Advanced Popology, vol. 4: Support Towers

[Updated on 2023-04-07 for v36.x]

Other posts in this series:

Introduction

Welcome to Advanced Popology, the series of posts providing detailed information on the towers of BTD6. Hopefully everything will be clear and understandable, but explanations on the terminology and how it is presented will also be provided in an Appendix at the end of each post.

Note that the information presented is not official. It comes largely from my own tests, feedback from countless other players, and many details have been confirmed by NK — in particular from the amazingly detailed patch notes.

Despite my best efforts, it may still contain minor inaccuracies — feel free to message me with any corrections or questions, either here on Reddit or on Discord (find me in the Ninja Kiwi server).


Banana Farm

  • Banana Farm — $1,060 / $1,250 / $1,350 / $1,500
    • size: extra large (30x30)
    • 40r
    • banana attack
      • $80 income, split between 4 bananas throughout the round
      • 15s lifetime

Top Path

  • 100 — Increased Production — $425 / $500 / $540 / $600
    • +2j (6), +$40 income ($120)
  • 200 — Greater Production — $510 / $600 / $650 / $720
    • +2j (8), +$40 income ($160)
  • 300 — Banana Plantation — $2,550 / $3,000 / $3,240 / $3,600
    • +8j (16), +$160 income ($320)
  • 400 — Banana Research Facility — $16,150 / $19,000 / $20,520 / $22,800
    • 5j, $1500 income
  • 500 — Banana Central — $85,000 / $100,000 / $108,000 / $120,000
    • +$4500 income ($6000)
    • gains productivity buff
      • +25% income to all 4xx farms
      • stacks multiplicatively with x2x valuable bananas

Middle Path

  • 010 — Long Life Bananas — $255 / $300 / $325 / $360
    • +15s lifetime (30)
  • 020 — Valuable Bananas — $680 / $800 / $865 / $960
    • +25% income
  • 030 — Monkey Bank — $3,230 / $3,800 / $4,105 / $4,560
    • +$100 income ($180), held in the bank instead of being emitted as bananas, to be collected at any time
    • bank's balance increases by 15% at the end of a round, up to a capacity of $7000
    • crosspath
      • 130: 6j * $36.666 ($220)
      • 230: 8j * $32.5 ($260)
      • 031: has a flashing dollar sign when full
      • 032: autocollects if the balance is capped at the end of a round
  • 040 — IMF loan — $6,375 / $7,500 / $8,100 / $9,000
    • loan ability
      • 90s cooldown, 2 uses per round
      • loan $9k, to be repaid by taking 50% from all future income
      • note that only one loan will take repayments at a time, even if enough is gained at once to cover several existing loans
    • +$3000 capacity ($10000)
  • 050 — Monkey-Nomics — $85,000 / $100,000 / $108,000 / $120,000
    • loan ability replaced by grant
      • 60s cooldown
      • gain $9k, which does not need to be repaid

Bottom Path

  • 001 — EZ Collect — $210 / $250 / $270 / $300
    • banana collection radius +50%
    • expired bananas are worth 50% instead of 0
  • 002 — Banana Salvage — $170 / $200 / $215 / $240
    • expired bananas are worth 85%
    • +10% sellback (80%, or 87% with MK)
  • 003 — Marketplace — $2,465 / $2,900 / $3,130 / $3,480
    • +12j (16), +$240 income ($320)
    • bananas are automatically collected immediately
  • 004 — Central Market — $12,750 / $15,000 / $16,200 / $18,000
    • +$800 income ($1120)
    • gains marketplace buff
      • +10% end of round income to all xx3+ buccaneers
      • stacks additively up to 10 times (+100%), but does not stack with Trade Empire (xx5 Buccaneer)
  • 005 — Monkey Wall Street — $51,000 / $60,000 / $64,800 / $72,000
    • +20r (60)
    • $4000 end of round income
    • 10 end of round lives
    • collects farms in range

Spike Factory

  • Spike Factory — $850 / $1,000 / $1,080 / $1,200
    • size: large (8)
    • place-spikes attack
      • 34r, 1.75s passive
      • can see past obstacles
      • on road: spikes
    • spikes item
      • 1d, 5p, 6r, sharp type
      • 50s lifetime
      • can see camo
      • expires at the end of the round
    • note: spikes can hit camo, but the tower itself does not see camo as far as the sub is concerned

