I like this kinda format, I kinda hope you continue this with the other monkeys, simple or not. Most monkeys have multiple uses that tend to be obscure due to more meta picks, this sorta explanation thing would definitely help bring out more diverse usage
The 203 crosspath will increase that rate at which the trance attack pulls in new Bloons, just not its overall cooldown. So, it keeps in the same sync but it does actually grab more Bloons in that time
Crosspathing the middle path with echo sense is almost mandatory for me. The seeking projectiles and cheap camo detection is invaluable for the early game, plus the ability to stack the range boost with other mermonkeys.
One thing I found wild. The 20 stack shanobi tactics. PLUS village, PLUS alch, PLUS oben, PLUS overclock, PLUS mermonkey now. It's fun having a new buff for other strategies to ADD to them. Then you got the Druid. It has some pretty good synergies to other strategies. It's like a mini alch. That can slow bloons slightly, and can defend pretty good on its own. Think it's really cool. A lot more versatile for chimps.
I haven‘t tried this yet but in coop mode maybe you could put a mermonkey on top of a carrier flagship and put another carrier flagship on top of that and build a really big tower
Lol. SJB was aboit to say ambidextrous. In btd5 there is a special agent turtle that is amphibious and later evolves into becoming ambidextrous. So an ambidextrous amphibian.
@@Tasty.cookies I don't believe it affects anything since the Trap has an RBE limit, not a pierce limit. It can theoretically catch an infinite amount of Bloons at once as long as it doesn't fill the trap.
You spent all that time talking about the middle path and how you need the perfect angle to get the max power, but if you just crosspath it with the seeking tridents it solves that problem and becomes an insane tower. Felt like thats worth mentioning
The tentacles each act independently of each other. Like theshould be place in a loop. And since they each have their own cooldown. His damage is optimal when all tentacles are used right on cooldown.
I absolutely love the uniqueness of the mermonkey. It’s been a lot of fun to play around and limit test it. Not to mention the tier 5s are all so interesting
7:45 The way the percentages are told, the 3rd tier percent is actually completely accurate to the 15% and 20% buffs. basically instead of being a flat 35% boost, a 15% boost then a 20% boost turns out to be a 38% boost, since the 20% boost is applied ON TOP of the 15% boost. Think of it this way 100 pops/sec 15% boost makes that 115 pops per sec then the 20% is done ON the 115, not the 100. Which makes it 138 pops per sec, not 135.
6:40 Um your cost here is wrong for tier 2 (975) isn’t it? Base is 650, t1 is 270, t2 is 325. You did 650+325, when you should’ve done 650+270+325. This gives us 1245, which gives us an efficiency of 1441/1245 or 1.1574
I think you made a mistake @7:30, the cost of the Tier 2 Top Path isnt 975 as you have written (which would make the Tier 2 only cost $50) but instead 1245. Bringing the efficiency down to 1.16, meaning its even less efficient than the 1-0-0
After using the mermonkeys for only a few days, I've found the most obviously effective way to use them have been purely as a support tower. I spam the bottom path to stall MOABs like DTDs and surround them by high damage, low range towers so they get more opportunity to deal damage. The other paths I haven't quite figured out the more impressive way to utilize (the middle path feels like it doesn't do much at all, at least by the time I get the wave the bloons aren't reacting much to it).
I see it as they've had their troubles in the past with sailors getting distracted by their songs and by the Mermonkeys themselves, but now that they're on the team they've come to an understanding and mutual respect, with room for more.
They answered a question similar to that in a recent weekly blog! They said *"Do Monkey Pirates hurt MerMonkeys?* Not at all! It is more of a sibling rivalry they play up for dramatic purposes, pirates do be eccentric, looking at you Captain Tack Sparrow."
SJB completely forgetting the glaive lord exists while talking about "what could even do 500 total dot damage?? Maybe some high level players could try to figure out how to do that in some really cool way" hurts, given that it has a 100 damage by 15 ticks over 15 seconds DOT
Something that went unmentioned here, and this may age poorly with updates, but when you stack 0-0-5 mermonkey with 5-0-0 sub. There is no downtime on a level 20 Brickle naval command, use that how you will.
This is a great video showing an important mechanic of this game that actually keep sme engaged! When I saw this I immediatly searched your channel for other Tower Explanations. I would love to see more and I love your funky style for everything you do!
Poseidon get his trident to go through walls. So the seek is actualy pretty nice as it mean they will always reach max size. If you buff his speed In other ways it might get more damage than top path as all 3 trident will at least go straight on their first target and mazimize the damage from further ranges than close range and basicly triple the damage on a good chunks of the bloons.
