Rogue Legends: Difference between revisions

CHIMPS: updated to 51.1
Stages: Added new stage images
 
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{{redirect|Rogue|the music track|List of music in BTD6#Rogue}}
{{redirect|Rogue|the music track|List of music in BTD6#Rogue}}
{{lede image|BTD6 LegendRogueShop.png|Icon for the ''Rogue Legends'' DLC in the [[Shop (BTD6)|Shop]]|size=250px}}
{{lede image|BTD6 LegendRogueShop.png|Icon for the ''Rogue Legends'' DLC in the [[Shop (BTD6)|Shop]]|size=250px}}
'''''Rogue Legends''''' (or '''Rogue Legend''')<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> is a paid DLC expansion for ''[[Bloons TD 6]]'', introduced in {{BTD6 version|47.0}} and the first of a series of DLC campaigns called [[Legend]]s.<ref name="46.0">{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> It is a "[[Bloons TD (series)|BTD]] rogue-lite adventure"<ref name="44.0">{{cite|url=https://www.reddit.com/r/btd6/comments/1eh2iuo/update_bloons_td_6_v440_update_notes/|title=Update: Bloons TD 6 v44.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> and a "game within the game"<ref name="46.0"/> where the player navigates a [[monkey]] on a grid with different types of tiles,<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1i305vq/btd6_rogue_legends_dlc_maps_and_movement_first/|title=BTD6 Rogue Legends DLC maps and movement first look!|publisher=Reddit|retrieved=16 jan 2025}}</ref> encountering [[Bloon]]s and collecting [[tower]]s and enhancements to add to their Party.<ref name="first look">{{cite|url=https://www.reddit.com/r/btd6/comments/1i7r9hv/btd6_rogue_legends_dlc_gameplay_first_look/|title=BTD6 Rogue Legends DLC gameplay first look!|publisher=Reddit|retrieved=23 jan 2025}}</ref> When the player encounters a Bloon, the game transitions to a short ''Bloons TD'' game, much like the tiles in ''[[Bloons Monkey City]]'', during which the player uses their party's towers, [[Hero]], and items called [[Artifact]]s to clear all the [[round]]s. The campaign is split into four stages, each ending with a special Final Boss tile.
'''''Rogue Legends''''' (or '''Rogue Legend''')<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> is a paid DLC expansion for ''[[Bloons TD 6]]'', introduced in {{BTD6 version|47.0}} and the first of a series of DLC campaigns called [[Legend]]s.<ref name="46.0">{{cite|url=https://www.reddit.com/r/btd6/comments/1hau4dn/bloons_td_6_v460_update_notes/|title=Bloons TD 6 v46.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> It is a "[[Bloons TD (series)|BTD]] rogue-lite adventure"<ref name="44.0">{{cite|url=https://www.reddit.com/r/btd6/comments/1eh2iuo/update_bloons_td_6_v440_update_notes/|title=Update: Bloons TD 6 v44.0 - Update Notes!|publisher=Reddit|retrieved=14 jan 2025}}</ref> and a "game within the game"<ref name="46.0"/> where the player navigates a [[monkey]] on a grid with different types of tiles,<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1i305vq/btd6_rogue_legends_dlc_maps_and_movement_first/|title=BTD6 Rogue Legends DLC maps and movement first look!|publisher=Reddit|retrieved=16 jan 2025}}</ref> encountering [[Bloon]]s and collecting [[tower]]s and enhancements to add to their Party.<ref name="first look">{{cite|url=https://www.reddit.com/r/btd6/comments/1i7r9hv/btd6_rogue_legends_dlc_gameplay_first_look/|title=BTD6 Rogue Legends DLC gameplay first look!|publisher=Reddit|retrieved=23 jan 2025}}</ref> When the player encounters a Bloon, the game transitions to a short ''Bloons TD'' game, much like the tiles in ''[[Bloons Monkey City]]'', during which the player uses their party's towers, [[Hero]], and items called [[Artifact]]s to clear all the [[round]]s. The campaign is split into four stages, each ending with a special [[Final Boss]] tile.


Purchasing the DLC unlocks an exclusive [[Avatar]] and [[Profile Banner]], and an additional Avatar and Profile Banner can be unlocked by completing a campaign.
Purchasing the DLC unlocks an exclusive [[Avatar]] and [[Profile Banner]], and an additional Avatar and Profile Banner can be unlocked by completing a campaign.
A demo version of ''Rogue Legends'' is available in-game in the "[[Rogue Legends Preview]]" Quest.


==Availability==
==Availability==
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==Gameplay==
==Gameplay==
The player begins a ''Rogue Legends'' campaign by creating their Starter Party, which is done by selecting a [[Hero]] or [[Hero Skin]] and up to three [[Artifact]]s which are objects that provide a passive buff to certain towers. Campaigns are divided into four stages. On each stage, the player progresses through the map by navigating tiles on a hexagonal grid. Players can move by clicking on the tiles indicated by a blue Wisp, but they cannot move back afterwards (indicated by the path becoming darkened). On some stage layouts, there are there multiple starting tiles or branching paths that the player can choose from, but all possible roads will eventually converge on the Final Boss tile.
{{research|Determine how Hero starting XP is calculated}}
The player begins a ''Rogue Legends'' campaign by creating their Starter Party, which is done by selecting a [[Hero]] or [[Hero Skin]] and up to three [[Artifact]]s which are objects that provide a passive buff to certain towers. Campaigns are divided into four stages. On each stage, the player progresses through the map by navigating tiles on a hexagonal grid. Players can move by clicking on the tiles indicated by a blue Wisp, but they cannot move back afterwards (indicated by the path becoming darkened). On some stage layouts, there are there multiple starting tiles or branching paths that the player can choose from, but all possible roads will eventually converge on the [[Final Boss]] tile.
 
Some tiles have some [[Bloon|Bloons]] floating over them that lead the player to a [[Bloon Encounter]], in which the player plays on a random [[map]] with custom rounds and mechanics, and with [[Monkey Knowledge (BTD6)|Monkey Knowledge]], [[Double Cash Mode (BTD6)|Double Cash Mode]], and [[Fast Track Mode]] disabled. Completing encounters earns items called [[Token (BTD6)|Token]]s (represented by an icon of [[Geraldo (BTD6)|Geraldo]]'s head) that the player can trade for more Artifacts at Merchant tiles. The player has five {{icon|BTD6 RogueHeartIcon.png}} hearts (separate from in-game [[life|lives]]) and a heart is lost each time they lose a Bloon Encounter or Final Boss, or restart a Mini Game or Mini Boss. If the player runs out of hearts, the campaign ends with no option of continuing.
 
Players can encounter special tiles with different mechanics, such as Mini Games or Mini Bosses that can award additional Artifacts if the player can beat certain scores in modes like Races or Boss Rush, Merchants that can exchange their Artifacts for Tokens or other Artifacts, Loot Chests with additional Artifacts or Insta Monkeys, or Camp Fires{{sic}} that allow players to add more Insta Monkeys, permanently upgrade existing Insta Monkeys or Artifacts, or regain hearts. At the end of each stage, there is a unique Final Boss tile, which is a Bloon Encounter featuring a [[Boss Bloon]]. Defeating the Final Boss is required to progress to the next stage. After completing 4 stages, the player wins the campaign.


Some tiles will have some [[Bloon|Bloons]] floating over it that lead the player to a '''Bloon Encounter''', which is a game of BTD6 with a custom set of rules, rounds and mechanics, and with [[Monkey Knowledge (BTD6)|Monkey Knowledge]], [[Double Cash Mode (BTD6)|Double Cash Mode]], and [[Fast Track Mode]] disabled. Completing encounters earns items called [[Token (BTD6)|Token]]s (represented by an icon of [[Geraldo (BTD6)|Geraldo]]'s head) that can be used to trade for more Artifacts at Merchant tiles and Rogue XP (represented by marshmallows), that can be spent in the Rogue XP Shop to unlock permanent upgrades for future campaigns. The player has five {{icon|BTD6 RogueHeartIcon.png}} hearts that are separate from in-game [[life|lives]] and a heart is lost each time they lose an encounter. If the player runs out of hearts, the campaign ends with no option of continuing.  
The player cannot place their own towers or [[Power]]s from the main game, but they can use [[Insta Monkey]]s and Powers provided to them during a run. Insta Monkeys and Powers cost [[cash]] to place; Insta Monkeys are cheaper to place than their combined base and upgrade costs, but more expensive to upgrade than normal. Insta Monkeys in the player's Party are reusable, but have a 4-round cooldown between uses. The player can add more Insta Monkeys to their Party by opening Loot Chests, visiting Camp Fires, and having certain Artifacts. Additionally, during battles, the player can earn temporary items called Boosts, which can buff stats like [[damage]], [[range]], or [[pierce]], grant Powers, or a one-time use Insta Monkey. These buffs will be active for the rest of the encounter and Powers or towers obtained from Boosts will be lost upon finishing the encounter, regardless of if they were used or not.


In ''Rogue Legends'', the player cannot place towers or [[Power]]s freely and can only use [[Insta Monkey]]s, which cost [[cash]] to place. They are cheaper to place than their combined base and upgrade costs, but more expensive to upgrade than normal.<ref name="coming-soon" /> Insta Monkeys in the player's Party are reusable, but have a 4-round cooldown between uses. The player can add more Insta Monkeys to their Party by opening Loot Chests, visiting Camp Fires, and having certain Artifacts.
Players earn [[experience]] using the same system as in the main game, except multiplied by <math>3+(0.3\times\text{Stage number})</math>, capped at 4.5× XP starting on stage 5. [[Hero]]es earn 3 times that amount and start with a large amount of XP depending on the starting round number. Performing certain actions during a campaign, such as completing battles, opening Loot Chests, and trading at a Merchant, earns [[Rogue XP]] (represented by marshamallows). Once the player wins or loses the campaign, they can spend the Rogue XP they earned at the Rogue XP Shop to unlock bonuses that persist between campaigns.


