Status Effects

**Status effects** are effects which are used by .weapon files in Bloons TD Battles. They are uniquely special mechanics which can apply special effects onto Bloons such as slowdowns, glue, stuns and more. Some also applies to towers, such as the multilayer damage statuseffect.

# **All status effects**

Here's all the status effects I've found datamining to help you mod Bloons TD Battles into a further extent. We've added optional mechanics found below to help further expand the craziness of those Status Effects!

## **Status effect mechanics**

* "Duration": the duration of that applied statuseffect. Can be set to last extensively long or short.
* "NumPersists": the amount of bloon layers that applied statuseffect can only affect up to (e.g. 5 layers of bloons). If set to -1, all bloon layers will be affected with the statuseffect being on them.
* "ApplyToPlayerSent": makes the statuseffect affect all player sent Bloons
* "ApplyToNatural": makes the statuseffect affect all round-spawned Bloons
* "ApplyOnSpawn": makes the statuseffect affect all newly spawned Bloons, including player sent
* "ApplyForDuration": the duration for the statuseffect is fully applied. Works best on statuseffects such as MultiLayerDamage.
* "IgnoreImmunity": makes the statuseffect bypass immunities of affected bloons such as MOAB class.
* "AllowTimeRemainingOverride": allows the statuseffect's duration to override to the normal duration on hit.
* "Kill": makes the statuseffect or damage instakill Bloons. Best used on MultiLayerDamage, and also helps reduce lag when instakilling MOAB class bloon layers.
* "RemoveOnPop": makes the statuseffect go away after the bloon is popped with it active.
* "TargetAll": allows the statuseffect to affect everything (including MOAB class bloons!).
* "PercentageChance": allows the statuseffect to only apply at a chance when the projectile is constantly piercing through Bloons. It is best used on "MoveToPath" and "TempestTornado" statuseffects considering this mechanic won't work on most statuseffects overall.

### **MultiLayerDamage**

This status effect allows the tower to skip multiple layers of a bloon, especially if they do more than 1 damage their attacks will skip Blue Bloons down to nothing. Without this statuseffect added it'll skip Blues down to Reds even though the tower does like 2+ damage. Adding "Kill" on the next line and is set on "True" can make it only gain 1 bloonpop if the weapon does tons od damage to Bloons, such as one-shotting Zebra Bloons. It is mostly used in mods such as Special Tiers Mod because of how built-in this statuseffect can be.

For example Dart Monkey does 4 damage with his darts, enough to skip a Pink Bloon down to Red Bloons because of this statuseffect.

NOTE: it only affects the damage or status effect is it's behind it, but only affects the above first one.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 4
        },
        {
          "Type": "StatusEffect",
          "Status": "MultiLayerDamage"
        }
      ]
    }
  ]
}

```

### **Glue**

This status effect allows the tower's projectile or area blast to fully glue down a Bloon, however it can be set to never corrode bloons (if set to -1 on DamageRate) or just corrode them in general. It can slow bloons down or make Bloons move faster (if SpeedScale on it is set over 1.0 like 1.33 for example, it would make glued bloons move 33% faster). You can set the duration of the glue and the numpersists to affect all layers (-1) or the maximum amount of layers (e.g. 5). This statuseffect is used a lot on a variety of Battles mods.

For example Dart Monkey's darts does no damage per shot and applies glue statuseffect just like the Glue Gunner, but can corrode Bloons every 2s, affects infinite layers, lasts 15 seconds and slows them down by 33%.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 0
        },
        {
          "Type": "StatusEffect",
          "Status": "Glue",
          "NumPersists": -1,
          "Duration": 15,
          "DamageRate": 2.0,
          "SpeedScale": 0.67
        }
      ]
    }
  ]
}

```

### **Slow**

This status effect allows the tower's projectile or area blast to fully slow down a Bloon, however it can be made to slow down bloons by changing the value of SpeedScale (e.g. 50% less movement speed). The duration can be changed to see how long or less the slowdown effect commences on a Bloon. NumPersists also works just like the Glue statuseffect. Adding "IgnoreImmunity" on the next line of the statuseffect and set on "True" allows it to slow even MOAB class bloons (considering they have the "Slow" status immunity tag inside their actual game files), making it do the MOABSlow statuseffect. Strangely, it doesn't apply the slow visual on affected Bloon(s) on hit.

