How To Get Eco Power Xp
In Bloons TD Battles Mobile, Powers are powerups that tin be activated in each game. Originally, at that place were three categories of Powers: Rail Powers, Tower Powers, and Bloon Powers. In Version half dozen.0, many more Powers accept been released for each category. New Powers can be unlocked for XP Points of a corresponding Power category, forth with Universal XP for whatever Power category. In Version 6.2, Eco Powers are released equally a fourth Ability that can exist exchanged for whatsoever of the other three Powers categories. XP Points can be gained for any Ability category that are equipped into boxing. Version half-dozen.3 adds Sabo Powers every bit a fifth Power, again exchangeable as function of three-power loadout.
Added in Version vi.0, Powers take been released. Every fourth dimension the actor wins (or loses a game without surrendering or force-quitting), they gain XP for each of three unique categories of Powers in equal amounts split among them. The categories of the Powers include: Monkey Boost, Bloon Boost, and Red Hot Spikes.
Version vi.2 introduced a fourth category of Powers chosen Eco Powers. Dissever from the other three, it has its own XP counter with the full use of Universal XP. Swapping a Track, Tower or Bloon ability will give you lot XP for the Eco Power instead after a match is over, likewise equally changing and enhancing the customization possibilities of your Powers loadout.
Version 6.three introduced a fifth category of Powers called Sabotage Powers. Again, separate from all other current powers, it has its ain XP counter with the total use of Universal XP. Again, similar rules apply when gaining XP for Sabotage Powers.
Each category of Powers has unlockable variants that tin be swapped out once unlocked. They all have certain paths leading towards them. However, you can only have powers from three different categories in your loadout.
List of Powers [ ]
Rails Powers [ ]
Name | Upgrade Type | Prerequisites | Description | Other notes |
---|---|---|---|---|
Blood-red Hot Spikes | N/A | Unlocked by default | Place a parcel of 20 on the runway. 3 uses. | - |
Better Bundles | Path 1, Tier i | 500 XP | Place a bundle of 30 on the rail. Three uses. | Spike piles wait similar except contain more than spikes. |
Even Better Bundles | Path i, Tier 2 | 2500 XP, Better Bundles | Identify a bundle of 40 on the rails. Three uses. | Spike piles look similar except comprise more spikes. |
Best Bundles | Path 1, Tier 3 | 5000 XP, Even Better Bundles | Place a bundle of 50 on the rail. Three uses. | Fasten piles look similar except incorporate more spikes. |
Spike Storm | Path 1, Tier 4 | 7500 XP, Best Bundles | Comprehend the entire track in ruby-red hot spikes. Two uses. | Spike Storm power unleashes a pack of 200 MOAB-SHREDR spikes with Red Hot Spikes, spread on the entire rails. Each spike stack has three spikes. Spikes last for seven.5 seconds. |
Monkey Glue | Path 2, Tier 1 | 500 XP | Place a blob of corrosive glue on the rails. Three uses. | Applies on up to 40 bloons per blob, and slows them by 50%. Gum is 2-0 formula. |
Lots of Glue | Path ii, Tier 2 | 2500 XP, Monkey Gum | Identify a bigger hulk of corrosive mucilage on the track. Five uses. | Applies on up to 80 bloons per blob, and slows them by 70%. Glue is 0-0 formula. |
Monkey Acid | Path ii, Tier 3 | 5000 XP, Lots of Glue | Place a blob of bloon dissolver gum on the track. Iii uses. | Applies on upward to 30 bloons per blob, and slows them by l%. Glue is 3-0 formula, but doesn't bear on MOAB-Class bloons. |
Glue Storm | Path two, Tier four | 7500 XP, Monkey Acid | Cover all the bloons on screen in corrosive gum. Two uses. | Similar to Glue Striker, it affects every bloon on screen, and slows them by 50%. Does not affect MOAB Class Bloons. Information technology has a cooldown of fifteen seconds. Duration is four seconds. Glue is 2-four formula, simply doesn't affect MOAB-Grade bloons. |
