Damage Types are the type of damage a certain attack inflicts. There are 11 main damage types: Normal, Acid, Sharp, Explosion, Cold, Glacier, Shatter, Energy, Arctic, Plasma, and Fire, plus the inoffensive Passive type (representing inoffensive "attacks"). Certain damage types can be granted lead-popping or camo detection, but all types can affect a different set of bloon types between: Black, White, Purple, Lead, and Frozen.
Overview
Officially, a damage type is an attribute of an attack that determines which Bloon types the attack is or is not capable of damaging, including Frozen Bloons. Additional attributes may be added to or removed from an attack to alter this further; an example of this is Hard Tacks, which grants the Tack Shooter's attack
Frozen-Popping Power without directly changing its damage type, another example is Cannot Target Frozen
for attacks that cannot target Frozen.
On a technical level, damage types did not truly exist as a game mechanic until the Mobile versions of Bloons TD 5, Bloons TD Battles, and Bloons Monkey City. In their Flash-based counterparts and in prior games, each attack was individually programmed with a list of Bloon types that were immune to them, which occasionally led to strange interactions due to oversights in these lists (i.e. Cleansing Foam in the Flash version of BMC being able to damage all Boss Bloons except Dreadbloon, rather than the other way around as presumably intended). For the sake of simplicity and familiarity, when referring to attack immunities in these prior games, Bloons Wiki instead uses the damage types from BTD6 that are the most functionally similar, listing exceptions where needed and creating arbitrarily-defined damage types in cases where this is impossible.
Quick reference
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Split It has been requested that this page be split to Attack Interactions, Damage types. The reason for this is because as mentioned by Qwerty, this wiki is planning to make a separate page for interactions that specifically deals with popping bloon types. Please discuss whether this page should be split on this talk page. |
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Disputed information accuracy The factual accuracy of this article has been disputed, possibly containing misinformation. The disputed content in question is:
Please use the talk page to discuss on any improvements to correct any misleading facts. |
Type | Normal | ![]() |
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Ghost | Shorthand |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | All |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | All |
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Yes | Yes | Yes | Yes | Yes | N/A | Yes | Yes | No | Not Ghost |
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Yes | Yes | Yes | Yes | Yes | N/A | No | Yes | Yes | Not Purple |
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Yes | Yes | Yes | Yes | Yes | No | No | Yes | Yes | Not Purple; Not Glass |
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Yes | Yes | Yes | Yes | No | Yes | N/A | Yes | N/A | Not Ceramic |
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Yes | Yes | No | Yes | Yes | N/A | No | Yes | N/A | Not Purple or white |
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Yes | No | Yes | Yes | Yes | Yes | Yes | Yes | No | Not Black or Ghost |
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Yes | Yes | Yes | No | Yes | Yes | Yes | Yes | No | Not Lead or Ghost |
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Yes | Yes | No | Yes | Yes | Yes | Yes | Yes | Yes | Not White |
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Yes | Yes | No | No | Yes | N/A | No | Yes | N/A | Not Purple or white |
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Yes | Yes | No | No | Yes | N/A | Yes | Yes | Yes | Not White or Lead |
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Yes | Yes | No | Yes | Yes | Yes | Yes | No | Yes | Not White or Frozen |
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Yes | Yes | Yes | No | Yes | N/A | No | Yes | Yes | Not Purple or Lead |
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Yes | Yes | Yes | No | Yes | Yes | Yes | No | No | Not Lead or Frozen or Ghost |
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Yes | Yes | No | No | Yes | N/A | Yes | No | Yes | Not White, Lead, or Frozen |
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No | No | No | No | No | No | No | No | No | None |
Appearances of Damage Types
Type | BTD1 | BTD2 | BTD3 | BTD4 | BTD5 Flash | BTD5 Mobile | BSM2 (Mobile) | BTD6 | BATTD | Bloons Pop | !Notes |
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No | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Introduced in BTD3 via Plasma Vision. | |
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No | No | No | No | No | No | No | No | Yes | No | Introduced in the 1.2 update of BATTD with the introduction of Ghost Bloons. |