Top Path

  • 100 — Bigger Stacks — $680 / $800 / $865 / $960
    • spikes item buffed: +5p (10p)
  • 200 — White Hot Spikes — $510 / $600 / $650 / $720
    • spikes item buffed: normal type
  • 300 — Spiked Balls — $1,955 / $2,300 / $2,485 / $2,760
    • spikes item buffed: +1d, +3cd, +1fd (2d, 3cd, 1fd), +2p (12p)
  • 400 — Spiked Mines — $8,075 / $9,500 / $10,260 / $11,400
    • spikes item buffed
      • +3cd, +2fd (2d, 6cd, 3fd)
      • on expire: explosion
      • on 100%p: explosion
      • note: timing-out triggers both explosions, but using up pierce only triggers one
    • explosion attack
      • 10d, 2cd, 3fd, 40p, 30r blast, explosion type
      • applies burn status: 1d/2s, 6s duration
  • 500 — Super Mines — $106,250 / $125,000 / $135,000 / $150,000
    • place-spikes attack buffed: ×2s (3.5s)
    • spikes item buffed
      • +48d, +24cd, +14fd (50d, 30cd, 17fd)
      • on damage: mini-explosion
    • explosion attack buffed
      • 1000d, 500cd, 250fd, 20p, 100r blast, normal type
      • burn status buffed: 1000d/2s
    • mini-explosion attack
      • 20d, 15cd, 5fd, 30p, 30r blast, normal type

Middle Path

  • 010 — Faster Production — $510 / $600 / $650 / $720
    • place-spikes attack buffed: ×0.8s (1.4s)
  • 020 — Even Faster Production — $680 / $800 / $865 / $960
    • place-spikes attack buffed: ×0.7s (0.98s)
  • 030 — MOAB SHREDR — $2,125 / $2,500 / $2,700 / $3,000
    • spikes item buffed: +4md (1d, 4md)
  • 040 — Spike Storm — $4,250 / $5,000 / $5,400 / $6,000
    • spike-storm ability
      • 40s cooldown, 1s duration
      • temporarily gains spike-storm attack
    • spike-storm attack
      • ∞r, 0.005s passive
      • can see past obstacles
      • on road: storm-spikes
      • note: this means 200 spikes will be placed
    • storm-spikes item
      • 1d, 4md, 5p, 6r blast, sharp type
      • can see camo
      • 10-13s random or 1 round lifetime
    • crosspath
      • 041: spike-storm spikes +50% lifetime
      • 042: spike-storm spikes only target active paths
  • 050 — Carpet of Spikes — $34,000 / $40,000 / $43,200 / $48,000
    • place-spikes attack buffed: +16r (50r), 0.33s
    • spikes item buffed: +3d, +1md (4d, 5md)
    • storm-spikes item buffed: +2d, +1md (3d, 5md)
    • spike-storm is additionally triggered automatically every 15s

Bottom Path

  • 001 — Long Reach — $125 / $150 / $160 / $180
    • place-spikes attack buffed: +8r (42r)
    • spikes item buffed: 100s lifetime
  • 002 — Smart Spikes — $340 / $400 / $430 / $480
    • gains extra targeting options
      • close: closest point to the tower in range
      • far: furthest point from the tower in range
        • note: the track has discrete points so there is usually only one furthest point; it is impossible to tell in advance whether it will be at the "start" or "end" of the visible range
      • smart: point closest to the exit, on active paths only
    • passive ability (1 round cooldown): 4× faster (0.4375s) for 2.5s
  • 003 — Long Life Spikes — $1,190 / $1,400 / $1,510 / $1,680
    • spikes item buffed
      • 140s lifetime
      • expires after 1 full round
  • 004 — Deadly Spikes — $2,975 / $3,500 / $3,780 / $4,200
    • spikes item buffed
      • +1d (2d)
      • expires after 2 full rounds
  • 005 — Perma-Spike — $25,500 / $30,000 / $32,400 / $36,000
    • place-spikes attack buffed: 4.85s
    • spikes item buffed
      • +13d (15d), +20p (25p)
      • 300s lifetime
      • expires after 3 full rounds
    • crosspath
      • 105: +20p (45)

Monkey Village

  • Monkey Village — $1,020 / $1,200 / $1,295 / $1,440
    • size: extra large (11)
    • 40r
    • support buff
      • affects anything in range, excluding self
      • +10%r

