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{{Lede image|BTD6 BossRushEvent.png}}
{{Lede image|BTD6 BossRushEvent.png}}
'''Boss Rush''' is a bi-weekly event in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|43.0}}. In this game mode, all players in a [[Team]] battle against each [[Boss Bloon]] using [[Phayze One]] rules. There are five islands, each one containing a specific [[map]] controlled by stronger Boss Bloons. By contributing scores, the Boss Bloon loses health, and dies once it reaches zero. Defeating each island gives rewards for all contributing members.
'''Boss Rush''' is a bi-weekly event in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|43.0}}. In this game mode, all players in a [[Team]] fight against a series of [[Boss Bloon]]s and earn points each time they pop the boss. It uses the same boss mechanics as the [[Phayze One]] [[Quest (BTD6)|Quest]] and Mini Boss tiles in ''[[Rogue Legends]]''. Each event has five stages represented by islands, each with a specific [[map]] and Boss Bloon. Each player can submit up to four high scores for the active stage per day, which all count towards the Team's total score for the boss (which is represented by a health bar). When the Team defeats an island's score requirement (represented by the Boss Bloon's health reaching zero), they move on to the next island and all contributing members earn rewards. The difficulty of the boss battles and the rewards increase with each island cleared.


==Schedule==
==Schedule==
Boss Rush runs every other Wednesday 22:00 UTC to Monday 22:00 UTC, lasting 5 days in total. Because of this, the schedule alternates between this event and [[Contested Territory (BTD6)|Contested Territory]] every week. As Boss Rush is not considered a competitive mode, updates have no impact on the schedule and updates may happen while the event is active.
Boss Rush runs every other Wednesday 22:00 UTC to Monday 22:00 UTC, lasting 5 days in total. Because of this, the schedule alternates between this event and [[Contested Territory (BTD6)|Contested Territory]] every week. As Boss Rush is not considered a competitive mode, updates have no impact on the schedule and updates may happen while the event is active.


==Gameplay==
==Mechanics==
{{incomplete}}
{{server side|20 jun 2026}}
There are five islands in a Boss Rush event, with a Boss Bloon for every island. Boss Bloons have a large amount of HP that is reduced by participating in Boss Rush battles. As the player progresses, the HP of the island's Boss Bloon increases.


{| class="wikitable"
===Islands===
|+
Each Boss Rush event has five islands. Each island is assigned a random [[map]] and [[Boss Bloon]]. Initially, players can only enter a Battle on the first island. Each time the Team completes an island, the next island becomes available. Players can Battle previously completed islands, but their scores are not recorded. Each player starts with 4 {{icon|BTD6 CtTicketsIcon.png}} Team Tickets and uses one each time they enter a Battle. Tickets automatically refresh every 6 hours to a total of 6 {{icon|BTD6 CtTicketsIcon.png}}, and the player can also convert {{BTD6 mm|50}} for a ticket if they run out, with no limit. Every event per week is the same across all players and Teams.
!Island
 
!HP
On the first island, the Team starts with one [[Relic Knowledge|Relic]] and a roster of 16 [[tower]] types, both chosen at random (though the [[Banana Farm (BTD6)|Banana Farm]] is never available). Each player can also choose any [[Hero]] except [[Geraldo (BTD6)|Geraldo]]. When the Team completes an island, all Team members earn rewards and the Team unlocks the next island. Additionally, the Team's roster loses two random tower types, but gains another random Relic. Only the following Relics are obtainable in this event:
{{generic cargo ul|table=btd6_generic_items|where=obtained LIKE "%Boss Rush%"|column width=12.5em}}
 
Islands always use [[Medium]] difficulty, usually in Standard mode, but they have a 15% chance to be in [[Reverse (BTD6)|Reverse]] mode instead. All Powers are disabled except [[Portable Lake (BTD6)|Portable Lake]], [[Pontoon (BTD6)|Pontoon]], [[Banana Farmer (BTD6)|Banana Farmer]], and [[Tech Bot (BTD6)|Tech Bot]], and Powers are not supplied for free. Additionally, [[Continue]]s, [[Hero Booster]]s, [[Double Cash Mode (BTD6)|Double Cash Mode]], and [[Fast Track Mode]] are disabled. The following maps will never appear on an island:
{{multi-column list|minWidth=10|content=
*[[Geared]]
*[[Erosion]]
*[[Peninsula]]
*[[Midnight Mansion]]
*[[Dark Path]]
*[[Cornfield]]
*[[Glacial Trail]]
*[[Dark Dungeons]]
*[[Sanctuary]]
*[[Ravine]]
*[[Flooded Valley]]
*[[Workshop]]
*[[Infernal]]
*[[High Finance]]
*[[Covered Garden]]
*[[X Factor]]
*[[Ouch|#Ouch]]
*[[Quad]]
*[[Muddy Puddles]]
*[[Bloody Puddles]]
*[[Dark Castle]]
*[[Tricky Tracks]]
*[[Enchanted Glade]]
*[[Mushroom Grotto]]
}}
 
