Magic tower
Super Monkey
Throws hundreds of darts at hypersonic speed with a huge attack range.
Info
The Super Monkey is a Magic Monkey and the most expensive base tower in Bloons TD 6. It costs $2,500 on Medium, takes up more space than most towers, and fires a stream of darts at an extremely fast rate. Even un-upgraded, it outdamages most cheap towers by a wide margin, which is why it is the classic answer when a defense simply needs more damage.
Its base darts deal Sharp damage, so it cannot pop Lead or Frozen Bloons, and it cannot see Camo Bloons until you upgrade it.
The three paths
- Top path (Laser Blasts to True Sun God): Laser Blasts switches to Energy lasers (they pop Frozen but not Purple Bloons), Plasma Blasts attacks faster with Plasma that pops Lead, Sun Avatar fires three sun blasts per shot, Sun Temple fires a sunbeam that pops every Bloon type and sacrifices nearby towers for extra power, and True Sun God is the ultimate version.
- Middle path (Super Range to The Anti-Bloon): Super Range and Epic Range add range and pierce, Robo Monkey adds a second arm with its own targeting and occasional crits, Tech Terror adds an ability that deals massive damage to every Bloon in a large radius, including Camo, and The Anti-Bloon makes that ability much stronger with a shorter cooldown.
- Bottom path (Knockback to Legend of the Night): Knockback slows Bloons it hits, Ultravision adds Camo detection, Dark Knight swaps darts for dark blades with MOAB damage and stronger knockback and adds the Darkshift teleport ability, Dark Champion doubles attack speed and makes Darkshift global, and Legend of the Night adds a Black Hole that prevents life loss for a few seconds when Bloons leak.
Camo and Lead within its own upgrades
- Camo: Ultravision (x-x-2), which also adds range and damage against Camo. Tech Terror's ability also hits Camo Bloons.
- Lead: Plasma Blasts (2-x-x). Sun Temple and True Sun God pop every Bloon type.
Paragon
The Super Monkey has no Paragon. Its top path tier 4 and 5, Sun Temple and True Sun God, play a similar role as the most expensive late-game investments.
Quick summary
- Category: Magic
- Base cost: $2,500 (Medium)
- Damage type: Sharp (Energy, Plasma or Normal on the top path)
- Best at: raw damage, mid-game carry with Sun Avatar, MOAB damage with Dark Champion, screen-wide burst with Tech Terror
- Weak at: early game cost, Camo and Lead without the right crosspath
Upgrades
Top path
Middle path
Stats
Main attack
- Damage
- 1
- Pierce
- 1
- Attack speed
- 0.045s
- Range
- 50
Monkey Knowledge
Knowledge upgrades that change Super Monkey.

MOAB Press special knockback boomerangs push back 30% further.
Requires: 8 Knowledge Points Extra Bounce 250

Increased range for the Super Range upgrade

Longer projectile lifespan for Wizard Monkey, Super Monkey, Ninja Monkey, and Druid.

Bloons hit by Knockback from Super Monkey are knocked back slightly harder.
Requires: SUPER Range



Ultravision allows Super Monkeys to see through and fire through blocking objects
Requires: 4 Knowledge Points Strike Down The False 250