Exploding Mega Pineapples | Path 3, Tier 1 | 500 XP | Driblet a big exploding pineapple on the rail to deal with groups of bloons. 15 uses. | Explosion radius is around fifty% larger than the Ace Pineapples. Deals ii damage on each bloon affected in the radius. Does not pop Black or Zebra bloons. |
Lightning Bolts | Path 3, Tier 2 | 2500 XP, Exploding Mega Pineapples | Place a lightning belfry to strike out at bloons on the screen. Three uses. | Similar to the Chain Lightning Ability Card in Menu Battles, shoots every 0.5 seconds, and lasts 7 seconds on the map. Cooldown of 4 seconds. |
Juggerlanche | Path 3, Tier three | 5000 XP, Lightning Bolts | An avalanche of Juggernauts roll down the screen wiping out whatever bloons. Two uses. | Similar to the Power Carte in Card Battles, it launches 15 Juggernaut balls and motility downward. Cooldown of 8 seconds. |
Shield | Path 3, Tier 4 | 7500 XP, Juggerlanche | A shield blocks the leave, stopping 200 red bloons, or equivalent, from leaking. One employ. | The power automatically places a shield at the end of the neutral bloon track. A pretty bad power if in that location are multiple bloon paths or the player sent bloons come from the opposite side. |
Tower Powers [ ]
Name | Upgrade Type | Prerequisites | Description | Other notes |
---|---|---|---|---|
Tower Boost | N/A | Unlocked past default | Boost your Towers attack speed by 80% for 12 seconds. Three uses. | - |
Range Heave | Path i, Tier 1 | 500 XP | Boost your Towers range by 60% and attack speed by 50% for 20 seconds. Three uses. | |
Camo Shred | Path one, Tier 2 | 2500 XP, Range Boost | Boosts attack speed and enables towers to see and do more damage to camo bloons for 20 seconds. Three uses. | Attack speed increased by 10% for the elapsing, as well as grants camo detection and actress camo damage for the duration. |
Popular Heave | Path 1, Tier iii | 5000 XP, Camo Shred | All towers granted slight speed heave and double pierce for twenty seconds. | Assault speed increased by 10% for the duration, as well every bit grants double pierce for the duration. |
Impairment Boost | Path 1, Tier 4 | 7500 XP, Pop Heave | Pop ii layers for the price of 1. All towers go +1 harm and slight assail boost for fifteen seconds. Three uses. | Attack speed increased by 10% for the duration, as well as grants +1 damage for the elapsing. |
Improved Towers Boost | Path 2, Tier i | 500 XP | Boost your Towers assail speed past 100% for 10 seconds. Three uses. | |
Long Tower Heave | Path 2, Tier 2 | 2500 XP, Improved Towers Heave | Boost your Towers attack speed past 60% for 20 seconds. Three uses. | |
Intense Tower Boost | Path 2, Tier 3 | 5000 XP, Long Belfry Boost | A quick only farthermost boost for your Towers. Attack Speed increased by 110% for ix seconds. 3 uses. | |
Empowered Towers | Path ii, Tier 4 | 7500 XP, Intense Tower Boost | Boost your Towers attack speed past 85% and range by twenty% for 16 seconds. 3 uses. | |
Big Bloon Beatdown | Path 3, Tier 1 | 500 XP | Towers do double damage to MOAB-Course Bloons for 22 seconds. Four uses. | Does not piece of work on anything other than MOAB-class bloons. No assail speed bonus. |
Big Bloon Buster | Path 3, Tier 2 | 2500 XP, Big Bloon Beatdown | Towers practice triple harm to MOAB-Form Bloons for 18 seconds. Three uses. | Does not work on anything other than MOAB-class bloons. No attack speed bonus. |
Big Bloon Slow | Path iii, Tier 3 | 5000 XP, Big Bloon Buster | All MOAB-Class bloons move 75% slower for 15 seconds. 3 uses. | Incorrectly states that it slows by threescore%. Does not work on annihilation other than MOAB-grade bloons. No set on speed bonus. |
Bloon Snipe | Path three, Tier 4 | 7500 XP, Big Bloon Slow | Instantly destroy the largest Bloon on screen. Five uses. | No assault speed bonus. |
Mega Tower Heave | N/A | Available in Mega Boosts only | 3x Tower Mega Boost | Mega Boosts exclusive power, it upgrades every tower in the map for free. Has three uses. |
Bloon Powers [ ]
Proper name | Upgrade Type | Prerequisites | Description | Other notes |
---|---|---|---|---|
