Terminology

Last updated: 7/7/2024

Damage (d)

Damage is the amount of layers or health removed from a bloon.

Some attacks do extra damage to certain types of bloons:

  • MOAB-class damage (md)
  • Fortified damage (fd)
  • Fortified MOAB-class damage (fmd)*
  • Ceramic damage (cd)
  • Lead damage (ld)
  • Camo damage (cad)
  • Frozen damage (frd)
  • Stunned bloon damage (sd)

*This is only used for attacks that do extra damage to fortified MOAB-class bloons, but not regular MOAB-class bloons or regular fortified bloons. Similarly, if an attack does extra damage to all MOAB-class bloons and extra damage to all fortified bloons, then the md and fd properties are used.

Projectiles (j)

The number of projectiles shot at once.

If available, the spread of the projectiles are indicated. For example, 4j 60° spread means 4 projectiles that are spread out over 60 degrees.

Pierce (p)

The amount of targets an attack can hit.

Sometimes, pierce is replaced with impact (i). This is the same as pierce, except for that it can't be pierce buffed.

Range (r)

The radius of where the tower can detect bloons to then attack them.

If "blast" or "zone" is indicated afterwards, the attack affects bloons immediately instead of throwing a projectile (for example, 4xx Monkey Sub's radioactive attack)

Attack cooldown (s)

The time between attacks in seconds. This is commonly confused with attack speed, which refers to attacks per second. For example, if a tower shoots a projectile every quarter second, then it has 4 attack speed, but 0.25 attack cooldown, which is what is used here.

  • 0.95s means the time between each attack is 0.95 seconds

Attack cooldown buffs (i.e. 75%s) decrease the time between attacks

  • 75%s on a 1s attack would become 0.75s, because 75% of 1s is 0.75s

If "passive" is indicated afterwards, the tower always attacks, as opposed to the default behavior, where a tower only attacks if there is a tower in range.

Damage type

There are several different damage types, each corresponding to different bloons that the attack can pop.

  • Normal: all types of bloons
  • Acid: all types of bloons
  • Sharp: all except lead and frozen
  • Explosion: all except black
  • Cold: all except white, lead, and frozen
  • Glacier: all except white and lead
  • Shatter: all except lead
  • Energy: all except purple and lead
  • Plasma: all except purple
  • Fire: all except purple

Camo

This specific attack can target and hit camo bloons. This does not mean that the entire tower can hit camo bloons.

Decamo

The attack removes the camo property from affected bloons.

Deregrow

The attack removes the regrow property from affected bloons.

Defort

The attack removes the fortified property from affected bloons.

Upgrades and buffs

When applying many stat buffs from both upgrades and external towers, it is important to apply them in the correct order. The algorithm is as follows:

  • Stat buffs from tower upgrades always apply before buffs from external towers.
    • First, multiplicative buffs are applied. For example, if a tower has 2 pierce and has an upgrade that gives it 3x pierce ("300%p"), then it now has 6 pierce.
    • Next, percentage buffs added together and applied as a multiplier. For example, if we have:
      • one upgrade that gives +50%p, and
      • one upgrade that gives +200%p,
      then both stats are first added together (+250%p) and then multiplied. For our previous example, 6*2.5 = 15 pierce.
    • Finally, additive buffs are added together. For example, a +20p buff will result in 15+20 = 35 pierce.
  • After all upgrades have been evaulated, external buffs are then applied using the above process. Remember, these calculations use our previously calculated value.
  • For example, if we have a buff that gives us 200%p, we multiply it by our 35p to get 70p.

Experimental features

jr - proJectile Radius

jsp - proJectile SPeed

js - proJectile lifespan in Seconds

ds - emission Delay in Seconds

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