which Rich Presence could not differentiate legends Tower & Hero Fixes Dart Monkey 4xx Crosspathed Juggernauts should no longer bounce off map borders Ice Monkey 4xx Embrittlement shaved off a single vertice error from its left eyebrow Ice Monkey x5x Absolute Zero’s freeze should no longer prevent Ice Monkeys attacking the target Mortar Monkey 032 Mortar should now be able to apply Burny Stuff to Black Bloons Captain Churchill Lv17 Bonus damage to Fortified should no longer break at this level Ezili's Lv3 Heartstopper Ability now grants Purple popping power for Blastapopoulos (Fortunately doesn’t even have to convert Purple Bloons into MOABs to achieve this!) Ezili's Lv3 Heartstopper Ability should not lag as much with high Bloon Counts Psi Lv4 Should no longer hit Lead/Purple until Psi is able to pop those types Silas Lv13 no longer allows T5 Ice Monkeys to be placed when prohibited by challenge rules Platform Specific fixes [PC] Resolved an issue which could prevent the FPS cap from applying in all cases [PC] Resolved a crash that could occur after updating linked email address [Netflix] Resolved a crash upon finishing the Frontier Legend preview quest Balance Changes We have seen an increase in feedback related to power creep impacting enjoyment and we do want to go into this year similar to how we finished last year with more thought on targeted nerfs and fewer buff changes mostly focussing on the quality of life angle or big things that have been on the backlog for a while rather than injecting raw improved stats, this said there are still a number of your highly requested buff changes in this list. Dart Monkey Juggernaut knockback is excessive against regular light Bloon targets and will be reduced. 4xx Juggernaut light knockback multi reduced 6 > 4 402 Juggernaut light knockback multi reduced 9 > 6 Boomerang Monkey Bionic Boomerang is getting a rebalance improving baseline power outside of ability activation while maintaining roughly the same power when ability is activated. MOAB Press continues to act as a very powerful scaling MOAB Stall option, slightly increased cost will add up more when building these in groups. x3x Bionic Boomerang bonus damage to MOAB-Class 2 > 1 x3x Bionic Boomerang attack cooldown reduced 0.238s > 0.15 x4x Turbo Charge ability rate boost reduced from 7x > 5x x5x Perma Charge attack cooldown 0.034s > 0.03s xx4 MOAB Press price increased from $2400 > $2700 Boomerang Paragon is being rebalanced around a higher price point, and as a part of this change is gaining its own ability Overcharge. Upon activation this immediately grants itself multiple stacks of Overcharge buff which each increase the tower’s attack speed but these stacks rapidly deplete over time one by one until expired. Paragon cost increased $250,000 > 375k Paragon attack damage increased 20 > 25 Overcharge number of stacks applied: 10 Overcharge attack cooldown per stack: -10% Overcharge duration per stack: 3s Overcharge cooldown: 45s Bomb Shooter Previously increasing the Bomb Blitz cooldown once the passive became much more powerful felt like a mistake, instead we want to bring that back and push the price up to something more fitting again instead. Bomb Blitz price increased $23000 > $30000 Bomb Blitz Bomb storm cooldown reduced 75s > 60s Similar to previous changes for abilities on paragons, as Bomb Paragon’s main attack is quite slow we have decided to tilt its power more directly to MOABs than just bosses. So its damage & MOAB Damage bonuses are being scaled up so that outside of the ability it should hit for much chunkier explosions whenever it attacks. Paragon main explosion damage increased 210 > 250 Paragon main explosion bonus MOAB damage increased 2100 > 2500 Paragon main explosion bonus Boss damage increased 0 > 2500 Paragon cluster explosion bonus MOAB damage increased 300 > 1000 Paragon cluster explosion bonus Boss damage increased 900 > 1000 Paragon secondary cluster explosion bonus MOAB damage increased 150 > 500 Paragon secondary cluster explosion bonus Boss damage increased 450 > 500 Paragon Ability cooldown reduction per leak increased 5s > 10s Tack Shooter We feel the Tack Paragon needs a nudge to help it compete against other paragons as this price range proves to be quite easy to skip over. Paragon Ability Meteor damage increased 50,000 > 60,000 Paragon Ability Fireballs damage increased 700 > 900 Ice Monkey Ice Monkey T5’s are very strong right now, Embrittlement in particular stands out as a problem with its high damage so this is being reduced, however the range of its shards is being increased to retain the higher cool factor of buying this upgrade. Absolute Zero is also seeing a price increase as another very powerful Ice right now. We’re also increasing the soluopopatsalB counter potential here on middle and bottom paths. Ice Monkey’s paragon has caused a big stir with the powerful mechanics it brings to the table; uptime of its passive debuffs is being lowered as currently it maxes uptime too easily without degree investment and Embrittlement debuffs will no longer be stackable - only the highest tier Embrittlement debuff will take priority. Finally players responded with a lot of love for what Ice Paragon brings but also big annoyances with timing; for QoL we have changed the skull freeze from a debuff that has to be applied to a boss to be a simple active duration, this means is instead timing 1 exact frame for the debuff to be applied the effect will just be active for a duration and should work so long as a boss skull is triggered any time within that active duration. 