[Source]
“ | The Great White will crush Bloons, including Lead Bloons in its jaws, dragging them back to the water if needed. At max Beast Power the Great White can drag down MOABs. | ” |
~ In-game description |
Great White is the third upgrade of Path 1 for the Beast Handler in Bloons TD 6. The Barracuda transforms to a Great White, which drags bloons into the water and creating literal splash damage to nearby bloons as it drags the first target, and slows down all targets it hits including Leads. As a water-dweller, the Beast Handler requires water to place a Great White. As a Tier 3 Beast Handler, default power increases by 5, from 3 to 8, and maximum power increases from 6 to 24, additionally increasing the maximum contributing Beast Handlers for this beast from 3 to 16. It also increases attack range (from 30 to 40) The splash damage can receive increased rate from all external buffs and aquatic beast merges.
Instead of simply lunging onto bloons repetitively, the Great White now drags bloons into the water, up to Ceramics, capped at 500,000 RBE on the latched target to "instakill" it, and additionally dealing 12 splash damage onto up to 10 nearby bloons at a constant rate. At base power, the rate of splashes is 0.55s from a base rate of 1.1x cooldown. Stronger bloons take more time to pull in the bloon, increasing the duration of the splash attacks. Attack speed buffs do not affect how fast the Great White can drag bloons into the water, but does affect the rate of splash damage, both of which applies to all higher tiers. If it cannot insta-kill the target, it instead latches on to it and bites its target for 5 seconds, for up to 9 ticks of damage, inflicting up to 108 damage to its affected target(s), and slowing the latched target at 60% speed compared to the splash. Additionally, Great White's attacks can now pop Leads (including DDTs, if visible), and even longer-lasting knockback with higher power.
The speed of the "instakill" attack does not increase with more power, but the damage increases by 3 per 2 power and pierce increases by a ratio of of 9 pierce every 8 power, rounded down. Knockback duration is initially 0.2s at minimum power, and increases at a ratio of an extra 0.0125s per 1 power. Great White starts off with a 1.1x attack cooldown multiplier, scaling linearly downwards up to a -0.38x cooldown multiplier, in intervals of -0.02375x, down to 0.72x.
At maximum power, it can "instakill" MOABs down into the depths, the knockback duration increases to 0.4 seconds, damage increases to 36 and pierce increased to 30. The rate of the splash attack reduces down to 0.36s at max power; more specifically, a 0.72x cooldown multiplier (-0.38x cooldown reduction) at max power, compared to 1.1x cooldown multiplier at minimum power.
This upgrade costs $1,710 on Easy, $2,010 on Medium, $2,170 on Hard, and $2,410 on Impoppable.
Description
Overview

The Great White Handler handles a new beast, the Great White Shark, instead of a Barracuda. Additionally, its pants are baggier and secured at the calves, wears jandals with blue toe grips and brown bases, and wears a purple bandana over his mouth. The starfish and barnacle on the left side of his head remains, as is the four-pointed pink starfish on the right side of his head. He also carries a lantern on his right hand. The fish hook he holds is similar to his preceding Barracuda upgrade except with more rope wrapping rotations. His hair is larger and smoother, and only has hair locks pointing streamlined backwards (instead of having two front hair locks coming out of the headband).

The Great White is a great white shark with multiple scars on his fins and eyes in addition to some torn areas on its fins, and appears wrathful in its small yellow eyes inside the blackness of inside the eye sockets. It also has barnacles attached to its head. Wrapped around the shark's torso are ropes.
Great White gains more range in addition to changing its attacks entirely. Instead of just leaping in and out, the Great White pulls in the targeted bloon up to Ceramic (or up to MOAB at 24/24 power), instantly killing the target (up to 500,000 RBE) and creating splash damage centered at the shark as the bloon gets pulled into the water. Additionally, the Great White deals much more damage, and the splash damage knocks bloons backwards. Latched targets get slowed down drastically if they cannot be taken down by the takedown.
Targeting Priorities
As an upgraded Beast Handler, the Great White Handler controls an aquatic beast. It controls a Great White. The Great White can be merged from weaker-tier aquatic beasts to add energy, empowering the Great White via a network of other Beast Handlers. Alternatively, it can be merged into stronger-tier aquatic beasts to transfer energy, empowering the stronger aquatic beast in the process. This system utilises the Merge button to select a valid Beast Handler given sufficient energy capacity.
The Beast has multiple styles of attack that follow basic targeting priorities.
- First: Targets the first bloon visible within its range.