During Bloon Encounters, the player can earn temporary items called Boosts, which can buffs to stats like [[Damage]], [[Range]], [[Pierce]] or others, Powers (which are purchased with [[cash]] instead of [[Monkey Money]]), or a one-time use Insta Monkey. These buffs will be active for the rest of the encounter and Powers or towers obtained from Boosts will be lost upon finishing the encounter, regardless of if they were used or not.
===Difficulty===
{{Research|Find the formula for how CHIMPS scales the health modifier after stage 5}}
Each ''Rogue Legends'' campaign has a "difficulty" value (separate from the [[Easy]]/[[Medium]]/[[Hard]] difficulty system of the main game) that affects the [[challenge rule]]s of Bloon Encounter, Mini Game, Mini Boss, and Final Boss tiles. The difficulty value starts at 0 and increases by 1 each time the player completes a Bloon Encounter. This value determines the start round, end round, Bloon Speed, Bloon Health, MOAB Health, and starting [[cash]] of a tile using the following formulas. These formulas apply as-is for Bloon Encounters, while Mini Game, Mini Boss, and Final Boss tiles apply additional modifiers (for example, Mini Boss tiles increase the starting cash by $2,500).


Players can encounter special tiles with different mechanics, such as Mini Games or Mini Bosses that can award additional Artifacts if the player can beat certain scores in modes like Races or Boss Rush, Merchants that can exchange their Artifacts for Tokens or other Artifacts, Loot Chests with additional Artifacts or Insta Monkeys, or Camp Fires{{sic}} that allow players to add more Insta Monkeys, permanently upgrade existing Insta Monkeys or Artifacts, or regain hearts. At the end of each stage, there is a unique Final Boss tile, which is a Bloon Encounter featuring a [[Boss Bloon]]. Defeating the Final Boss is required to progress to the next stage. After completing 4 stages, the player will complete the campaign and earn the obtained Rogue XP (they are also awarded if the player loses all their hearts).  
*<math>\text {Bloon Speed} = (100 + 3 \times (\text {Difficulty} - \text{Map modifier}))%</math>
*<math>\text {Health} = (100 + 6 \times (\text {Difficulty} - \text{Map modifier}))%</math>
*<math>\text{Start round}=1+\text{Difficulty}+5(\text{Stage}-1)</math>
*<math>\text{End round}=(2\times\text{Difficulty})+(5\times\text{Stage})</math>
*<math>\text{Starting cash}=\begin{cases}2500+(\text{Start round}\times(600-(\text{Stage}\times100))&\text{for Stage}<5 \\ 2500+(\text{Start round}\times100)&\text{for Stage}\geq5\end{cases}</math>
 
For the speed and health modifiers, the difficulty is treated as a lower value depending on the [[map difficulty]] of a tile's [[map]]:
*[[Beginner]]: not lowered
*[[Intermediate]]: lowered by 4
*[[Advanced]]: lowered by 8
*[[Expert]]: lowered by 12
 
For example, the 10th Bloon Encounter of a stage has a difficulty value of 9. If it is on stage 3 and an Advanced map, it will have the following challenge rules:
*<math>\text {Bloon Speed} = (100 + 3 \times (9 - 8))%=103%</math>
*<math>\text {Health} = (100 + 6 \times (9 - 8))%=106%</math>
*<math>\text{Start round}=1+9+5\times(3 - 1) = 20</math>
*<math>\text{End round}=(2\times9) + (5\times3) = 33</math>
*<math>\text{Starting cash}=2500+(20\times(600-(3\times100))=8500</math>
 
These modifiers stack with [[Freeplay#Bloons TD 6|Freeplay]] health and speed scaling. In CHIMPS mode, after stage 5, the health modifiers start scaling faster and in increasing increments, but the Bloon Speed modifier keeps scaling as normal.


===Parties===
===Parties===
'''Parties''' are a set consisting of a [[Hero]], [[Insta Monkey]]s, and Artifacts. Each [[Hero]] has a unique starter party of two Insta Monkeys and one Artifact. [[Hero Skin]]s have different starter parties from regular Heroes, except those that cannot be purchased with [[Monkey Money]] (e.g. [[She-Ra]] has the same party as [[Adora (BTD6)|Adora]], and [[Red Sauda]] has the same party as [[Sauda (BTD6)|Sauda]]). The player can only have up to 10 Insta Monkeys in their Party at a time; obtaining an 11th tower prompts the player to remove one to make space.
'''Parties''' are a set consisting of a [[Hero]], [[Insta Monkey]]s, and Artifacts. The player can only have up to 10 Insta Monkeys in their Party at a time; obtaining an 11th tower prompts the player to remove one to make space.
{{#cargo_compound_query:
tables=btd6_heroes
;fields=CONCAT("[[File:", image, "|30px|link=", _pageName, "|", name, "]] [[", _pageName, "|", name, "]]") = Hero,
COALESCE(CONCAT("{{#", "invoke", ":BTD6 rewards|main|InstaMonkey:", rl_tower_1, ",", rl_tower_1_upgrades, "}}"), "—") = Insta Monkey 1,
COALESCE(CONCAT("{{#", "invoke", ":BTD6 rewards|main|InstaMonkey:", rl_tower_2, ",", rl_tower_2_upgrades, "}}"), "—") = Insta Monkey 2,
rl_artifact=Artifact
;where=rl_artifact IS NOT NULL
;order by=category_order


|tables=btd6_hero_skins
Each [[Hero]] has a unique starter party of two Insta Monkeys and one Artifact. [[Hero Skin]]s have different starter parties from regular Heroes, with the exception of those that cannot be purchased with [[Monkey Money (BTD6)|Monkey Money]] (e.g. [[She-Ra]] has the same party as [[Adora (BTD6)|Adora]], and [[Red Sauda]] has the same party as [[Sauda (BTD6)|Sauda]]) and skins exclusive to the [[Bloons TD 6 (Chinese)|Chinese version]].
;fields=CONCAT("[[File:", image, "|30px|link=", _pageName, "|", name, "]] [[", _pageName, "|", name, "]]") = Hero,
{{generic cargo compact list|table=btd6_hero_skins
COALESCE(CONCAT("{{#", "invoke", ":BTD6 rewards|main|InstaMonkey:", rl_tower_1, ",", rl_tower_1_upgrades, "}}"), "—") = Insta Monkey 1,
|image field=icon
COALESCE(CONCAT("{{#", "invoke", ":BTD6 rewards|main|InstaMonkey:", rl_tower_2, ",", rl_tower_2_upgrades, "}}"), "—") = Insta Monkey 2,
|extra col 1=COALESCE(CONCAT("{{#", "invoke", ":BTD6 rewards|main|InstaMonkey:", rl_tower_1, ",", rl_tower_1_upgrades, "}}"), "—") = Insta Monkey 1
rl_artifact=Artifact
|extra col 2=COALESCE(CONCAT("{{#", "invoke", ":BTD6 rewards|main|InstaMonkey:", rl_tower_2, ",", rl_tower_2_upgrades, "}}"), "—") = Insta Monkey 2
;where=rl_artifact IS NOT NULL
|extra col 3=CONCAT("{{", "BTD6 artifact{{!}}", rl_artifact, "}} ", rl_artifact_rarity) = Artifact
;order by=category_order
|order by=IF(hero = name, 0, 1), numeric_id
|format=table
|where=NOT xd_only
}}
}}


===Artifacts===
===Artifacts===
{{Main|Artifact}}
{{Main|Artifact}}
Artifacts are items that can be equipped during a campaign. All of them have beneficial effects, though some have negative effects as trade-offs, and some of them can add more Insta Monkeys to the player's party. The player starts their campaign with one artifact called a "Hero Artifact" that depends on the Hero or Hero Skin. There are over 90 unique artifacts without counting their upgraded versions<ref name="first look"/> , and most of them appear to come in at least three rarities: Common, Rare, and Legendary with each tier having more powerful effects, but are harder to find. Players can discard Artifacts from their inventory at any time while they are in the map (for no effect) and have up to 50 Artifacts at the same time during a campaign, if they have more, the game will prompt the dialog to discard Artifacts until they are at the limit.
Artifacts are items that the player can equip during a campaign. All of them have beneficial effects, though some have negative effects as trade-offs, and some of them add more Insta Monkeys to the player's party. The player starts their campaign with one artifact called a "Hero Artifact" that depends on the Hero or Hero Skin. Most Artifacts come in three tiers of rarity (Common, Rare, and Legendary), with higher tiers having more powerful effects. Players can discard Artifacts from their inventory at any time while they are in the map (for no effect) and have up to 50 Artifacts at the same time during a campaign; if they have more, the game will force them to discard Artifacts until they are at the limit.


