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BTD6

Fully automatic weapon with incredible popping power.
~ In-game description

Full Auto Rifle is the fourth upgrade of Path 3 for the Sniper Monkey in Bloons TD 6. Full Auto Rifle gives incredible DPS to the Sniper, attacking at a rate of about 7.7 times per second (specifically 0.1299s attack cooldown), and its bullets dealing +2 damage to MOAB-class bloons. It now shoots 2x faster than Semi-Automatic, shooting ~12.25x faster than a base Sniper. If crosspathed with Shrapnel Shot, each shrapnel deals +1 damage to MOAB-class bloons.

This upgrade costs $3,485 on Easy, $4,100 on Medium, $4,430 on Hard, and $4,920 on Impoppable.

Description[]

Overview[]

Aksniper

0-0-4 Full Auto Rifle Sniper shooting at bloons

Full Auto Rifle is a monkey bearing the aforementioned automatic rifle, which is a long grey rifle bearing a scope with an orange light, having a black, ridged handgrip just in front of the scope, and an orange stripe just behind a suppressor mounted on the barrel. The rifle also has a grey stock. The monkey itself wears a black vest with a hole for its tail, black gloves, a dark grey camo helmet with a camera attached, and orange goggles over its eyes. These orange goggles have a unique double-peak design that splits above where its mouth would presumably be. Notably, the monkey does not wear any shoes.

Full Auto Rifle attacks twice as fast, decreasing attack cooldown from 0.2597s to 0.1299s. In addition, its bullets deal +2 damage to MOAB-class, and shrapnel with 0-2-4 deals +1 MOAB-class damage.

Targeting Priorities[]

Full Auto Rifle targets bloons using the standard targeting priorities. It shoots a snipe attack.

  • First: Targets the first bloon visible within its range.
  • Last: Targets the last bloon visible within its range.
  • Close: Targets the closest bloon visible within its range.
  • Strong: Targets the strongest bloon visible within its range.

Can receive Camo Prioritization with Night Vision Goggles, allowing it to prioritize Camo Bloons over other types.

Full Popology[]

Statistics[]

Updated as of Version 40.2
Base stats
  • Bullet:
    • Snipe projectile, sharp type, infinite range, 0.1299s attack cooldown, 2 damage, +2 MOAB-class damage, 1 impact pierce.
Crosspathing interactions
  • 1-0-4: Bullet damage type changed from sharp to normal. Bullet damage increased from 2 to 4.
  • 2-0-4: Bullet damage increased from 4 to 7.
  • 0-1-4: Bullet damage deals +2 Camo damage.
  • 0-2-4: Bullet gains Shrapnel upon damaging bloons, and Shrapnel deals +1 MOAB-class damage.
Monkey Knowledge interactions
  • EliteMilitaryTrainingIcon Elite Military Training: All Military Monkeys get a one-off +1000 XP and earn XP in-game 5% faster permanently.
  • CeramicShockIcon Ceramic Shock: Ceramic Bloons shot by all Snipers are slowed down for 2 seconds.
  • FlankingManeuversIcon Flanking Maneuvers: Attacks 10% faster when set targeting priority to "Last".
  • MilitaryConscriptionIcon Military Conscription: First military tower costs only ⅔ of the original cost.
    • Sniper Monkey base cost from $300, $350, $380, and $420 → $200, $235, $255, and $280 on Easy, Medium, Hard, and Impoppable, respectively.
  • AdvancedLogisticsIcon Advanced Logistics: All Military Monkeys base costs reduced by 5%.
    • Sniper Monkey base cost from $300, $350, $380, and $420 → $285, $330, $360, and $400 on Easy, Medium, Hard, and Impoppable, respectively.
      • If Military Conscription is also enabled, the final cost will be $185, $215, $235, and $260.
  • MonkeyEducationIcon Monkey Education: All Monkeys XP earn rate increased by 8%.
  • BetterSellDealsIcon Better Sell Deals: All Monkeys sell for 5% more. Increases sell potency from 70% to 75%.
  • VeteranMonkeyTrainingIcon Veteran Monkey Training: All Monkeys reload time reduced by 3%.