Bloon Boost | N/A | Unlocked by default | Speed upward spawned bloons past 30% for 12 seconds. Three uses. | Despite the description proverb information technology heave sent bloons by 30% speed, it actually increases speed by 20% |
Crowded Bloons | Path 1, Tier one | 500 XP | Increase the spawn rate of bloons by fifty% for 15 seconds. 3 uses. | - |
Jam Packed | Path ane, Tier 2 | 2500 XP, Crowded Bloons | Bloons move 15% faster and spawn twice as fast for 10 seconds. Two uses. | - |
Upgrade Bloons | Path ane, Tier iii | 5000 XP, Jam Packed | Increases by one rank the next 15 bloons spawned, up to a maximum of Rainbow. Three uses. | Earlier the vi.1 update, this power did not take a timer, meaning if activated multiple times without sending any bloons, the upgrades stacked, allowing the player to send rainbows as early as Round 6 or even Round 4. Every bit of Version vi.1, nevertheless, the power now has a timer of 20 seconds before it wears off. |
Camo Regrow Efficiency | Path 1, Tier four | 7500 XP, Upgrade Bloons | The cost of Camo and Regrow upgrades are reduced by 25% for fifteen seconds. Three uses. | - |
Improved Bloon Boost | Path ii, Tier i | 500 XP | Speed upwards sent bloons by 40% for 12 seconds. Three uses. | Despite the clarification saying it boost sent bloons past 40% speed, it actually sounds and gives the same speed heave as Bloon Heave. This is most likely a bug in the game. |
Quick Shot | Path 2, Tier 2 | 2500 XP, Improved Bloon Heave | Speed up the adjacent viii sent non-MOAB-Class Bloons by 100%. Three uses. | Affects up to Ceramics, significant MOAB-class bloons do not waste matter this blazon of boost. Before the 6.1 update, the power did not have a timer. As of Version half-dozen.1, even so, it has a timer of 40 seconds before it wears off. |
Long Bloon Boost | Path 2, Tier iii | 5000 XP, Quick Shot | Speed upwards sent bloons by 25% for 20 seconds. 3 uses. | - |
Super Bloon Boost | Path 2, Tier 4 | 7500 XP, Long Bloon Boost | Bloons reach super speed. Sent Bloons move 50% faster for 12 seconds. Three uses. | - |
MOAB Boost | Path 3, Tier 1 | 500 XP | Speed up sent MOAB-Course Bloons past 50% for 15 seconds. Three uses. | Only applies to MOAB-class bloons and affects child bloons. |
Beefy MOABs | Path 3, Tier 2 | 2500 XP, MOAB Heave | Increase health of sent MOAB-Course Bloons by 50% for twenty seconds. Three uses. | Just applies to MOAB-course bloons. Does non impact kid bloons. |
Turbo MOABs | Path 3, Tier iii | 5000 XP, Beefy MOABs | Speed up side by side 2 sent MOAB-Form Bloons by 60% for 20 seconds. Iii uses. | Merely applies to MOAB-class bloons. Speed affects MOAB class child bloons, simply does not affect not-MOAB class child bloons. |
Empowered MOABs | Path 3, Tier 4 | 7500 XP, Turbo MOABs | Increase health past 35% and speed past 35% of sent MOAB-Class Bloons for 15 seconds. Three uses. | Only applies to MOAB-class bloons. Speed affects kid bloons. Health does not affect kid bloons. |
Mega Bloon Boost | North/A | Bachelor in Mega Boosts simply | 3x uses of Bloon MegaBoost | Mega Boosts exclusive power, information technology upgrades all role player side bloons past 1 rank for 12 seconds. Also affects MOAB Class Bloons. Has three uses. |
Eco Powers [ ]
Name | Upgrade Type | Prerequisites | Description | Other notes |
---|---|---|---|---|
Eco Heave | N/A | 0 XP/ Unlocked by default | Boost your income by 5x the round number. Three uses. | Gives vi income multiplied by the round number y'all are currently at. For example, if you are at Round 10, your power will grant +$60 income |
Salted Wounds | Path 1, Tier 1 | 500 XP | Heave income by $10 per life lost by opponent for 25 seconds. Three uses, max $100 eco per utilize. | Every time a bloon leaks on your opponent's side, you lot go 10 income, and due to the gain cap, your opponent has to leak at nearly ten Cherry bloons, or equivalent, to proceeds the max income amount. This value is multiplied past the leaked bloon's RBE, so, for instance, if your opponent leaks a Pink, you become 50 income per employ; for a Zebra/Pb, you'll only gain 100 income per utilize. |