Players can also add additional artifacts to their starting party, called "Permanent Artifacts". Each one has a value called "Artifact Power" that determines its cost to equip in the starter party and its trade value at a Merchant tile. Common Artifacts have 3, Rare Artifacts have 6, and Legendary Artifacts have 9 Artifact Power, except the [[Boss Bloon]] artifacts, which have 18 Power. Players start the DLC with a handful of Permanent Artifacts and to obtain more, they can "extract" one of the Artifacts they currently posses in a campaign after completing a stage<ref name="47.0-preview" />. The extracted Artifact will be lost from the player's inventory until the player finds it again. When starting a Campaign, players can choose up to 3 Permanent Artifacts whose combined Artifact Power is 9 or less (this limit can be increased by purchasing upgrades from the XP Shop).
Before starting a campaign, the player can add additional Artifacts to their starting party, called "Permanent Artifacts". Each Artifact has a value called "Artifact Power" that determines its cost to equip in the starter party and trade value at a Merchant tile. Players start the DLC with a handful of Permanent Artifacts and to obtain more, they can extract one of the Artifacts they currently posses in a campaign after beating a Final Boss, removing it from the player's inventory in that campaign in the process.
{{generic cargo ul
{{generic cargo ul
|table=btd6_artifacts
|table=btd6_artifacts
|where=type != "Boost"
|where=type != "Boost"
|limit=150
|limit=150
|class=responsive-multi-col-ul-3
|column width=300px
|order by=name
}}
}}


===Boosts===
===Boosts===
{{main|Boost}}
{{main|Boost}}
Boosts are temporary items that are obtained every 3 rounds on Bloon Encounters, or 5 rounds on Mini Games, at the start of a Mini-Boss and every 5 'pops' afterwards, and after triggering a Skull during a Final Boss fight. Boosts can be Boost Artifacts, [[Insta Monkey]]s, or [[Power]]s (including the [[Cave Monkey]], [[Tech Bot (BTD6)|Tech Bot]], [[Pontoon (BTD6)|Pontoon]], [[Portable Lake (BTD6)|Portable Lake]], [[Thrive]], [[Super Monkey Storm (BTD6)|Super Monkey Storm]], [[Monkey Boost (BTD6)|Monkey Boost]], [[Time Stop]], [[Glue Trap]], [[Camo Trap]], [[Battle Cat!|Battle Cat]] and [[Super Monkey Beacon]]).
Boosts are temporary items that the player obtains periodically on Bloon Encounter, Mini Game, Mini Boss, and Final Boss tiles. They can be Boost Artifacts, [[Insta Monkey]]s, or [[Power]]s (including the [[Cave Monkey]], [[Tech Bot (BTD6)|Tech Bot]], [[Pontoon (BTD6)|Pontoon]], [[Portable Lake (BTD6)|Portable Lake]], [[Thrive]], [[Super Monkey Storm (BTD6)|Super Monkey Storm]], [[Monkey Boost (BTD6)|Monkey Boost]], [[Time Stop]], [[Glue Trap]], [[Camo Trap]], [[Battle Cat!|Battle Cat]] and [[Super Monkey Beacon]]). Insta Monkeys and Powers obtained from Boosts can only be used once. Boosts only last for the rest of the tile game and disappear after the player wins or loses.
 
When selecting a boost, the player can choose one of three items (except during Races or Endurance Races where they are awarded automatically), or spend cash to reroll them. The first reroll is free, and every successive roll costs an additional $300 ($300, $600, $900 and so on). Insta Monkeys and Powers obtained from Boosts can only be used once.<ref name="first look" />


Players can also enable the "Queue Boosts" option in the artifact menu while in-game, when active, the game will not prompt the player to select a Boost and instead will display an icon below the Artifact menu and after clicking it the game will award the Boost as normal. Clicking the button will only award one Boost at the time and will remain on the screen if there are multiple pending Boosts.
When the player earns a Boost, they can choose from one of three options, or spend cash to reroll them (except during Races or Endurance Races, where the game chooses a random Boost for the player automatically). The first reroll is free, and every successive roll costs cash, increasing each time. Players can also enable the "Queue Boosts" option in the Artifact menu while in-game, which prevents the player from choosing Boosts they earn until they select it from the Artifact menu. It only awards one Boost at the time and will remain on the screen if there are multiple pending Boosts.
{{generic cargo ul
{{generic cargo ul
|table=btd6_artifacts
|table=btd6_artifacts
|where=type = "Boost"
|where=type = "Boost"
|class=responsive-multi-col-ul-3
|column width=300px
}}
}}


===Stages===
===Stages===
Each stage is composed of a grid of hexagonal tiles. There are 14 different stage layouts; each layout has a name internally, but they are not displayed in the game itself.
Each stage is composed of a grid of hexagonal tiles. There are 23 different stage layouts; each layout has a name internally, but they are not displayed in the game itself.
<gallery mode="nolines" widths="192px" heights="108px">
<gallery mode="nolines" widths="192" heights="108">
BTD6 RL Quarry.png|Quarry
File:BTD6 RL Quarry.png|Quarry
BTD6 RL Basalts.png|Basalts
File:BTD6 RL Basalts.png|Basalts
BTD6 RL Bloonhenge.png|Bloonhenge
File:BTD6 RL Bloonhenge.png|Bloonhenge
BTD6 RL Cliffside.png|Cliffside
File:BTD6 RL Cliffside.png|Cliffside
BTD6 RL Dam.png|Dam
File:BTD6 RL Dam.png|Dam
BTD6 RL High Point.png|High Point
File:BTD6 RL High Point.png|High Point
BTD6 RL Big Forest.png|Big Forest
File:BTD6 RL Big Forest.png|Big Forest
BTD6 RL Mountain Top.png|Mountain Top
File:BTD6 RL Mountain Top.png|Mountain Top
BTD6 RL Volcanic Island.png|Volcanic Island
File:BTD6 RL Volcanic Island.png|Volcanic Island
BTD6 RL River Crossing.png|River Crossing
File:BTD6 RL River Crossing.png|River Crossing
BTD6 RL Cliffs of Dover.png|Cliffs of Dover
File:BTD6 RL Cliffs of Dover.png|Cliffs of Dover
BTD6 RL Jungle.png|Jungle
File:BTD6 RL Jungle.png|Jungle
BTD6 RL Mountain Pass Upper.png|Mountain Pass Upper
File:BTD6 RL Mountain Pass Upper.png|Mountain Pass Upper
BTD6 RL Waterfall.png|Waterfall
File:BTD6 RL Waterfall.png|Waterfall
File:BTD6 RL Mountain Valley.png|Mountain Valley
File:BTD6 RL Casm Falls.png|Casm Falls
File:BTD6 RL Mountain Ridge.png|Mountain Ridge
File:BTD6 RL Big Desert.png|Big Desert
File:BTD6 RL Snow Field.png|Snow Field
File:BTD6 RL Desert Canyon.png|Desert Canyon
File:BTD6 RL Desert Waterfall.png|Desert Waterfall
File:BTD6 RL Pyramids.png|Pyramids
File:BTD6 RL Lava Fields.png|Lava Fields
</gallery>
</gallery>


Line 105: Line 133:
!Quarry
!Quarry
|1
|1
|21
|18
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
Line 123: Line 151:
!Bloonhenge
!Bloonhenge
|1
|1
|22
|20
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
Line 132: Line 160:
!Cliffside
!Cliffside
|2
|2
|18
|15
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|6 (4 shuffled)
|3 (2 shuffled)
|3 (2 shuffled)
|3 (2 shuffled)
|5 (3 shuffled)
|5 (3 shuffled)
|-
|-
!Dam
!Dam
|1
|2
|26
|27
|3 (2 shuffled)
|3 (2 shuffled)
|2 (1 shuffled)
|2 (1 shuffled)
|6 (5 shuffled)
|6 (5 shuffled)
|3 (1 shuffled)
|3 (1 shuffled)
|4 (3 shuffled)
|5 (3 shuffled)
|-
|-
!High Point
!High Point
Line 168: Line 196:
!Mountain Top
!Mountain Top
|1
|1
|17
|16
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
Line 195: Line 223:
!Cliffs of Dover
!Cliffs of Dover
|1
|1
|18
|17
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
Line 228: Line 256:
|3 (2 shuffled)
|3 (2 shuffled)
|4 (2 shuffled)
|4 (2 shuffled)
|-
!Mountain Valley
|1
|13
|2
|2
|5
|3
|4
|-
!Casm Falls
|2
|12
|1
|2 (2 shuffled)
|5 (5 shuffled)
|2 (1 shuffled)
|5 (3 shuffled)
|-
!Mountain Ridge
|1
|14
|2 (2 shuffled)
|2 (2 shuffled)
|6 (5 shuffled)
|1
|4 (3 shuffled)
|-
!Big Desert
|1
|18
|2 (2 shuffled)
|2 (2 shuffled)
|7 (6 shuffled)
|4 (1 shuffled)
|5 (4 shuffled)
|-
!Snow Field
|1
|12
|2 (2 shuffled)
|2 (2 shuffled)
|5 (5 shuffled)
|1
|5 (3 shuffled)
|-
!Desert Canyon
|1
|13
|2 (1 shuffled)
|2 (2 shuffled)
|5 (4 shuffled)
|2 (1 shuffled)
|4 (2 shuffled)
|-
!Desert Waterfall
|1
|10
|2 (2 shuffled)
|2 (1 shuffled)
|4 (4 shuffled)
|2 (1 shuffled)
|4 (3 shuffled)
|-
!Pyramids
|1
|14
|2 (2 shuffled)
|2 (2 shuffled)
|4 (4 shuffled)
|1
|5 (3 shuffled)
|-
!Lava Fields
|2
|14
|2 (1 shuffled)
|2 (2 shuffled)
|4 (4 shuffled)
|2 (1 shuffled)
|5 (3 shuffled)
|}
Bloon Encounter, Mini Game, Mini Boss, and Final Boss tiles use stage number to determine which [[map difficulty]] of map to use. The chances of these tiles using harder maps increases as the campaign progresses, maxing out at stage 4.
{| class="wikitable"
!Stage
!Beginner
!Intermediate
!Advanced
!Expert
|-
|1
|70%
|30%
|0%
|0%
|-
|2
|50%
|30%
|20%
|0%
|-
|3
|30%
|35%
|25%
|10%
|-
|4+
|15%
|35%
|30%
|20%
|}
|}


===Rounds===
===Rounds===
{{main|List of rounds in Rogue Legends}}
{{main|List of rounds in Rogue Legends}}
Bloon Encounters use a unique "Rogue Bloons" round set.<ref name="47.0-preview" /> These rounds scale in difficulty much quicker than the regular set (for example, [[MOAB (BTD6)|MOABs]] will start spawning in the mid 10's), and to compensate, the players receive a much larger amount of starting cash and Heroes gain 3.0× more XP per round  in addition to their party Insta Monkeys and active Artifacts. Some Bloon Encounter tiles will use a modified round set, depending on the type of encounter. Mini Boss tiles will use the [[Phayze One]] set.{{Clear}}
Bloon Encounters use a unique "Rogue Bloons" round set.<ref name="47.0-preview" /> These rounds scale in difficulty much quicker than the regular set (for example, [[MOAB (BTD6)|MOABs]] will start spawning in the mid 10's), and to compensate, the players receive a much larger amount of starting cash and Heroes gain 3.0× more XP per round  in addition to their party Insta Monkeys and active Artifacts. Some Bloon Encounter tiles will use a modified round set, depending on the type of encounter. Mini Boss tiles will use the [[Phayze One]] set.