- Last: Targets the last bloon visible within its range.
- Close: Targets the closest bloon visible within its range.
- Strong: Targets the strongest bloon visible within its range.
Additionally, the beast has a button "Place Beast" that places the beast and repositions it anywhere within valid water placement of the Beast Handler. Any contributing Beast Handlers will also grant range that allows repositioning of that beast, as long as they 1) are merged directly into the main handler and 2) have some part of their range overlap with the main handler.
Full Popology
Statistics
Updated as of Version 43.3
- Base Stats
- Great White:
- Projectile, normal type, 40 range, 1.1s, 1 impact. Spends 0.4s to jump to the target and creates a splash, which applies a 0.2s knockback to damaged non-blimp bloons that moves bloons at -150% speed, -125% speed if Ceramic or Lead. Great White attempts to calculate for Takedown. While latching on a bloon, creates a regular Splash centered at the Great White. Latches up to 5 seconds before disappearing. Target being latched moves at 60% speed if can't be instantly killed, including MOAB-class bloons, which is calculated after knockback.
- Takedown:
- Triggered from Great White, instakill, normal type, only targets up to Ceramics, spend (√lifelost + 2 (if the bloon is lead) + 1)/4 seconds to take down a bloon.
- Splash:
- Burst, normal type, 10 blast radius, 0.55s attack cooldown, 12 damage, 10 pierce. Applies a 0.2s knockback to damaged non-blimp bloons that moves bloons at -150% speed, -125% speed if Ceramic or Lead.
- Crosspathing interactions
Unlike the majority of towers in BTD6, the Beast Handler does not benefit from crosspathing. Each path spawns or upgrades a beast, rather than directly affecting the other crosspaths.
- Merging interactions
- Default Power: 8
- Min Power: 8
- Max Power: 24
- Bonus Stat Changes: Damage increases by 3 every 2 power, pierce increases by 5 every 4 power. At the default 8 power, starts with 12 damage and 10 pierce. Can apply Takedown on MOABs for 1s at max power.
- Equations: Where p is power, floor() function is rounding down, and ceil() function is rounding up:
- Damage (grapple and splash): floor(3p/2)
- Pierce (grapple and splash): floor(5p/4)
- Splash cooldown: 0.645-19p/1600
- Default Power (8, grapple and splash): 12 damage, 10 pierce.
- Max Power (24, grapple and splash): Damage increased to 36, pierce increased to 30.
- Equations: Where p is power, floor() function is rounding down, and ceil() function is rounding up:
Beast Power | Pierce | Damage | Attack Cooldown | Other |
---|---|---|---|---|
8 | 1 (grab) 10 (splash) |
500,000 (grab, instakill trigger) 12 (splash) |
1.1s (grapple) 0.55s (splash, 1.1x) |
Inflicts 0.2s knockback via splash. |
9 | 1 (grab) 11 (splash) |
500,000 (grab, instakill trigger) 13 (splash) |
1.1s (grapple) 0.5381s (splash, 1.0762x) |
Inflicts 0.2125s knockback via splash. |
10 | 1 (grab) 12 (splash) |
500,000 (grab, instakill trigger) 15 (splash) |
1.1s (grapple) 0.5262s (splash, 1.0524x) |
Inflicts 0.225s knockback via splash. |
11 | 1 (grab) 13 (splash) |
500,000 (grab, instakill trigger) 16 (splash) |
1.1s (grapple) 0.5144s (splash, 1.0288x) |
Inflicts 0.2375s knockback via splash. |
12 | 1 (grab) 15 (splash) |
500,000 (grab, instakill trigger) 18 (splash) |
1.1s (grapple) 0.5025s (splash, 1.005x) |
Inflicts 0.25s knockback via splash. |
13 | 1 (grab) 16 (splash) |
500,000 (grab, instakill trigger) 19 (splash) |
1.1s (grapple) 0.4906s (splash, 0.9812x) |
Inflicts 0.2625s knockback via splash. |
14 | 1 (grab) 17 (splash) |
500,000 (grab, instakill trigger) 21 (splash) |
1.1s (grapple) 0.4788s (splash, 0.9576x) |
Inflicts 0.275s knockback via splash. |
15 | 1 (grab) 18 (splash) |
500,000 (grab, instakill trigger) 22 (splash) |
1.1s (grapple) 0.4669s (splash, 0.9338x) |
Inflicts 0.2875s knockback via splash. |
16 | 1 (grab) 20 (splash) |
500,000 (grab, instakill trigger) 24 (splash) |
