Monkey Paladin

Monkey Paladin is a support/utillity tower which specialises in taking hits for friends and blocking bloons' paths by challenging them to duels. The Monkey Paladin has 50 HP becuase he has really good armour and with no upgrades he goes onto the track and challenges 1 bloon to a duel. Challenged bloons will stop and the Monkey Paladin will slash at it once every second and other towers can back him up. While the Monkey Paladin is dueling someone, other bloons can slip by without being challenged. The Monkey Paladin cannot challenge MOABs, because he would get owned.

Price:$900

Path 1
Tournament ($1500): The Monkey Paladin can challenge up to 3 bloons now.

Sword of Justice ($1200): Any bloons that sneak by the Monkey Paladin will feel guilty and move 50% slower. MOABs don't have consciences. (They are too evil!)

Guard Patrol ($2000): Can send a "Guard" (0/0 Monkey Paladin) to any location on the screen to patrol the area.

Knighthood ($9000): The Monkey Paladin is now strong and... Err... Justicey enough to challenge MOABs and give them consciences.

Path 2
Strategic Commands ($2000): When this is activated by a button above the targetic options, towers in the Monkey Paladin's radius will aim at wherever you're pointing.

Titanium Armour ($2000): New armour allows the Monkey Paladin to now have 100 HP!

Protector ($2500): You can pick a tower in it's radius to "Protect" by taking all the damage for them. Also gives the Monkey zpaladin band-aids to regen 1 HP every 5 secs.

Guardian Angel ($12000): Now protects all the towers in it's radius. Super Band-aids now heal 2 HP every 5 secs and new armour also reduces by 1 quarter all damage done to him. Abillity: Divine Intervention. Divine Intervention turns all damage dealt to the Monkey Paladin into healing for 10 seconds. This healing can go over the Monkey Paladin's max HP, but will dissapate by 1 HP every 3 seconds. Band-aids also do not work when the Monkey Paladin has more tham his Max HP.