===Costs===
===Costs===
Line 323: Line 465:
|[[Super Monkey Beacon]]
|[[Super Monkey Beacon]]
|$1,500
|$1,500
|}
==Tiles==
===Spawn Points===
[[File:BTD6 RogueInfoIconSpawn.png|50px|right]]
'''Spawn Points''' are tents that mark the starting position of the Rogue Monkey. On some stage layouts, there are two spawn points that the player can choose from.
{{clear|right}}
===Bloon Encounters===
[[File:BTD6 RogueInfoIconBloonEncounter.png|50px|right]]
'''Bloon Encounters''' take the player to a game of ''BTD6''. They appear on the path and the player is required to engage with them to progress. Each Bloon Encounter tile has a 20% chance to be in [[Reverse (BTD6)|Reverse]] mode, indicated by the Bloon above the tile spinning counter-clockwise instead of clockwise. (This only reverses the direction of the track, not the order that Bloon waves appear in during each round, unlike in the main game.) The player can choose a Boost once every 3 [[round]]s.
Completing an encounter rewards the player with 1–3 Tokens and a low amount of Rogue XP. Alternatively, an encounter can be skipped by paying one {{icon|BTD6 RogueHeartIcon.png}} heart. The player is not allowed to skip if they have only one heart left.
==== Map ====
The map difficulty depends on the current stage and the chances of encounters happening on harder maps increases as the Campaign progresses, maxing out at Stage 4. The table below shows the particular chances for each difficulty
{| class="wikitable"
!Stage
!Beginner
!Intermediate
!Advanced
!Expert
|-
|1
|70%
|30%
|0%
|0%
|-
|-
|2
|[[Hype Boost Monkey]]
|45%
|$1,800
|30%
|20%
|5%
|-
|-
|3
|[[Tech Bot Prime]]
|25%
|$900
|35%
|25%
|15%
|-
|-
|4+
|[[Sword of Protection]]
|15%
|$1,800
|35%
|30%
|20%
|}
|}


====Rounds====
===Rogue XP===
Encounters start at round 1 out of 5 and after each encounter cleared, all future encounters in the same stage will start 1 round later and will last for 2 more rounds at the end (ex. 2/7, 3/9, 4/11, and so on), on stage 2 and higher, the first encounter will start 5 rounds later than in the previous stage, (6/10, 11/15 and 16/20 for the first encounter of stages 2, 3, and 4 respectively), further encounters on those stages also increase in the same way as stage 1. In particular, the start and end round for a particular combination of stage and encounter is the following:
{{main|Rogue XP}}
[[File:BTD6 RogueXpShopIconLarge.png|thumb|100px|Icon of the Rogue XP Shop]]
Rogue XP is a currency introduced in {{BTD6 version|48.0}} that the player earns from playing through campaigns and can spend in the Rogue XP Shop on permanent buffs in future campaigns.


<math display="block">\text {Start Round} = 5 \times (\text {Stage} - 1) + \text {Encounter}</math><math display="block">\text {End Round} = 5 \times  \text {Stage}  + 2 \times ( \text {Encounter} - 1)</math>
===Rogue Feats===
 
{{main|Rogue Feat}}
For example, the 9th encounter in stage 3 will start at round 5 × (3 - 1) + 9 = 19 and end at round 5 × 3 + 2  × (9 -1) = 31.
Rogue Feats are tasks similar to [[achievement]]s. Completing each of them unlocks a decorative [[medal]] displayed on the player's [[profile]].
 
{|class="wikitable center-col-1"
====Challenge rules====
!Icon
{{Research|Find the formula for how CHIMPS scales the Bloon health modifier after stage 5}}
!Name
{| class="wikitable right"
!Description
|+Difficulty value
!Difficulty
!Value
|-
|-
|[[Beginner]]
|[[File:BTD6 JourneyAwaits.png|x20px]]
|0
|Journey Awaits
|Begin a Campaign and defeat your first tile
|-
|-
|[[Intermediate]]
|[[File:BTD6 ViciXX.png|x20px]]
|4
|Vici XX
|Defeat a total of 20 tiles within the Campaign
|-
|-
|[[Advanced]]
|[[File:BTD6 JustGettingStarted.png|x20px]]
|8
|Just Getting Started
|Defeat the Boss at the end of the Campaign
|-
|-
|[[Expert]]
|[[File:BTD6 PerfectAdventure.png|x20px]]
|12
|Perfect Adventure
|}
|Defeat the 5th act of the 'CHIMPS' campaign
The game will have different values depending both on the map difficulty and the current encounter. Bloon speed increases by increments of 3% while MOAB and Ceramic health will be increased by +6% each encounter, and one additional stack of these increments will also be applied on each encounter. In general the challenge modifiers in Bloon Encounters are determined by the following formula which uses the current encounter number and a difficulty value which depends on the [[Map difficulty (BTD6)|map difficulty]]:
 
<math display="block">\text {Bloon Speed} = 100 + 3 \times ( \text {Encounter} - \text {Difficulty} - 1 )</math><math display="block">\text {Ceramic / MOAB Health} = 100 + 6 \times ( \text {Encounter} - \text {Difficulty} - 1 )</math>
 
For example if the second Bloon Encounter of that stage is played in [[Mesa]] (Advanced difficulty) the using the previous formula will yield a result of 79% Bloon speed modifier and 58% Ceramic and MOAB health. In addition to this, standard [[Freeplay#Bloons TD 6|Freeplay]] health scaling is also applied. In CHIMPS mode, after stage 5, the health of the Bloons will start scaling faster. However, the Bloons speed modifier will keep scaling as normal.
 
The starting cash of an encounter can be determined with the following formula, in CHIMPS mode, players will start with 85% of this value:
 
<math display="block">\text{Starting cash}=\begin{cases}2500+(\text{Starting round}\times(600-(\text{Stage}\times100))&\text{for Stage}<5 \\ 2500+(\text{Starting round}\times100)&\text{for Stage}\geq5\end{cases}</math>
 
If the player has Starting Cash upgrades from the Rogue XP Shop, then the previous value is increased in the following way:
 
<math display="block">\text {Starting cash with upgrades} = \text {Starting Cash} \times \left ( 1 + \text {Upgrade Level} \times 0.025 \right )</math>
 
====Variants====
There are different types of Bloon Encounters, indicated by the types of Bloons that float over the tile. Some types have unique round sets, and some don't appear until later in the campaign.
{| class="wikitable"
|+Bloon Encounter types in Rogue Legends
!Bloons
!Effect
!Minimum Stage
!Unique round set
|-
|-
|Red Bloon
|[[File:BTD6 HereWeGoAgain.png|x20px]]
|No changes.
|Here We Go Again
|1
|Complete a total of 100 stages of the campaign throughout all adventures
|{{N}}
|-
|-
|3 Red Bloons
|[[File:BTD6 FullParty.png|x20px]]
|Spawns higher amounts of Bloons.
|Full Party
|1
|Have 10 total permanent Starter Monkeys in your team
|{{Y}}
|-
|-
|Regrow Red Bloon
|[[File:BTD6 OneForAll.png|x20px]]
|All Bloons gain the [[Regrow Bloon (BTD6)|Regrow]] property (if able), and the Regrow rate is increased to 150%.
|One For All
|1
|Place every unique type of tower in one Campaign adventure
|{{N}}
|-
|-
|Fortified Red Bloon
|[[File:BTD6 MonkeyManager.png|x20px]]
|All Bloons gain the [[Fortified Bloon (BTD6)|Fortified]] property (if able). All Bloons move 30% slower.
|Monkey Manager
|1
|Obtain a Tier 5 of each Tower throughout all adventures
|{{N}}
|-
|-
|Pink Bloon
|[[File:BTD6 TrainingWeights.png|x20px]]
|Bloons move 50% faster if they are within the first half of the track, then their speed is reduced to 80% of normal. Increased the amount of faster Bloons and decreases the amount of slower Bloons.
|Training Weights
|1
|Beat a Campaign boss without bringing in any extra starter Artifacts
|{{Y}}
|-
|-
|Red, Blue and Green Bloon
|[[File:BTD6 Centurion.png|x20px]]
|Bloons spawn with less spacing between them.
|Centurion
|1
|Place 100 Boost Monkeys in one Campaign adventure
|{{Y}}
|-
|-
|White Bloon
|[[File:BTD6 WhatTomfoolery.png|x20px]]
|When [[White Bloon (BTD6)|White Bloons]] are popped, they create an area of 60 units in its position that reduces the attack speed nearby Monkeys by 33% (1.5× attack cooldown multiplier) for 6s.
|What Tomfoolery
|1
|Obtain a Legendary item as a reward from a non-Legendary tile
|{{N}}
|-
|-
|MOAB
|[[File:BTD6 PerfectTrade.png|x20px]]
|MOAB-Class Bloons start with Double HP.
|Perfect Trade
|2
|Purchase a Legendary item from the Merchant
|{{N}}
|-
|-
|Camo Red Bloon
|[[File:BTD6 MasterBlacksmith.png|x20px]]
|All Bloons gain the [[Camo Bloon (BTD6)|Camo]] property (if able). It will not be visible on the map until the player steps on their tile.
|Master Blacksmith
|2
|At a Rest tile enhance an item, upgrading it to Legendary Rarity
|{{N}}
|-
|-
|Zebra Bloon
|[[File:BTD6 DiverseSkillset.png|x20px]]
|All Bloons are immune to Freeze, Stun and Slow effects, like [[BAD (BTD6)|BADs]].
|Diverse Skillset
|2
|Complete 15 of each Tile Type in the Campaign
|{{N}}
|-
|-
|Fortified Lead Bloon
|[[File:BTD6 GameMaster.png|x20px]]
|Increases the amount of [[Lead Bloon (BTD6)|Lead]] and [[DDT (BTD6)|DDTs]].
|Game Master
|2
|Complete one of each different type of Mini-Game tile and a Mini-Boss. Least Tiers, Least Cash, Race, Endurance Race, and Mini Boss
|{{Y}}
|-
|-
|White, Black and Purple Bloon
|[[File:BTD6 Overgeared.png|x20px]]
|Bloons with immunities (White, Black, Purple, Zebra, Lead, MOAB-Class) appear more often.
|Overgeared
|2
|Collect a total of 25 Artifacts in a single Campaign
|{{Y}}
|-
|-
|BFB
|[[File:BTD6 ArtifactGourmand.png|x20px]]
|Increases the initial and final rounds of the tile by 5. Starting Cash is calculated accordingly to this new start round.
|Artifact Gourmand
|2
|Collect a total of 1000 Artifacts throughout all adventures
|{{N}}
|-
|-
|Purple Bloon
|[[File:BTD6 ArtifactCollector.png|x20px]]
|Increased the amount of faster Bloons and decreases the amount of slower Bloons, with [[Purple Bloon (BTD6)|Purple Bloons]] being prioritized. MOAB and Ceramic Health is reduced 50% and Speed is increased 50%.
|Artifact Collector
|2
|Collect a permanent copy of 60 Artifacts
|{{Y}}
|-
|-
|Glitched Red Bloon
|[[File:BTD6 FullyBoosted.png|x20px]]
|Bloons have a 50% chance jump forward 30 units in the track after being hit.
|Fully Boosted
|3
|Claim a Legendary rarity version of each of the 3 Boost types (one of each Precision, Inspiration, Quickening)
|{{N}}
|-
|ZOMG
|Increases the initial and final rounds of the tile by 10. Starting Cash is calculated accordingly to this new start round.
|3
|{{N}}
|}
|}
{{Clear}}
==Tiles==
===Spawn Points===
[[File:BTD6 RogueInfoIconSpawn.png|50px|right]]
'''Spawn Points''' are tents that mark the starting position of the Rogue Monkey. On some stage layouts, there are two spawn points that the player can choose from.
{{clear|right}}
{{clear|right}}
===Bloon Encounters===
{{main|Bloon Encounter (Rogue Legends)}}
[[File:BTD6 RogueInfoIconBloonEncounter.png|50px|right]]
'''Bloon Encounters''' appear on the path and the player is required to engage with them to progress. The player can either fight the encounter, which takes the player to a [[map]] where they must reach the end round to win, or they can skip it by paying one heart (if they have at least two hearts remaining). Completing an encounter rewards Tokens and Rogue XP.