For example Dart Monkey's darts does ice damage which do 1 damage per shot and applies the slow statuseffect, but can slow down Bloons by 66% for up to 3s and affects infinite layers.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Ice",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "Slow",
          "NumPersists": -1,
          "Duration": 3,
          "SpeedScale": 0.34
        }
      ]
    }
  ]
}

```

### **MOABSlow**

Basically the same as the "Slow" statuseffect but affects MOAB class bloons only. Adding "IgnoreImmunity" on the next line of the statuseffect and set on "True" allows it to slow down child bloons, making it overall the same statuseffect as Slow.

For example Dart Monkey's darts does fire damage which do 1 damage per shot and applies the moab slow statuseffect, but can slow down MOABs by 50% for up to 5s and affects infinite layers.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Fire",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "MOABSlow",
          "NumPersists": -1,
          "Duration": 5,
          "SpeedScale": 0.5
        }
      ]
    }
  ]
}

```

### **StrongGlue (Removed)**

Basically the same as the Glue status effect but affects MOABs. StrongGlue statuseffect was then removed and changed to 2 linking statuseffects "StrongGlueTop" and "StrongGlueBottom" in the 6.7 update which are the same as before but the latter slows MOABs down slightly more.

For example Dart Monkey's darts does no damage per shot and applies strongglue statuseffect just like the x-3 Glue Gunner, but can corrode Bloons every 1s, affects infinite layers, lasts 30 seconds and slows them down by 66%.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 0
        },
        {
          "Type": "StatusEffect",
          "Status": "StrongGlue",
          "NumPersists": -1,
          "Duration": 30,
          "DamageRate": 1.0,
          "SpeedScale": 0.34
        }
      ]
    }
  ]
}

```

NOTE: ***StrongGlueTop*** and ***StrongGlueBottom*** are preferred to be used now because **StrongGlue** is now obsolescent, but only difference between the two is MOABs are slowed slightly less than child Bloons and ***StrongGlueBottom*** slows MOABs slightly more than ***StrongGlueTop***.

### **Napalm**

This status effect allows the tower's attacks to fully set Bloons afire for damage over time. The duration and the tick rate can be set to anything to instantly blooncinerate the Bloons with ease. Doesn't affect MOAB class, but adding "IgnoreImmunity": on the next line of the statuseffect and set on "True" allows the napalm to affect MOAB class bloons. You can also add "AllowTimeRemainingOverride": on the next line and set on "true" allows attacks to reapply the napalm.

For example Dart Monkey's darts applies the napalm effect just like the Mortar Monkey with Burny Stuff, but can blooncinerate Bloons every 0.5s, affects only 5 layers and lasts for 3 seconds.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Fire",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "Napalm",
          "NumPersists": 5,
          "Duration": 3,
          "DamageRate": 0.5
        }
      ]
    }
  ]
}

```

### **Stun**

This status effect allows the tower's attacks to fully stun affected Bloons, preventing them from moving for the amount of duration the stun can provide and also the maximum affected bloon layers and adding that stun visual on that affected Bloon(s). Adding "IgnoreImmunity" on the next line and is set to "True" will allow it to stun MOAB class bloons, which can be super busted if you don't properly balance it.

For example Dart Monkey's darts does apply stuns onto Bloons if his darts hit them, but only lasts for 2 seconds and affects up to 6 layers.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "Stun",
          "NumPersists": 6,
          "Duration": 2
        }
      ]
    }
  ]
}

```

### **CrippleMOAB**

Basically the same as the "Stun" statuseffect but only affects MOAB class bloons. It also doesn't show the stun visual if applied. Adding "IgnoreImmunity" on the next line and is set to "True" will allow it to affect child Bloons, making it the overall same statuseffect as "Stun". Also, ZOMGs are 80% resistant to this statuseffect so that it won't stun them for extensively long.

For example Dart Monkey's darts does apply the CrippleMOAB status onto MOAB class if his darts hit them, but only lasts for 1 second and affects up to 2 layers.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "CrippleMOAB",
          "NumPersists": 2,
          "Duration": 1
        }
      ]
    }
  ]
}

