Hero
Corvus
“This book hungers.”
Info
Corvus is the spellcaster hero and the most complex hero in BTD6. He costs $1,325 on Medium ($1,125 Easy, $1,430 Hard, $1,590 Impoppable) and is bought for 7,000 Monkey Money once you reach player level 35. He levels at a moderate rate (1.425x XP scale).
How he attacks. Corvus fights through a flying Spirit that seeks out bloons anywhere on the map and rams into them. The Spirit cannot pop Lead or Purple Bloons and cannot see camo unless you cast the Vision spell. Corvus himself haunts the strongest bloon in his range every few seconds. Haunt deals no damage, but it strips Regrow and Purple properties, makes the bloon take extra damage from energy, plasma, fire and frigid attacks, and makes it explode for bonus damage and Mana when it pops. He cannot haunt camo bloons, and he can only haunt MOAB-class bloons from level 19.
Mana and the Spellbook. Haunted pops, his abilities and passive generation fill a Mana pool (up to 800). You spend Mana in his Spellbook on 16 spells that unlock from level 1 to 13, including:
- Spirit upgrades: Spear, Aggression, Haste, Echo (a second Spirit), Frostbound, Ember, Storm.
- Big damage: Malevolence, Ancestral Might, Overload, Trample.
- Utility: Repel (push back), Vision (camo), Soul Barrier (Mana instead of lives), Nourishment (Mana to cash) and Recovery (fast spell cooldown recovery).
Role. Corvus is a flexible damage and utility hero with a very high skill ceiling and a high skill floor. Played well, with good spell combinations, he is one of the strongest heroes in the late game (rounds 81 to 100).
Key power spikes.
- Level 1: Spear, Nourishment and Repel.
- Level 3: Soul Harvest ability, plus Echo and Haste.
- Level 4 and 5: Soul Barrier, Trample, Frostbound, Aggression and Vision.
- Level 7: Spirit Walk ability, Ancestral Might and Malevolence.
- Level 8: Storm, and Spiritual Balance (Mana fills faster when low).
- Level 10: Dark Ritual ability and Recovery.
- Level 11: Spiritual Attunement, the Spirit gets stronger as Mana fills.
- Level 13: Overload, his final spell.
- Level 19: he can haunt MOAB-class bloons.
- Level 20: stronger Spirit, Ancestral Might and Overload.
Monkey Knowledge that helps. Self Taught Heroes and Empowered Heroes unlock spells sooner, and Ability Discipline helps his level 10 Dark Ritual. Spell cooldowns themselves can only be sped up with his Recovery spell.
Stats
Main attack
- Damage
- 0 (Corvus) 2 (Spirit) Item damage varies
- Pierce
- 1 (Corvus) 10 (Spirit, Level 1) TBA (Explosion)
- Attack speed
- Every 5.0s (Corvus) Item attack cooldown varies
- Range
- 50 (Corvus) Infinite flight range and 20 base range (Spirit)
Levels


Haunted Bloons are weakened and explode when popped, adding Mana to the Mana Pool. The Spirit attacks Bloons anywhere on the map at Corvus' command. Learns: Spear, Nourishment, Repel.

The Spirit grows in size and can hit more Bloons.
308 XP

Soul Harvest Ability: Harvests nearby Bloons in an instant. Learns: Echo, Haste
787 XP

The Spirit does more damage. Learns: Soul Barrier, Trample
1,710 XP

Learns: Frostbound, Aggression, Vision
3,181 XP

Increased damage when Haunted Bloons explode. The Spirit does more damage. Learns: Ember
5,609 XP

Spirit Walk ability: Corvus can shift to a valid location. Learns: Ancestral Might, Malevolence.
8,858 XP

Spiritual Balance means the Mana Pool fills faster when it is nearly empty. Haste gives increased speed and agility. Learns: Storm
14,227 XP

The Spirit's base damage increased and does extra damage to MOABs. Frostbound can hit MOABs. Soul Barrier can block more Bloons from leaking.
16,040 XP

Dark Ritual ability: Harvest a huge number of Bloons near Corvus. Trample does more damage to more Bloons. Learns: Recovery
23,290 XP