5xx Embrittlement shard damage reduced 10 > 5 5xx Embrittlement shard projectile range increased 20 > 40 x5x Absolute Zero price increased $19k > $21k x4x Snowestorm ability heat reduction 500 > 1000 x5x Absolute Zero ability heat reduction 1500 > 3000 xx5 Icicle Impale icicle heat reduction 6 > 10 Paragon attack interval increased 4 > 5 Paragon attack cooldown increased 3s > 4s Paragon beam pierce set to 500 Paragon Bloon damage debuff reduced 10 > 8 Paragon’s bonus damage for ice attacks no longer applies to Shatter damage type Paragon’s Eclipse of Fimbulwinter skull freeze is now an active duration not a debuff Desperado Bottom path’s Avenger was severely underappreciated when it was last buffed, with that buff bringing in so much attention it is time to step back that power. At the same time bottom path Desperado’s low shotgun range is being scaled up to increase their useful placement, and as a fittingness and fun bonus Nomads will also be allowed to group up in range of other Nomads with no penalty. The Desert Phantom also gains more single target buckshot power as this big weakness holds it back considerably. x3x Deadeye fort bonus reduced 12 > 10 xx1 Wanderers no longer remove Wander stacks from other Wanderers xx3 Enforcer shotgun range increased 28 > 36 xx4 Avenger price increased $6500 > $9500 xx4 Avenger moab knockback reduced 2 > 1.5 xx5 The Desert Phantom buckshot MOAB bonus increased 20 > 40 Sniper Monkey For Deadly Precision a price decrease allows for more early to mid flexibility, and granting it a huge Ceramic bonus allows it to pop Super Ceramics now in 1 hit instead of 2 for possible lategame use cases without spiking its MOAB power too much as Maim MOAB doesn’t really want to destroy MOABs quickly. 3xx Deadly Precision Ceramic bonus damage increased 15 > 50 3xx Deadly Precision price reduced $2500 > $2200 4xx Maim MOAB price increased $6000 > $6300 Monkey Sub Monkey Sub kept leaving bags of poop on our doorstep and will be gaining improved reliability for its de-camo pulse, with Reactor already doing very good at this and buildup growing more reliable from the change it gets a tiny price raise. 3xx Submerge and Support de-camo pulse cooldown reduced 1.5s > 1.35s 4xx Bloontonium Reactor price increased $2300 > $2400 Monkey Buccaneer Destroyer’s price is going up very slightly as it’s performing well, but we’re mostly happy with it. Aircraft Carrier’s lifespan is being tweaked slightly to properly tie in the xx1 crosspath as a projectile distance buff for all projectiles rather than just the small selection it currently buffs. 3xx Destroyer price increased $3050 > $3350 4xx Aircraft Carrier base projectile lifespan increased 0.6s > 0.7s 4xx Aircraft Carrier plane missiles lifespan reduced 24 > 16.8 401 Aircraft Carrier plane projectiles scale with the Long Range upgrade Monkey Ace The suggestion sounded cool? & Pineapple crosspath has always been really boring so some cool would be nice. Ground Zero feels like a good tower, but has had a hard time fitting anywhere being power creeped by other meta options. 320 Fighter Jet missiles distance reduced 600 > 420 320 Fighter Jet missile explosion now drops an Exploding Pineapple x4x Ground Zero price reduced $18,000 > 16,000 Mortar Monkey The Biggest Stun gains great value from any rate buffs, causing it to become a powerful full game lockdown without very much support. 5xx The Biggest One stun MOAB duration reduced 0.5s > 0.4 5xx The Biggest One stun DDT duration reduced 0.3s > 0.2 5xx The Biggest One stun BFB duration reduced 0.3s > 0.2 Super Monkey Temple is receiving some more changes in regards to balance and scalability based on recent feedback; while we would like to take time to balance the lower tiers out more, this should improve the overall top end category balance of sacrificing. Temple Sun Beam attack cooldown reduced 0.06s > 0.05s v1 Primary Golden Blades damage reduced 150 > 100 v1 Military Missile attack cooldown increased 6s > 12s v2 Military Missile attack cooldown increased 3s > 6s v3 Military Missile attack cooldown increased 1s > 3s Military Golden Spectre Bomb damage increased 6 > 15 Military Golden Spectre Dart damage increased 25 > 50 v1 Magic Arcane Blast damage reduced 75 > 40 v2 Magic Arcane Blast damage reduced 100 > 60 v3 Magic Arcane Blast damage reduced 140 > 80 Magic Arcane Blast projectile speed reduced 300 > 200 15k Military Sun Beam damage bonus increased 1 > 2 25k Military Sun Beam damage bonus increased 1 > 2 35k Military Sun Beam damage bonus increased 1 > 2 45k Military Sun Beam damage bonus increased 2 > 4 Support’s $15k & $25k bonuses swapped around Support’s $40k & $45k bonuses swapped around Druid We want different farming methods to have different interesting ways of engaging with them, but when an ability should always be used on cooldown that’s when it really shouldn’t be an ability, while there is strategy in stall tactics there isn’t for that ability timing most don’t have fun engaging with this when they are group spam abilities. Due to this we’ve reworked the druid ability so that the farm interaction is the important mechanic to engage with here instead, and the ability is a targeting method of providing cleanup that does have strategic timing which can be used to focus more on farming with careful ability usage instead of building other defensive towers. x4x Jungle’s Bounty now generates cash & lives passively after each round x4x Jungle’s Bounty ability replaced with Vine Crush. x4x Vine