Great video! It's really usuful to know all of the specific numbers behind the attacks so you can really maximize the Mermonkey. Here are some other things people have noticed: Because the top path's pierce buff is percentage based, it pairs best with towers that already have high pierce themselves, and less so with lower pierce towers. For example, I'm pretty sure a tower with one pierce would only do 1 extra pierce roughly every third hit with the Lord of the abyss buff, while an ice tower or bomb shooter would do loads of extra damage every attack with that same buff. The riptide champion's projectile no longer pops purple bloons, unlike it's previous tiers. Purple bloons will make the projectile instantly disappear so watch out for that. The arctic knight and popseidon abilities are affected by attack speed buffs! This makes them able to do INSANE damage with just some cheap buffs. Popseidon's main attack also benefits really well from attack speed since it has 3 projectiles so with an overclock and homeland defence popseidon can do stupid amounts of damage. I imagine this is going to get nerfed very soon so use it while you can. It's currently unclear if this is intended, but when you have an arctic knight or poseidon in the range of Obynn at level 11 or higher, the ice balls from the ability will no longer expire. This means they will keep bouncing until they run out of pierce, or until the round ends. Keep in mind that arctic knights balls only bounce off of walls, while poseidons ability also bounces off the edges of the screen. Bottom path's ability to trigger damage over time instantly is super strong. Especially 5-0-2 glue gunner and 5-x-x boomerang monkey have a ton of damage over time. Doing all that damage instantly and being able to quickly reapply it again does incredible damage. Also, an apperantly intended mechanic makes it so that since Bad bloons can't be sucked in by the Final Harmonic the instant dot trigger will happen a lot more than with other types of bloons. Just combining the final harmonic and a bloon solver makes bads absolutely melt. In my opinion this does way too much for what you're paying.
My way of explaining the Mermonkey's weird attack is that since he throws a trident, each prong can hit a bloon if they are close enough. And since it has pierce, it can rip through those first targets and can hit up to three more in the same manner
I can see the middle path mermonkey being useful as a cleanup tower in races over the spactory. It's main attack cleans up stray bloons that leak, then travel to deal big damage against the main flow at the start or middle of the track. It would need careful positioning though.
Hey, quick reminder ezili does a percentage dot, and since it scales with bloon HP, bursting the dot can do all that damage at once, and considering you can re apply and re grab blooms, it has a lot of potential on the bottom path
7:45 I'm p sure the 2-0-0 prize is stated wrongly here, seems too cheap, the actual efficiency should be way lower, placing base mermonkeys is always better than placing 2-0-0's if you have the space
That attackspeed test was kinda scuffed, The firts meremonkey not only gets to engage first whilst also being the base for when you end the test but also gets too attack denser portions of balloons than the others. the best way to test what you were testing would be somthing like spawning 100 red balloons and running it 3 times with each meremonkey in the same spot
By the way, now the 0-2-0 and above can’t attack white Bloons anymore, alongside purple Bloons that he already couldn’t pop after that upgrade, so now if he doesn’t have an MIB, he gets pretty bad
BTW it seems the top path is bugged because Lord of the Abyss has half the slowdown effect than Abyssal Warrior. (And even then I think it's quite meh, as outside of letting you put water towers on land I think it has underwhelming support and damage for a Tier 5)
The reduced hero ability cooldown is pretty good on brickel. Thats more mega mines and combined with energizer the buff charges so fast it can have great uptime
I like this new monkey. A new not broken on release tower? This one feels more like a versatile tower, it doesn’t do anything too crazy and it looks like it has a lot of crazy combos with other towers.
I've been testing in sandbox mode, and 3-0-0 seems to give a +5% buff, while 3-2-0 or 3-0-2 give a +15% ish buff. Upgrading a 3-2-0 or a 3-0-2 to 4xx keeps the same 15% pierce buff (so essentially adding nothing). Upgrading to 5xx gives the full 30% regardless of cross path. If you have a tower that's in range of both a 4xx and a 5xx, it will only receive the +15% buff from the 4xx, not the +30% buff from the 5xx. Seems like they need to do some bug fixes with the top path.
