Roaming Bloon
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Roaming Bloons (also referred to as Wandering Bloons or Wild Bloons) are a game mechanic in the Frontier Legends DLC of Bloons TD 6. These cowboy hat-wearing Bloons appear on most areas in the Frontier and either chase Sheriff or flee from them. If Sheriff touches a Roaming Bloon, the player has the option to challenge the Bloon to a minigame called Quick Draw, which rewards Bananite and can drop other items if the player wins. However, if the player loses the minigame or flees from a chasing Bloon after touching it, Sheriff loses Lives and their whole posse loses some Stamina.
Mechanics
[edit | edit source]Roaming Bloons populate most areas and slowly wander around at random. Most Bloons appear out in the open, but Zombie Bloons are buried underground and only emerge if Sheriff goes near them. If a Roaming Bloon detects Sheriff, it either chases after them or moves away from them, depending on the Bloon type. If Sheriff touches a Bloon, the player is forced to select one of the following options:
The spawn points of Roaming Bloons are predetermined. If the player fights or flees from a Roaming Bloon, it respawns after a certain amount of time depending on the type. In aboveground locations, they are more numerous at nighttime.
Quick Draw mini game
[edit | edit source]In a Quick Draw, the player plays a timing minigame where a reticle moves from left to right across a line, and the player must press the button to shoot when the reticle lines up with targets that appear and move at random points on one or more of three rails (front, middle, back). The movement speed of the reticle and the number of targets the player needs to hit to win depend on the Bloon type, and the player can also get a Crit by hitting the bullseye for additional damage or hit multiple targets at the same time if they are aligned. Sheriff has unlimited ammo but will needs to recharge after six shots. Targets keep appearing one after the other until Sheriff either wins by depleting all the Bloon's health or is defeated by running out of time. Winning this mini game earns Bananite and consumable items such as Health Potions, Banana Cookies and Old Keys; on the other hand, losing the mini game comes with a Lives and Stamina penalty.
List of Roaming Bloons
[edit | edit source]| Red Bloon |
Movement | Quick Draw | Victory rewards | |||||
|---|---|---|---|---|---|---|---|---|
| Behavior | Flee | Health | 3 | Target lifespan | 7s–10s | |||
| Detection radius | 5 tiles | Timer | 8s | Target range | 0.05–0.08 | |||
| Detection delay | 0 | Target speed | 0.07 | Target size | 100% | |||
| Wandering speed | 20 | Crit damage | 3 | Crit size | 60% | |||
| Spawn weight | 30 | Chasing / flee speed | 45 | Rails | Middle
Back |
Stamina penalty | 3% | |
| Respawn time | 2 minutes | Wander distance | 4 tiles | Lives penalty | 3 | |||
| Blue Bloon |
Movement | Quick Draw | Victory rewards | |||||
|---|---|---|---|---|---|---|---|---|
| Behavior | Flee | Health | 6 | Target lifespan | 7s–10s | |||
| Detection radius | 5 tiles | Timer | 8s | Target range | 0.08–0.12 | |||
| Detection delay | 0 | Target speed | 0.12 | Target size | 100% | |||
| Wandering speed | 20 | Crit damage | 3 | Crit size | 50% | |||
| Spawn weight | 20 | Chasing / flee speed | 50 | Rails | Middle | Stamina penalty | 4% | |
| Respawn time | 10 minutes | Wander distance | 5 tiles | Lives penalty | 4 | |||
| Green Bloon |
Movement | Quick Draw | Victory rewards | |||||