Cash Injection | Path 1, Tier 2 | 2500 XP, Salted Wounds | Instant cash equal to $50 x circular number. 3 uses. | Gives $50 cash multiplied by the round number y'all are currently at, up to a maximum of $1000. For example, if you are at Round 8, your power will grant +$400 cash. Yet if you are past Round 20, you lot'll still gain the $1000 cash gap. |
Rubber to Gold | Path 1, Tier 3 | 5000 XP, Cash Injection | Earn $3 per Bloon popped for 15 seconds. 3 uses. | Similar to the Bounty power in Card Battles, except it gives you no income and you get $3 greenbacks per bloon popped instead of $1 for the said amount of time. Yous tin can stack both Rubber to Gold and Bounty in Cards to gain $four cash per bloon popped, simply the duration depends on the power yous've activated. |
Budget Bloons | Path 1, Tier 4 | 7500 XP, Safe to Gold | Reduces cost of sending Boons by 50% and reduces negative eco penalty by 50% for 15 seconds. Two uses. | Combined with the Camo Regrow Efficiency power, the cost of Camo and Regen, or combined, rushes tin can become dealier and cheaper. Negative eco penalization just applies to Fast Cooldown Ceramics and MOAB Grade bloon sends. |
Copy Eco | Path two, Tier 1 | 500 XP | Replaces your income with your opponent's, to a maximum of $600. 2 uses. | Similar to the Tax ability in Bill of fare Battles, except your income value is changed with your opponent'south. However, if your opponent has over 600 income, you lot'll simply get the max cap of 600 eco on your side, making it a bad power in late game, unless you have very low income from sending MOAB rushes. |
Improved Eco Boost | Path two, Tier 2 | 2500 XP, Re-create Eco | Boost your income past 6x the round number. Three uses. | Outcome is like to Eco Boost but gives more greenbacks. |
Eco Amplifier | Path 2, Tier iii | 5000 XP, Improved Eco Boost | Next income earned is doubled. Three uses. | Using this power will give y'all cash equal to two times your current income value. |
Super Eco Heave | Path 2, Tier 4 | 7500 XP, Eco Amplifier | Boost your income past 7x the round number. Three uses. | Upshot is similar to Eco Boost but gives more greenbacks. |
Better Soil | Path iii, Tier ane | 500 XP | All Farms earn 30% more than for 3 rounds. 3 uses. | Using this power volition affect all current and newly placed Banana Farms and gives 30% more cash, regardless of the upgrades it has. You cannot stack multiple of this power. |
Fertile Soil | Path 3, Tier two | 2500 XP, Better Soil | All Farms earn 40% more for ii rounds. Three uses. | Consequence is like to Better Soil, except Farms give twoscore% more cash. You cannot stack multiple of this ability. |
Genetically Enhanced Crops | Path three, Tier three | 5000 XP, Fertile Soil | All Farms instantly generate two rounds worth of income. Ane utilize. | Similar to the Rainstorm ability in Bloons Monkey City Flash, all Banana Farms on the field generate an extra pack of bananas depending on their upgrade without affecting the main pack they generate. |
Dual Eco Boost | Path 3, Tier 4 | 7500 XP, Genetically Enhanced Crops | All Farms earn 25% more for three rounds, and income additional by 3x the round number. Three uses. | Result is similar to Eco Boost and Meliorate Soil combined, except they're slightly weaker. Farm cash multiplier does not stack with another Dual Eco Boost only you still gain income. |
Sabotage Powers [ ]
Proper name | Upgrade Type | Prerequisites | Description | Other notes |
---|---|---|---|---|
Slow | N/A | Unlocked by default | Opponent's Towers assail 15% slower for eight seconds. Three uses. | This ability acts in similar fashion to the Monkey Chill power card from Card Battles, but has a weaker effect on the opponent'south towers. |
Long Slow | Path i, Tier 1 | 500 XP | Opponent'due south Towers set on 15% slower for 12 seconds. Three uses. | Similar to Slow, but adds 4 more seconds to its duration. |
Extra Slow | Path ane, Tier ii | 2500 XP, Long Slow | Opponent's Towers attack 25% slower for 8 seconds. Three uses. | Similar to Tedious, but adds an extra ten% boring to opponent'southward towers. |