One thing I'm not sure about is: the resonance proc 200 damage at max (I'm assuming x-x-3 here), correctly? But this is the hard cap for that one time cast of resonance, for all bloons inside, or this is for each bloon that gets allured? Answering 38:50 : The best DoT is Blooncineration 2-0-5 that can do up to 450 damage per hit (MOAB dmg) while inside the Final Harmonic resonance and the second best is The Biggest One 5-0-2 with 150 (MOAB dmg). I'm assuming this only cuz I never tracked down the exactly numbers of Bloonsolver so I can't affirm. Edit: The Bloon Solver burst damage (MOAB dmg) inside Final Harmonic resonance is 440. Soooo... if u wanna the best DPS, is Bloon Solver ofc. If you wanna a similar DPS but don't have space and need some support to strips properties, then Blooncineration... Or if you just wanna hit the most bigger area possible and maybe hit multiples mermonkey's resonances at once, then go with The Biggest One, also it excels in brute dmg too Edit 2: I did some further tests and... Blooncineration is better against a grouped blimp (My test was in level 81 with 100 reinforced ZOMGs) cuz it someeeehooow has better dps? Ofc I'm comparing a tower that is 1/2 the price of another, but I dunno man, things here in BT6 are very very strange, even if the numbers says one thing the practical exercise may be different. So even with primary training, Blooncineration have 40% more DPS towards this test. EDIT 3 OMG: NO DON'T LOOK AT THE DMG NUMBERS OF THE MORTAR OR THE GUNNER... LOOK AT THE NUMBERS INSIDE MERMONKEY!!!!! OMG THE DIFFERENCE IS BIZARRE! A GLUE GUNNER 5-0-2 CAN OBLITERATE A BAD IN 3 SECONDS WHEN IT ENTERS THE CIRCLE OF DEATH!!! OMG THIS IS CRAZY NUMBERS!!! The numbers with Blooncineration was going up 1k by 1k... BUT WITH THE GLUE GUNNER OMG IT WAS GOING UP 4K BY 4K... THAT FOUR TIMES THE DPS!! But I dunno man, this sounds a little... off board. I think this is bugged with only the B.A.D and don't work this way with other blimps. Ok... so I've tested a lot of things and now my conclusions comes: This will be fixed next update, I'm pretty sure. I say this because we have 2 different situations for the Final Resonance: Normally, a blimp gets sucked > then it starts spinning until it get release back > while inside, it can proc a burst damage based on DoT ONE TIME per resonance cast. So resuming, a bloon/blimp will enter the circle, goes 3 times inside, get damaged by DoT explosion 1 time only and then get release. That's the normal comportament. But there is another situation that occurs... It only occurs with B.A.D as I know (never tested with Bosses but maybe it works similar as the B.A.D). This consists in: Whenenver a B.A.D is inside the resonance circle and get shot by a DoT projectile, it will be damage by the DoT Burst and the DoT will end. BUUUUT unlike with normal blimps, it can be re-damaged INFINITE times!!!! So a Bloonsolver and primary training should DELETE any thing! I've tested level 140 vs flying fortress and vs bloonsolver+mermonkey and these 2 together packed a punch! Not only had beaten the flying fortress, but humilhated him to the mud! So I'm pretty sure this will be patched cuz this is complete broken, one can kill the B.A.D in any chimps map with these 2 in less than five seconds, you will just more structure to beat up the 90s rounds.
I really like using them. They’re so satisfying to use. One problem I have is how huge they are. I can’t hardly fit them into areas that I can place other towers
Hey Chris something you forgot to touch up on, does the Lord of The Abyss pierce increase and The Final Harmonic pierce increase stack together on another tower? 🤔 That'd make the towers pierce insane! Plus with The Final Harmonics increase for magic monkeys as well? Things like the x20 Grandmaster Ninja or the x5 Avatar of Wrath WITH OBYN as well as any other buffs like Perma Brew, Village, and Ultraboost? The damage will be absolute ridiculousness!
I can’t believe that you showed cross path 250, but you didn’t bother showing the 052 cross path, which is much better because it gives the shots homing allowing the waves to do far more damage.
I like the way you explain the tower, and maybe someone has already pointed this out, but, your number are potentially incorrect. You said it causes a small explanation, well the first monkey is in a prime spot for the bloons to be crossing over each other and be popped, where as the other 2 because of the short range can't reach that cross path, and there explosions will not be as effective. I just watched your video so i have not tried this out to see if what I'm saying is accurate, but maybe try doing it again but switching the spots of each tower and see if the original one still comes out on top.
