Monkey Sub (BTDRN)

The Monkey Sub is a tower that first appeared in BTD5 and then in BTD6, now appearing in Bloons TD Reincarnated, firing seeking darts.

Stats
Range: 30

Attack speed: 1/1s

Pierce: 2

Seeking range: 10

Damage: 1

Projectile type: Sharp

Top path
Wider range ($150) (1/0/0)

Increases range

Range: 30 -> 40

Advanced intel ($500) (2/0/0)

Allows the sub to attack within the range of towers.

Submerge & Support ($800) (3/0/0)

Enables "Submerge" targetting priority, where the sub submerges and doesn't attack, but removes camo that stays at lead 1 second in range.

Aid Sub ($3,000) (4L/0/0)

Aid ability: Heals stun from all towers in range + Gives you 20 lives

Cooldown: 60s (20s the first time)

Power kit ($25,000) (5L/0/0)

Increase attack speed of towers + Ability affects all towers onscreen.

Attack speed boost: +10% (+1% per ability used, up to +25%)

Lives / Ability: 20 -> 50

Powerhouse ($200,000) (6L/0/0)

Completely overcharge towers!

''Aid ability becomes force field ability: Towers in range can't be stunned and bloons (ZOMG & Weaker) can't proceed. Lasts 20 seconds.''

''Overcharge ability: A tower gains x2 attack speed and immunity to stun permanently, or +50% attack speed if the tower costs more than the sub. Doesn't stack.''

Overchage cooldown: 60s (Same with first use)

Reactor Sub ($2,500) (4R/0/0)

While Submerged, an energy field emits around the sub.

Submerge DPS: 1/0.5s

Camo removal time: 1s -> Instant

Energizer ($25,000) (5R/0/0)

Reduce ability cooldowns in range!

Submerge DPS: 1/0.5s -> 2/0.1s (10/0.1s for MOAB-class)

While submerged, abilities last 20% shorter, or 50% shorter in range of the sub.

Meltdown ($500,000) (6R/0/0)

Bloons take damage, no matter where they are!

Submerge DPS (Outside range): 1/0.1s

Submerge DPS (Non-MOAB + Inside range): 2/0.1s -> 4/0.05s

Submerge DPS (MOAB-class + Inside range): 10/0.1s -> 20/0.02s

The DPS stacks with up to 5 reactor subs.

Water pollution special: The water patch holding the sub becomes polluted, dealing 5 damage every 0.1 seconds.

Ability cooldown speed (Outside range): 75% -> 50%

Ability cooldown speed (Inside range): 50% -> 25%

Middle path
Twin guns ($300) (0/1/0)

Doubles attack speed

Attack speed: 1/1s -> 1/0.5s

Triple guns ($350) (0/2/0)

3 guns proceed for faster attack speed.

Attack speed: 1/0.5s -> 1/0.33s

Airburst darts ($1,000) (0/3/0)

Darts split into 3 identical darts when expiring / hitting their pierce cap.

Armour Piercing darts ($3,500) (0/4L/0)

Darts are stronger, dealing extra damage to various bloon types.

Darts can pop anything, including leads.

Damage (Standard bloons): 1 -> 2

Damage (Shelled bloons): 1 -> 4

Damage (Fortified & Shielded bloons): 1 -> 8

Damage (MOAB-class): 1 -> 5

Damage (Fortified & Shielded MOAB-class): 1 -> 10

Darts pierce through shields

Sub commander ($25,000) (0/5L/0)

High-class sub organizer.

Subs gain "Elite" targetting priority

Subs in range get..:

+2 Pierce

+5 Range

+20% Attack speed

This sub can be upgraded to 3/5L/3

This sub deals +50% more damage per $5,000 invested in subs (Excluding this one) (Up to +500% more damage)

This sub also gets x2 range, pierce and attack speed.

Sub Imperial ($400,000) (0/6L/0)

Gains an impenetrable defence.

All subs are boosted by the sub commander buff.

Subs in range gain x4 the boost and +2 damage

This sub can now be upgraded to 4R/6L/4L

This sub gains x3 to all stats

X/4L/X subs in range can be upgraded to 3/4L/3

Naval Organization ($6,000) (0/4R/0)

Becomes more powerful the more X/4R/X subs there are (In range)

Can be boosted by up to 20 X/4R/X subs.

Attack speed: +10% per naval

Range: +5% per naval

Pierce: +2 per naval

Naval Leader ($34,000) (0/5R/0)

Leads the subs of the seven seas

Navals in range are twice as effective.

This sub gains x5 damage, x5 pierce, x2 attack speed and x2 range.

Naval War ($300,000) (0/6R/0)

Let the war of the navy begin!

Naval subs can be buffed by endless subs inside and outside range!

After the round ends, a Naval appears in a random position, taking up 25% less space.

A permanent Marine monkey is on this sub.

Marine range: 60

Marine attack speed: 1/0.1s

Marine pierce: 20

Marine damage: 40

Bottom path
Barbed darts ($200) (0/0/1)

Darts pierce through 4 bloons each

Heat tipped darts ($225) (0/0/2)

Darts pop leads and all that stuff.

Also..

Pierce: 4 -> 5

Balistic Missile ($2,000) (0/0/3)

Powerful missiles with unlimited range.

Missile blast size Per 0/0/0 bomb explosion (PBE): 2

Missile attack speed: 1/2s

Missile pierce: 80

Missile damage: 5

Mega-missiles ($12,000) (0/0/4L)

Missiles deal much more damage!

Missile damage: 5 -> 40

BOOM Missiles ($80,000) (0/0/5L)

Balistic Oversized Omnious Mechanic Missiles are beyond the strength of the original missiles.

Missile blast size PBE: 2 -> 5

Missile attack speed: 1/2s -> 1/5s

Missile pierce: 80 -> 4,000

Missile damage: 40 -> 1,000

Warhead summoner ($600,000) (0/0/6L)

Triggers the Tsar bomba ability every 10 seconds!

Stun lasts for 5 seconds, however.

First Strike ($12,500) (0/0/4L)

First Strike ability: Launch a missile targeting the strongest bloon, eliminating up to an entire ZOMG

Cooldown: 120s (40s the first time)

Strike impact damage: 5,000

Strike blast size PBE: 5

Strike blast pierce: 1,000

Strike blast damage: 2,000

Pre-emptive strike ($125,000) (0/0/5L)

When a MOAB-class appears, it shoots a missile at it at the power of the MOAB assasin's ability.

Strike blast pierce: 1,000 -> 10,000

Strike impact damage: 5,000 -> 8,000

Strike cooldown: 120s -> 40s

Multi-emptive strike ($750,000) (0/0/6L)

MOAB-class gain the pre-emptive treatment multiplie times.

Specifically when they reach 0%, 20%, 40%, 60%, 80% and 95% progress.

First strike ability shoots 5 missiles