Top Path

  • 100 — Bigger Radius — $340 / $400 / $430 / $480
    • +8r (48)
  • 200 — Jungle Drums — $1,275 / $1,500 / $1,620 / $1,800
    • support buffed: 85%s
  • 300 — Primary Training — $680 / $800 / $865 / $960
    • gains primary-support
      • affects primary towers in range
      • +1p, +10%r, increased projectile speed
  • 400 — Primary Mentoring — $2,125 / $2,500 / $2,700 / $3,000
    • primary-support buffed
      • +5r, free tier 1 upgrades, -10% ability cooldown time
  • 500 — Primary Expertise — $21,250 / $25,000 / $27,000 / $30,000
    • ballista attack
      • 10d, 190cd, 190md, 100p, ∞r, 2.5s, normal type
      • can see camo, can see past obstacles
      • blimps use 10p
      • jumps to a nearby target after hitting
      • note: this is not the main attack so subs cannot use it to see camo
    • +7r (55)
    • primary-support buffed
      • +2p (+3 overall), free tier 2 upgrades, -10% ability cooldown time (-20% overall)

Middle Path

  • 010 — Grow Blocker — $210 / $250 / $270 / $300
    • applies antigrow status (cannot regrow) to bloons in range
  • 020 — Radar Scanner — $1,700 / $2,000 / $2,160 / $2,400
    • gains camo detection
    • support buffed: grants camo
  • 030 — Monkey Intelligence Bureau — $6,375 / $7,500 / $8,100 / $9,000
    • support buffed: grants normal type damage
  • 040 — Call to Arms — $17,000 / $20,000 / $21,600 / $24,000
    • call-to-arms ability
      • 45s cooldown, 15s duration
      • buffs all towers: +50%p, 66.67%s
  • 050 — Homeland Defense — $34,000 / $40,000 / $43,200 / $48,000
    • call-to-arms ability replaced by homeland-defense
      • 20s duration
      • buffs all towers: +100%p, 50%s

Bottom Path

  • 001 — Monkey Business — $425 / $500 / $540 / $600
    • support buffed: +10% discount to base towers and upgrades up to tier 3
  • 002 — Monkey Commerce — $425 / $500 / $540 / $600
    • support buffed
      • +5% discount to base towers and upgrades up to tier 3, stackable up to 3 times total
      • note: this means that the maximum discount from villages is (10+3*5)% = 25%, which stacks additively with support temples
  • 003 — Monkey Town — $8,500 / $10,000 / $10,800 / $12,000
    • support buffed
      • +50% cash modifier (additive with other cash modifiers)
  • 004 — Monkey City — $2,550 / $3,000 / $3,240 / $3,600
    • +10r (50)
    • provides a free dart monkey at the end of each round
    • gains income-support buff
      • affects income towers in range
      • +20% income
  • 005 — Monkeyopolis — $4,250 / $5,000 / $5,400 / $6,000
    • *actual cost is $5000 times the number of non-tier-5 farms in range, regardless of difficulty; these farms are sacrificed to the village when upgraded
    • gains income
      • $200 * floor(amount spent on sacrifices / 2000) per round
      • minimum $200
      • divided throughout the round into at most 10 crates

Engineer Monkey

  • Engineer Monkey — $340 / $400 / $430 / $480
    • size: medium (7)
    • nail attack
      • 1d, 3p, 40r, 0.7s, sharp type