```

### **Ice**

This status effect allows the tower's attacks to freeze affected Bloons, preventing them from moving for the duration and the bloon layers by giving them that brain-freeze visual. However, bloons affected by this status effect will be temporarily immune to "Piercing" attacks, so attacks with "Fire", "Explosive", "Foam", "IceViral", "Plasma" or "Normal" attacks It is mostly the same as the "Stun" statuseffect. Adding "IgnoreImmunity" on the next line and is set to "True" will allow it to freeze MOAB class bloons, which can be super busted if the freeze is just so stallish.

For example Dart Monkey's darts does ice damage and applies ice onto Bloons if his darts hit them, but only lasts for 1.5 seconds and affects up to 3 layers.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Ice",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "Ice",
          "NumPersists": 3,
          "Duration": 1.5
        }
      ]
    }
  ]
}

```

### **Permafrost**

Basically the same as the "Slow" statuseffect but lasts indefinitely. Adding "IgnoreImmunity" on the next line of the statuseffect and set on "True" allows it to permafrost MOAB class bloons, making it basically the same statuseffect as Slow but can last forever.

For example Dart Monkey's darts does iceviral damage which do 1 damage per shot and applies the permafrost which slows for 50%.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "IceViral",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "Permafrost",
          "NumPersists": -1,
          "SpeedScale": 0.5
        }
      ]
    }
  ]
}

```

### **AbsoluteZero**

Basically the same as the "Ice" statuseffect but can affect White and Zebra Bloons.

For example Dart Monkey's darts does ice damage and applies absolute zero onto Bloons if his darts hit them, but only lasts for 3 seconds and affects up to 6 layers.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Ice",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "AbsoluteZero",
          "NumPersists": 6,
          "Duration": 3
        }
      ]
    }
  ]
}

```

### **AbsoluteZeroPermafrost**

Basically the same as the Permafrost status but can affect White and Zebra Bloons and also MOAB class bloons in addition.

For example Dart Monkey's darts does plasma damage which do 1 damage per shot and applies the absolutezeropermafrost which slows for 67%.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 1,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Plasma",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "AbsoluteZeroPermafrost",
          "NumPersists": -1,
          "SpeedScale": 0.33
        }
      ]
    }
  ]
}

```

### **Sabotage**

Basically a combination of "Slow" and "MOABSlow" which affects every bloon by slowing them down for a duration.

For example Dart Monkey's darts does piercing damage with 2 pierce per attack and applies the sabotage statuseffect, but can sabotage the Bloons' movement speed by 33% less for up to 10s and affects infinite layers.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 2,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "Sabotage",
          "NumPersists": -1,
          "Duration": 10,
          "SpeedScale": 0.67
        }
      ]
    }
  ]
}

```

### **Camo (Unusable)**

This status effect makes a certain bloon type go camouflage, making some towers not detect them unless they're decamoed or the tower is provided with a camo provider such as a x-2 Monkey Village.

However, towers with this status effect cannot add the camo property onto a Bloon, but the bloonocamouflage can be removed if it's "RemoveStatusEffect" and not "StatusEffect" in general. Sadly, this status effect does not work on towers' attacks specifically and is hardcoded onto Bloons without the remove status effect function.

NOTE: ***Camo** status only works if you use the "RemoveStatusEffect" function, making it overall the same as SignalFlare but ignore status effect filters for bloons is usually preferred to allow the "Camo" modifier to affect the bloonsend or not.*

### **Regen (Unusable)**

This status effect makes a certain bloon type have regrow properties, making them regrow if they're not popped fast enough. Applied with bloonoregrow, you need towers that can counter Regens or else it's too late!

However, towers with this status effect cannot add the regen property onto a Bloon, but the bloonoregrow can be removed if it's "RemoveStatusEffect" and not "StatusEffect" in general. Sadly, this status effect does not work on towers' attacks specifically and is hardcoded onto Bloons without the remove status effect function.

NOTE: ***Regen** status only works if you use the "RemoveStatusEffect" function, making it mostly the same as Foam but ignore status effect filters for bloons is usually preferred to allow the "Regen" modifier to affect the bloonsend or not.*

### **SignalFlare**

This status effect allows the tower's attacks to decamo Bloons (by removing the bloonocamouflage onto them!). However, it does not remove Regen properties off Bloons.

For example Dart Monkey's darts does fire damage which have 3 pierce per shot and applies the signalflare statuseffect but only deletes camo properties off Bloons if they are regrow.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 3,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Fire",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "SignalFlare",
          "TargetingFilter": {
            "Include": {
              "StatusEffect": [
                "Regen"
              ]
            }
          }
        }
      ]
    }
  ]
}