Crush: Upon activation grabs up to 10 Bloons anywhere on the map and crushes them into a rubbery paste (Not for consumption!) Mermonkey Top path Mermonkey’s pierce scaled up more than intended from applying its own pierce buff to its own already high pierce so this is being reduced but the T5 Lord of the Abyss will now gain a slight base range increase. Riptide Champion as an underappreciated star performed exceptionally well with recent changes which are now being scaled back, and Popseidon which was also performing extremely well will likewise be scaled back. Echosenses 4xx Abyssal Warrior tentacle pierce reduced 30 > 25 5xx Lord of the Abyss tentacle pierce reduced 80 > 50 5xx Lord of the Abyss range increased from 28 > 32 x3x Riptide Champion price increased $1100 > $1400 x3x Riptide Champion range reduced 35 > 32 x5x Popseidon range reduced 50 > 40 x5x Popseidon price increased $48,000 > 52,000 xx2 Echosense Network range bonus reduced 10 > 7.5 xx3 Alluring Melody pierce increased 5 > 6 xx4 Symphonic pierce increased 10 > 12 Spike Factory Carpet of Spikes attack rate was slightly faster than intended likely due to a previous balance change not carrying up correctly, the upgrade is performing a little good right now anyway so this formula has been corrected x5x Carpet of Spikes attack cooldown increased 0.49s > 0.525s xx5 Permaspike could not be reached for comment Engineer Engineer Paragon's power glove pairs up much too well with some paragons compared to others so we’re trying out a shift to lower cooldown but also lower duration to break this up. Power Glove cooldown reduced 90s > 60s Power Glove duration on Paragons reduced 25% > 15% Power Glove AoE duration reduced 60s > 30s Beast Handler Giganotosaurus is getting something of a fix to its stun which was previously stunning BFBs for longer than MOABs, additionally it is seeing the long requested change to finally after all this time become best friends with permaspike, that’s right, Giganotosaurus was spotted at Permaspike's birthday and we have eye witness reports that they have signed a buddy agreement. Now it can break through Moab layers at the cost of pierce. x5x Giganotosaurus Stomp MOAB stun duration increased 3s > 8s x5x Giganotosaurus damage now carries through MOAB layers x5x Giganotosaurus pierce reduced 60 > 44 x5x Giganotosaurus pierce scale reduced 90 > 66 Silas To reduce frustration Silas’ main attack minimum ricochet distance has been reduced, however his discount to T5 Ice Monkeys is also being reduced as getting this bonus twice for the same T5 Ice Monkey potentially even for the other 2 was proving to be far too much power. Minimum ricochet range reduced 10 > 1 Lv13 Price Discount for T5 Ice Monkeys reduced 25% > 15% Blastapopoulos Blastapopoulos’ Rocks too often end up landing on a tower which takes it out of the game for a long time and hurts the intention of favouring closer range towers over long ones, to alleviate this we are cutting the rock duration in half and also increasing the radius of this rock circle so it becomes less likely to cover closeby towers. Normal Rock circle radius increased 50 > 65 Normal Rock duration reduced 24s > 12s Elite Rock circle radius increased 50 > 60 Elite Rock duration reduced 24s > 12s Freeplay The final freeplay income cut has been pushed back 20 rounds for a little more juice finishing off long Boss Fights, and to give less harsh of a cutoff for early freeplay base cash earnings. Round 120 income cut increased from 5% > 8% Added a Round 140 income cut back down to 5% Frontier Reigning in the 2 standout Frontier weapons; Dynamite only lasted 1 layer which caused it to fail to work against smaller Bloons so we’ve enabled it to explode upon that layer being destroyed, and Zig Zag outperformed the power of other weapons by too much while also creating tons of projectiles for triggering additional item effects. Dynamite Stick: Now explodes on target being popped Dynamite Stick: Speed increased 150 > 300 Dynamite Stick: Pierce increased 18 > 25 Zig Zag pistol: Attack cooldown increased 2 > 3s Zig Zag pistol: Pierce reduced 6 > 5 Looking Forward Happy 2026 everyone - we hope your holidays were playful and that the new year has started well for all of you! Following the busy end of 2025 we had across Ninja Kiwi, we’re super excited to start the year with new energy and with heaps of quality of life improvements in this first update of the year. Powers in Sandbox and adding friends at the end of coop games have been on our lists and player requests for some time, and making Hero pets available to all skins of that Hero adds fun and flexibility. We also added more balance changes and fixes than expected, which gives us a lot to talk about with the community right out of the gate. We also listened carefully to the feedback from the end of year Looking Forward, and interpreted some of the lack of feedback on a few points. The majority of interest was on the Mod System and console, so we’ll start there. Mod System We’ve crossed a major milestone with working builds and significant UI rework on the player flow to both create and browse player created content We’re focused on 4 core mod areas that we’re aiming to deliver in the mid year update v55 - Towers, Bloons, Rounds, and Monkey Knowledge After working through use cases and bugs internally, we’ll be sharing with some active BTD6 modders for feedback, and we hope to work with our Bloonstubers to get some work in progress videos to help answer the many “but what is it” questions Switch and Console