1.1s (grapple) 0.455s (splash, 0.9099x) |
Inflicts 0.3s knockback via splash. |
17 | 1 (grab) 21 (splash) |
500,000 (grab, instakill trigger) 25 (splash) |
1.1s (grapple) 0.4431s (splash, 0.8862x) |
Inflicts 0.3125s knockback via splash. |
18 | 1 (grab) 22 (splash) |
500,000 (grab, instakill trigger) 27 (splash) |
1.1s (grapple) 0.4313s (splash, 0.8626x) |
Inflicts 0.325s knockback via splash. |
19 | 1 (grab) 23 (splash) |
500,000 (grab, instakill trigger) 28 (splash) |
1.1s (grapple) 0.4194s (splash, 0.8388x) |
Inflicts 0.3375s knockback via splash. |
20 | 1 (grab) 25 (splash) |
500,000 (grab, instakill trigger) 30 (splash) |
1.1s (grapple) 0.4075s (splash, 0.815x) |
Inflicts 0.35s knockback via splash. |
21 | 1 (grab) 26 (splash) |
500,000 (grab, instakill trigger) 31 (splash) |
1.1s (grapple) 0.3956s (splash, 0.7912x) |
Inflicts 0.3625s knockback via splash. |
22 | 1 (grab) 27 (splash) |
500,000 (grab, instakill trigger) 33 (splash) |
1.1s (grapple) 0.3837s (splash, 0.7674x) |
Inflicts 0.375s knockback via splash. |
23 | 1 (grab) 28 (splash) |
500,000 (grab, instakill trigger) 34 (splash) |
1.1s (grapple) 0.3719s (splash, 0.7438x) |
Inflicts 0.3875s knockback via splash. |
24 | 1 (grab) 30 (splash) |
500,000 (grab, instakill trigger) 36 (splash) |
1.1s (grapple) 0.36s (splash, 0.72x) |
Inflicts 0.4s knockback via splash. Can trigger instakill on MOABs with less than threshold amount, pulling a single target into the water. |
Attack Interactions
- See also: Attack Interactions/Bloons TD 6/Support
- Updated as of Version 38.3
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WIP This section is yet to be updated... Interactions relating to how it grabs onto bloons may need some tweaking; currently only know a couple of really noticeable elements |
- Place Fish:
- Merge Into:
- Merge From:
- Great White:
- Great White Takedown:
- Great White Takedown (max power):
- Great White Splash:
Costs
- Note: This section does not take into account Beast Handler merges.
- Updated as of Version 46.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
[Module | Data] | Purchase | Sell | ||||||
---|---|---|---|---|---|---|---|---|
Costs | Easy | Medium | Hard | Impoppable | Easy | Medium | Hard | Impoppable |
Upgrade (3-X-X) | $1,710 | $2,010 | $2,170 | $2,410 | - | |||
Total (3-0-0) | $2,745 | $3,230 | $3,485 | $3,870 | $1,922 | $2,261 | $2,440 | $2,709 |
Crosspath (3-1-0) | $2,895 | $3,405 | $3,675 | $4,080 | $2,027 | $2,384 | $2,573 | $2,856 |
Crosspath (3-2-0) | $3,600 | $4,235 | $4,570 | $5,075 | $2,520 | $2,965 | $3,199 | $3,553 |
Crosspath (3-0-1) | $2,905 | $3,420 | $3,690 | $4,100 | $2,034 | $2,394 | $2,583 | $2,870 |
Crosspath (3-0-2) | $3,635 | $4,280 | $4,620 | $5,130 | $2,545 | $2,996 | $3,234 | $3,591 |
This upgrade's prices (or included crosspath's prices) are affected by the following MK: Better Sell Deals
Strategy
Summary
Great White offers extra knockback onto stronger bloon types including MOAB-class, supporting the defense with a limited amount of single-target instakills alongside some collateral and a slight amount of MOAB-class knockback. However, it is quite expensive for what it offers and doesn't do much damage to higher-tier blimps. It has a situational amount of group-popping power through its recurring splash attack while slowly pulling bloons into the water; this adds collateral damage as it grapples stronger targets at the same time.
When compared to Barracuda, Great White has a greater weakness against large amounts of Fast Bloons, because its latching and splash attacks aren't fast enough to catch the fast-moving Yellows and Pinks. However, the Great White is better at supporting a stable defense against singular targets such as MOABs and can act as collateral damage versus Ceramics. While the Great White is more reliant on cleanup from other towers, the Great White packs a punch against powerful waves of bloons. Great White offers high but inconsistent DPS suited best for mid-game stages (R40-79).