|---|---|---|---|---|---|---|---|---|
| Behavior | Flee | Health | 9 | Target lifespan | 4s–6s | |||
| Detection radius | 6 tiles | Timer | 10s | Target range | 0.07–0.12 | |||
| Detection delay | 0 | Target speed | 0.35 | Target size | 100% | |||
| Wandering speed | 20 | Crit damage | 3 | Crit size | 50% | |||
| Spawn weight | 15 | Chasing / flee speed | 57 | Rails | Middle
Back |
Stamina penalty | 5% | |
| Respawn time | 15 minutes | Wander distance | 5 tiles | Lives penalty | 5 | |||
| Pink Bloon |
Movement | Quick Draw | Victory rewards | |||||
|---|---|---|---|---|---|---|---|---|
| Behavior | Chase | Health | 4 | Target lifespan | 7s–8s | |||
| Detection radius | 5 tiles | Timer | 6s | Target range | 0.08–0.2 | |||
| Detection delay | 0.5 | Target speed | 0.5 | Target size | 95% | |||
| Wandering speed | 20 | Crit damage | 3 | Crit size | 45% | |||
| Spawn weight | 15 | Chasing / flee speed | 60 | Rails | Middle
Back |
Stamina penalty | 4% | |
| Respawn time | 30 minutes | Wander distance | 3 tiles | Lives penalty | 4 | |||
| MOAB |
Movement | Quick Draw | Victory rewards | |||||
|---|---|---|---|---|---|---|---|---|
| Behavior | Chase | Health | 12 | Target lifespan | 3s–6s | |||
| Detection radius | 8 tiles | Timer | 12s | Target range | 0.05–0.1 | |||
| Detection delay | 0.8 | Target speed | 0.3 | Target size | 100% | |||
| Wandering speed | 20 | Crit damage | 5 | Crit size | 50% | |||
| Spawn weight | 10 | Chasing / flee speed | 35 | Rails | Middle
Back |
Stamina penalty | 12% | |
| Respawn time | 40 minutes | Wander distance | 7 tiles | Lives penalty | 24 | |||
| BFB |
Movement | Quick Draw | Victory rewards | |||||
|---|---|---|---|---|---|---|---|---|
| Behavior | Chase | Health | 14 | Target lifespan | 5s–7s | |||
| Detection radius | 10 tiles | Timer | 13s | Target range | 0.05–0.07 | |||
| Detection delay | 0.5 | Target speed | 0.3 | Target size | 100% | |||
| Wandering speed | 15 | Crit damage | 5 | Crit size | 50% | |||
| Spawn weight | 8 | Chasing / flee speed | 25 | Rails | Middle
Front |
Stamina penalty | 14% | |
| Respawn time | 2 hours | Wander distance | 5 tiles | Lives penalty | 28 | |||
| ZOMG |
Movement | Quick Draw | Victory rewards | |||||
|---|---|---|---|---|---|---|---|---|
| Behavior | Chase | Health | 16 | Target lifespan | 5s–7s | |||
| Detection radius | 10 tiles | Timer | 15s | Target range | 0.07–0.17 | |||
| Detection delay | 0.5 | Target speed | 0.28 | Target size | 110% | |||
| Wandering speed | 5 | Crit damage | 5 | Crit size | 50% | |||
| Spawn weight | 5 | Chasing / flee speed | 15 | Rails | Back
Front |
Stamina penalty | 16% | |
| Respawn time | 5 hours | Wander distance | 5 tiles | Lives penalty | 32 | |||
| BAD |
Movement | Quick Draw | Victory rewards | |||||
|---|---|---|---|---|---|---|---|---|
| Behavior | Chase | Health | 19 | Target lifespan | 5s | |||
| Detection radius | 6 tiles | Timer | 17s | Target range | 0.05–0.09 | |||
| Detection delay | 1.5 | Target speed | 0.3 | Target size | 125% | |||
| Wandering speed | 25 | Crit damage | 5 | Crit size | 50% | |||
| Spawn weight | 1 | Chasing / flee speed | 25 | Rails | Middle
Back |
Stamina penalty | 19% | |
| Respawn time | 24 hours | Wander distance | 3 tiles | Lives penalty | 38 | |||
| Glass Bloon |
Movement | Quick Draw | Victory rewards | |||||
|---|---|---|---|---|---|---|---|---|
| Behavior | Flee | Health | 50 | Target lifespan | 1s–2s | |||
| Detection radius | 5 tiles | Timer | 30s | Target range | 0.2–0.3 | |||
| Detection delay | 0 | Target speed | 0.25 | Target size | 100% | |||