```

### **Foam**

Basically the same as the SignalFlare status but can also remove regrow properties off Bloons.

For example Dart Monkey's darts does foam damage which have 5 pierce per shot and applies the foam statuseffect but only deletes both camo and regrow properties off Bloons if they are set afire by Napalm, frozen-solid by the Ice status or are glued by the Glue status.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 5,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Foam",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "Foam",
          "TargetingFilter": {
            "Include": {
              "StatusEffect": [
                "Napalm",
                "Ice",
                "Glue"
              ]
            }
          }
        }
      ]
    }
  ]
}

```

### **GlueOnTrack**

This status effect makes popped Bloons use the ***GlueOnTrack.weapon*** for the respective tower, if there's no ***GlueOnTrack.weapon*** then it'll use "SlotIndex": 2 of the weapon to use the attack from popped Bloons with that status effects concurrently. If not assigned correctly, the game will crash when the statuseffect is trying to perform the "GlueOnTrack" mechanic!

It is rarely used in mods because of how gimmicky this statuseffect can be, but it is used in Plants vs. Bloons for the Puff-shroom 5th Tier upgrade called **Nightcap**.

For example Dart Monkey's darts does piercing damage which have 10 pierce per shot and applies the glueontrack statuseffect but you can also find the example of the GlueOnTrack.weapon gimmicks for the DartMonkey below.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 3,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Fire",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "GlueOnTrack",
          "NumPersists": -1
        }
      ]
    }
  ]
}
{
  "Type": "GlueOnTrack",
  "TargetRange": 105.0,
  "CooldownTime": 2.29,
  "FireDelayTime": 0.0,
  "Tasks": [
    {
      "Type": "MultiFire",
      "InitialOffset": 180.0,
      "AngleIncrement": 90.0,
      "FireCount": 2,
      "AimAtTarget": false,
      "MarkIDForProjectiles": true,
      "Tasks": [
        {
          "Type": "Projectile",
          "GraphicName": "dart_monkey_dart",
          "NumPersists": 5,
          "TerminateOnZeroPersists": false,
          "CollisionType": "Once",
          "HasLimitedDuration": true,
          "LimitedDuration": 5,
          "Movement": {
            "Type": "Forward",
            "Speed": 200,
            "KeepOnScreen": true,
            "SpeedDecay": 0.95
          },
          "Tasks": [
            {
              "Type": "Damage",
              "DamageType": "Plasma",
              "Amount": 2
            },
            {
              "Type": "StatusEffect",
              "Status": "MultiLayerDamage"
            },
            {
              "TargetingFilter": {
                "Exclude": {
                  "BloonType": [
                    "MOAB",
                    "BFB",
                    "ZOMG",
                    "TestBloon",
                    "INVALID"
                  ]
                }
              },
              "Type": "StatusEffect",
              "Status": "Stun",
              "NumPersists": -1,
              "Duration": 1.5
            },
            {
              "TargetingFilter": {
                "Include": {
                  "BloonType": [
                    "MOAB",
                    "BFB"
                  ]
                }
              },
              "Type": "StatusEffect",
              "Status": "Stun",
              "NumPersists": -1,
              "Duration": 0.333
            }
          ]
        }
      ]
    }
  ]
}

```

### **BloonSpeedBoost**

Basically the same as the Sabotage statuseffect. Changing "SpeedScale" to include a minus before a number allows to push Bloons back instead of slowing/increasing their overall movement speed. It can be made a "Knockback" status ifyou set the duration to 100 milliseconds and have it knockback like -3 of the bloon's overall speed in distance.

