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Bloons TD 6 - Update 53.0!

Bloons TD 6 · Community Announcements · February 12, 2026

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New Awesome

Game Changes / Additions

Bug Fixes & General Changes


Event changes

Map Specific changes

Marketing Changes

Legends changes

Tower & Hero Fixes


Platform Specific fixes

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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

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

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.

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.

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.

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.

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.

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.

Looking Forward


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.

Enjoy this first update of 2026 and we look forward to an exciting and fun year ahead!
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