Super Monkey Storm does more damage.
Requires: 3 Knowledge Points Budget Pontoons Longer Boosts
How to use Super Monkey
The Super Monkey is the "more damage" button of Bloons TD 6. It is too expensive for the first rounds, but once you can afford it, almost every crosspath carries a large share of your defense, and its tier 4 and 5 upgrades are some of the strongest towers in the game.
Best crosspaths
3-2-0 or 3-0-2 Sun Avatar
Sun Avatar fires three sun blasts per shot and pops Lead. 3-2-0 adds range and pierce from Epic Range; 3-0-2 adds Camo detection and knockback. It is one of the most common mid-game carries in the game.
2-0-3 or 0-2-3 Dark Knight
Dark Knight swaps darts for blades with bonus MOAB damage and stronger knockback, and gives the Darkshift ability, which teleports the tower to a new spot. It sees Camo through Ultravision.
2-0-4 Dark Champion
Dark Champion doubles attack speed and makes Darkshift global. It is one of the strongest single-target and anti-MOAB towers for its price, and 2-0-4 adds Plasma Blasts for Lead.
2-4-0 or 0-4-2 Tech Terror
Tech Terror's ability deals heavy damage to every Bloon in a large radius around the tower, including Camo, every 45 seconds. Every third use deals extra damage. Use it for rush rounds and MOAB waves.
0-3-2 or 2-3-0 Robo Monkey
Robo Monkey adds a second arm with its own targeting and occasional crit shots. A good step towards Tech Terror.
4-2-0 or 4-0-2 Sun Temple
Sun Temple fires a sunbeam that pops every Bloon type. When you buy it, every tower in its range is sacrificed, and the money spent on those towers boosts the Temple. It is a huge late-game investment.
2-5-0 The Anti-Bloon and 2-0-5 Legend of the Night
The Anti-Bloon's ability hits much harder in a bigger radius on a shorter cooldown. Legend of the Night adds a Black Hole that stops life loss for a few seconds when something leaks, on top of very strong damage.
Early game
The Super Monkey costs $2,500 on Medium, so it rarely appears before the 20s in CHIMPS. In easier modes, buying one early is a quick way to clear the first 30 or so rounds, because a 0-0-0 Super Monkey already deals a lot of damage.
If you place one early, put it on a spot where it covers a long stretch of track, and remember the bigger footprint.
Mid game
The Super Monkey shines from the 30s to the 70s:
- General carry: 3-2-0 or 3-0-2 Sun Avatar. It pops Lead and handles most rounds, including Ceramic rushes.
- MOAB damage: 2-0-4 Dark Champion is one of the best value anti-MOAB towers.
- Rush control: 2-4-0 Tech Terror for its screen-clearing ability.
Using Darkshift
Dark Knight and Dark Champion come with Darkshift, an ability that teleports the Super Monkey to a new spot. On maps where Bloons switch lanes or where the hardest part of a round happens in a different place than usual, Darkshift lets one expensive tower cover both. With Dark Champion the teleport becomes global, so you can jump anywhere on the map. Plan your jumps ahead of time: move the tower before the dangerous wave arrives rather than after it has already passed half your defense.
Plan Camo. Only the bottom path has Camo detection, so a Sun Avatar on 3-2-0 needs a Monkey Village with Radar Scanner or another Camo source.
Late game
Late-game Super Monkeys are game winners:
- Sun Temple and True Sun God: sacrifice towers in range to power up. Sacrificing towers from different categories gives different boosts, so plan what you sell into the Temple.
- The Anti-Bloon: a powerful, frequent screen-wide burst.
- Legend of the Night: heavy damage and a safety net against leaks.
These are expensive, so they are more common in freeplay, Half Cash runs with good economy, and boss events than in a standard CHIMPS game.
Super Monkey in CHIMPS
In CHIMPS, the Super Monkey is a mid and late-game carry:
- Use cheaper towers until you can afford $2,500 for the base Super Monkey.
- Build a 3-0-2 Sun Avatar for Camo and Lead coverage, or 3-2-0 with a Village for Camo.
- Add a 2-0-4 Dark Champion for MOAB and BFB rounds.
- In the late game, consider Tech Terror or The Anti-Bloon for bursts.
For full CHIMPS walkthroughs, see our videos on the BTD6 Master YouTube channel.
Best heroes and tower combos
- Pat Fusty: his Rallying Roar lets nearby towers pop an extra layer per hit, which is huge on a tower that fires as fast as Sun Avatar.
- Adora: a common late-game partner. She can sacrifice towers to level up fast, and she pairs well with Super Monkey strategies built on big economies.
- Desperado: Take Aim from a Deadeye Desperado on a 3-x-x Super Monkey focuses its beams into a line for extra damage.
- Monkey Village and Alchemist: extra range, attack speed, Camo and damage multiply across a very fast attack.
Tier 5 upgrades: are they worth it?
True Sun God (5-x-x). The strongest top path upgrade in the game, but extremely expensive and built around sacrifices. Worth it in freeplay and with very strong economies.
The Anti-Bloon (x-5-x). A strong and fairly cheap tier 5 for its power. Its ability is one of the best screen-wide bursts.
Legend of the Night (x-x-5). Very strong late-game damage with built-in leak protection. Worth it in high-round runs.
Common mistakes
- Buying it too early in CHIMPS. $2,500 on round 1 delays everything else.
- Forgetting Camo. Only Ultravision gives the Super Monkey Camo detection.
- Buying Sun Temple without checking what is in range. It sacrifices every tower in its range.
- Laser Blasts against Purple Bloons. Laser and Plasma shots cannot pop Purples; a bottom path Super Monkey or another tower can.
Frequently asked questions
What is the best Super Monkey path?
3-2-0 or 3-0-2 Sun Avatar for an all-round carry, 2-0-4 Dark Champion for MOABs, and 2-4-0 Tech Terror for rush rounds.
Can Super Monkey see camo?
Yes, with Ultravision (x-x-2). Tech Terror's ability also hits Camo Bloons.
Can Super Monkey pop lead?
Yes, with Plasma Blasts (2-x-x). Sun Temple pops every Bloon type.
How much does a Super Monkey cost?
$2,500 on Medium, which makes it the most expensive base tower in the game. Its top path tier 5, True Sun God, costs $500,000 on Medium.
Is Dark Champion good against MOABs?
Yes. Its blades deal bonus MOAB-class damage and it attacks twice as fast as Dark Knight, which makes 2-0-4 one of the best value anti-MOAB towers in the mid game.
How does Sun Temple sacrifice work?
Upgrading to Sun Temple sacrifices every tower in its range, and the value of those towers powers it up. Upgrading to True Sun God does the same again.
Is Super Monkey good in CHIMPS?
Yes, in the mid and late game. Sun Avatar and Dark Champion are common CHIMPS picks.
Does the Super Monkey have a Paragon?
No, the Super Monkey has no Paragon.
Most used in our guides
Video guides
Guides that use Super Monkey
How to Beat Magic Monkeys Only on Lost Crevasse
How to Beat Magic Monkeys Only on Sunset Gulch
How to Complete Challenges on Quest: Keep Up With Biker Bones?
How to Beat Magic Monkeys Only on Resort?
How to Beat Magic Monkey Only on Monkey Meadow
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