Attack Interactions[]

See also: Attack Interactions/Bloons TD 6/Military
Updated as of Version 40.2
Base attack(s)
  • Bullet:
    • Sharp Type (pops Black, White, Purple) Sharp
    • Single Projectile Single Projectile
    • Snipe Snipe
    • Full Map Range (unspecified description of how the tower can attack beyond basic range) Full Map Range
    • Extra damage to all bloon types (2) Extra Damage (2)
    • Extra damage versus MOAB-class Bloons (+2) Extra Damage to Blimps (+2)

Costs[]

Updated as of Version 42.0. Listed prices exclude external buffs, any sacrifices, and Monkey Knowledge.
[Module | Data] Purchase Sell
Costs Easy Medium Hard Impoppable Easy Medium Hard Impoppable
Upgrade (X-X-4) $3,485 $4,100 $4,430 $4,920 -
Total (0-0-4) $7,005 $8,250 $8,910 $9,900 $4,904 $5,775 $6,237 $6,930
Crosspath (1-0-4) $7,300 $8,600 $9,290 $10,320 $5,110 $6,020 $6,503 $7,224
Crosspath (2-0-4) $8,405 $9,900 $10,695 $11,880 $5,884 $6,930 $7,487 $8,316
Crosspath (0-1-4) $7,215 $8,500 $9,180 $10,200 $5,051 $5,950 $6,426 $7,140
Crosspath (0-2-4) $7,595 $8,950 $9,665 $10,740 $5,317 $6,265 $6,766 $7,518

This upgrade's prices (or included crosspath's prices) are affected by the following MK: MilitaryConscriptionIcon Military Conscription, AdvancedLogisticsIcon Advanced Logistics, BetterSellDealsIcon Better Sell Deals

Strategy[]

Summary[]

The main highlight of the Full Auto Rifle is not so much about being an efficient overall DPS tower, but it is more so that it never misses its target provided that the Sniper has a clear Line of Sight. As such, it is an excellent choice for anti-stalling earlier rounds, particularly with the 0-2-4 upgrade with Berserker Brew or Stronger Stimulant, or the 2-0-4 upgrade paired with a decent camo-detecting tower. For most occasions, setting the Full Auto Rifle on Strong is a good choice, although the First target priority is generally more useful for 0-2-4.

The 2-0-4 Full Auto Rifle is somewhat decent against MOABs in the mid-game, but it tends to struggle against the hyperclumped Yellows that it leaves behind in the absence of MOABs. The presence of hyperclumped Yellows can be rectified by utilizing the 0-2-4 Full Auto Rifle paired with Berserker Brew or Stronger Stimulant, which although allows it to pop grouped bloons better, it will lose good single-target DPS over increased grouped popping power. 2-0-4 Full Auto Rifle also has reliable single-target damage for a low footprint with long-ranged advantage.

Tips[]

  • The correct crosspath depends on what the player wants for their defense. With Large Calibre, Full Auto Rifle gains much better pure damage output on single targets, especially MOABs class bloons due to its additional damage towards them but only has 1 pierce. Shrapel Shot, on the other hand, allows Full Auto Rifle to specialize in group damage and with its quick attack speed will produce a lot of shrapel for decent cleanup combined with infinite range, but doesn't utilize the full potential of this upgrade since it is mostly trying to clean up.
  • Similar to Semi-Automatic, set a 2-0-4 Full Auto Rifle on Strong to combat mid-game MOABs, and set a 0-2-4 Full Auto Rifle on First to optimize its shrapnel shot attacks.
  • Compared to Supply Drop, which costs around $3,000 more expensive than Full Auto Rifle, Full Auto Rifle tends to struggle versus grouped targets. However, Full Auto Rifle has the edge at single-target damage.
  • As of Version 28.0, which nerfed Elite Defender's damage type, a 0-2-4 Full Auto plus a 4-2-0 Stronger Stimulant and a 2-0-0 Village can solo Deflation on Infernal, which can quickly farm XP and Monkey Money.
  • Full Auto Rifle spam is often used on Boss Events as a spam option for Tier 4 and 5 Boss Bloons, as its infinite range and small footprint allow it to be spammed once Overdrives and Sun Avatars are no longer in range of the boss. It is even possible to use FlankingManeuversIcon Flanking Maneuvers for even more DPS against any boss except Dreadbloon. In addition, because Full Auto Rifle is completely hitscan, it can ignore Vortex's wind shield. Very few long distance Tier 4 options compare, as even Plasma Accelerator, another competing option for long range hitscan attacks, has a few hefty drawbacks compared to the Full Auto Rifle. That being said, Bloon Area Denial System with both Sun Temple and True Sun God support buffs can reach extremely far when Target Independent is turned off, and as 024 crosspath, provides more DPS than Full Auto Rifle if properly microed.