With one more full-time developer added to the team, we’re aiming for Switch submission in March Review and resubmission timelines are unpredictable, but we’re expecting 1-2 months from there to launch PlayStation and Xbox will pick up the current content from the Switch submission and begin their own submissions - we will move these as fast as possible, but to set expectations, this is also a few months away Frontier Update Major update planned for v54 focused on difficulty options and replayability, with lots more variance to areas where we’ve received feedback - Boss fights, Bloon duels, fishing, bounties, and Sheriff gear, as well as a new Random Encounters feature with fun consequences for Posse members Monkeys Druid Paragon is looking awesome for v54. Exciting design with active ability management between Elemental and Wrathful states Completing our Master of the Universe integrations, He-Man Hero is set for launch in conjunction with the major motion picture this northern hemisphere summer. You control the Sword of Power, with a togglable transformation enabling alternate ability states & playstyles - choose to support your Monkey Team as Prince Adam, go all in with solo damage He-Man, or dabble in a mix of the two for many different playstyles. This truly is two Heroes in one, and it will be available as an IAP exclusively for a limited time at the movie launch. To keep things fair and freely usable in a wide range of game modes, we will introduce a related Bloons Hero for monkey money after this exclusive window, and we’re hoping the collectors among you will be excited to get them both. We saw lots of Archer (name tbd) Monkey when? Corvus Skin when? While we know “now” is the answer many awesome peeps want, the actual answer is August with v56 Enjoy this first update of 2026 and we look forward to an exciting and fun year ahead! - 2026-03-07T16:03:29Z | Bloons TD 6 Steam News | [Bloons TD 6 - Update 52.0](https://store.steampowered.com/news/app/960090/view/536619939220423590) - 摘要:Update Video: https://youtu.be/gVaNbCIr2mY Key New Features New Legends DLC - Frontier Legends YEEHAWW! Saddle up, partners! It is our incredible pleasure to introduce our second game-within-a-game Legends drop - Frontier Legends! This DLC is the longest and most robust long-form story game we’ve built at Ninja Kiwi, and we sincerely hope you enjoy the experience. If we were to describe it in BTD6 main game terms, it’s like an Odyssey Quest across 50+ maps in a huge 3D world, plus mini games, persistent currency and upgrades, and RPG-style Monkeys with prefix names that correspond to unique traits. We have gotten so much fan art over the years about the maps being connected, we decided to pay homage to that in a pretty huge semi-open world. We love discussing canon with the community and often intentionally dodging questions of exactly what is canon, and we felt ready to tell a story that adds lore and whimsy to the Blooniverse. Relative to Rogue Legends, the size of Frontier Legends DLC and the development effort behind it are both significantly larger and the slightly higher price of US$12.99 reflects that. Check out all of the awesomerness included in Frontier Legends! Build your Sheriff by mixing and matching Hats, Torso Equipment, Weapons, and Consumables - and don’t forget to bring along your favourite pet companion! Mosey on over to the Saloon to recruit hired monkeys with their own unique names and randomized traits Sometimes a Legendary Recruit may show up, so keep an eye out for them! Multiple Heroes, as you journey through the Frontier world, you can increase the normal hero limit by earning Deputy Stars. I wonder how high this can go? Face 6 new specialized Bloons unique to Frontier Legends introduced throughout all new round sets Dynamite Bloons: Careful of that blast radius Glass Bloons: Some projectiles bounce right off Diamond Bloons: So shiny those high damage attacks lose their luster Aura Bloons: These farm so hard nearby Bloons are inspired Retribution Bloons: Sometimes what you hit can hit you back Ringleader Bloons: So influential they shield nearby Bloons from damage Diamondback, the new and terrifying multi-segment Boss Bloon This boss will be exclusive to Frontier at launch, but we will be adapting it for inclusion in the base game next year We’re sure players will work out all there is to know but we will share that it is a conglomerate boss inspired by Bloons Super Monkey 2 Core mechanics revolve around Pierce and deliberate attacks that cause the boss to debuff itself A dozen unique Feats each with cool Cosmetic and other rewards More new Feats will be tied to the Curse system that will be coming in a Frontier update next year 3D menus that feature almost every tower in the game Every pet in the game now has a walk cycle (or something equating a walk at least!) So get ready to mosey on in and wrangle up some Frontier Legends, because this is an entirely new way to play Bloons TD, and we hope you enjoy it! New Awesome New Paragon - Herald of Everfrost, the Ice Monkey! The Herald of Everfrost unleashes a shattering Ice Lance Beam to freeze everything it hits for 10 seconds. As the beam rips through the Bloons, it leaves a wake of icy shards in every direction as it passes, tearing apart Bloons while Frozen Bloons slice each other with razor sharp icicles Alternating with this is a thunderous Snowstorm Roar attack that passively freezes everything below a BAD, applying Permafrost, removing all Camo & Regrow, and inflicting a brutal debuff