{|class="wikitable"
!rowspan="2"|Island
!colspan="4"|Map difficulty odds
!rowspan="2"|Score target
!rowspan="2"|Sum of scores
|-
!Beginner
!Intermediate
!Advanced
!Expert
|-
|-
|1
!1
|100%
|–
|–
|–
|850
|850
|850
|-
|-
|2
!2
|1175
|66.67%
|33.33%
|–
|–
|1,175
|2,025
|-
|-
|3
!3
|1850
|40%
|40%
|20%
|–
|1,850
|3,875
|-
|-
|4
!4
|2850
|16.67%
|33.33%
|33.33%
|16.67%
|2,850
|6,725
|-
|-
|5
!5
|3350
|20%
|20%
|40%
|20%
|3,350
|10,075
|}
|}


The player's four best scores will determine the amount of damage to the current island's boss. If a new score is better than any of the current scores, the island's Boss Bloon takes extra damage equal to the difference between the new score and the lowest score.<!--e.g. 87-54=33, so the boss takes 33 HP--> Every 24 hours, starting from the first hour of the event (20:00 UTC by default), the leaderboards reset, and the player may submit up to four more of their best scores on the current island's boss. If the current island's boss is already destroyed, every player's leaderboards are reset and their scores do not carry over to the next island's boss. Players are still allowed to attempt previously beaten islands, but scores will not be recorded.
===Boss Bloons===
In a Battle, the Boss Bloon spawns immediately after starting the first [[round]]. It uses the [[Stats:Bloons TD 6/Roundsets/EnduranceRoundSet|endurance round set]]. The player's starting [[cash]] and the boss's starting health depends on the boss. During gameplay, the player only gains 25% as much income from all sources except cash-per-pop and end-of-round cash. The player has two revives that restore their [[life|lives]] to the starting amount (150 by default). If the player runs out of [[life|lives]], they consume a revive, all towers stop attacking, all natural Bloons disappear (without generating cash), and the boss becomes invincible and moves a short distance up the track. The Battle ends when the boss reaches the exit or the player runs out of lives after consuming both of their revives.


Each player starts with 6 {{icon|BTD6 CtTicketsIcon.png}} Team Tickets and uses one for each attempt. Tickets automatically refresh every 6 hours, and the player can also redeem {{BTD6 mm|50}} for a ticket with no limit.
Each time the player pops the boss, the next round starts immediately (stacking with any rounds that are still ongoing), triggering any effects that occur at the end of a round (such as [[Merchantman (BTD6)|Merchantman]]) and granting the player end-of-round cash, and the boss fully heals and its maximum health increases. The end-of-round cash starts at $1,000 and increases by 2.3% multiplicatively every pop, capped at 90 pops. The boss's max health increases by 6.5% multiplicatively each time it pops. The boss starts at Normal tier 1 and switches to the next tier every 10 pops; it loses all [[mutation]]s (e.g. [[Glue Strike (BTD6)|Glue Strike]]'s debuff) each time this occurs. After Normal tier 5, it becomes Elite tier 1 and continues up to Elite tier 5.{{fn|The boss has a maximum of 300 tiers, and the maximum HP is actually the 32-bit signed max. Both are impossible in practice for Boss Rush, but not for ''[[Rogue Legends]]'' Mini Bosses, which use the same mechanics as Boss Rush. If the HP exceeds the 32-bit signed max, the Boss instead has negative HP, and can get one-shot by a single hit.}}


Upon starting the event, the player will begin on the first island with 16 tower types (excluding the [[Banana Farm (BTD6)|Banana Farm]], which is always banned), and is allowed to select any [[Hero]] except [[Geraldo (BTD6)|Geraldo]]. One of any available Boss Bloon will summon onto the island and have a set amount of HP. All battles will begin with one guaranteed Relic out of the ones available. Beating an island removes two tower types,<!--e.g. ninja, alch--> and unlocks one additional Relic and a new Boss Bloon. Every event per week is the same across all players.
All Boss Bloons except [[Vortex (BTD6)|Vortex]] can appear in this event. Each boss behaves slightly differently in Boss Rush compared to other modes. They do not have skulls, though they trigger similar abilities every 10 pops. Their speed scales with the map length, moving faster on longer maps and slower on shorter ones.
 
