

XXXL Trap replaces the old Bloon Trap with a much larger black trap capable of absorbing MOAB class bloons the trap has a blue light emanating from its top.

Deconstruction allows the XXXL Trap to ignore Fortified properties before trapping the affected bloons, including MOAB-class. Both cooldowns are affected by external buffs and the internal buffs of Faster Engineering, allowing a super-buffed XXXL Trap to perform quick successive trapping with enough time and near-instant trap collections. These XXXL Traps can continuously stack stockpiles quite quickly, interally stockpiling every2.0s (1.2s with 2-0-5), and have a deployment cooldown of 4.6s (2.76s with 2-0-5), with a minimum cooldown equal to the deployment cooldown.
Bloon city engineers full#
Like normal Bloon Traps, it grants a +100% pop income bonus after getting full and expiring. It replaces the old Bloon Trap with a much larger gray XXXL trap that can eliminate many more bloons, including MOAB-class bloons (excluding BADs and Boss Bloons, but including Rock Bloons), provided the Engineer could see them at the time of deployment.Įach XXXL Trap consumes up to 10,000 RBE, and its capacity can overflow.
Bloon city engineers upgrade#
XXXL Trap (commonly simplified to Big Trap or Triple XL Trap) is the 5th upgrade of Path 3 for the Engineer Monkey in Bloons TD 6. Huge Bloon traps can trap some of the largest Bloons in them. Please use the talk page to discuss on any improvements to correct any misleading facts. perhaps? They suggest a different algorithm applies for XXXL Trap. Topper64 might explain more clearly how this system seems to work that way. So the hypothesis suggested could be correct. Gathering old info of the "fast variation" suggests that the "fast variation" is probably a 160 beats per minute, which is 2.667s fast forward but close to the 2.8s + 3% speed MK, while the "fast variation" is slowed down in 36.0 due to the XXXL nerfs. There is an inconsistency between the "fast variation" and the "slow variation" some testing suggests that the "fast variation" is done by stalling and waiting for further stockpiles of the "trap deploy" to run and stockpile.

It might be a system of "trap deploy (2s or 1.2s) + deployment cooldown (5.8s or 3.48s)". The disputed content in question is: The attack cooldown system for XXXL Trap seems inconsistent. The factual accuracy of this article has been disputed, possibly containing misinformation.