causing targets to take +10 damage from all attacks, with an additional +40 taken from any Cold-type damage attacks When all else fails, the Ice Paragon calls upon the Eclipse of Fimbulwinter, giving Boss Bloons brain freeze! Or skull freeze anyway. This ability has very limited use, but freezes EVERYTHING. Break a Boss Skull during its freeze, and the boss will thaw early, but that skull shatters, and its activation is completely nullified! New Expert Map - Tricky Tracks! Submitted by VillainSeven & _XLGamer10! This is the first of our winners from our last map competition, and we’re so happy to release this (and have it included inside Frontier Legends as well). So Tricky Tracks is finally here, and it’s tricky! Which tracks, considering the name. New Quest - Frontier Legends Trial Intro quest for the Frontier Campaign. New Trophy Store Items Bloons: Winter Hat Bloons Game & UI: Winter Avatar, Winter Banner New Limited Time trophy item (Note: Not available until the seasonal event begins!) Monkeys: All Towers Winter Placement Effect Game Changes / Additions Rogue permanent artifacts page now has a total owned counter Rogue permanent artifacts page now has a search bar, even without starting a new run Due to Frontier being built off the same system we were able to retroactively apply improvements in texturing to the Terrain tiles in Rogue, allowing them to match the new and much fancier ones in Frontier! This should make the environments where you see below the surface tile feel much more alive, since we have now textured the bottom of all the Terrain tiles. Bug Fixes & General Changes Resolved an issue with guest accounts not recording pops correctly in co-op Resolved an issue with missing animations for items placed in CT team island Menu Navigation should no longer run at 3x speed after a data conflict Resolved an issue with some projectiles not remembering their tower category after the parent tower is sold Event changes [Boss] Vortex’s Stun should now be correctly saved [CT] Resolved an issue with Team Score Display Map Specific changes [Midnight Mansion] default music track set to Haunted House [Lost Crevasse] Bloon Speed nodes have been slowed more to fit difficulty Legends changes [Rogue] Resolved a number of edge case crashes and performance issues [Rogue] The Low Knowledge Curse should correctly disable MK upgrades [Rogue] Rosalia’s movement should correctly match the category of her Workshop [Rogue] The Quantum Leap Artifact should no longer expire Heli Crates too quickly [Rogue] Resolved a crash with Rogue Legend profile stats Tower Specific Fixes Super Monkey Temple Mini Sun Avatars should no longer stop attacking once the main tower is sold Alchemist Resolved a crash that could occur in co-op upon losing the game while an Alchemist's transforming tonic is active. Funny, I’ve been using transforming tonic in co-op and never crashed🤔 Mermonkey x4x Ice Jet should no longer rebound off map borders independently Banana Farm Resolved an edge case crash linking Pro Farmer to a farm then selling the farm Spike Factory SFX from Bloons hitting spike piles should now be correctly rate limited Resolved a crash that could occur with spike paragon spawning mini storms in invalid locations 4xx & 5xx should no longer fail to deal their final instance of damage over time Beast Handler Resolved an issue where top path’s thrash rates differed for latched & destroyed targets Hero Specific Fixes Quincy Trophy Placement Animation should no longer break after loading a save and restarting Gwendolin Resolved an issue where extra projectiles could not be gained from applicable levels Admiral Brickell Retry Last Round should no longer cause Brickell to become invisible with her Aerial Deployment placement animation Corvus Resolved some crashes with using & loading saves with Corvus Silas Resolved an issue where only standard MOABs received a slow penalty from Rime Resolved an issue where Lv6 could attack in range of towers other than Ice Monkeys Resolved a crash with Silas in Rogue Legend related to some artifact combinations Balance Changes We wanted to focus heads down on getting the Frontier’s Campaign out before the end of the year, and due to how large of a project this ended up being we did not have the time in this update to go over our usual balance process and had to make do with the light list of changes that had already been looked at. We can’t make any promises on this as there is not much longer until we wrap up for the year and we expect it will be very busy already, but we will try to consider more light lift (numerical-only) balance along with minor v52 patches as time permits. Dart Monkey Dart Monkey’s paragon is currently far too cost effective for being the cheapest paragon so we are lowering its power, but this is mainly directly against bosses so its base damage will also increase to compensate against non-boss targets. We also want to note that the Juggernaut is currently unintentionally rebounding even off map borders, we have not fixed this for this update though will still be monitoring it for now. Dart Paragon attack cooldown increased 0.4s > 0.5s Dart Paragon Boss damage bonus reduced 80 > 60 Dart Paragon damage increased 15 > 25 Bomb Shooter Now that Bomb Blitz is much more reliable of a safety net we’re increasing its cooldown xx5 Bomb Blitz ability cooldown 60s > 75s Desperado Top and Middle Desperado favour lower tiers too much so we’re doing a light shift on these to more favour upgrades without improving them too much. Bottom path