{|class="wikitable"
All Powers except [[Portable Lake (BTD6)|Portable Lake]], [[Pontoon (BTD6)|Pontoon]], [[Banana Farmer (BTD6)|Banana Farmer]], and [[Tech Bot (BTD6)|Tech Bot]] are disabled, and all available Powers are only supplied by the player. Additionally, [[Continue]]s, [[Hero Booster]]s, [[Double Cash Mode (BTD6)|Double Cash Mode]], and [[Fast Track Mode]] are disabled.
!Boss
 
!Starting health
All Relics except the Power Relics, store-exclusive Relics, life-specific Relics, and [[El Dorado]] are randomly picked for each island.
!Starting cash
!Base speed
|-
|[[Bloonarius (BTD6)|Bloonarius]]
|400
|$1,800
|1.25
|-
|[[Lych]]
|300
|$2,500
|1.25
|-
|[[Dreadbloon (BTD6)|Dreadbloon]]
|130
|$4,000
|1.25
|-
|[[Phayze]]
|300
|$2,000
|1.15625
|-
|[[Blastapopoulos (BTD6)|Blastapopoulos]]
|350
|$2,500
|1.25
|-
|[[Diamondback]]
|500
|$2,500
|1.25
|}


===Boss Rush mini-game===
====Bloonarius====
{{Cleanup|Fix this "tiers" thing so it's clarified versus "tiers" of the Boss Event bosses}}
<section begin="Bloonarius"/>Damaging Bloonarius sends a wave of 2 Scattered Bloons every time it loses 15% of its current health. Popping Bloonarius makes it send a stronger wave of 4 to 12 Scattered Bloons. Every 10 pops, it triggers its skull ability, sending a stronger wave of 8 Bloons.<section end="Bloonarius" />
In a Boss Rush mini-game, the player must beat a Boss Bloon with endless{{fn|Actually has a maximum of 300 tiers, and the maximum HP is actually the 32-bit signed max. Both are impossible in practice for Boss Rush, but not impossible for [[Rogue Legends]] Mini Bosses, which use the same mechanics as Boss Rush. If the HP exceeds the 32-bit signed max, the Boss instead has negative HP, and can get one-shot by a single hit.}} tiers and an exponentially scaling HP. The game begins with extra starting cash ($2000 for most Bosses, $1800 for [[Bloonarius (BTD6)|Bloonarius]], and $4000 for [[Dreadbloon (BTD6)|Dreadbloon]]), the selected hero, all current towers, and the Relic(s) provided by the current island, plus all other default Medium settings.


During gameplay, the player only gains 25% income from all non-pop sources.<!--isn't it that traps give full amount or something during the first dozens of boss tiers?--> Additionally, the player always begins with two bulwarks that shield and provide equivalently to the starting lives (150 lives by default).<!--rogue legends is not the case--> Similarly to [[Phayze One]], the starting bounty for popping a Boss is $1000 and increases by 2.3% every round until round 100. If a bulwark loses all its lives, all naturally spawning bloons disappear and give no cash, the Boss becomes invulnerable for several seconds (the length depending on the type of boss),<!--yes, for instance bloonarius has a shorter invulnerability time than dreadbloon and phayze--> and moves a percentage along the track. To end the mini-game, the Boss must leak or the player must lose all of their lives including the two bulwarks.
====Lych====
{{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}}
<section begin="Lych"/>Lych has Regrow properties, and buff-absorbing mechanics, as well as passively reducing sellback by 35%. Lych moves 50% slower while ethereal. Every time Lych pops, it spawns a tombstone at its current location, which spawns Zombie MOABs regularly, increased to Zombie BFBs and Zombie ZOMGs at higher tiers. Every 10 pops, Lych will become ethereal and spawn three Lych-souls (five Lych-souls at 50+<!--or write "at Elite phase" or something--> pops).<section end="Lych" />