Version History[]

Balance Changes[]

Very slightly affected by the Version 20.0 Path 3 crosspathing rework, but later buffed in MOAB-class damage to add late-game relevance and enforce Full Auto Rifle as a DPS Sniper. Also a reduced cost in compensation for a damage type rework for purposes of nerfing 0-2-5 Elite Defender.

20.0
  • BUFF Full Auto Rifle attack speed very slightly increased (0.13s → 0.12985s)
28.0
[...] As middle path sniper has been feeling to be in a good spot with alchemist buffs, but other uses of sniper shrapnel weak due to lack of alchemist buff, we have decided to swap alchemist buffability over from the number of bounces to the power of the shrapnel itself.
~ Ninja Kiwi, referring to Bouncing Bullets shrapnel rework, also implying all Shrapnel upgrades in general including 0-2-4
  • BUFF Full Auto Rifle price reduced from $4,750 → $4,250
  • NERF Full Auto Rifle base damage type changed from Normal → Sharp
30.0
[...] Elite Defender falls off a lot after midgame & really lacks any true cross pathing choice, so it has had some MOAB damage added to the base attack with the amount improved from crosspathing.
~ Ninja Kiwi, referring to Elite Defender
  • BUFF Full Auto Rifle gains +1 MOAB-class bonus to initial bullet hit
    • Despite the new MOAB-class damage buffs, description has remained unchanged.
35.0
[...] Full Auto Rifle gains 1 more MOAB damage bonus to improve it as a stepping stone into the T5.
~ Ninja Kiwi
  • BUFF Full Auto Rifle bonus MOAB-class damage increased (+1 → +2)
40.0
Full auto sniper's 024 crosspath sees a lot of fun/meme use, but not so much more than that. We’re hoping that applying the MOAB bonus that it gains to the shrapnel as well will help improve non-meme use here. (And looking over my notes, it seems this was meant to be included a while ago…But better late than never!)
~ Ninja Kiwi
  • BUFF 0-2-4 Full Auto Rifle shrapnel now gains +1 bonus damage against MOAB-class bloons
41.0
Sniper Monkey has some very powerful upgrades but also many poor stepping stones. We felt this tower needed a big price shuffle all around, pushing down the cost of many underwhelming upgrades but returning this back into stronger upgrades.
~ Ninja Kiwi
  • BUFF Full Auto Rifle price reduced from $4250 to $4100
    • Overall price decrease is -$150 due to Fast Firing (+$50), Even Faster Firing (+$50), and Semi-Automatic (-$100)

Bug Fixes and General Changes[]

24.0
  • Change Description changed from "Fully automatic weapon with incredible popping power." to "Fully automatic weapon with incredible popping power, including damage to Lead Bloons."
28.0
  • Change Description changed from "Fully automatic weapon with incredible popping power, including damage to Lead Bloons." to "Fully automatic weapon with incredible popping power."

Extra Notes (Version History)[]

Gallery[]

Official artwork[]

Videos[]

Trivia[]

  • In BTD5 Flash, purchasing Semi-Automatic Rifle allows the Sniper Monkey to pop Lead Bloons even without Full Metal Jacket. This is not the case in the mobile versions of the BTD5 generation or BTD6 for the Semi-Automatic upgrade. However, in BTD6, the Full Auto Rifle initially added automatic lead-popping power as Semi-Automatic Rifle did in BTD5.
    • Automatic lead-popping power for Full Auto Rifle was removed in Version 28.0, while Supply Drop still retains automatic lead-popping.
  • This upgrade decreases the Sniper's height. This can be shown by placing the sniper on the Carrier Flagship's first platform on Encrypted.
  • This upgrade could be abbreviated to FAR, which would be a good pun on its infinite range when there are not Line of Sight obstacles.
  • Full Auto Rifle is the only Tier 4 Sniper Monkey in BTD6 to wear no footwear of any kind.
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