desperado on the other hand suffers on trickier maps due to its low range design so we are bumping up the knockback at all tiers and reducing Avenger’s cost. 4xx Twin Sixes price $4,800 > $5,800 5xx The Blazing Sun price $17,500 > $16,500 5xx The Blazing Sun To Burn stacks requirement reduced 55 > 50 x3x Deadeye Rifle damage reduced 12 > 10 xx4 Avenger Price reduced $8500 > 6500 Knockback Multipliers against MOABs, Heavy Bloons, Light Bloons xx3 Enforcer knockback multi increased (0, 1, 2) > (0, 2, 2) xx4 Avenger knockback multi increased (1.1, 2, 2) > (2, 3, 3) xx5 The Desert Phantom knockback multi increased (2, 3, 3) > (3, 4, 4) Heli Pilot MOAB Shove heli’s still stall ZOMGs incredibly efficiently for such a cheap tower, so we are furthering the previous nerf to ZOMG slow amount, still leaving Comanche Defense unchanged xx3 MOAB Shove ZOMG Shove 0.5 > 0.75 xx3 Heli BFB shove amount reduced 0.1 > 0.11 xx4 Comanche Defense shove amounts unchanged Super Monkey Half the bonuses for Temples were being unlocked for 1/5th the price, which ended up making it very awkward to balance a meaningful progression between these unlocks, as well as being difficult for players to remember when a new bonus unlocked. We are now spacing these thresholds out across more consistent intervals which for the most part spaces out major bonus unlocks on every 10k interval, and minor upgrades on the 5k spaces between. Lastly, we’re increasing the minimum range requirement on the Military missile further as we want it to still be very powerful, but limited enough by this factor that you wouldn’t want it on too many temples 300+ > 10,001+ (major) 1001+ > 15,001+ (minor) 2001+ > 20,001+ (major) 4001+ > 25,001+ (minor) 7501+ > 30,001+ (major) 10,001+ > 35,001+ (minor) 15,001+ > 40,001+ (major) 25,001+ > 45,001+ (minor) 50,001+ unchanged Military missile minimum range increased from 80 > 100 Mermonkey Last update many players felt blindsided when Brickell stopped applying her buff to Mermonkeys since there was no mention in the balance changes section. We would like to apologize for that - it was tasked internally as a bug as it was indeed unintended to work that way. We then left the issue alone for a long time, mostly due to other more pressing matters, and this issue fell through the cracks. In retrospect, it would have been better to treat this as balance rather than a simple bug fix due to how much time had passed. Reading through your feedback, we did consider just reverting the change, however the bigger issue that the feedback reinforced to us was that players considered Mermonkey to be so bad that it was only a "good" tower when used in combination with a single, water-only hero. This sort of forced synergy goes against our design intentions - namely that Mermonkey being our signature amphibious tower should be able to stand on its own without being balance-locked to an interaction with a single hero. With all that in mind, we feel Mermonkey's highest priority right now is large sweeping buffs to each of the paths, so most of the following changes are our first step towards this starting from the low tier crosspaths. 000 Mermonkey price reduced $375 > $275 1xx Trident Efficiency rate bonus increased 15% > 20% 2xx Trident Swiftness rate bonus increased 18% > 25% 3xx Abyss Dweller pierce reduced 24 > 20 4xx Abyssal Warrior pierce reduced 32 > 30 x2x Tidal Chill price reduced $300 > $225 x3x Riptide Champion price reduced $1900 > $1100 x3x Riptide Champion projectile speed increased 100 > 110 xx2 Echosense Network price reduced $380 > $280 xx2 Echosense Network range bonus increased 6% > 10% xx3 Alluring Melody trance pierce increased 4 > 5 xx4 Symphonic Resonance trance pierce increased 8 > 10 Spike Factory It seems we really overtuned Spike Paragon with its last changes, and it has dominated most boss events ever since, so it is being reeled back in again. Spike Paragon attack cooldown increased 10s > 11s Spike Paragon main attack damage reduced 140 > 100 Spike Paragon Small Mine explosion damage reduced 240 > 120 Spike Paragon Mini Spike Storm bonus MOAB damage reduced 160 > 100 Spike Paragon Carpet of Spikes bonus Boss damage reduced 1500 > 800 Spike Paragon Carpet of Spikes bonus MOAB damage increased 100 > 300 Spike Paragon Spiked-Mine bonus MOAB damage reduced 140 > 100 Buffs. Aura. Nerfs. Meta. Long ago, the four aspects lived together in harmony. Then, everything changed when the Ninja Kiwi Nerfs attacked. Only the Balancer, master of all four aspects, could stop them, but when Permaspike needed him most, he vanished. Two months passed and Scout and I discovered the new Balancer, a Buffer named Bubble O' Bill. And although his Buffing skills are great, he has a lot to learn before he's ready to save anyone. But I believe Bubble O' Bill can save Permaspike. xx5 Permaspike unchanged by 100% Engineer Engi Paragon is too good across the board since the addition of its Overclock ability, we’re moving the Village Range buff in line with the normal overclock, and nerfing its ability cooldown so that higher degrees are required to keep a high uptime buffing other paragons. Since the AoE overclock is unique to the Engineer Paragon and not aimed at other Paragons that part of the ability is instead being improved on. Engineer Paragon influence increase for Monkey Village reduced 25% > 15% Engineer Paragon Power Glove cooldown increased 45s > 90s Engineer Paragon AoE overclock radius increased 24 > 30 Engineer Paragon AoE overclock duration increased 15s > 30s Beast Handler The