On some maps you can use the circling ability to have the bloons go through a spike factory without having to put it at the end And 4-x-x spiked mines or even 5xx cause burn damage And about the 10k damage over time All im gonna say is ezili 😊
0:32 not the line i expected 0:39 i mean, i guess, since they replace their attack with a different unique one depending on path? definitely makes more sense than saying mermonkey lol OK I guess you had trouble figuring out the AOE thing is all 2:36 Most similar to Pat Fusty since there isn't an actual explosion. if you need to check for the term Amphibious, Mermonkey has it in their tower description when you look at their upgrade page You're clearly supposed to use Snow Pat with the Popseidon Tack Zone combo! (That's a Battles 2 joke)
Admiral brickell players are gonna rejoice when they figure out she can be placed in the mermonkey range, same with slapping boat and buccaneer paragons
Weapon is not "very confusing" The projectile has 2 pierce. That each pop 3 bloons. In other words it's just Churchill main attack. It's a projectiles that make an explosion at every bloon it touches. Being 2 explosion max. And each explosion has 3 pierce.
I think you made a tiny mistake with the attack speed comparison. Unless the tier 2 upgrade costs only 55, the price can't be that close to the tier 1. (Top left around 7:00)
General question cause I haven't been able to get it definitively answered. If you have multiple bottom path towers, will the harmonics pick up balloons from other harmonics and send them back up the track?
35:10 @SJB The top path actually makes the alluring melody "suck up bloons faster" or some way to word it that increases how often the interval is all i know is in my test with 10 DDTs, 005 and 025 captured 5 DDTs and 205 captured 8
putting the monkeys side by side isnt exactly fair because one of the monkeys has more path than the others or just in general not the same path I would put maybe 100 pink balloons have the same monkey for each one so you know its the same placement and then slowly upgrade it 1 by 1 everytime and see what percentage of the 100 balloons that guy pops
I like this kinda format, I kinda hope you continue this with the other monkeys, simple or not. Most monkeys have multiple uses that tend to be obscure due to more meta picks, this sorta explanation thing would definitely help bring out more diverse usage
Yeah, there really aren’t any other creators who do this, and it could be really helpful to a majority of the player base
he has made a whole series like this when the game dropped like 6 years ago
The 203 crosspath will increase that rate at which the trance attack pulls in new Bloons, just not its overall cooldown.
So, it keeps in the same sync but it does actually grab more Bloons in that time
Crosspathing the middle path with echo sense is almost mandatory for me. The seeking projectiles and cheap camo detection is invaluable for the early game, plus the ability to stack the range boost with other mermonkeys.
The extra range is very helpful because attacking from farther away means the waves have a little more time to grow before hitting the bloons
i would just get a village ngl
This video could have been just a picture of the mermonkey with a blank title and I would've clicked. This tower slaps
literally (with the tentacles)
🤨🤨@@wypmangames
fun fact, ninja sticky bombs detonate immediately when entering the melody
this is because the sticky bombs are just 1 really long DoT effect
One thing I found wild. The 20 stack shanobi tactics. PLUS village, PLUS alch, PLUS oben, PLUS overclock, PLUS mermonkey now. It's fun having a new buff for other strategies to ADD to them. Then you got the Druid. It has some pretty good synergies to other strategies.
It's like a mini alch. That can slow bloons slightly, and can defend pretty good on its own. Think it's really cool. A lot more versatile for chimps.
I haven‘t tried this yet but in coop mode maybe you could put a mermonkey on top of a carrier flagship and put another carrier flagship on top of that and build a really big tower
Infinite towers hack?
4:23 amphibian is the term you're looking for 🙃
Over the hedge reference 🥶 🥶 🥶
Pat Fusty is an amphibian
ampibious
Amphibious actually, amphibian is a noun, in this case you need an adjective, the mermonkey is the first amphibious tower
Lol. SJB was aboit to say ambidextrous.
In btd5 there is a special agent turtle that is amphibious and later evolves into becoming ambidextrous. So an ambidextrous amphibian.
The mermonke is one of the best towers in the game. Pair it with an XXXL trap and go bottom path and you can suck up way more bloons with 0 micro.
oooh
I wonder if top path pierce buff affects the trap itself or just the engineer🤔
@@Tasty.cookies I don't believe it affects anything since the Trap has an RBE limit, not a pierce limit. It can theoretically catch an infinite amount of Bloons at once as long as it doesn't fill the trap.
It's only good because it's new and hasn't been nerfed yet
I often like 052 more then 250 because the seeking tridents can make use of the damage build up a lot better
You spent all that time talking about the middle path and how you need the perfect angle to get the max power, but if you just crosspath it with the seeking tridents it solves that problem and becomes an insane tower. Felt like thats worth mentioning
The tentacles each act independently of each other. Like theshould be place in a loop. And since they each have their own cooldown. His damage is optimal when all tentacles are used right on cooldown.