===Mini Games===
Bloon Encounters come in multiple variants, indicated by the "Bloon topper" that floats over the tile. These apply modifiers during the game, such as making Bloons immune to movement-inhibiting effects, and some of them change the roundset used.
 
===Mini Game===
{{main|Mini Game}}
[[File:BTD6 RogueInfoIconMiniGame.png|50px|right]]
[[File:BTD6 RogueInfoIconMiniGame.png|50px|right]]
'''Mini Games''' are optional challenges that can reward the player with the choice of an Artifact when completed. Each Mini Game has three tiers of score goals, and the goal the player reaches determines if the Artifact options are Common, Rare, or Legendary. If the player does not reach any of the goals, no Artifact is earned. Players do not lose a heart if they lose or fail to achieve a goal score, but they can pay 1 heart to retry if they haven't earned an Artifact yet. Boosts are awarded every 5 rounds instead of 3 and it will be automatically selected in Races or Endurance Races. Games can also be played in the Reverse version of the track at random.
'''Mini Game''' tiles are optional challenges that can reward the player with the choice of an Artifact when completed. Each Mini Game has three tiers of score goals, and the goal the player reaches determines if the Artifact options are Common, Rare, or Legendary, as well as the amount of Rogue XP earned. If the player does not reach any of the goals, no Artifact is earned. Players do not lose a heart if they lose or fail to achieve a goal score, but they can pay 1 heart to retry if they haven't earned an Artifact yet.
 
Start and End round, alongside challenge rules are calculated in the same way as if the '''''next''''' Bloon Encounter would be played, this means the formulas shown above can be used to calculate them, just considering to use the number of the next encounter.
{{Research|Verify that the information on this table is correct.}}
{| class="wikitable"
! rowspan="2" |Mini Game
! rowspan="2" |Description
! colspan="3" |Goals
! rowspan="2" |Start Round
! rowspan="2" |End Round
! rowspan="2" |Starting Cash
! rowspan="2" |Challenge rules
|-
!Common
!Rare
!Legendary
|-
|Least Cash
|Uses [[Least Cash]] rules. Cash spent on rerolls for Boost will not count towards the score.
|''To be determined''
|''To be determined''
|''To be determined''
| rowspan="3" |Same as next Bloon Encounter
|Start Round + 10
| rowspan="3" |Same as next Bloon Encounter + $1,500
| rowspan="3" |Same as next Bloon Encounter
|-
|Race
|Uses [[Race Event]] rules. Boosts are rewarded automatically instead of allowing the player to choose one.
|3× the Legendary Goal
|2× the Legendary Goal
|(End Round - Start Round)×10 seconds
|2 + 8 per stage + 3 per Bloon Encounter played in the current stage
|-
|Endurance Race
|Plays like the [[5 Minutes of Frozen Over]] Quest where the objective is to pop as many Bloons in Race mode as possible in 5 minutes.
Timer is reduced 10 seconds per stage after Stage 1 up to a minimum time of 3 minutes.
|25% of the Legendary Goal
|50% of the Legendary Goal
|Stage 1: 100,000
Stage 2: 350,000
 
Stage 3+: 500,000 × Stage - 750,000
|Does not apply
|}
In CHIMPS mode the goals for all 3 types of Mini Games are 10% higher, this means having 10% less time or cash in Races and Least Cash and 10% more pops in Endurance Races.The amount of Rogue XP obtained also changes with the reward obtained:
 
*Common: 9 + 1 per stage.
*Rare: 18 + 2 per stage.
*Legendary: 22.5+ 2.5 per stage, rounded down
{{clear|right}}
{{clear|right}}


===Mini Boss===
===Mini Boss===
{{main|Mini Boss}}
[[File:BTD6 RogueInfoIconMiniBoss.png|50px|right]]
[[File:BTD6 RogueInfoIconMiniBoss.png|50px|right]]
'''Mini Boss''' tiles are similar to Mini Games, but use [[Boss Rush]] mode. These use the [[Phayze One]] round set rather than the Rogue Bloons round set, and [[Power]]s can be used normally. The player earns a Boost at the start of the game and every 5 times they pop the Boss Bloon. The Boss Bloon of the tile floats around it in a circle. [[Lych]] and [[Vortex (BTD6)|Vortex]] currently cannot appear on these tiles, as neither have a Boss Rush variant yet and cannot happen on certain maps (see the Final Boss section for the list of maps).
'''Mini Boss''' tiles are similar to Mini Game tiles, being optional challenges that reward an Artifact and Rogue XP depending on which goal the player achieves. However, Mini Boss tiles use [[Boss Rush]] mode with any boss except [[Vortex (BTD6)|Vortex]]. These use the [[Phayze One]] round set rather than the Rogue Bloons round set, and [[Power]]s can be used normally.
 
The Boss starts with 200 HP, and scales its health by +15% every tier. If the Boss has armor, the armor starts at 65 HP and scales by +15% every pop. The Boss gives 500 cash on pop and scales by +2% every tier.
 
Like Mini Games, each Mini Boss tile has three score goals that determine the type of Artifact the player earns. The number of boss pops required to reach each goal is based on the stage number. In CHMPS mode, the goal will be 90% of the values presented below.
{{Research|Determine if the score scaling is correct after the changes in version 49.0.}}
{| class="wikitable"
|-
!Description
!Common
!Rare
!Legendary
!Starting Cash
!Challenge rules
|-
|Goal
|7 + 3 per stage
|22 + 3 per stage
|32 + 3 per stage
| rowspan="2" |Same as next Bloon Encounter + $2,500
| rowspan="2" |Same as next Bloon Encounter
|-
|Rogue XP
|9 + 1 per stage
|18 + 2 per stage
|22.5+ 2.5 per stage, rounded down
|}
 
The following maps cannot appear on Boss Rush tiles.
{{collapsible list|
*[[Glacial Trail]]
*[[Covered Garden]]
*[[Midnight Mansion]]
*[[Erosion]]
*[[Dark Dungeons]]
*[[Protect The Yacht]]
*[[Blons]]
*[[Flooded Valley]]
*[[Bloody Puddles]]
*[[Geared]]
*[[Ouch|<nowiki>#Ouch</nowiki>]]
*[[Quad]]
|caption=Banned maps}}
{{clear|right}}


===Loot Chests===
===Loot Chests===
Line 616: Line 604:
===Log Bridges===
===Log Bridges===
[[File:BTD6 RogueInfoIconWaterBridge.png|50px|right]]
[[File:BTD6 RogueInfoIconWaterBridge.png|50px|right]]
'''Log Bridges''' allow the player to cross water tiles. They are functionally identical to path tiles other than requiring the player to select them to proceed.
'''Log Bridges''' allow the player to cross water tiles. They are functionally identical to path tiles.
{{clear|right}}
{{clear|right}}


Line 656: Line 644:


===Final Boss===
===Final Boss===
{{main|Final Boss}}
[[File:BTD6 RogueInfoIconFinalBoss.png|50px|right]]
[[File:BTD6 RogueInfoIconFinalBoss.png|50px|right]]
'''Final Boss''' tiles are a battle against a [[Boss Bloon]] in a manner similar to [[Boss Challenge]]s. The Boss spawns immediately upon starting the game and must be defeated within 40 rounds, starting at round 10. The tile will use the Rogue round set, grant a higher amount of starting cash, and the challenge rules will be the same as if this was the next Bloon Encounter of the stage. The Boss speed modifier is set to 40%, except for [[Vortex (BTD6)|Vortex]], which has a 60% Boss speed modifier instead. The Boss Bloon will be in its Normal version for stage 1 and in its Elite version for stages 2 and higher. The Boss tier will be the same as the stage number and remain at tier 5 on stages 6 and beyond. The number of skulls remains the same as in Boss Challenge. The Health of each Boss is as follows:
'''Final Boss''' tiles are always the final tile of stage, and beating them is required to progress to the next stage. They take the player to a battle against a [[Boss Bloon]] in a manner similar to [[Boss Challenge]]s. The boss spawns immediately upon starting the first round and must be defeated within 40 rounds, starting at round 10. The boss appears in its Normal version for stage 1 and in its Elite version for stages 2 and higher, and its tier is the same as the stage number (remaining tier 5 on stages 5 and up). Defeating the boss rewards the player with Rogue XP and a Boss Artifact, but losing costs the player one heart.
{{Research|Verifiy that health values for Phayze and Blastapopoulos are correct based on {{BTD6 version|51.0}} changes}}
{| class="wikitable"
!Boss
!Stage 1 health
!Stage 2 health
!Stage 3 health
!Stage 4 health
!Stage 5+ health
|-
|[[File:BTD6 BloonariusEventIcon.png|50x50px|Bloonarius]] [[Bloonarius (BTD6)|Bloonarius]]
|20,000
|80,000
|180,000
|300,000
|<math>120,000 \times \text {Stage} - 180,000</math>
|-
|[[File:BTD6 VortexEventIcon.png|50x50px|Vortex]] [[Vortex (BTD6)|Vortex]]
|15,000
|60,000
|135,000
|225,000
|<math>90,000 \times \text {Stage} - 135,000</math>
|-
|[[File:BTD6 DreadbloonEventIcon.png|50x50px|Dreadbloon]] [[Dreadbloon (BTD6)|Dreadbloon]]
|10,000
|40,000
|90,000
|150,000
|<math>60,000 \times \text {Stage} - 90,000</math>
|-
|[[File:BTD6 PhayzeEventIcon.png|50x50px|Phayze]] [[Phayze]]
|13,500
|54,500
|121,500
|202,500
|<math>81,000 \times \text {Stage} - 121,500</math>
|-
|[[File:BTD6 BlastapopoulosEventIcon.png|50x50px|Blastapopoulos]] [[Blastapopoulos (BTD6)|Blastapopoulos]]
|17,000
|68,000
|153,000
|255,000
|<math>102,000 \times \text {Stage} - 153,000</math>
|}
Unlike in Bloon Encounters, the player will be awarded a Boost only when they reach a skull on the boss's health bar; no Boosts are earned by clearing rounds. When the Boss is defeated, the game will end immediately even if the spawns of the current round are still active. For rewards, the player will have a choice between a Legendary Artifact unique to the Boss (replaced by another random Legendary Artifact if the player already has it) or Tier 5 Insta Monkeys, and the ability to extract one Artifact to use as a starting Artifact in future campaigns. Defeating the Final Boss progresses the player to the next Stage.
 
The Final Bosses of stages 2 and higher will be on their Elite version and the battle will start and end 5 Rounds later each tier (15/55, 20/60 and 25/65, respectively), and the Boss health will be increased each time. Passive and Skull effects will be the same as in Boss Challenge with the Stage number determining the boss tier, but [[Bloonarius (BTD6)|Bloonarius]] will use its Normal difficulty bleed and skull spawns while displaying its Elite model.
 
Starting cash on Final Boss tiles uses this formula:
 
<math display="block">\text{Starting cash}=15000+(\text{Starting round}\times\text{max}(650-\text{Stage}\times50, 100))</math>
 
In CHIMPS mode, the player starts with 85% less cash, and on stages 5 or higher, the Bosses will be at their Tier 5 Elite versions and the health and rounds will keep scaling in the same way as in previous stages. In stage 6 and beyond, the Boss Bloons will keep appearing in the same order as they did on stages 1–5.
 
The Final Boss can be any Boss Bloon except [[Lych]].<ref name="lych">{{cite|url=https://www.reddit.com/r/btd6/comments/1ijliib/is_lych_in_rogue_legends/mbf1eiy/|quote=Lych had to be cut from Rogue Legends unfortunately. There was a lot of issues with balancing it with the rest of the bosses, and there was a lot of interaction issues it had with its buff drain and the artifact system.|title=JoeyRainstorm comments on Is Lych in Rogue Legends?|publisher=Reddit|retrieved=7 feb 2025}}</ref> The [[map]] can be any map except the ones listed below.
{{collapsible list|
*{{BTD6|Workshop}}
*[[Glacial Trail]]
*[[Covered Garden]]
*[[Midnight Mansion]]
*[[Erosion]]
*[[Dark Dungeons]]
*[[Infernal]]
*[[Sanctuary]]
*[[Protect The Yacht]]
*[[Blons]]
*[[Polyphemus]]
*[[Ravine]]
*[[One Two Tree]]
*[[Flooded Valley]]
*[[Encrypted]]
*[[Rake]]
*[[Last Resort]]
*[[Enchanted Glade]]
*[[X Factor]]
*[[Mesa]]
*[[Pat's Pond]]
*[[Bloody Puddles]]
*[[Geared]]
*[[Ouch|<nowiki>#Ouch</nowiki>]]
*[[Quad]]
|caption=Banned maps}}


==Modes==
==Modes==
===Practice===
===Practice===
[[File:BTD6 RoguePracticeButton.png|100px|thumb|Practice mode icon]]
[[File:BTD6 RoguePracticeButton.png|100px|thumb|Practice mode icon]]
'''Practice''' allows the player to simulate a Bloon Encounter on any [[map]] of the player's choosing, including [[Protect The Yacht]] and [[Blons]]. The player chooses their Starter Party and plays rounds 1–65. There are no health or speed modifiers and the player earns [[Boost]]s every two rounds instead of three. After completing round 65, the player can continue in [[Freeplay]].
'''Practice''' allows the player to simulate a Bloon Encounter on any [[map]] of the player's choosing, including secret maps such as [[Protect The Yacht]] and [[Blons]]. The player chooses their Starter Party and plays rounds 1–65. There are no health or speed modifiers and the player earns [[Boost]]s every two rounds instead of three. After completing round 65, the player can continue in [[Freeplay]].


===CHIMPS===
===CHIMPS===
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*Starting cash is reduced to 85%.
*Starting cash is reduced to 85%.
*Reroll cost is increased by ~33%.
*Reroll cost is increased by ~33%.
*The player cannot extract [[Artifact]]s after stage 5.
*The player cannot extract [[Artifact]]s after stage 4.