Middle Path beast handler is too effective at grouped popping for how much damage it can dish out and is having its pierce reduced. x3x Velociraptor pierce reduced 14 > 12 x3x Velociraptor pierce scale reduced +21 > +18 Hero Balance Striker Jones Striker Jones’ Concussive Shell has been working as too much of a heavy carry for how quickly it recharges, it will now have a little less pierce & the reduced MOAB duration now applies from Lv3 instead of Lv9, and will have even less duration against higher tier MOAB-Classes. Lv3 Concussive Shell pierce reduced 48 > 36 Lv9 Concussive Shell pierce reduced 58 > 48 Lv9 Concussive Shell MOAB-Class duration penalty now applies at Lv3 (-40% duration) Concussive Shell duration penalty on DDT’s remains 40% Concussive Shell duration penalty on BFB’s increased 40% > 55% Concussive Shell duration penalty on ZOMG increased 40% > 70% Obyn Greenfoot As Obyn’s value has climbed significantly, we no longer feel his Wall of Trees needs to continue being as strong as it is to prop him up, and so its pierce is being reduced. Lv10 Wall of Trees pierce reduced 3000 > 2500 Lv20 Wall of Trees pierce reduced 9001 > 7500 Psi Psi should be quite strong given their position in the game, but is performing a little too well so we are slightly reducing their Lv3 ability cooldown rate. Lv3 Psychic Blast cooldown increased 40s > 45s Silas This update resolved an issue where Silas’ Rime slow was only applying a reduced slow value to standard MOABs, meaning that all other MOAB-Class Bloons (outside of Bosses and BADs) were being completely slowed by the same amount as standard Bloons. Silas has been incredibly powerful so this fix felt entirely fair as a nerf, however we wanted to clarify this here as we mentioned there was little free time this update to review the impact of said fix in great depth so we may consider reducing the total MOAB penalty at a later date after this has time to settle Admiral Brickell We won’t repeat the Mermonkey explanation from above, so go back and read that if you haven’t. However for clarity Brickell has always been a ‘Military’ hero to us, there have only been 2 water-based towers in the Bloons series which are both military towers so it hadn’t felt necessary to explain this in further detail given her clear military title, but in hindsight this wasn’t as clear as it was to us. Brickell is in an awkward position where we see she is clearly problematic for us but we are always met with resistance when trying to do anything about this, but when we can get past this we would be more open to looking at her applying broader across military or other militarized options, though with such buffs as powerful as her Naval Tactics in particular they do need to stay limited in some regard Known Issues - Frontier We are aware of these issues and are working on fixes for them If you run into a bug, look for the RESPAWN SHERIFF option. We’ve worked hard to prevent issues here, but this is the biggest open-world-like project that our team has ever worked on, so if you do find yourself stuck or out of bounds, do not delete your save, return to the main menu of Frontier, select the ‘Settings’ button, and there should be an option for ‘Respawn Sheriff’. This is a debug tool that will move you back to Sandytown, and we have decided to leave it in with no cost to use for Launch to help with any edge cases we may have missed. The ‘Night’ toggle is currently purely cosmetic, we have many functional plans for this, though being low priority for launch these will be expanded on in a future update. Overworld Quickdraw Bloon fights currently do not have a ‘shoot’ animation when you successfully win the minigame, we plan to add one here to make these events more satisfying Sheriff’s information button currently does not provide any information. Sheriff’s abilities and what they do will be added to this button in the future. The Firing Range tile is setup as a ‘Sandbox’ for this mode, however currently this is very unclear and we will be updating its tile card to reflect this more appropriately. Geraldo, Benjamin & Banana Farms are not obtainable towers in Frontier. This is intended by design given the cash system works completely differently in this mode and they are not fun to use in this context which hampers most of their gameplay, so although some people may enjoy taking on the challenge we did not want average players to see them and expect them to work as well as other heroes so at least for launch they will not be available. Geraldo is still there manning the general store though! Optional end game side missions including tiles featuring the core bosses from the base game appear as difficult optional endgame content, there are a few known issues with some of these currently (Namely Dreadbloon and Phayze), as our focus for launch was the base campaign experience these are much harder than intended right now in part due to these issues, we'll be looking into adjusting these health values and having a greater balance pass for post-campaign content soon, so tackle them at your own peril! Boss models currently don’t animate in the Frontier Overworld. Sandytown does not show a campfire on the World Map even though it does have one. The "Quest Marker" and "You Are Here" markers will overlap each other on the map UI if you're currently in the same area the Quest Marker pin is at. You can trigger popup prompts multiple times when interacting with a locked chest, or entering new areas. When you unlock a new tower in the Saloon it'll say 1 