I absolutely love the uniqueness of the mermonkey. It’s been a lot of fun to play around and limit test it. Not to mention the tier 5s are all so interesting
You're uploads brighten my day man, love watching.
7:45 The way the percentages are told, the 3rd tier percent is actually completely accurate to the 15% and 20% buffs. basically instead of being a flat 35% boost, a 15% boost then a 20% boost turns out to be a 38% boost, since the 20% boost is applied ON TOP of the 15% boost.
Think of it this way
100 pops/sec
15% boost makes that 115 pops per sec
then the 20% is done ON the 115, not the 100. Which makes it 138 pops per sec, not 135.
6:40
Um your cost here is wrong for tier 2 (975) isn’t it?
Base is 650, t1 is 270, t2 is 325.
You did 650+325, when you should’ve done 650+270+325.
This gives us 1245, which gives us an efficiency of 1441/1245 or 1.1574
I thought so too?
I think you made a mistake @7:30, the cost of the Tier 2 Top Path isnt 975 as you have written (which would make the Tier 2 only cost $50) but instead 1245. Bringing the efficiency down to 1.16, meaning its even less efficient than the 1-0-0
For the attack speed, I think it’s a 15% reduction in time it takes to fire, which when calculated is 18% faster firing
After using the mermonkeys for only a few days, I've found the most obviously effective way to use them have been purely as a support tower. I spam the bottom path to stall MOABs like DTDs and surround them by high damage, low range towers so they get more opportunity to deal damage. The other paths I haven't quite figured out the more impressive way to utilize (the middle path feels like it doesn't do much at all, at least by the time I get the wave the bloons aren't reacting much to it).
I wonder if the Mermonkey and Monkey Buccaneer have a good or bad relationship 🤔
Top path mermonkey: Bad
Middle path: Fine
Bottom path: *Very* good
@@Town808nah the bottom path is literally a siren and the buccaneer is… a buccaneer
your honor, they're married
I see it as they've had their troubles in the past with sailors getting distracted by their songs and by the Mermonkeys themselves, but now that they're on the team they've come to an understanding and mutual respect, with room for more.
They answered a question similar to that in a recent weekly blog! They said
*"Do Monkey Pirates hurt MerMonkeys?*
Not at all! It is more of a sibling rivalry they play up for dramatic purposes, pirates do be eccentric, looking at you Captain Tack Sparrow."
SJB completely forgetting the glaive lord exists while talking about "what could even do 500 total dot damage?? Maybe some high level players could try to figure out how to do that in some really cool way" hurts, given that it has a 100 damage by 15 ticks over 15 seconds DOT
Something that went unmentioned here, and this may age poorly with updates, but when you stack 0-0-5 mermonkey with 5-0-0 sub. There is no downtime on a level 20 Brickle naval command, use that how you will.
Really nice to see the base mermonkeys atack explanation i figured it out earlier but yeah it leads for some weird interactions at the beginning
This is a great explanation video. I appreciate very much that you did it. Keep it going.
This is a great video showing an important mechanic of this game that actually keep sme engaged! When I saw this I immediatly searched your channel for other Tower Explanations. I would love to see more and I love your funky style for everything you do!
Poseidon get his trident to go through walls. So the seek is actualy pretty nice as it mean they will always reach max size. If you buff his speed In other ways it might get more damage than top path as all 3 trident will at least go straight on their first target and mazimize the damage from further ranges than close range and basicly triple the damage on a good chunks of the bloons.
Put the bottom fifth tier inside the void pool of top tier and it starts to do lots of damage from across the map possibly
Well analyzed, thank you Chris.
Great video! It's really usuful to know all of the specific numbers behind the attacks so you can really maximize the Mermonkey. Here are some other things people have noticed:
Because the top path's pierce buff is percentage based, it pairs best with towers that already have high pierce themselves, and less so with lower pierce towers. For example, I'm pretty sure a tower with one pierce would only do 1 extra pierce roughly every third hit with the Lord of the abyss buff, while an ice tower or bomb shooter would do loads of extra damage every attack with that same buff.
The riptide champion's projectile no longer pops purple bloons, unlike it's previous tiers. Purple bloons will make the projectile instantly disappear so watch out for that.
The arctic knight and popseidon abilities are affected by attack speed buffs! This makes them able to do INSANE damage with just some cheap buffs. Popseidon's main attack also benefits really well from attack speed since it has 3 projectiles so with an overclock and homeland defence popseidon can do stupid amounts of damage. I imagine this is going to get nerfed very soon so use it while you can.