Spiritual Attunement means the Spirit grows in power as the Mana Pool fills. Soul Harvest does more damage, and extra damage to Ceramic Bloons. Frostbound gains permafrost.
28,010 XP

Increased damage when Haunted Bloons explode. Spear does more damage. Repel can push MOABs.
24,624 XP

Ancestral Might does more damage. Learns: Overload
28,472 XP

The Spirit does more damage to Bloons. Malevolence does more damage and extra damage to Ceramic Bloons.
25,547 XP

Ember's fire drops more often and does more damage. Nourishment gives more Cash per Mana.
28,010 XP

Corvus has increased range. The Spirit does more damage to Bloons.
30,472 XP

Haunted Bloons are weaker, and explosions do more damage. Soul Barrier can block more Bloons from leaking.
32,935 XP

Storm's energy blades hit more Bloons and do more damage. Spear does more damage.
35,397 XP

Corvus can Haunt MOAB-Class Bloons. Trample does more damage to Bloons.
28,164 XP

The Spirit base damage increases and does extra damage to MOABs. Ancestral Might does more damage. Overload does more damage. Nourishment gives more Cash.
29,549 XP
Voice lines
When selected on the Heroes menu
- “This book hungers.”
When placed on the map
- “I walk... with the spirits.”
- “The spirits awaken.”
When selected
- “Yes?”
- “What is it?”
- “The spirit obeys.”
- “Tisk tisk tisk.”
- “Are we hunting?”
- “Hmmm...”
- “That could make me angry.”
- “Everyone has something to lose.”
When leveling up
- “That will do.”
- “Satisfactory.”
- “Ah... yes.”
- “There is yet more.”
- “The spirits still hunger.”
- “Fly, spirits! Fly!”
- “Fly, spirits! We are free.”
- “Hm hm heh heh heh heh heh heh heh!”
- “Ah... the final inscription.”
When opening his Spellbook
- “This book... hungers.”
- “Ah... you seek these secrets?”
When MOAB-Class Bloons appear (MOAB appearance)
- “MOAB. Take it down!”
When MOAB-Class Bloons appear (BFB appearance)
- “So garish. Consume it!”
When MOAB-Class Bloons appear (ZOMG appearance)
- “A pleasing aesthetic, but it must be destroyed.”
When MOAB-Class Bloons appear (DDT appearance)
- “Danger! DDT!”
When MOAB-Class Bloons appear (BAD appearance)
- “BAD! Focus your power.”
When MOAB-Class Bloons are popped by him
- “Tell them Corvus sends his regards.”
- “The spirits claim all.”
When activating abilities (Soul Harvest)
- “Time to harvest.”
- “You are mine.”
When activating abilities (Spirit Walk)
- “Elsewhere!”
- “Spirits, guide me.”
When activating abilities
- “The Ritual begins.”
When activating abilities (Dark Ritual)
- “Use what we have taken.”
When Bloons leak
- “Be not afraid. Be angry...”
- “The spirits are not satisfied.”
When selected on the Heroes menu
- “The Chaos Rift is mine to command.”
When placed on the map
- “Initiate: Technomancy.”
When selected
- “Yes?”
- “Continue.”
- “Shall we play a game?”
- “Command?”
- “Are you prepared?”
- “Processing.”
- “I suggest you improve your promise.”
When leveling up
- “No version online.”
- “Assimilating chaos.”
- “Upgrade complete.”
- “Refactoring.”
- “Refactoring.”
- “Efficiency.”
- “Efficiency.”
- “Assimilation complete.”
When opening his Spellbook
- “You wish to stare into the Rift?”
- “The Chaos Rift seeds.”
When MOAB-Class Bloons appear (MOAB appearance)
- “MOAB doth pop!”
When MOAB-Class Bloons appear (BFB appearance)
- “BFB! Overwhelm it!”
When MOAB-Class Bloons appear (ZOMG appearance)
- “ZOMG! Crash it!”
When MOAB-Class Bloons appear (DDT appearance)
- “Race condition detected!”
When MOAB-Class Bloons appear (BAD appearance)
- “Bald BAD - attack!”
When MOAB-Class Bloons are popped by him
- “There is no Bloon.”
When activating abilities (Soul Harvest)
- “Tiger phish.”
When activating abilities (Spirit Walk)
- “Cut and paste!”
- “Set location.”
When activating abilities (Dark Ritual)
- “Stealing code!”
- “Intergrating.”
When Bloons leak
- “Bloon overflow!”
- “Bloon overflow!”
Skins
Decryptor CorvusDecryptor Corvus gained access to and harness the power of the Chaos Rift. Wielding reality warping algorithms alongside GH05T to fight the Bloons.
Pets
Corvus Owl PetWho else but Corvus would have a pet owl? Who?
Rogue Legends starting party
Original Corvus (Spirit Walker)
Starting monkey2-0-0 Sniper Monkey
Starting monkey0-0-2 Wizard Monkey
Starting artifactTit For Tat Legendary
Decryptor Corvus
Starting monkey1-0-2 Spike Factory
Starting monkey1-0-2 Monkey Village
Starting artifactPower Nexus Rare
Monkey Knowledge
Knowledge upgrades that change Corvus.