The Boss Bloon begins with a small amount of health and weak gimmicks. Whenever the Boss pops (losing a "tier"), the player earns one score, and the Boss fully heals and gains a fixed percentage more HP than its previous tier. Every 10 tiers, the Boss is re-born into a higher-tier Boss; it loses all status effects (e.g. [[Glue Strike (BTD6)|Glue Strike]]'s debuff) and may have different properties. Visually, the Boss has a new appearance every 10 tiers, up to Elite Tier 5; Tiers 0-49 are Normal Bosses, and Tiers 50+ are Elite Bosses, with Elite Tier 5 at Tiers 90+.
====Dreadbloon====
{{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}}
{{research|How much health does Dreadrock Bloons have to begin and to scale?}}
<section begin="Dreadbloon"/>Dreadbloon's Ceramic Armor Shell starts at 70 health and its [[Dreadrock Bloon]]s start at 40 health, both of which scale at the same rate as Dreadbloon's health. Each time the player pops Dreadbloon, it re-shields and spawns 6 Dreadrock Bloons. It does not have any damage resistance, though it still has damage type immunities. Dreadbloon's speed is reduced by 10% while shielded. Every 10 pops, Dreadbloon's tower category immunity switches (Primary, Military, Magic, Support).<section end="Dreadbloon" />


While the Boss Bloon is active, rounds of naturally spawning bloons will progress continuously, and a new round begins every time the Boss loses a tier. Bloons have a different roundset on Boss Rush compared to standard games. Additionally, Bloons in Boss Rush follow standard cash-per-pop penalties in standard games. Popping a boss tier counts as starting a new round.
====Phayze====
{{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}}
<section begin="Phayze"/>Phayze's Reality Shield health scales in the same way as its base health. Its speed increases by 30% while shielded. Its Radar Jam cooldown starts at 32 seconds and reduces by 0.5% each time it pops until it reaches the minimum cooldown of 3.84 seconds. Each time it pops, it generates its Reality Shield but does not warp. Every 10 pops, it creates a portal or moves it to its current position.<section end="Phayze" />


There are four Bosses available in Boss Rush. [[Vortex (BTD6)|Vortex]] and [[Lych (BTD6)|Lych]] do not have Boss Rush variants yet. All of the Bosses have varying properties that may differ from standard gameplay.
====Blastapopoulos====
{{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}}
{{research|What is its maximum Heat? Does maximum Heat scale per tier? How exactly do the Fireballs scale with tiers?}}
<section begin="Blastapopoulos"/>Blastapopoulos's heat meter increases by 1.5% each time it pops. Fireballs are released after reaching 25%, 50%, and 75% Heat. During Overheat, it stuns all towers for 4 seconds and increases ability cooldowns by 10 seconds (unaffected by number of pops), and Blastapopoulos cools down after 7 seconds before being heatable again. Every 10 pops, it activates Pyroclastic Rocks and gains 15% of its heat meter.<section end="Blastapopoulos" />


<gallery>
====Diamondback====
BTD6 BloonariusPortrait.png|[[Bloonarius (BTD6)#Boss Rush|Bloonarius]]
{{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}}
BTD6 DreadbloonPortrait.png|[[Dreadbloon (BTD6)#Boss Rush|Dreadbloon]]
{{Research|Find out the specific amounts when the Boss does certain summon thresholds (esp diamonds)}}
BTD6 PhayzePortrait.png|[[Phayze#Boss Rush|Phayze]]
<section begin="Diamondback"/>Diamondback always begins with 7 segments, and has similar Rattle Tail mechanics. Starting from the 4th pop, each of its segments break off when that individual segment gets damaged enough. Every time Diamondback pops, it produces spawns of Bloons. Every 10 pops, Diamondback regenerates the Rattle Tail Shield, fully regrows all missing body segments, and produces stronger spawns, including [[Diamond Bloon]]s after a certain pop amount.<section end="Diamondback" />
BTD6 BlastapopoulosPortrait.png|[[Blastapopoulos (BTD6)#Boss Rush|Blastapopoulos]]
</gallery><!--okay, let's assume we're gonna just let the boss-specific differences be listed on their boss bloon articles...-->


===Teams===
===Scoring===
{{Main|Team}}
A player earns one point each time they pop the boss in a Battle. The player's score registers on their high score leaderboard after the Battle ends. A player can have up to four high scores on their leaderboard at a time; if a player has four high scores and submits a new one, it replaces a lower high score if they have one, or simply does not count otherwise.
Joining a team is mandatory to enter Boss Rush. Teams can contain up to 15 members including a Mayor, who acts as the leader of that team.