In exchange, goals for Mini Game and Mini Boss tiles are reduced by 10% and the player can earn more Rogue XP by enabling Curses, which are passive negative effects that apply during the entire campaign and add Curse Points. Each Curse Point increases the amount of Rogue XP earned by 1%. The player can select any amount of Curses, up to a maximum of 375 Curse Points.  
In exchange, goals for Mini Game and Mini Boss tiles are reduced by 10% and the player can earn more Rogue XP by enabling Curses, which are passive negative effects that apply during the entire campaign and add Curse Points. Each Curse Point increases the amount of Rogue XP earned by 1%. The player can select any amount of Curses, up to a maximum of 375 Curse Points.  
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|35
|35
|Disables the effects of the XP Shop, including certain Monkey Knowledge points.
|Disables the effects of the XP Shop, including certain Monkey Knowledge points.
|}
== Rogue XP Shop ==
{{Lede image|BTD6 RogueXpShopBtn.png|Rogue XP appears as marshmallows}}
{{Research|This is the list of unknown interactions of the Rogue XP buffs:
*Determine how Mini Game Goals work with Races and Least Cash Mini Games.}}
After playing a campaign, the player will be rewarded with Rogue XP which can be used in this shop to obtain permanent upgrades for all future campaigns. These upgrades can be leveled up to increase their benefits but the XP cost is increased by 25% after each purchase, stacking additively and rounded down.
It costs a total of 170,105 XP to buy all upgrades in the shop, and players can respec all purchases at no cost, refunding all previously spent XP.
{| class="wikitable"
|+
!Icon
!Name
!Base XP Cost
!Maximum Level
!XP needed for max level
!Effect
|-
|[[File:BTD6 XpStartingLives.png|frameless|25x25px]]
|Starting Lives
|50
|20
|3,370
|Increases the amount of starting lives by +10% (+200% max).
|-
|[[File:BTD6 XpBoostReroll.png|frameless|25x25px]]
|Boost Reroll Discount
|50
|20
|3,370
|Reduces the cost of boost rerolls by −1% (−20% max).
|-
|[[File:BTD6 XpBoostMonkeyDiscount.png|frameless|25x25px]]
|Boost Monkey Discount
|50
|20
|3,370
|Reduces the cost of monkeys obtained by boost by −0.5%  (−10% max).
|-
|[[File:BTD6 XpTier3BelowDiscount.png|frameless|25x25px]]
|Up to Tier 3 Discount
|50
|20
|3,370
|Reduces the cost of Tier 3 and lower upgrades by −0.5% (−10% max).
|-
|[[File:BTD6 XpTier4AboveDiscount.png|frameless|25x25px]]
|Tier 4 and 5 Discount
|100
|20
|6,750
|Reduces the cost of Tier 4 and 5 upgrades by −0.5%  (−10% max).
|-
|[[File:BTD6 XpHeroXp.png|frameless|25x25px]]
|Hero XP
|100
|20
|6,750
|Increases the amount of XP that the [[Hero]] gains by +1% (+20% max).
|-
|[[File:BTD6 XpStartingCash.png|frameless|25x25px]]
|Starting Cash
|200
|10
|4,250
|Increases the amount of starting cash by +2.5% (+25% max).
|-
|[[File:BTD6 XpMerchantRareChance.png|frameless|25x25px]]
|Rare Merchant
|200
|10
|4,250
|Increases the chances of Rare Artifacts at the Merchant by +10% (+100% max, meaning Rare Artifacts will show twice as often).
|-
|[[File:BTD6 XpMerchantLegendaryChance.png|frameless|25x25px]]
|Legendary Merchant
|500
|10
|10,625
|Increases the base chance of Legendary Artifacts at the Merchant by +10% (+100% max).
|-
|[[File:BTD6 XpExtraStartingTokens.png|frameless|25x25px]]
|Extra Starting Tokens
|500
|10
|10,625
|Starts the campaign with 1 additional [[Token (BTD6)|Token]] (10 Tokens max).
|-
|[[File:BTD6 XpMiniGameGoals.png|frameless|25x25px]]
|Mini Game Goals
|500
|10
|10,625
|Mini Game goals are reduced by −1% (−10% max).
|-
|[[File:BTD6 XpMiniBossGoals.png|frameless|25x25px]]
|Mini Boss Goals
|500
|10
|10,625
|Mini Boss goals are reduced by −1% (−10% max).
|-
|[[File:BTD6 XpFinalBossHealth.png|frameless|25x25px]]
|Final Boss Health
|1,000
|10
|21,250
|Health of the Final Boss is reduced by −1% (−10% max).
|-
|[[File:BTD6 XpIncreasePartySize.png|frameless|25x25px]]
|Max Party Size
|2,000
|5
|15,000
|Increases the maximum party size by +1 (+5 max).
|-
|[[File:BTD6 XpMoreRecruitRerolls.png|frameless|25x25px]]
|More Recruit Rerolls
|2,500
|2
|5,625
|Increases the number of free Recruit rerolls in Camp Fires by +1 (+2 max).
|-
|[[File:BTD6 XpStartingArtifactPower.png|frameless|25x25px]]
|Starting Artifact Power
|5,000
|3
|18,750
|Increases the amount of Artifact Power available for starting Artfacts by +3 (+9 max).
|-
|[[File:BTD6 XpLegendaryTiles.png|frameless|25x25px]]
|Legendary Tiles
|10,000
|2
|22,500
|Increases the number of Legendary Augment tiles on each stage by 1 (+2 max).
|-
|[[File:BTD6 XpWingMonkey.png|frameless|25x25px]]
|Wingmonkey
|1,500
|1
|1,500
|Enables the {{BTD6 mk|Wingmonkey}} Monkey Knowledge (Adds a new flying pattern for [[Monkey Ace (BTD6)|Monkey Aces]]).
|-
|[[File:BTD6 XpMasterDoubleCross.png|frameless|25x25px]]
|Master Double Cross
|1,500
|1
|1,500
|Enables the {{BTD6 mk|Master Double Cross}} Monkey Knowledge (Allows having two [[Crossbow Master (BTD6)|Crossbow Masters]]).
|-
|[[File:BTD6 XpRecurringRangs.png|frameless|25x25px]]
|Recurring 'Rangs
|1,500
|1
|1,500
|Enables the {{BTD6 mk|Recurring 'Rangs}} Monkey Knowledge ([[Boomerang Monkey (BTD6)|Boomerang Monkey's]] projectiles do a second loop if they haven't reached their pierce cap).
|-
|[[File:BTD6 XpEmergencyUnlock.png|frameless|25x25px]]
|Emergency Unlock
|1,500
|1
|1,500
|Enables the {{BTD6 mk|Emergency Unlock}} Monkey Knowledge (All [[Dartling Gunner (BTD6)|Dartling Gunners]] on the map in Locked targeting gain an ability to return to manual mode while briefing increasing their turning speed).
|-
|[[File:BTD6 XpCrossStreams.png|frameless|25x25px]]
|Cross the Streams
|1,500
|1
|1,500
|Enables the {{BTD6 mk|Cross the Streams}} Monkey Knowledge (Creates plasma pools which damage Bloons in spots where [[Plasma Accelerator (BTD6)|Plasma Accelerators]] and/or [[Ray of Doom (BTD6)|Ray of Doom]] cross each other).
|-
|[[File:BTD6 XpDoorGunner.png|frameless|25x25px]]
|Door Gunner
|1,500
|1
|1,500
|Enables the {{BTD6 mk|Door Gunner}} Monkey Knowledge ([[Special Poperations (BTD6)|Special Poperations]] can carry a Tier 4 or lower tower to attack while in the air).
|}
In particular the cost of an specific upgrade level is the following:
<math display="block">\text {Upgrade cost} =\text {Base cost} + \frac {\text {Base cost} \times \left ( \text {Level} - 1 \right )} {4}</math>
And the total XP needed up to a particular level, starting at zero upgrades is approximately (due rounding down):
<math display="block">\text {Total upgrade cost} =\text {Base cost} \times \text {Level} \times \left ( 1 + \frac {\text {Level} - 1} {8} \right )</math>
The player can obtain Rogue XP for clearing the following tiles:
{{Research|Determine the value for exact value for Fire Camps and Loot Chests, this requires playing in CHIMPS with a high number of curses}}
{| class="wikitable"
|+Rogue XP
!Tile
!Stage 1
!Stage 2
!Stage 3
!Stage 4
!Stage 5
!Stage 6+
|-
|Bloon Encounter
|5
|5.5
|6
|6.5
|7
|7.5
|-
|Purchase 4 Artifacts from Merchants
|5
|5.5
|6
|6.5
|7
|7.5
|-
|Fire Camp and Loot Chest
|1
|1
|1
|1
|1.5
|1.5
|-
|Mini Game and Mini Boss
|
* Common: 10
* Rare: 20
* Legendary: 25
|
* Common: 11
* Rare: 22
* Legendary: 27.5
|
* Common: 12
* Rare: 24
* Legendary: 30
|
* Common: 13
* Rare: 26
* Legendary: 32.5
|
* Common: 14
* Rare: 28
* Legendary: 35
|
* Common: 15
* Rare: 30
* Legendary: 37.5
|-
|Final Boss
|100
|220
|360
|520
|700
|<math>150 \times \text {Stage}</math>
|}
Note: If the resulting value is not an integer (including Curses), it will be rounded down.
==Rogue Feats==
{{main|Rogue Feat}}
Rogue Feats are tasks similar to [[achievement]]s. Completing each of them unlocks a decorative medal displayed on the player's [[profile]].
{|class="wikitable center-col-1"
!Icon
!Name
!Description
|-
|[[File:BTD6 JourneyAwaits.png|x20px]]
|Journey Awaits
|Begin a Campaign and defeat your first tile
|-
|[[File:BTD6 ViciXX.png|x20px]]
|Vici XX
|Defeat a total of 20 tiles within the Campaign
|-
|[[File:BTD6 JustGettingStarted.png|x20px]]
|Just Getting Started
|Defeat the Boss at the end of the Campaign
|-
|[[File:BTD6 PerfectAdventure.png|x20px]]
|Perfect Adventure
|Defeat the 5th act of the 'CHIMPS' campaign
|-
|[[File:BTD6 HereWeGoAgain.png|x20px]]
|Here We Go Again
|Complete a total of 100 stages of the campaign throughout all adventures
|-
|[[File:BTD6 FullParty.png|x20px]]
|Full Party
|Have 10 total permanent Starter Monkeys in your team
|-
|[[File:BTD6 OneForAll.png|x20px]]
|One For All
|Place every unique type of tower in one Campaign adventure
|-
|[[File:BTD6 MonkeyManager.png|x20px]]
|Monkey Manager
|Obtain a Tier 5 of each Tower throughout all adventures
|-
|[[File:BTD6 TrainingWeights.png|x20px]]
|Training Weights
|Beat a Campaign boss without bringing in any extra starter Artifacts
|-
|[[File:BTD6 Centurion.png|x20px]]
|Centurion
|Place 100 Boost Monkeys in one Campaign adventure
|-
|[[File:BTD6 WhatTomfoolery.png|x20px]]
|What Tomfoolery
|Obtain a Legendary item as a reward from a non-Legendary tile
|-
|[[File:BTD6 PerfectTrade.png|x20px]]
|Perfect Trade
|Purchase a Legendary item from the Merchant
|-
|[[File:BTD6 MasterBlacksmith.png|x20px]]
|Master Blacksmith
|At a Rest tile enhance an item, upgrading it to Legendary Rarity
|-
|[[File:BTD6 DiverseSkillset.png|x20px]]
|Diverse Skillset
|Complete 15 of each Tile Type in the Campaign
|-
|[[File:BTD6 GameMaster.png|x20px]]
|Game Master
|Complete one of each different type of Mini-Game tile and a Mini-Boss. Least Tiers, Least Cash, Race, Endurance Race, and Mini Boss
|-
|[[File:BTD6 Overgeared.png|x20px]]
|Overgeared
|Collect a total of 25 Artifacts in a single Campaign
|-
|[[File:BTD6 ArtifactGourmand.png|x20px]]
|Artifact Gourmand
|Collect a total of 1000 Artifacts throughout all adventures
|-
|[[File:BTD6 ArtifactCollector.png|x20px]]
|Artifact Collector
|Collect a permanent copy of 60 Artifacts
|-
|[[File:BTD6 FullyBoosted.png|x20px]]
|Fully Boosted
|Claim a Legendary rarity version of each of the 3 Boost types (one of each Precision, Inspiration, Quickening)
|}
|}


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The difficulty of Rogue Legends wildly changes depending on luck. Longer, riskier routes should be taken during the earlier stages when round scaling and map difficulty are low for greater payoffs with gathering many Artifacts and Tokens early. At later stages, taking the safer path with fewer Bloon Encounters is advised, both to keep the Bloon speed and health scaling low and to reduce the possibility of getting an Encounter on difficult maps like [[Ravine]] or [[Dark Dungeons]]. At much later stages on CHIMPS mode, the game mostly dwells to a matter of minimizing lag issues, with reduced focus on defense and moreso efficiently beating each stage as quickly as possible without excessive in-game calculations.
The difficulty of Rogue Legends wildly changes depending on luck. Longer, riskier routes should be taken during the earlier stages when round scaling and map difficulty are low for greater payoffs with gathering many Artifacts and Tokens early. At later stages, taking the safer path with fewer Bloon Encounters is advised, both to keep the Bloon speed and health scaling low and to reduce the possibility of getting an Encounter on difficult maps like [[Ravine]] or [[Dark Dungeons]]. At much later stages on CHIMPS mode, the game mostly dwells to a matter of minimizing lag issues, with reduced focus on defense and moreso efficiently beating each stage as quickly as possible without excessive in-game calculations.