All heroes get slightly increased range.

Heroes' explosives get +2 pierce per shot.

Hero level 10 Ability cooldowns reduced by 10%.





At level 20, Heroes' level 3 Ability cooldown reduced by 30%.
Requires: 3 Knowledge Points Ability Discipline

Heroes' base cost reduced by 10%.
Requires: 3 Knowledge Points Quick Hands Self Taught Heroes 250


Heroes do +1 extra damage to MOAB-Class Bloons with their base attack.
Requires: 8 Knowledge Points Ability Mastery 500

Heroes receive 5% more experience per each Hero placed.
Requires: 8 Knowledge Points Empowered Heroes 1000

All Heroes deal +1 damage to Ceramic & Fortified Bloons.
Requires: 8 Knowledge Points Big Bloon Blueprints Monkeys Together Strong 1000
How to use Corvus
Corvus plays differently from every other hero. Your success depends on gathering Mana efficiently and spending it on the right spell at the right time.
When to pick Corvus
Pick Corvus when:
- You enjoy micromanagement. He rewards active play more than any other hero.
- The map has a single lane. Most of his spells reach far, so single-lane maps get the most out of them, regardless of line-of-sight blockers.
- You need a flexible answer to many problems: camo (Vision), leaks (Soul Barrier, Repel), money (Nourishment), groups (Trample, Storm, Malevolence) and blimps (Ancestral Might, Overload).
- Your defence deals energy, plasma, fire or frigid damage. Haunted bloons take extra damage from those attacks.
Skip him if you want a hero that works without attention, or on maps where several lanes are active at once and his Spirit cannot be everywhere.
Leveling and power spikes
He uses a moderate XP scale (1.425x). His spell list grows quickly early on:
- Levels 1 to 5: Spear, Nourishment, Repel, Echo, Haste, Soul Barrier, Trample, Frostbound, Aggression and Vision. These carry the early game.
- Level 3: Soul Harvest, a burst of damage around Corvus that generates at least 100 Mana.
- Level 7: Spirit Walk (teleport) and the big damage spells Ancestral Might and Malevolence.
- Level 8: Storm and Spiritual Balance, which speeds up Mana gain when you are low.
- Level 10: Dark Ritual and Recovery.
- Level 11: Spiritual Attunement. Now keeping a high Mana pool makes the Spirit stronger, so there is a reason to save.
- Level 13: Overload.
- Levels 14 to 20: stronger spells, more range, and MOAB haunting at level 19.
Place him early. Monkey Education, Self Taught Heroes and Monkeys Together Strong add XP, and an Energizer (Monkey Sub 5-0-0) gives heroes in range 50% faster XP.
Best tower combos
- Energy and plasma towers. Haunted bloons take extra damage from them, so Super Monkeys with Plasma Blasts and Sun Avatar, Dartling Gunner Laser Cannon and Plasma Accelerator, and Wizard Monkeys all benefit.
- Fire attacks. Haunt also boosts fire damage, such as Wizard Monkey fire upgrades (Dragon's Breath and the Phoenix line) and Tack Shooter Ring of Fire.
- Necromancer and Prince of Darkness (Wizard x-x-4 and x-x-5). From level 12, Dark Ritual siphons their graveyards and converts them into Mana.
- Lead and Purple coverage. His Spirit cannot pop either, although Haunt strips Purple from the bloon it hits. Bomb Shooters or a Monkey Intelligence Bureau Village (x-3-x) fill the gap.
- Towers that hold the line while you build Mana. Early on, a solid primary defence lets you spend Mana on Nourishment and stronger spells instead of emergencies.
Best maps
- Single-lane maps of any difficulty, where his long-reaching spells and Spirit can focus on one path.
- Maps with line-of-sight blockers, since his Spirit flies anywhere on the map.
- Long beginner maps such as Logs and Resort for learning his spell rotation.
Avoid maps where bloons come from several directions at the same time unless the rest of your defence covers them. Place Corvus himself next to a dense part of the track, since Haunt, Soul Harvest and Dark Ritual all work around his own position.