Tips
- A low degree Great White can serve as an effective Round 40 band-aid, slowing the MOAB down, dealing decent damage, and doing very good versus the insides. Merging to degree 12/24 allows its thrashes to oneshot Ceramics.
- Try to make use of Strong targeting to let the Great White take advantage of the stronger bloons. The knockback inflicted on a singular blimp can act as a cheaper Knockback Super Monkey that only affects a single target.
- Speed buffs are helpful for Great White's splash attack to hit more often.
- Even though crosspathing doesn't have specific interactions with the Great White, 3-2-0 Great White is generally better, since the Adasaurus can be used to break apart faster-moving bloons into manageable pieces. 3-0-2 could be helpful for picking up small amounts of Camos, though the shark doesn't gain camo detection that way.
- Because the Shark has good synergies with birds, getting rid of large RBE while the birds pick up whatever is left, having multiple Beast Handlers with top-and-bottom hybrid crosspaths is a good choice.
- Merging the tower to max degree is recommended, as one-shotting blue MOABs is a very big power increase, along with the standard damage increases.
- If budget is VERY tight (like on round 40), degree 12 lets its thrashes to oneshot Ceramics, 19/24 for Fortified Ceramics. However, degree 24 is not very expensive and is much more powerful, so still try to aim for that.
- The tower's incredibly fast MOAB instakill speed is a double edged sword. While it does make it very efficient at taking down single MOABs, it does not spend enough time out of the water to destroy nearby MOABs. The increased time to instakill a ceramic allows it to destroy multiple MOABs at once with its thrash attack, making it more favorable. However, not every round has ceramics that the great white can easily target.
Version History
Balance Changes
Great White was known for its bugged high strength in the first few updates, due to technicalities of its attack speed, causing it to formerly be far too strong. However, as the beast settled, players have noted how inferior it was when compared to its previous and next tiers. Alongside major price cuts, Version 43.0 greatly buffed the Great White's damage, allowing its damage role to become more reliable other than the maxed Shark for the MOAB takedowns.
- 36.0
- Released
- 36.1
(Bugfix) 3xx and above thrash attack cooldown when not dragging a target reduced from 0.02s -> 0.3s.
- 37.0
“ | As our newest tower to be added to BTD6, we went over feedback for every path and made a large number of adjustments addressing a variety of points. | ” |
~ Ninja Kiwi |
Great White thrash rate now benefits from speed buff
Great White splash damage increased 4 → 8, maximum damage from merges increased 8 → 16
Great White max attack rate buff from merge increased -0.20634x → -0.38x
[undocumented bug] Maximum attack rate bonus is accidentally much faster than intended rate. Due to the base 0.6x attack cooldown multiplier compared to -0.38x, the max Great White now attacks at a 0.22x.
Great White extra thrash knockback duration from merges increased 0.1s → 0.2s
[Undocumented] Base splash interval increased 0.3s → 0.5s
Splash cooldown is still 0.3s at minimum power as multiplier is 0.6x.
- Note: Combined with the aforementioned rate bonuses and undocumented base splash interval changes, the new max Great White attack cooldown is 0.11s. Additionally, none of these Great White changes affected Orca, which was still 1.1x base attack cooldown multiplier.
- 37.2
“ | Due to the number of stat values that all interact together to allow Beast Handler to work and scale in the way it does, we made a mistake in the recent top path balance changes resulting in 3xx gaining a larger merge benefit than the T4 so we have corrected this with matching rates. | ” |
~ Ninja Kiwi |
Great White thrash cooldown multiplier increased 0.6x → 1.1x (i.e. cooldown increased 0.3s → 0.55s) at minimum power.
- 39.0
“ | Great White lacks a lot of pierce for an upgrade with a slower widespread AoE design for the price range. [...] | ” |
~ Ninja Kiwi |
Great White pierce increased. Minimum increased from 6 to 10, maximum increased from 24 to 30.