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No | No | No | No | No | No | Yes (Plasma only) | Yes | Yes | Yes | Many attacks that are classified as Plasma or Fire were effectively Normal ![]() |
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No | No | No | No | No | No | Yes | No | No | No | Exclusive to BSM2 and its mobile counterpart. |
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No | No | No | No | No | No | No | Yes | No | No | Added with the update of BTD6 45.0 version, it is relatively rare. |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Usual damage type of the Bomb Shooter. |
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No | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Usually the damage type for Sonic Boom. Replaced Sharp in Bloons Pop!. In BSM2 Flash, both Darts and Rangs deal shatter. In BSM2 Mobile, Storm Cores (after 1.1.1) and Rangs represent the Shatter damage type. |
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No | No | No | No | Yes | No | Yes | Limited | Yes | Yes | Common to BTD5 Flash and its other Flash spinoffs. |
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No | No | No | No | No | No | No | No | No | No | It has not been added yet. Add the damage type with Arctic for convenient use in the future. |
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No | No | No | No | No | No | No | Yes | Yes | No | Introduced in BTD6 to nerf Metal Freeze/Glacier and Metal Freeze from previous generations. In BATTD, Ice King's Ice Bolts also uses this damage type. |
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Yes | Yes | Yes | Yes | No | Yes | No | Yes | Yes | No | The original damage type of the Ice Tower. Replaced by Metal Freeze/Glacier ![]() ![]() |
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No | No | No | No | No | No | No | Yes | Yes | No | Split off from Shatter ![]() |
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Yes | Yes | Yes | Yes | Yes | Yes | Yes (Mobile only) | Yes | Yes | No | Appeared in all games except Bloons Pop! and Bloons Super Monkey 2 Flash, as all sharp attacks in those games deal Shatter instead. The majority of attacks in the series have this type. In BSM2 Mobile, Darts represent the Sharp damage type. |
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No | No | No | No | No | No | No | Yes | Yes | No | Introduced in BTD6 to nerf Metal Freeze/Glacier and Metal Freeze from previous generations. Also appears in BATTD via Ice Frog Alarm. |
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No | No | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Yes | Introduced in BTD3 via Monkey Beacon, which cannot affect bloons initially. Passive in BSM2 mostly comes in the form of powerups, such as Blop Magnet. Passive also appears in Bloons Pop! as Insta Megas. |
Damage Types Assignment
Bloons TD 6
In Bloons TD 6, their damage types are determined by the immuneBloonProperties
attribute, which judges which bloon types the attack cannot affect.
- 0 = None (i.e.
Normal,
Acid)
- 1 = Lead (i.e.
Shatter)
- 2 = Black (i.e.
Explosion)
- 4 = White (i.e.
Metal Freeze,
Metal Glacier Freeze)
- Note: Metal Glacier Freeze damage type is the same as Metal Freeze but lacking the
FilterFrozenBloonsModel
code portions that specifically prevent targeting of Frozen Bloons.
- Note: Metal Glacier Freeze damage type is the same as Metal Freeze but lacking the
- 5 = Leads, White (i.e.
Cold,
Glacier)
- Note: Glacier damage type is the same as Cold but lacking the
FilterFrozenBloonsModel
code portions that specifically prevent targeting of Frozen Bloons.
- Note: Glacier damage type is the same as Cold but lacking the
- 8 = Purple (i.e.
Plasma,
Fire)
- 9 = Lead, Purple (i.e.
Energy)
- 17 = Lead, Frozen (i.e.
Sharp)
Prior to Version 25.0, the Glacier and
Metal Glacier Freeze were their own separate damage types, but has since been altered to not detect frozen-popping, instead each of the towers with those damage types had their damage types merged into other damage types and assigned
FilterFrozenBloonsModel
to prevent targeting of Frozen properties. They've been re-coded into Cold (
Cold +
Cannot Target Frozen) and
Metal Freeze (
Metal Freeze +
Cannot Target Frozen), respectively.
Characters and Allies in Bloons Adventure Time TD
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WIP This section or article is currently a work in progress (WIP), and therefore under construction. Please bear with us while our editors improve the page. |
Unlike Bloons TD 6, Bloons Adventure Time TD is more transparent about the existence and users of damage types, with many characters having explicit damage types listed in their information screens. However, there are glaring errors in some of these screens. Since BATTD towers primarily specialize in one damage type across their entire upgrade tree, the BATTD damage types list will be sorted by type and not tower and upgrade.