Corvus in CHIMPS
He costs $1,430 on Hard, so he comes after your opener. In CHIMPS he is one of the stronger options for experienced players: his early spells handle a lot of rounds cheaply, and his late game (rounds 81 to 100) is excellent. Use Vision for camo rounds, Trample and Storm on dense groups, and save Ancestral Might and Overload for the big blimp rounds. A practical habit is to decide before each hard round which spell you will cast and keep that much Mana in reserve, rather than reacting once bloons are already slipping through.
The main challenge is Mana. Keep enough in the pool for emergencies, and do not waste it on spells that do nothing on the current round.
Corvus in Impoppable and boss events
In Impoppable he costs $1,590. Monkey Knowledge (especially Empowered Heroes) gets his spell list going much faster, which smooths out his early game on a run where one leak ends everything.
In Boss Events his damage spells (Ancestral Might and Overload) and his Haunt support for energy and plasma towers make him useful, but he needs a lot of attention during the fight.
Abilities: when to use them
Soul Harvest (level 3). Deals heavy damage to all bloons near Corvus and generates Mana from the damage dealt, at least 100 per use. It can only be used when bloons are in his range. Cooldown is 40 seconds at level 3 and drops by half a second per level. Use it whenever a dense group passes him, because it is also your most reliable Mana source.
Spirit Walk (level 7). Teleports Corvus to any valid placement spot on the map. Cooldown is 20 seconds. Use it to move him where bloons are bunching up so Soul Harvest, Dark Ritual and Haunt hit more targets.
Dark Ritual (level 10). Creates an aura that damages nearby bloons for a short time and turns the damage into Mana. From level 12 it also siphons Necromancer graveyards. Cooldown is 90 seconds. Fire it on the densest part of a round.
Spells. Treat Mana as a budget. Nourishment converts all your Mana into cash, so use it when you have spare Mana and no hard round ahead. Save Vision for camo rounds, Repel and Soul Barrier for rounds that might leak, and the big spells (Ancestral Might, Overload) for blimps.
Skins
Corvus's skins are cosmetic only and do not change his stats.
Common mistakes
- Spending Mana as soon as you have it. Keep a reserve for emergencies.
- Forgetting Vision on camo rounds. The Spirit cannot see camo without it.
- No Lead or Purple answer. His Spirit cannot pop either.
- Ignoring Soul Harvest. It is both damage and your main Mana source.
- Picking him on busy multi-lane maps.
For Corvus spell rotations, see our videos on the BTD6 Master YouTube channel.
Frequently asked questions
Is Corvus good in CHIMPS?
Yes, in experienced hands. His spells cover many problems and his late game is very strong, but he needs constant management.
How does Corvus get Mana?
From popping haunted bloons, from Soul Harvest and Dark Ritual, and passively over time while bloons are on screen. Spiritual Balance (level 8) speeds it up when your Mana is low.
Does Corvus have camo detection?
Not by default. The Vision spell lets his Spirit see camo and strips camo from what it hits.
What does Haunt do?
Every few seconds Corvus haunts the strongest bloon in his range. It strips Regrow and Purple, makes the bloon take extra energy, plasma, fire and frigid damage, and makes it explode for Mana when popped.
How many spells does Corvus have?
Sixteen, unlocked between levels 1 and 13, plus three activated abilities: Soul Harvest, Spirit Walk and Dark Ritual.
Is Corvus hard to use?
Yes. He has one of the highest skill floors of any hero, so practise his spell rotation on easier maps before taking him into CHIMPS.