It's currently unclear if this is intended, but when you have an arctic knight or poseidon in the range of Obynn at level 11 or higher, the ice balls from the ability will no longer expire. This means they will keep bouncing until they run out of pierce, or until the round ends. Keep in mind that arctic knights balls only bounce off of walls, while poseidons ability also bounces off the edges of the screen.
Bottom path's ability to trigger damage over time instantly is super strong. Especially 5-0-2 glue gunner and 5-x-x boomerang monkey have a ton of damage over time. Doing all that damage instantly and being able to quickly reapply it again does incredible damage. Also, an apperantly intended mechanic makes it so that since Bad bloons can't be sucked in by the Final Harmonic the instant dot trigger will happen a lot more than with other types of bloons. Just combining the final harmonic and a bloon solver makes bads absolutely melt. In my opinion this does way too much for what you're paying.
Rohan *really* didn't want this to have camo/lead popping at all for some reason.
My way of explaining the Mermonkey's weird attack is that since he throws a trident, each prong can hit a bloon if they are close enough. And since it has pierce, it can rip through those first targets and can hit up to three more in the same manner
I can see the middle path mermonkey being useful as a cleanup tower in races over the spactory. It's main attack cleans up stray bloons that leak, then travel to deal big damage against the main flow at the start or middle of the track. It would need careful positioning though.
Hey, quick reminder ezili does a percentage dot, and since it scales with bloon HP, bursting the dot can do all that damage at once, and considering you can re apply and re grab blooms, it has a lot of potential on the bottom path
7:45 I'm p sure the 2-0-0 prize is stated wrongly here, seems too cheap, the actual efficiency should be way lower, placing base mermonkeys is always better than placing 2-0-0's if you have the space
That attackspeed test was kinda scuffed, The firts meremonkey not only gets to engage first whilst also being the base for when you end the test but also gets too attack denser portions of balloons than the others. the best way to test what you were testing would be somthing like spawning 100 red balloons and running it 3 times with each meremonkey in the same spot
No one: Ninja Kiwi in the middle path: what if we turn the mermonkey... INTO THE BRRRR MONKEY! GENIUSSSSS
By the way, now the 0-2-0 and above can’t attack white Bloons anymore, alongside purple Bloons that he already couldn’t pop after that upgrade, so now if he doesn’t have an MIB, he gets pretty bad
BTW it seems the top path is bugged because Lord of the Abyss has half the slowdown effect than Abyssal Warrior.
(And even then I think it's quite meh, as outside of letting you put water towers on land I think it has underwhelming support and damage for a Tier 5)
The reduced hero ability cooldown is pretty good on brickel. Thats more mega mines and combined with energizer the buff charges so fast it can have great uptime
I like this new monkey. A new not broken on release tower? This one feels more like a versatile tower, it doesn’t do anything too crazy and it looks like it has a lot of crazy combos with other towers.
Being a both land and water tower makes it amphibious
I've been testing in sandbox mode, and 3-0-0 seems to give a +5% buff, while 3-2-0 or 3-0-2 give a +15% ish buff. Upgrading a 3-2-0 or a 3-0-2 to 4xx keeps the same 15% pierce buff (so essentially adding nothing). Upgrading to 5xx gives the full 30% regardless of cross path. If you have a tower that's in range of both a 4xx and a 5xx, it will only receive the +15% buff from the 4xx, not the +30% buff from the 5xx. Seems like they need to do some bug fixes with the top path.
One thing I'm not sure about is: the resonance proc 200 damage at max (I'm assuming x-x-3 here), correctly? But this is the hard cap for that one time cast of resonance, for all bloons inside, or this is for each bloon that gets allured?
Answering 38:50 : The best DoT is Blooncineration 2-0-5 that can do up to 450 damage per hit (MOAB dmg) while inside the Final Harmonic resonance and the second best is The Biggest One 5-0-2 with 150 (MOAB dmg). I'm assuming this only cuz I never tracked down the exactly numbers of Bloonsolver so I can't affirm.
Edit: The Bloon Solver burst damage (MOAB dmg) inside Final Harmonic resonance is 440. Soooo... if u wanna the best DPS, is Bloon Solver ofc. If you wanna a similar DPS but don't have space and need some support to strips properties, then Blooncineration... Or if you just wanna hit the most bigger area possible and maybe hit multiples mermonkey's resonances at once, then go with The Biggest One, also it excels in brute dmg too
Edit 2: I did some further tests and... Blooncineration is better against a grouped blimp (My test was in level 81 with 100 reinforced ZOMGs) cuz it someeeehooow has better dps? Ofc I'm comparing a tower that is 1/2 the price of another, but I dunno man, things here in BT6 are very very strange, even if the numbers says one thing the practical exercise may be different. So even with primary training, Blooncineration have 40% more DPS towards this test.
