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BTD6 Pedia

Monkey Knowledge

To ARMS!

To ARMS! in BTD6 makes Call to Arms last 18 seconds instead of 15 and Homeland Defense 23 instead of 20. It also unlocks Veteran Monkey Training.

Call to Arms duration increased by 3 seconds.

In-game description

Guide

To ARMS! makes the Monkey Village's Call to Arms ability last 18 seconds instead of 15, and Homeland Defense last 23 seconds instead of 20. It is a fourth-row Support knowledge that needs Monkey Education and a one-time fee of 250 Monkey Money.

Call to Arms (0-4-0) boosts the attack speed and pierce of towers near the village for the duration of the ability. Homeland Defense (0-5-0) does the same for every tower on the map. Three extra seconds is a 20% longer window for Call to Arms and 15% for Homeland Defense.

How it changes the game

A longer buff window means more boosted attacks per use. On a hard round where you time Call to Arms for a blimp wave, the extra three seconds can be the part of the wave that would have leaked. With Homeland Defense, which affects everything, the longer window is worth even more because the whole defence is boosted.

It also helps when you chain abilities. Players who stack Call to Arms with other short buffs, such as Monkey Boost, Overclock or a hero ability, get a slightly bigger overlap.

The catch is obvious: if you do not build a 0-4-0 or 0-5-0 village, the knowledge does nothing. In the early game you will not have Call to Arms, so it is a mid and late-game effect only.

Is it worth it?

Priority: good, and a required step. The direct effect is situational, but To ARMS! sits right above two of the best general knowledges in the game: Veteran Monkey Training (all towers attack about 3% faster) and Global Ability Cooldowns (all ability cooldowns 3% shorter). Veteran Monkey Training then leads to Paragon of Power, which is near essential for Boss Events.

That makes To ARMS! one of the first fourth-row Support knowledges to buy for anyone who plays late game or bosses. Economy players might take Backroom Deals first, but both are worth getting.

Where it works

To ARMS! is active wherever Monkey Knowledge is enabled, including Impoppable and Boss Events. In CHIMPS all knowledge is off, so Call to Arms lasts its base 15 seconds there. Challenges with MK disabled, some Odyssey maps and Rogue Legends also use the base duration.

Frequently asked questions

How long does Call to Arms last with To ARMS!?

18 seconds instead of 15. Homeland Defense lasts 23 seconds instead of 20.

What does To ARMS! unlock?

Veteran Monkey Training and Global Ability Cooldowns.

Is To ARMS! worth it if I never use Call to Arms?

Yes, because it is the only way to reach Veteran Monkey Training, Global Ability Cooldowns and Paragon of Power.

How much does To ARMS! cost?

One Knowledge Point plus 250 Monkey Money once, after Monkey Education.