Compared to standard BTD6 gameplay, later rounds are much more laggy due to [[Freeplay]] rules not activating until Round 81 and [[MOAB-Class Bloon|MOAB-Class Bloons]] scaling much more beforehand. Popping [[ZOMG (BTD6)|ZOMGs]] releases a ton of children Bloons from non-Super [[Ceramic Bloon (BTD6)|Ceramic Bloons]] compared to standard BTD6, making certain towers much more vulnerable to getting pierce-capped. Crowd control and pierce remains a significant factor to consider when selecting Monkeys and Artifacts.
Compared to standard BTD6 gameplay, later rounds are much more laggy due to [[Freeplay]] rules not activating until Round 31 and [[MOAB-Class Bloon|MOAB-Class Bloons]] scaling much more beforehand. Popping [[ZOMG (BTD6)|ZOMGs]] releases a ton of children Bloons from non-Super [[Ceramic Bloon (BTD6)|Ceramic Bloons]] compared to standard BTD6, making certain towers much more vulnerable to getting pierce-capped. Crowd control and pierce remains a significant factor to consider when selecting Monkeys and Artifacts.


When selecting a starting party and starting Artifacts, the starting Artifacts should either improve the Hero and starting party or cover their weaknesses; for instance, a starting party with Dart Monkeys may pick the [[Ceramic Chunker]] Rare + [[Frosted Tips]] Common to control large groups of Bloons. [[General's Disposition]] Common can greatly help most starting parties that lack Camo detection or have unreliable de-camo options.
When selecting a starting party and starting Artifacts, the starting Artifacts should either improve the Hero and starting party or cover their weaknesses; for instance, a starting party with Dart Monkeys may pick the [[Ceramic Chunker]] Rare + [[Frosted Tips]] Common to control large groups of Bloons. [[General's Disposition]] Common can greatly help most starting parties that lack Camo detection or have unreliable de-camo options.
Line 1,369: Line 934:


==Errors==
==Errors==
{{Research|Confirm that the errors listed below are still present in {{BTD6 version|51.1}} or higher|section=1}}
* [[Ability Stacking]] Rare has a 20% ability cooldown penalty instead of the 10% stated on the description.
* [[Ability Stacking]] Rare has a 20% ability cooldown penalty instead of the 10% stated on the description.
*The [[Dazing Frostburn]] Artifact applies its damage over time effect every 1.5s instead of every second as the description says.
*The [[Dazing Frostburn]], [[Esoteric Elementalist]] and [[Flaming Hot Punch-A-Rang]] Artifacts apply their damage over time effect every 1.5s instead of every second as the description says.
*Esoteric Elementalist Rare has a 50% chance of triggering the damage over time effect instead of 30% as the description states.
*The [[Home Brew Alchemy]] Artifact has 30× Crit damage instead of 50× as the description says.
*The [[Home Brew Alchemy]] Artifact has 30× Crit damage instead of 50× as the description says.
*The [[Heroic Edge]] Artifact always has a +25% pierce for the Common an Rare variants instead of +10% and +15% as the description states.
*The [[Heroic Edge]] Artifact always has a +25% pierce for the Common an Rare variants instead of +10% and +15% as the description states.
*The [[Mystic Twister]] artifact doesn't affect the projectiles of [[Super Glue (BTD6)|Super Glue]].
*The Permanent Artifact counter will show a maximum of 294 Artifacts, but there is only 293 available.
{{Research|Confirm that the errors listed below are still present in {{BTD6 version|52.2}} or higher|section=1}}


*If the player faces a Boss in [[Ancient Portal]] with a [[Reverse (BTD6)|Reverse]] modifier active, the Boss path will be bugged. With the initial portal alignment, the Boss will start from its normal spawn point on the right side of the track and if the portal is realigned before the Boss spawns, it will now spawn in the intended location on the left side of the track. Either way, when the Boss reaches the portal, it will enter it and travel to the exit from the top path instead of crossing over the portal.
* If the player faces a Boss in [[Ancient Portal]] with a [[Reverse (BTD6)|Reverse]] modifier active, the Boss path will be bugged. With the initial portal alignment, the Boss will start from its normal spawn point on the right side of the track and if the portal is realigned before the Boss spawns, it will now spawn in the intended location on the left side of the track. Either way, when the Boss reaches the portal, it will enter it and travel to the exit from the top path instead of crossing over the portal.
 
* Level 20 [[Ezili (BTD6)|Ezili]] can affect Boss Bloons with her MOAB Hex ability.
*Level 20 [[Ezili (BTD6)|Ezili]] can affect Boss Bloons with her MOAB Hex ability.


==Development==
==Development==
Line 1,407: Line 972:


==Gallery==
==Gallery==
===Screenshots===
{{main gallery}}
<gallery>
BTD6 rogue legends vid portal.png|''Rogue Legends'' on the ''Legends'' menu
BTD6 rogue legends vid main menu.png|Main menu
BTD6 rogue legends vid churchill.png|Captain Churchill's starter party
BTD6 rogue legends vid starter artifacts.png|Choosing starter artifacts
BTD6 rogue legends vid camp fire.png|Camp Fire
BTD6 rogue legends vid round hint.png|Game hints in ''Rogue Legends''
BTD6 rogue legends vid tile gameplay.png|Tile gameplay
BTD6 rogue legends vid victory legendary.png|Victory on a legendary tile
BTD6 rogue legends vid boost selection.png|Selecting a boost
BTD6 rogue legends vid game over.png|Tile lost
</gallery>
 
====Stages====
<gallery>
BTD6 rogue legends vid zoom out 1.png|Zoom out of a stage layout
BTD6 rogue legends vid zoom out 2.png|Zoom out of a stage layout
BTD6 rogue legends vid zoom out 3.png|Zoom out of a stage layout
BTD6 rogue legends vid zoom out 4.png|Zoom out of a stage layout
BTD6 rogue legends vid chest opening.png|Opening a chest
BTD6 rogue legends vid chest opening alt layout.png|The same location as before, but with different special tiles
BTD6 rogue legends vid encounter tile.png|
BTD6 rogue legends vid boss entrance.png|
BTD6 rogue legends vid final boss.png|
BTD6 rogue legends vid log bridge.png|
BTD6 rogue legends vid token earned.png|Earning a token
BTD6 rogue legends vid merchant tile.png|
BTD6 rogue legends vid merchant.png|
BTD6 rogue legends vid mini boss tile.png|
BTD6 rogue legends vid navigation.png|
BTD6 rogue legends vid near chest.png|
BTD6 rogue legends vid race tile.png|
BTD6 rogue legends vid spawn point.png|
BTD6 rogue legends vid stage failed.png|
</gallery>
 
===Assets===
<gallery>
BTD6 CampfireMonkeyStillPortrait.png|Rogue Monkey portrait
BTD6 CampfireMonkeyPortrait.png|Rogue Monkey victory portrait
BTD6 CampfireMonkeyDefeatPortrait.png|Rogue Monkey game over portrait
BTD6 CampfireTowerIcon.png|Camp Fire recruit icon
BTD6 CampfireMentorIcon.png|Camp Fire mentor icon
BTD6 CampfireEnhanceIcon.png|Camp Fire enhance icon
BTD6 CampfireHealIcon.png|Camp Fire heal icon
BTD6 LegendIconInfo.png
BTD6 RogueLegendDLCpreview.png|Preview image in the Shop
BTD6 46.0 LegendRogueShop.png|Unused ''Rogue Legends'' shop icon in v46.0
</gallery>
 
====Button icons====
<gallery>
File:BTD6 RoguePlayButton.png|Campaign button
File:BTD6 RogueMonkeyIcon.png|<!--Rogue Monkey button?-->
File:BTD6 MyPartyBtn.png|Party button
File:BTD6 RoguePracticeButton.png|Practice mode button
File:BTD6 RogueInventoryBtn.png|Inventory button
File:BTD6 RogueCompassIcon.png|Compass button
File:BTD6 RoguePlayTileBtn.png|Play tile button
File:BTD6 RogueReplayTileBtn.png|Skip Bloon Encounter button
File:BTD6 RogueRestartBtn.png|Retry Mini Game or Mini Boss button
File:BTD6 RogueResetBtn.png|Restart campaign button
</gallery>
 
===Promotional images===
<gallery>
<gallery>
BTD6 legends loading teaser.gif|"BTD6 ''Legends'' loading..." teaser animation<ref>{{cite|url=https://www.reddit.com/r/btd6/comments/1i1j0vi/btd6_legends_loading/|title=BTD6 Legends loading...|publisher=Reddit|retrieved=14 jan 2025}}</ref>
BTD6 47.0 coming soon.jpg|Promotional artwork
BTD6 rogue legends guide promo.jpg
BTD6 47.0 promo.jpg|Promotional artwork
</gallery>
</gallery>


Line 1,488: Line 988:


==Navigation==
==Navigation==
{{BTD6 nav}}
{{BTD6 legend nav}}
[[Category:Rogue Legends|*]][[Category:Modes in BTD6]]
[[Category:Rogue Legends|*]][[Category:Modes in BTD6]]