Contested Territory and Boss Rush are the primary ways to gain Team Trophies to spend on cosmetics. Team Trophies can be used to customize the team's island and profile with [[Team#Team Flair|team flair]], which will show up on the team's island within the event.
The island's total score is the sum of all the high scores of all the Team's players' leaderboards. Every 24 hours, starting from the first hour of the event (20:00 UTC by default), the players' high scores become permanently added to the total score, then their leaderboards reset, allowing each player to contribute up to four high scores per day. The total score is represented by a health bar (separate from the health bar that the boss has during a Battle) that drains as the score increases. The Team completes an island when their total score reaches the island's score threshold (i.e., the boss's health bar reaches zero). Completing an island resets all players' high score leaderboards and their scores do not carry over to the next island. The score requirement increases with each island cleared.


==Rewards==
==Rewards==
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==Strategy==
==Strategy==
{{Main|Strategy:Boss Rush}}
{{Main|Strategy:Boss Rush}}
{{Strategy needed|Move the extensive stuff to the [[Strategy:Boss Rush]] article (also, not very fleshed out strategy...), also pretty sure this section isn't really proofchecked by anyone other than Qwertyxp2000}}
{{cleanup|Needs proof-checking, and move any specific strategizations into the Boss Rush strategy page}}
Quickly popping the Boss is the best way to make income that will allow popping of more tiers of the Boss. During early stages, use an efficient cheap tower with good single-target damage, or the Hero if brought for that purpose. Towards the late-game, afford defenses designed with the current Boss in mind. Like with [[Boss Bloon Event]]s and [[Contested Territory (BTD6)|Contested Territory]]'s Regular Tiles, always max out in [[Monkey Knowledge (BTD6)|Monkey Knowledge]], and add Monkey Knowledge that focuses on maximizing single-target damage.
{{BTD6 last updated|55.2|section=y}}
Quickly popping the Boss is the best way to make income that will allow popping of more tiers of the Boss. During early stages, use an efficient cheap tower with good single-target damage, or the Hero if brought for that purpose. Towards the late-game, afford defenses designed with the current Boss in mind. Like with [[Boss Bloon Event]]s and [[Contested Territory (BTD6)|Contested Territory]]'s Regular Tiles, always max out in [[Monkey Knowledge (BTD6)|Monkey Knowledge]], and add Monkey Knowledge that focuses on maximizing single-target damage. If building into [[Paragon]]s, it may help to disable {{BTD6 mk|Big Bloon Sabotage}}.


Keep a note of the type of Boss with the current loadout and relic(s) available on the current island; for instance, use [[Fighter Plane (BTD6)|Fighter Plane]] and [[Operation: Dart Storm (BTD6)|Operation: Dart Storm]] if [[Monkey Ace (BTD6)|Monkey Ace]]<!--find some microfree solutions as an example--> is available, and if Alchemist Touch<!--an example of a relic that has useful strategy changes--> is available then dealing with natural Leads and unshielded Dreadbloon will be less of a hassle.
Keep a note of the type of Boss with the current loadout and relic(s) available on the current island; for instance, use [[Fighter Plane (BTD6)|Fighter Plane]] and [[Operation: Dart Storm (BTD6)|Operation: Dart Storm]] if [[Monkey Ace (BTD6)|Monkey Ace]]<!--find some microfree solutions as an example--> is available, and if Alchemist Touch<!--an example of a relic that has useful strategy changes--> is available then dealing with natural Leads and unshielded Dreadbloon will be less of a hassle.


For Heroes, the most easy-to-use hero is [[Sauda (BTD6)|Sauda]], who is an excellent early-game Hero for damaging the first stages of Bosses, especially Phayze and Blastapopoulos. Just set her on Strong (or First if it's Dreadbloon, avoiding [[Dreadrock Bloon]]s) and spam her Leaping Sword ability. However, some Heroes are better when seeking for late-game, though most of them should be placed after several Boss pops are beaten with other towers. [[Adora (BTD6)|Adora]], [[Benjamin (BTD6)|Benjamin]], [[Admiral Brickell (BTD6)|Admiral Brickell]], and [[Ezili (BTD6)|Ezili]] become more useful going later in a boss.
For Heroes, the most easy-to-use hero is [[Sauda (BTD6)|Sauda]], who is an excellent early-game Hero for damaging the first stages of Bosses, especially Phayze and Blastapopoulos. Just set her on Strong (or First if it's Dreadbloon, avoiding [[Dreadrock Bloon]]s) and spam her Leaping Sword ability. However, some Heroes are better when seeking for late-game, though most of them should be placed after several Boss pops are beaten with other towers. [[Adora (BTD6)|Adora]], [[Benjamin (BTD6)|Benjamin]], [[Admiral Brickell (BTD6)|Admiral Brickell]], [[Ezili (BTD6)|Ezili]], and [[Dan D'Monke (BTD6)|Dan D'Monke]] (if Heli is not available or versus Blastapopoulos) become more useful going later in a boss.