of that tower will appear. This is a typo and simply means the tower now always has a chance to appear for hire. The tower models in the Saloon sometimes won't spawn or despawn properly if you hit the refresh button too quickly, this is purely visual and won't affect your ability to recruit. The Health and Stamina potions from Frontier are appearing as Powers in the Odyssey, also purely visual and we are working on a fix for this. Campsites/Homestead don't currently visually update any added or removed Posse members until you re-fresh the UI. Hero Icons aren't consistent between normal heroes and their skins for the tower hud in-game, some show only the head icon instead of the full body model. On the Player profile, the play stats are showing incorrect descriptions for Frontier. Purchasing new hero skins halfway through a campaign won't update these as available recruits in the Saloon. We intend to fix this so the skins get automatically added as options for hire upon purchase of the skin. Black Borders on elite tiles don't have sparkles: We know the community loves the black borders, so we have some more visual polish coming for 52.1. Deputy stars don't immediately update the UI when received. Directional track arrows are not yet showing in Frontier. Looking Forward The last update of the year puts us in a grateful frame of mind - grateful to have pushed ourselves creatively in the several big updates this year (Rogue Legends, Desperado, Silas, 3 Paragons, She-Ra and Skeletor, 6 maps, and Frontier Legends) and grateful for the deep, thoughtful play and feedback we’ve had from all of you in the community. We continue to dig into the range of responses on balance, tier lists, things you want, things you don’t want, constructive criticism, map entries, and super cool fanart. We learned more about how much we can do in a given update, and where we stretched ourselves too thin. With those things in mind, we hope you’ll accept this as our wishlist for 2026 - not commitments, but instead the areas where we want to add more and then update you in the new year as we commit to our planning as a team. Please give us feedback on which of these ideas resonates most with you. Radical creative push - the work on Legends and mini-games has made us think about other fun ways to play with tower defense core mechanics and all of the abilities, artifacts, and items we’ve created in the game. Many of these dovetail with social and team-focused play, so there’s more to play with friends and family. Mini-games: use Monkeys, props, abilities, and modifiers in different ways; still mainly tower defense play, but room to do a few that are just for fun Monkey Me & 3D social hub: visualize the large concurrent playerbase we have and make it more fun to get into Co-op and Team play Create your own 3D Monkey with customizable outfits, accessories, VFX, and pets 3D space from which to hang out, start co-op games from a list of lobbies, and play mini-games, plus private 3D Team spaces Safe chat and safe Discord integration for more ways to interact and have fun with others More Monkeys - we’ll lean into the places where players consistently spend heaps of time and have the most fun, namely Monkey Towers and Paragons This includes more game modes where players can reach and play with Paragons Archer Tower, just thinkin’ He-Man Hero mid year to coincide with the major motion picture release Corvus Skin! Social Seasons - building out Sweepstakes-style Team-based milestone challenges where the whole Bloons player base pulls together to accomplish theme-based goals Streamlined Team joining and management, including controls for active players to manage in the place of lapsed leadership Perks system that allows you to earn several buffs that can be used for the duration of that season in non-competitive and non-prestige modes (Races, Competitive Boss Events, CT, CHIMPS) Earn many Perks during a Season, but you can only equip a few for each game, so lots of mixing and matching to help you be more successful in single player and social co-op Mod Maker/Mod System (aka Game Editor) We continue to expand the capabilities of the system, which now encompasses the majority of game components and allows players to substantially remake Monkeys, Knowledge, Artifacts, Relics, and more Major work has gone into the UI presentation of these elements to make them understandable and usable on all devices We have pushed this back all year, but we’re ready to bring more people into this and deliver a first version in 2026, free to all and with Accolade support via http://nexus.gg so your favorite modders can be rewarded for their awesome mods Switch and Console We are near submission of the Switch version, but as noted previously, this is now a 2026 launch, including updates to Xbox and PlayStation to current content drops Updates for Rogue and Frontier Legends Rogue: more map layouts, lengths, and path options, further balance, and new additions Frontier: known issues as noted above but also difficulty controls, Curses, and more Thank you everyone for playing this game that we love to work on, and especially for being a thoughtful and supportive community who keep us focused on what’s most important to you in constructive and positive ways. We love what we’ve built together and we want to keep working on this for years to come. Happy Holidays to everyone and the very best wishes for a more awesomer 2026 from all of us at Ninja Kiwi! ## 编辑结论 - 本页按同一节点持续增量更新。 - 新赛季 / DLC / 重大补丁会优先写入对应节点文。 - 无法归类的更新写入“综合动态”。