For example Dart Monkey's darts does piercing damage with 8 pierce per attack and applies the bloonspeedboost statuseffect, but knock the Bloons back by 5 of their overall speed in distance which affects infinite layers.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 8,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "BloonSpeedBoost",
          "NumPersists": -1,
          "Duration": 0.1,
          "SpeedScale": -5.0
        }
      ]
    }
  ]
}

```

### **MoveToPath**

This status effect allows the tower's attack to blow Bloons back. However, it also removes glue and ice statuseffects (excluding absolutezero or stronggluebottom/top) when the projectile or AOE affects them etc. Adding "IgnoreImmunity" on "True" will allow this status effect to affect every bloon type, including MOAB class bloons which sounds like you're adding a Superstorm effect on a specific projectile! You can add "PercentageChance" and set it to 0.5 to make the blowback happen in a 50% chance when the projectile or AOE attack is consuming up pierce at Bloons.

For example Dart Monkey's darts does no damage with 15 pierce per attack and applies the movetopath statuseffect, which blows all non-MOAB class bloons away except it gets destroyed by Lead Bloons.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 15,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 0
        },
        {
          "Type": "StatusEffect",
          "Status": "MoveToPath",
          "NumPersists": -1
        }
      ]
    }
  ]
}

```

### **TempestTornado**

Basically the same as "MoveToPath" but affects Lead Bloons. Just like "MoveToPath", it can affect MOAB class bloons if you add "IgnoreImmunity" on the next line to "True".

For example Dart Monkey's darts does damage with 10 pierce per attack and applies the tempesttornado status, which blows all non-MOAB class bloons away with a 50% chance of blowback.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 10,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "TempestTornado",
          "NumPersists": -1,
          "PercentageChance": 0.5
        }
      ]
    }
  ]
}

```

### **DamageMultiplier**

This status effect allows the tower or the tower's attacks to debuff Bloons which allows other towers and itself to deal extra damage to that affected Bloon. However, it can also make status effect damage go up as long the Bloon is debuffed by the status for the duration.

For example Dart Monkey's darts does 2 damage with 20 pierce per attack and applies the damagemultiplier status, which allows everything to deal +1 more damage if the bloon is affected for 30 seconds.

NOTE: it needs "TargetAll" or "ApplyToNatural/PlayerSent" for it to even mechanically work for some attack mechanisms for some towers.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 20,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 2
        },
        {
          "Type": "StatusEffect",
          "Status": "MultiLayerDamage"
        },
        {
          "Type": "StatusEffect",
          "Status": "DamageMultiplier",
          "ApplyForDuration": true,
          "ApplyOnSpawn": true,
          "ApplyToNatural": true,
          "ApplyToPlayerSent": true,
          "TargetAll": true,
          "DamageRate": 1.0,
          "Amount": 1,
          "Duration": 30,
          "NumPersists": -1
        }
      ]
    }
  ]
}

```

### **HoldBloon**

This status effect allows the attack to hold the bloon in place, but it becomes untargetable by even the user tower.

For example Dart Monkey's darts does no damage with 3 pierce per attack and applies the holdbloon status, strangely it can even affect up to ZOMGs which is busted but only for 3 seconds which makes it an untargetable stun statuseffect.