Top Path

  • 100 — Sentry Gun — $425 / $500 / $540 / $600
    • build-sentry attack
      • 40r, 10s
      • places a sentry subtower randomly on land
    • sentry subtower
      • 25s lifetime
      • nail attack
        • 1d, 2p, 45r, 0.95s, sharp type
      • inherits buffs or can be buffed directly
      • cannot be buffed by alchemist
    • crosspath
      • 110: sentry nail +4r (49)
      • 120: sentry nail +1md, +1fd
      • 101: sentry nail +1p (3), shatter type
  • 200 — Faster Engineering — $340 / $400 / $430 / $480
    • build-sentry attack buffed: ×0.6s (6s)
  • 300 — Sprockets — $490 / $575 / $620 / $690
    • nail attack buffed: ×0.5s (0.35s)
    • sentry subtower buffed
      • nail attack buffed: ×0.5s (0.475s)
    • crosspath
      • 302: sentry nail applies pinned status on damage
  • 400 — Sentry Expert — $2,125 / $2,500 / $2,700 / $3,000
    • build-sentry attack buffed: places crushing-sentry, boom-sentry, cold-sentry, energy-sentry depending on the bloons on screen
    • crushing-sentry subtower
      • 25s lifetime
      • spiked-ball attack
        • 2d, 4cd, 22p, 50r, 1.1s, shatter type
    • boom-sentry subtower
      • 25s lifetime
      • bomb attack
        • 1 impact, 50r, 0.9s
        • on contact: explosion
      • explosion attack
        • 4d, 30p, 18r blast, explosion type
    • cold-sentry subtower
      • 25s lifetime
      • ice-ball attack
        • 1 impact, 50r, 1.5s
        • on contact: freeze
        • cannot target blimps
      • freeze attack
        • 1d, 25p, 18r blast, cold type
        • applies frozen status: 1.5s duration
        • applies permafrost status: 50% slow
    • energy-sentry subtower
      • 25s lifetime
      • laser attack
        • 2d, 2md, 8p, 50r, 0.475s, energy type
    • crosspath
      • 410: all sentries +4r
      • 410: all sentry attacks +1md and +1fd
      • 401: spiked-ball 28p, bomb 38p, ice-ball 19p, laser 10p
      • 402: all sentry attacks can apply pinned status
  • 500 — Sentry Champion — $27,200 / $32,000 / $34,560 / $38,400
    • nail attack buffed: 0.3s
    • build-sentry attack buffed: places champion-sentry
    • champion-sentry subtower
      • 25s lifetime
      • plasma attack
        • 2d, 5p, 50r, 0.06s, plasma type
      • selfdestruct attack
        • 100d, 50p, 50r blast, plasma type
        • activates either when sold or 2s after expiring
    • crosspath
      • 501: champion-sentry plasma +2p (7)
      • 502: champion-sentry plasma applies pinned status

Middle Path

  • 010 — Larger Service Area — $210 / $250 / $270 / $300
    • all attacks buffed: +20r
  • 020 — Deconstruction — $295 / $350 / $380 / $420
    • nail attack buffed: +1md, +1fd (1d, 1md, 1fd)
  • 030 — Cleansing Foam — $720 / $850 / $920 / $1,020
    • place-foam attack
      • 60r, 2s
      • can see past obstacles
      • places foam at the selected point
      • 4x speed for 1s from round start
    • foam item
      • 10p, 7r
      • 8.5s lifetime
      • decamo, degrow, delead
      • note: pierce is used even if a bloon does not have camo or regrow properties to remove
    • crosspath
      • 130: sentry nail decamo, degrow, delead
      • 230: place-foam 60%s (1.2)
      • 031: foam +5p (15)
      • 032: foam 50% slow for 2s to regular bloons
  • 040 — Overclock — $11,475 / $13,500 / $14,580 / $16,200
    • nail attack buffed
      • +12p (15p)
      • increased projectile speed, ×0.5s lifetime
    • overclock ability
      • 45s cooldown
      • 30s duration for tier 5, 45s for tier 4, 60s otherwise
      • chosen tower's reload time is temporarily reduced by 40% (attacks 1.667× faster)
      • a hero's tier is considered to be floor(level / 4), so level 20 is equivalent to tier 5
      • farms can be overclocked in exactly the same way: producing bananas is an "attack" whose cooldown changes according to the current round length
      • villages can be overclocked, even when not upgraded to 5xx: the range is increased by 25%
  • 050 — Ultraboost — $61,200 / $72,000 / $77,760 / $86,400
    • nail attack buffed: +15p (30p)
    • overclock ability replaced by ultraboost
      • 35s cooldown, 3 uses per round
      • applies overclock buff as before
      • additionally applies a permanent 4% reload buff, which stacks additively up to 10 times
      • this means that after the first ultraboost, the tower has a 96% reload multiplier, after the second it is replaced by 92%, and so on down to 60% (1.667× faster)
      • in the case of villages, this is +2.5% to range, then 5%, etc, up to +25%r