Belfry Blindness | Path 1, Tier 3 | 5000 XP, Actress Irksome | Reduces opponent's Belfry's attacking range by 66% for 15 seconds. Three uses. | This ability non only reduces range of towers. Information technology likewise reduces the lifespan and travel distance of all their projectiles past 66%. Doesn't bear on Sniper Monkeys, Mortar Monkeys or Spike Factories. |
Cripple | Path 1, Tier 4 | 7500 XP, Tower Blindness | Reduces pierce of all opponent'southward Towers by 25%, assail speed by 25% and range past 25% for viii seconds. 2 uses. | Similar to Actress Wearisome, but also reduces its pierce, range, projectile lifespan, and travel distance by 25%. The pierce reduction effect doesn't affect 1 pierce towers, explosives, Ice Monkey (excluding Ice Shards), Ray of Doom or Temples. |
Sell Freeze | Path 2, Tier i | 500 XP | Opponent cannot sell any towers for 12 seconds. Three uses. | A "Tin can't Sell" bulletin will brandish on the sell push, similar to Portable Lake or Pontoon when you take at least a tower on pinnacle of them. |
Eco Nerf | Path 2, Tier two | 2500 XP, Sell Freeze | Opponent gets 50% income from all sources including selling for 16 seconds. 2 uses. | This ability affects everything that gives cash, from Banana Farms and Supply Drop Snipers, to gaining income from Bloon sends or Eco Powers. Selling towers also gives 40% of their original toll instead of the normal eighty%. |
Eco Choke | Path two, Tier 3 | 5000 XP, Eco Nerf | Opponent gets no income from any source except selling and Battle Powers for 7 seconds. Iii uses. | Annihilation that gives you extra cash, such every bit Banana Farms or your current income cap volition give you 0 cash. Still, you lot can get greenbacks from the Cash Injection or Rubber to Gold powers for said elapsing. |
Cost Gouge | Path two, Tier iv | 7500 XP, Eco Asphyxiate | Opponent'south towers and upgrades cost 50% more for 20 seconds. Three uses. | Towers such as Dart Monkeys will be tougher to get for defense. For towers affected by the power that don't have their last digit a multiple of 5, nevertheless volition round them to the closest multiple of 5(i and 2 round to 0; 3, four, half dozen and 7 will round to 5; and 8 and 9 round to x). |
Deactivated Abilities | Path 3, Tier 1 | 500 XP | Opponent can't use any Activated Abilities for 15 seconds. 3 uses. | Abilities such as Blade Maelstrom or Basis Zero will not be bachelor to employ for the duration and instead must rely on the towers' 'raw' popping power to clear any rushes sent at them |
Knock Out | Path 3, Tier two | 2500 XP, Deactivated Abilities | Cull i opponent belfry to disable for eight seconds. 3 uses. | This ability is compared to Blastapopoulos' attacks in BTD5 or Bloons Monkey City; a chosen tower will be immobilized. |
Team Tower Stun | Path 3, Tier 3 | 5000 XP, Knock Out | Stuns all opponent towers for 2 seconds. Two uses. | Similar to Knock Out, but immobilizes every on-screen and newly placed tower. Towers could be sold during the stun. Does non apply to towers spawned during the duration of the stun. |
Power Lock | Path iii, Tier four | 7500 XP, Squad Tower Stun | Opponent can't use whatever Battle Powers for ten seconds. Three uses. | Opponent is unable to use any power in their loadout. Does non affect Power Cards in Card Battles. |
Version History (BTDB Mobile) [ ]
Gallery [ ]
Powers in Bloons TD Battles Mobile | |||||||||
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Farming Utilities | Monkey Farmer (BTDBM) · Robo Farmer | ||||||||
Base of operations Powers | Tower Boost · Bloon Boost · Carmine Hot Spikes | ||||||||
Bloon Boosts |
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Tower Boosts |
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Track Powers |
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Eco Powers |
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Sabo Powers |
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How To Get Eco Power Xp,
Source: https://bloons.fandom.com/wiki/Powers_%28BTDBM%29
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