EDIT 3 OMG: NO DON'T LOOK AT THE DMG NUMBERS OF THE MORTAR OR THE GUNNER... LOOK AT THE NUMBERS INSIDE MERMONKEY!!!!! OMG THE DIFFERENCE IS BIZARRE! A GLUE GUNNER 5-0-2 CAN OBLITERATE A BAD IN 3 SECONDS WHEN IT ENTERS THE CIRCLE OF DEATH!!! OMG THIS IS CRAZY NUMBERS!!! The numbers with Blooncineration was going up 1k by 1k... BUT WITH THE GLUE GUNNER OMG IT WAS GOING UP 4K BY 4K... THAT FOUR TIMES THE DPS!! But I dunno man, this sounds a little... off board. I think this is bugged with only the B.A.D and don't work this way with other blimps.
Ok... so I've tested a lot of things and now my conclusions comes: This will be fixed next update, I'm pretty sure. I say this because we have 2 different situations for the Final Resonance: Normally, a blimp gets sucked > then it starts spinning until it get release back > while inside, it can proc a burst damage based on DoT ONE TIME per resonance cast. So resuming, a bloon/blimp will enter the circle, goes 3 times inside, get damaged by DoT explosion 1 time only and then get release. That's the normal comportament. But there is another situation that occurs... It only occurs with B.A.D as I know (never tested with Bosses but maybe it works similar as the B.A.D). This consists in: Whenenver a B.A.D is inside the resonance circle and get shot by a DoT projectile, it will be damage by the DoT Burst and the DoT will end. BUUUUT unlike with normal blimps, it can be re-damaged INFINITE times!!!! So a Bloonsolver and primary training should DELETE any thing! I've tested level 140 vs flying fortress and vs bloonsolver+mermonkey and these 2 together packed a punch! Not only had beaten the flying fortress, but humilhated him to the mud! So I'm pretty sure this will be patched cuz this is complete broken, one can kill the B.A.D in any chimps map with these 2 in less than five seconds, you will just more structure to beat up the 90s rounds.
I really like using them. They’re so satisfying to use. One problem I have is how huge they are. I can’t hardly fit them into areas that I can place other towers
great great video! really would love to see more on the format, and some youtube chapters for each tower if possible, on next monkeys :)
Mermonkey is amphibious, Boomerang Monkey is ambidextrous lolz loved this style of vid
The detonate d.o.t effects probably stacks up to 10,000 when there is multiple effects at once
13:30 - wait, do balloons have more health the higher the level? Or just after lvl 80? I never knew this.
Hey Chris something you forgot to touch up on, does the Lord of The Abyss pierce increase and The Final Harmonic pierce increase stack together on another tower? 🤔 That'd make the towers pierce insane! Plus with The Final Harmonics increase for magic monkeys as well? Things like the x20 Grandmaster Ninja or the x5 Avatar of Wrath WITH OBYN as well as any other buffs like Perma Brew, Village, and Ultraboost? The damage will be absolute ridiculousness!
I can’t believe that you showed cross path 250, but you didn’t bother showing the 052 cross path, which is much better because it gives the shots homing allowing the waves to do far more damage.
For your comment about “what even deals 500 DOT” bloom liquifier the top path glue deals 660 damage over the course of 11 seconds
tier 5 2nd path buffed with monkey village, alch, and paired with lord of the abyss is insane btw
....Okay I didn't know about the top path allowing water towers on land...heh. lol
Exactly the kind of vid I wanted, thanks
I like the way you explain the tower, and maybe someone has already pointed this out, but, your number are potentially incorrect. You said it causes a small explanation, well the first monkey is in a prime spot for the bloons to be crossing over each other and be popped, where as the other 2 because of the short range can't reach that cross path, and there explosions will not be as effective. I just watched your video so i have not tried this out to see if what I'm saying is accurate, but maybe try doing it again but switching the spots of each tower and see if the original one still comes out on top.