Bottom Path

  • 001 — Oversize Nails — $380 / $450 / $485 / $540
    • nail attack buffed: +5p (8p), shatter type
  • 002 — Pin — $185 / $220 / $235 / $265
    • nail attack buffed
      • on damage: applies pinned status
        • 1s duration, 100% slow, ceramic and higher are immune
  • 003 — Double Gun — $425 / $500 / $540 / $600
    • nail attack buffed: ×0.5s (0.35s)
  • 004 — Bloon Trap — $2,975 / $3,500 / $3,780 / $4,200
    • build-trap attack
      • on road: trap
    • trap item
      • 500p, 12s
      • ∞s lifetime
      • can see past obstacles
      • pops any bloon (not blimps) up to its pierce limit with a +1 cash modifier, but stores this cash until the pierce is entirely used up
      • once full, can be collected manually (100r) or automatically (5s)
      • can capture camos, as long as the engineer had camo detection while placing it
      • another trap can be placed once the attack cooldown has passed since placing the previous trap AND a deploy time of 2.8s has passed since collecting the previous trap
    • crosspath
      • 204: trap 60%s (7.2)
      • 014: trap placed at a selected point
      • 024: trap can defortify
  • 005 — XXXL Trap — $45,900 / $54,000 / $58,320 / $64,800
    • trap item buffed
      • 10000p, 5.8s
      • can trap blimps other than BAD
      • note: unlike Obyn's tree, the trap does not need to have more pierce than the RBE of a blimp in order to capture it

Paragon

  • Master Builder — $552,500 / $650,000 / $702,000 / $780,000
    • nail attack
      • 100d, 100bd, 15p, 70r, 0.3s, normal type
      • on damage: applies pinned status
        • 1s duration, 100% slow
      • has 3 independent copies of this attack
    • spawn-sentry ability
      • 20s cooldown
      • place green-sentry, red-sentry, or blue-sentry (on a cycle) at the selected point
    • green-sentry subtower
      • beam attack
        • 20d, 30bd, 10p, 0.2s, plasma type
        • can see camo
        • one solid beam from the tower to the target (or an obstacle on the way)
        • any pierce not used on bloons is used to create a focus at the target
      • focus attack
        • 100d, 250bd, 2r blast, plasma type
        • can see camo
      • spawn-subsentry attack
        • 70r, 6s
        • places a subsentry subtower randomly on land
      • selfdestruct attack
        • 30000d, 40000bd, 50p, 40r blast, plasma type
        • can see camo
        • activates either when sold or 2s after expiring
      • rotates towards cursor at 180°/s
    • red-sentry subtower
      • plasma attack
        • 5d, 4j, 10p, 70r, 0.05s, plasma type
        • can see camo
      • spawn-subsentry attack
        • 70r, 6s
        • places a subsentry subtower randomly on land
      • selfdestruct attack
        • 30000d, 40000bd, 50p, 40r blast, plasma type
        • can see camo
        • activates either when sold or 2s after expiring
    • blue-sentry subtower
      • rocket attack
        • 0d, 750md, 20p, 70r, 0.5s, normal type
        • can see camo
        • on contact: explosion
        • uses 2 pierce
      • explosion attack
        • 3d, 20p, 30r blast, normal type
        • can see camo
      • spawn-subsentry attack
        • 70r, 6s
        • places a subsentry subtower randomly on land
      • selfdestruct attack
        • 30000d, 40000bd, 50p, 40r blast, plasma type
        • can see camo
        • activates either when sold or 2s after expiring
    • subsentry subtower
      • 19s lifetime
      • plasma attack
        • 4d, 2md, 4bd, 5p, 50r, 0.06s, plasma type
        • can see camo
      • selfdestruct attack
        • 100d, 50p, 50r blast, plasma type
        • can see camo

Appendix

Main properties

  • Damage (d) is the amount of health a single hit of an attack removes.

    Some attacks do additional damage to certain types of bloon, such as:

    • Boss damage (bd)
    • MOAB-class damage (md)
    • Ceramic damage (cd)
    • Fortified damage (fd)
    • Lead damage, or flead damage
    • Camo damage

    Excess damage to blimps does not usually affect the children; exceptions will be indicated with "penetrates blimps". Excess damage to bloons usually does carry over to the children, so exceptions are indicated with "single-layer".

    "Layers" is sometimes used in in-game descriptions to mean damage. This is somewhat misleading, because for example a ceramic has 1 more layer than a rainbow, but it requires 10 damage to remove this layer.

  • Projectile count (j) is the number of projectiles emitted at once. This will be omitted if there is only 1.

    The spread of multiple projectiles will be indicated after the projectile count. For example, "8j/360°" means 8 projectiles spread out over 360 degrees.

  • Pierce (p) is the number of different targets a single projectile can hit.