Normal
- All of Princess Bubblegum's attacks
- This includes the Soda and Mints ability, despite its upgrade description stating that it does "explosive damage".
- Flame Princess's ability to transform a bloon into a Flamebit
- Attacks boosted by the Plasma Goggles ability
- Supermonkey's Disarming Charisma
- Boomerang Monkey's Red Hot Rangs
- Minipults' Diamond Tipped Spikes
- Party God's main attack
- Hunter Marceline, Hunson Abadeer, Betty Grof, Night Sword, and Magic Man's Hat's soul sucking attacks
- Attacks under the influence of Tuxedo Jake's Inspiring Melody
Crushing
- Jake's Mace Hand, Big Jake Slap, Harmful If Swallowed, and Tie 'em Up
- Max's Hot Tips
- Juggernaut Max's Juggernaut
- Finn's Flying Kick
- Sai's Flash Bomb
Fire
- Flame Princess's attacks except her Flamebit transformation (although contact with the Flamebit itself deals fire damage)
- Scorcher and Flame King's attacks
- Tiny Manticore's Flamethrower attack
Shatter
- Sai's main attack when equipping Dagger of Chilled Glass
Sharp
- Finn, Warrior Bubblegum, Marceline, and Jake's attacks generally count as Sharp.
- Supermonkey and Commander Cassie's base attacks are Sharp. However, Supermonkey loses this damage type upon upgrading to Laser Eyes and beyond, and Commander can gain extra non-sharp attacks or even turn them Normal via Bloontonium Darts.
- Banana Guards and Banana Air Corps' attacks
Energy
- Laser Butterfly and Banana Man's lasers
- Supermonkey's Laser Eyes
Plasma
- Supermonkey's Plasma Eyes, Sun Avatar, and Sun God attacks
- Martin, Technological Terror, and Carl the Gem's laser attacks
Metal Freeze
- Ice Monkey's default non-damaging freeze attack
Metal Freeze/Glacier
- Ice King's freeze attacks
- Ice Monkey's Snap Freeze
Explosion
- C4 Charlie's main attack
- Captain Cassie's main attack
- Commander Cassie's missiles and warheads
- Grob Gob Glob Grod's laser attack
- The Missile trinket-based attack has this damage type against all types of bloons except one: when hitting a DDT, the missile suddenly switches to Shatter and thus can pop DDTs when the missile-armed character equips something permitting damage against Lead Bloons, ignoring the anti-explosive properties of DDTs.
Bloons Supermonkey 2
While Bloons Supermonkey 2 does note that each weapon type can only pop most groups of bloons, some of them pop bloons one may not expect. Namely, Rangs can pop frozen bloons, and Ice can pop lead bloons. A list of all the weapon class pages are provided below:
Note that Storm cores originally constituted their unique damage type that could not pop Ceramic Bloons or Lead Bloons before Update 1.1.1, but are now Shatter . Internally, projectile can pop all types of bloons but have code that prevents it from popping certain types of bloons, instead of having hardcoded damage types like BTD5 Mobile.
Bloons Pop!
In Bloons Pop!, there are five basic damage types in the game: Normal, Shatter (in-game as Sharp), Plasma (in-game as Magic), Explosion (in-game as Explosive), and Metal Glacier Freeze (in-game as Cold).
In the in-game code, these are categorized as enumerators, according to an excerpt from the game files:
// Namespace: BloonsPop [Serializable] public enum DamageType // TypeDefIndex: 7110 { // Fields public int value__; // 0x0 public const DamageType NORMAL = 0; public const DamageType SHARP = 1; public const DamageType MAGIC = 2; public const DamageType EXPLOSIVE = 3; public const DamageType COLD = 4; }
Trivia
- According to Ninja Kiwi's Version 25.1 patch notes, the default damage type is
Normal whenever damage type corruption occurs. Despite this,
Sharp remains the most common damage type.
- Sniper Monkeys in the Flash versions of the BTD5 generation can pop Frozen regardless of upgrades, and therefore are of type
Shatter. In Mobile, however, they do not, and are of Sharp
type.
- The Flash versions are inconsistent with the description of Full Metal Jacket, which describes the popping of Leads and Frozen.