NOTE: using "ApplyForDuration" with the duration makes it workable, but without it it holds the Bloon untargetable indefinitely.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 3,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Piercing",
          "Amount": 0
        },
        {
          "Type": "StatusEffect",
          "Status": "HoldBloon",
          "ApplyForDuration": true,
          "Duration": 3,
          "NumPersists": -1
        }
      ]
    }
  ]
}

```

### **ViralFrost**

This status effect makes Bloons virally spread through the ***ViralFrost.weapon*** for the respective tower, if there's no ***ViralFrost.weapon*** then it'll use "SlotIndex": 4 of the weapon to use the attack from popped Bloons with that status effects concurrently. If not assigned correctly, the game will crash when the statuseffect is trying to perform the "ViralFrost" mechanic!

For example Dart Monkey's darts does plasma damage which have 5 pierce per shot and applies the viralfrost statuseffect but you can also find the example of the ViralFrost.weapon gimmicks for the DartMonkey below.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 5,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Plasma",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "ViralFrost",
          "NumPersists": -1
        }
      ]
    }
  ]
}
{
  "Type": "ViralFrost",
  "TargetRange": 30,
  "CooldownTime": 0,
  "FireDelayTime": 0,
  "TerminateOnZeroPersists": false,
  "FollowTarget": false,
  "Tasks": [
    {
      "Type": "MultiFire",
      "InitialOffset": 90.0,
      "AngleIncrement": 45.0,
      "FireCount": 4,
      "AimAtTarget": false,
      "MarkIDForProjectiles": true,
      "Tasks": [
        {
          "Type": "Projectile",
          "GraphicName": "dart_monkey_dart",
          "NumPersists": 3,
          "TerminateOnZeroPersists": false,
          "CollisionType": "Once",
          "HasLimitedDuration": true,
          "LimitedDuration": 5,
          "Movement": {
            "Type": "Forward",
            "Speed": 200,
            "KeepOnScreen": true,
            "SpeedDecay": 0.95
          },
          "Tasks": [
            {
              "Type": "Damage",
              "DamageType": "Plasma",
              "Amount": 3
            },
            {
              "Type": "StatusEffect",
              "Status": "MultiLayerDamage"
            }
          ]
        }
      ]
    }
  ]
}

```

### **IceShards**

This status effect makes frozen or burnt Bloons trigger the ***IceShards.weapon*** for the respective tower and also for "Fire", "Explosive" or "Plasma" damage, if there's no ***IceShards.weapon*** then it'll use "SlotIndex": 3 of the weapon to use the attack from popped Bloons with that status effects concurrently. If not assigned correctly, the game will crash when the statuseffect is trying to perform the "IceShards" mechanic!

For example Dart Monkey's darts does fire damage which have 5 pierce per shot and applies the iceshards statuseffect but you can also find the example of the IceShards.weapon gimmicks for the DartMonkey below.

```
{
  "Type": "DartMonkey",
  "TargetRange": 100.0,
  "CooldownTime": 0.75,
  "FireDelayTime": 0.2,
  "Tasks": [
    {
      "Type": "Projectile",
      "GraphicName": "dart_monkey_dart",
      "NumPersists": 5,
      "TerminateOnZeroPersists": true,
      "CollisionType": "Once",
      "Movement": {
        "Type": "Forward",
        "Speed": 805.0,
        "CutOffDistance": 125
      },
      "Tasks": [
        {
          "Type": "Damage",
          "DamageType": "Fire",
          "Amount": 1
        },
        {
          "Type": "StatusEffect",
          "Status": "IceShards",
          "NumPersists": -1
        }
      ]
    }
  ]
}
{
  "Type": "IceShards",
  "CooldownTime": 1.66,
  "FireDelayTime": 0.0,
  "RequiresTargetToFire": false,
  "Tasks": [
    {
      "Type": "MultiFire",
      "InitialOffset": 45.0,
      "AngleIncrement": 22.5,
      "FireCount": 8,
      "AimAtTarget": false,
      "MarkIDForProjectiles": true,
      "Tasks": [
        {
          "Type": "Projectile",
          "GraphicName": "engineer_nail",
          "NumPersists": 2,
          "TerminateOnZeroPersists": false,
          "CollisionType": "Once",
          "HasLimitedDuration": true,
          "LimitedDuration": 2,
          "Movement": {
            "Type": "Forward",
            "Speed": 200,
            "KeepOnScreen": true,
            "SpeedDecay": 0.95
          },
          "Tasks": [
            {
              "Type": "Damage",
              "DamageType": "Plasma",
              "Amount": 4
            },
            {
              "Type": "StatusEffect",
              "Status": "MultiLayerDamage"
            }
          ]
        }
      ]
    }
  ]
}

```