    It is possible for pierce to not be an integer, if certain buffs are in effect (call to arms or shinobi tactics). In this case, the largest integer less than it is used, and the fractional part is carried over to the next projectile. For example, with 1.6 pierce, the first projectile would have 1 pierce with 0.6 left over, then 0.6+1.6 = 2.2, so the second projectile would have 2 pierce with 0.2 left over, and so on.

    "Popping power" is often used by in-game descriptions to mean pierce. We avoid the term because it is vague.

  • Impact is similar to pierce, but not affected by a "pierce buff". There is also usually a short cooldown after each impact where the projectile cannot collide with anything.

  • Range (r) is the radius of the targetable area, given in "units". May be a "blast" or a "zone", which both mean that the attack immediately affects anything in range up to the pierce limit, instead of emitting a projectile.

  • Reload time (s) is the number of seconds between attacks. This is not "attack speed", though they are closely linked: speed = 1 / reload and reload = 1 / speed.

    May be qualified with passive, which means that the attack will be used automatically, instead of only when a valid target is in range.

    Reload times greater than 0.1s are only accurate to the nearest frame (1/60th of a second). Times less than 0.1s are accurate on average — towers will release multiple projectiles on the same frame as necessary to maintain this average, similar to fractional pierce.

    Note that in-game descriptions and patch notes usually use the word "speed" even when they in fact refer to reload time.

  • Each attack has a damage type, determining which bloons take damage from the attack. Lead popping ability and camo detection can additionally be granted, indicated simply with the words "lead" or "camo". Here is a summary of which bloons can be damaged by which type:

    Type Black White Purple Lead Frozen
    Normal
    Acid
    Sharp
    Explosion
    Cold
    Glacier
    Shatter
    Energy
    Plasma
    Fire
  • Attacks can have special effects other than dealing damage, which may be triggered in one of several ways:

    • hitting but not necessarily damaging a target ("on contact")
    • damaging a target ("on damage")
    • delivering the final hit on a target ("on pop")
    • the projectile simply expiring ("on expire")

    Some common effects: - removing camo status ("decamo") - removing regrow status ("degrow") - removing fortified status ("defort") — this halves (or quarters for lead) the health of a fortified target, rounding down - creating explosions - emitting more projectiles - applying a status (such as glue or burn) to the target

  • Some attacks can only target certain types of bloon — the most obvious example is not targeting camo bloons, but also some attacks can only see blimps, or cannot see blimps, or all blimps except BAD, etc.

  • A tower can have any number of attacks, with completely independent values for all of the above stats.

  • This is not enough to fully describe all attacks! There are many special cases that simply need more words.

Upgrades

Stat modifications from a tower's upgrades are combined and applied to the base stats in the following sequence:

  • Multiplicative upgrades are applied first. These are written with a multiplcation symbol: eg "0.8×s" means that the reload time is 80% of what it was at the previous upgrade.

  • Then, percentage buffs are summed and applied together as a single modifier. For example, if one upgrade says "+10%r" and another says "+15%r", then the overall result is "+25%r", ie the range will be multiplied by 1.25.

  • Finally additive bonuses are applied. These are indicated with "+", such as "+1p" for 1 extra pierce.

These upgrades will additionally all be followed by the new value in brackets, eg "+1d (2d)".

Some tower upgrades reset a stat to a specific value instead of applying any of the above bonuses. In this case, buffs from upgrades earlier in the same path are ignored, while those from crosspaths continue to apply.

In many cases, crosspaths may apply improved or different buffs. These are listed in their own section, on the path with the higher tier.

Buffs

Towers are also able to receive "buffs" from a variety of sources. Often from other towers, but some towers also affect themselves with their own buff, some monkey knowledges act as buffs rather than upgrades, and some maps have buff effects. Most — but not all — can be identified in-game by an icon displayed above a selected tower.

Unless explicitly stated, buffs from the same "source" (the same upgrade on a different tower), do not stack.

Buffs follow the same application order as upgrades: multiplicative, percentage, additive. However, they apply separately, after all upgrades, instead of being combined with them. For example, a +10% upgrade and a +10% buff means an overall multiplier of 1.1 * 1.1 = 1.21, not 1 + 0.1 + 0.1 = 1.2 as it would be if they were both upgrades or both buffs.

Additional notes:

  • If an attack creates any extra effects, they are also affected by damage and pierce buffs that applied to the attack that created them.

  • If an attack explicitly says 0d, this can be buffed. If an attack does not mention damage, it cannot gain any from buffs.