| Wandering speed | 80 | Crit damage | 5 | Crit size | 40% | |||
| Spawn weight | 1 | Chasing / flee speed | 80 | Rails | Middle
Back Front |
Stamina penalty | 0% | |
| Respawn time | None | Wander distance | 8 tiles | Lives penalty | 0 | |||
Update history
[edit | edit source]| This article or section needs cleanup to improve the way it presents information and/or comply with the style guide. You can help out by editing this article. The editor who added this notice elaborates: v54.1 needs table variant |
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Increased the overall number of Roaming Bloons
The number and stats of Roaming Bloons now change at nighttime
Revamped the animations of all Roaming Bloons
No longer causes the game to crash when chasing Sheriff into a Campfire (bug fix)
Quick Draw: The timing for hitting the Bloon targets is now more strict
Quick Draw: Reduced stamina and cash penalites from failing the mini-game against the lower tier Bloons
Quick Draw: Adjusted rewards from lower tier Bloons
- Blue, Green, BFB, ZOMG, and BAD can now appear as Roaming Bloons
Roaming Bloon: Changed spawn algorithm, based on time of the day and types of Bloon available
Quick Draw: Minigame reworked: Reduced reliance on reaction time, players can now miss some shots but have to beat the Bloon within certain amount of time, can now land Crit shots
Quick Draw: Modified some balancing to make different kinds of Bloons feel more unique
Quick Draw: Reduced stamina penalty for some Bloons after losing
- Fortified Red Bloon ― 10% → 6%
- Pink Bloon ― 15% → 10%
- MOAB ― 20% → 15%
- BFB ― 40% → 20%
- ZOMG ― 60% → 30%
- BAD ― 95% → 35%
Quick Draw: Replaced Bananite penalty for Life penalty
Roaming Pink Bloon: Target hitbox decreased ― 0.95 → 0.9 (undocumented)
Roaming Pink Bloon: Crit hitbox decreased ― 0.5 → 0.45 (undocumented)
Roaming MOAB: Crit hitbox increased ― 0.2 → 0.32 (undocumented)
Roaming BFB: Crit hitbox increased ― 0.3 → 0.5 (undocumented)
Roaming BFB: Timer increased ― 10s → 11s (undocumented)
Roaming ZOMG: Target speed decreased ― 0.32 → 0.3 (undocumented)
Roaming ZOMG: Health decreased ― 20 → 15 (undocumented)
Roaming ZOMG: Target hitbox increased ― 1.0 → 1.1 (undocumented)
Roaming ZOMG: Crit hitbox increased ― 0.4 → 0.5 (undocumented)
Roaming ZOMG: Timer increased ― 10s → 12s (undocumented)
Roaming BAD: Target speed decreased ― 0.3 → 0.28 (undocumented)
Roaming BAD: Health increased ― 10 → 14 (undocumented)
Roaming BAD: Target hitbox decreased ― 1.3 → 1.25 (undocumented)
Roaming BAD: Crit hitbox increased ― 0.32 → 0.4 (undocumented)
Roaming BAD: Timer increased ― 10s → 13s (undocumented)
Roaming Crystal Bloon: Resolved a number of issues with its Quick Draw mini game (undocumented)
| Subject | Changes |
|---|---|
| Red Bloon |
|
| Blue Bloon |
|
| Green Bloon |
|
| Pink Bloon |
|
| Fortified Red Bloon |
|
| Zombie Bloon |
|
| MOAB |
|
| BFB |
|
| ZOMG |
|
| BAD |
|
Trivia
[edit | edit source]- Before version 54.0, the daytime ZOMG's ID was
BAD, suggesting it was originally going to be the BAD before being split into a separate Bloon; the actual BAD's internal ID wasBADREAL. - Also, before that same version Bloons could have different stats depending on the time of the day. Day and night versions of Roaming Bloons were separated Bloon types internally. Fortified Red Bloons, Zombie Bloons, and ZOMGs did also have separate night versions but were identical to the day versions.
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