Today is the day I find out mermonkey can be put on land. Amazing.
riptide goes on the end on long straightways
at 7:00 the math is a bit wrong. the cost for the 200 mermonkey is incorrect. the efficiency is actually about 1.2
On some maps you can use the circling ability to have the bloons go through a spike factory without having to put it at the end
And 4-x-x spiked mines or even 5xx cause burn damage
And about the 10k damage over time
All im gonna say is
ezili 😊
0:32 not the line i expected
0:39 i mean, i guess, since they replace their attack with a different unique one depending on path? definitely makes more sense than saying mermonkey lol
OK I guess you had trouble figuring out the AOE thing is all
2:36 Most similar to Pat Fusty since there isn't an actual explosion.
if you need to check for the term Amphibious, Mermonkey has it in their tower description when you look at their upgrade page
You're clearly supposed to use Snow Pat with the Popseidon Tack Zone combo! (That's a Battles 2 joke)
Middle path tier 5 mixed with bottom path tier 2 is actually insane
Pat is also amphibious
they definitely feel a little bit weak on first glance, very interested to see what can be done with them
bro just became Alukian for 44 minutes straight
Admiral brickell players are gonna rejoice when they figure out she can be placed in the mermonkey range, same with slapping boat and buccaneer paragons
1.15 x 1.2 is actually 1.38 funny enough! don’t know if that’s how the attack speed calculation works between upgrades tho
The Mermonkey is the first tower tht can be placed on water and land!
Pat Fusty:
Pat can also be put on water and land, only discovered this by accident the other day
I just sat down to eat a fat meal and got the notification for this fat upload 😍
The XclusiveAce for btd6
🤣
Bottom path placed siren picked up with doorgunner chinook is hilarious
are you gonna talk about the fact that the mermonky was a tower mod
Echosense precision is really good with the middle path mermonkey
Weapon is not "very confusing"
The projectile has 2 pierce. That each pop 3 bloons. In other words it's just Churchill main attack. It's a projectiles that make an explosion at every bloon it touches. Being 2 explosion max. And each explosion has 3 pierce.
Check out The Final Harmonic and Glaive Lord destroy a BAD and you’ll see that damage over time effect in action
SJB, please explain the newer shorts. 👾
And make a ton more of these vids, free vid ideas and we'll like it
I think you made a tiny mistake with the attack speed comparison. Unless the tier 2 upgrade costs only 55, the price can't be that close to the tier 1. (Top left around 7:00)
Hey great video, but i think you miscalculated trident swiftness cost efficiency, because it definitely costs more than 970 right?
Thanks for the video!
You didnt show midle one with bottom path, popseidon with seeking tridents is really good, especially in open maps
I had no idea you could place water towers in the void
I believe you was looking for the word amphibious to describe the mermonkey
The sandbox section has a flaw in the code somewhere. All the towers test differently in SB
I find it funny that it's top path basically makes the Pool powerup useless lmao
don’t forget the pool, druid and banana farm exploit
Echo sense should have a monkey knowledge that make it go up to 7 or something.
SJB try not to say "random" challenge, impossible difficulty
Thank you Chris for explaining the mermonkey.
Wow playing Mermonkey on an all-water map
General question cause I haven't been able to get it definitively answered. If you have multiple bottom path towers, will the harmonics pick up balloons from other harmonics and send them back up the track?
When I tried it they just did the circles normally.
@@BramLastname Okay, so one harmonic does NOT high jack from another harmonic? Hu, well cool thought anyway 😅
Pretty sure the calculation for efficiency was wrong based on the fact that the tier 2 monkeys cost is only 975 7:38
25:38 rip to all the hommies named Chris😂😂😂
I’ve found the Abyssal Warrior actually trivializes round 63
Edit: assuming something else to cover leads 😞
She hates that , Dang chris 5 second thats terible 😳😳😳😳
I dont think he was talking about the mermonkey anymore💀
44 mins for the merman key leggooo
Why you call ZOMG's that? Doesn't it stand for zeppelin of mighty gargantuaness?
35:10 @SJB The top path actually makes the alluring melody "suck up bloons faster" or some way to word it that increases how often the interval is all i know is in my test with 10 DDTs, 005 and 025 captured 5 DDTs and 205 captured 8
[Insert bad comment]
@@TimelessGMD 🤣
That’s wild bro 😭🙏
Nah I’d win
😐 good one dad
this is probably worse than those bad comments
First land and water tower? Rip Pat fusty
4:23 - The Boomerang Monkey is the ambidextrous one :)
putting the monkeys side by side isnt exactly fair because one of the monkeys has more path than the others or just in general not the same path I would put maybe 100 pink balloons have the same monkey for each one so you know its the same placement and then slowly upgrade it 1 by 1 everytime and see what percentage of the 100 balloons that guy pops