Great White pierce increased (6 → 10)
Great White max bonus pierce from merge increased (18 → 20)
“ | Beast Handler’s general repositioning feels far too free right now, the reposition cooldown is being increased to a more reasonably noticeable number so this feels like a meaningful cost. | ” |
~ Ninja Kiwi |
Beast Handler beast reposition cooldown increased from 0.5s to 5s
- 40.0
“ | We feel Beast Handler balance is setting down nicely overall but it feels like the reposition cooldown increasing was far more impactful and unfun than intended, we still feel the initial delay was silly but are cutting it down again a little. [...] | ” |
~ Ninja Kiwi |
Beast Handler beast reposition cooldown decreased from 5s to 3s
- 42.0
“ | When first creating Beast Handler we balanced the T1-3 upgrade costs with a goal of creating a decision point between spending free playable space to save on cash or spending more cash to save on playable space. However in practice though some people have come on board with spending their playable space as a resource for more power; actual interest is much more divided between maximizing cost efficiency of these merges or simply using different towers. Given that spam of lower tier handlers already comes with the advantage of allowing them to be repositioned over a larger area, we’re changing our approach with a full cost rebalance across most T1-3 upgrades for exactly equal cost per point of merged beast power, instead leaving the nuance around understanding higher value merges & footprint advantage to depend more on discounts. | ” |
~ Ninja Kiwi |
Great White Shark price reduced from $2,950 to $2,075
- Overall price adjustment is -$890 due to Piranha price nerf (+$10) and Barracuda price buff (-$25)
- 43.0
“ | In going over our large list of price changes for Beast Handler’s lower tiers in 42 this change was received very positively, however we did not realize that in making this change we killed off all chance of dual-beast handlers being used as a round 1 starting option for under $650 in hard modes – So we gotta do that math all over again and convert it for difficulty, painful 😀 All T1 beast prices changed to allow 110 & 101 beast handler combos to be placed for under $650 in hard mode, all T2 & T3 prices shifted around to keep these same cost ratios. | ” |
~ Ninja Kiwi |
Great White cost reduced from $2075 to $2010
- Overall price adjustment is -$115 due to Piranha (-$10) and Barracuda (-$40)
“ | Orca is very strong currently but Great White doesn’t do so much outside of max merge MOAB Takedowns, so damage is increasing to improve these non-maxed situations. | ” |
~ Ninja Kiwi |
Great White damage increased from 8 to 12, max power damage increased from 24 to 36, and bonus damage from merges increased from 16 to 24. Does not affect Orca (30, 90, 60).
“ | We’re slightly reducing beast reposition cooldown as the tiny range leaves movement very tight, which is especially painful for Microraptor path given the low range. | ” |
~ Ninja Kiwi |
Beast Handler reposition cooldown reduced from 3s to 2s
- 45.0
“ | [...] Fish RBE limit before being able to devour the target instantly is being increased to last further into freeplay. | ” |
~ Ninja Kiwi |
Max pull RBE limit from Great White increased from 250,000 RBE to 500,000 RBE.
“ | Base handler's beast range felt too high starting off when considering the tower is built around sharing range between multiple Handlers so this range is being reduced. | ” |
~ Ninja Kiwi |
Great White handling range decreased from 60 to 50.
- 47.0
“ | As a quality of life improvement, Beast Handler movement cooldowns have now been separated | ” |
~ Ninja Kiwi |
Fish and Dino reposition cooldowns are now independent.
Bug Fixes and General Changes
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This section is incomplete. You can help by expanding it. |
Extra Notes (Version History)
- Version 42.0 slightly adjusted the efficiency of 3-0-0 Shark for merges, due to price adjustments to all its previous upgrades.
- Medium: $4235 → $3345; 529.37500 / 1 power → 418.125 / 1 power
- Version 43.0 slightly adjusted the efficiency of 3-0-0 Shark for merges, due to price adjustments to all its previous upgrades.
- Medium: $3345 → $3230; 418.125 / 1 power → 403.75 / 1 power
Bugs
- Current
- None (so far)
- Patched
- [36.0] Great White appeared to do far too much damage than was intended. While seemingly viewed as an overtuned balance change by most of the BTD6 community, Ninja Kiwi patched it as a bug in 36.1.
- [37.0] Great White at max tier may attack far too quickly when paired with speed buffs. This might be related to recent balance changes of it. Patched in 37.2.
- [36.0] Great White sometimes may permanently apply knockback effects on current layers of MOAB-class bloons even after recently unlatching from them. Patched in 37.0.
Sounds
When upgrading to Great White:
- [???]
When relocating Great White:
- [splashing]
Gallery
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Power Appearances
Official artwork
Trivia
- Great White had two separate bugs that made it attack far quicker than intended. The first one, in version 36, happened when the beast did not instakill a moab, whereas the second bug, in version 37, was simply when the beast was at high degrees.
- Great White is the cheapest tower able to impede the movement of a MOAB-class bloon.
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