An easy-to-use strategy that reliably gets at least 60 score on most Boss islands:
An easy-to-use strategy that reliably gets at least 60 score on most Boss islands:
<ol>
<ol>
<li value="1"> Buy [[Sauda (BTD6)|Sauda]], set her on Strong (First if against Dreadbloon).</li>
<li value="1">Buy [[Sauda (BTD6)|Sauda]], set her on Strong (First if against Dreadbloon).</li>
<li value="2">Place an early-game defense. If {{BTD6 mk|Bonus Monkey!}} is enabled, add the free Dart Monkey if not using a Primary Monkey to start.</li>
<li value="2">Place an early-game defense. If {{BTD6 mk|Bonus Monkey!}} is enabled, add the free Dart Monkey if not using a Primary Monkey to start.</li>
:*2-0-3 Tack Shooter: Place below the location where the Boss spawns. Buy another 2-0-3 [[Tack Sprayer (BTD6)|Tack Sprayer]]. Sell other Tack Sprayers, and upgrade the next one to [[Overdrive (BTD6)|Overdrive]].
:*2-0-3 Tack Shooter: Place below the location where the Boss spawns. Buy another 2-0-3 [[Tack Sprayer (BTD6)|Tack Sprayer]]. Sell other Tack Sprayers, and upgrade the next one to [[Overdrive (BTD6)|Overdrive]].
Line 103: Line 207:
:*0-0-2 Spike Factory: Set on Close near the track near (but not at) the spawning location of the Boss. With Sauda, upgrade to 0-1-2, then 0-2-2, then 0-3-2. Switch targeting to Smart once the Boss passes the Spike Factory.
:*0-0-2 Spike Factory: Set on Close near the track near (but not at) the spawning location of the Boss. With Sauda, upgrade to 0-1-2, then 0-2-2, then 0-3-2. Switch targeting to Smart once the Boss passes the Spike Factory.
:*1-3-0 Monkey Buccaneer: [[Cannon Ship (BTD6)|Cannon Ship]]s can work as a decent starting tower on maps with little land space.
:*1-3-0 Monkey Buccaneer: [[Cannon Ship (BTD6)|Cannon Ship]]s can work as a decent starting tower on maps with little land space.
:*0-3-x Bomb Shooter: [[MOAB Mauler (BTD6)|MOAB Mauler]]s can be spammed early on, with the advantage of having more range than the above, as well as not heating Blastapopoulos as much. It is viable as a starting option against Blastapopoulos, Lych, and Diamondback.
<li value="3"> Approaching about 10 pops, get a support tower, if available. Otherwise, just buy more single-target damage.</li>
<li value="3"> Approaching about 10 pops, get a support tower, if available. Otherwise, just buy more single-target damage.</li>
:*4-x-x Ice Monkey: Place near the Boss, and [[Embrittlement (BTD6)|Embrittlement]] lets other towers do more damage, and also does some grouped damage itself.
:*4-x-x Ice Monkey: Place near the Boss, and [[Embrittlement (BTD6)|Embrittlement]] lets other towers do more damage, and also does some grouped damage itself.
:*2-4-0 Glue Gunner: Time [[Glue Strike (BTD6)|Glue Strike]] ability when lots of projectiles attack the Boss. Avoid if it's Blastapopoulos.
:*0-4-1 Glue Gunner: Time [[Glue Strike (BTD6)|Glue Strike]] ability when lots of projectiles attack the Boss. Avoid if it's Blastapopoulos.
:*2-x-x Village: If multiple strong towers are nearby, [[Jungle Drums (BTD6)|Jungle Drums]]'s extra attack speed is very helpful.
:*2-x-x Village: If multiple strong towers are nearby, [[Jungle Drums (BTD6)|Jungle Drums]]'s extra attack speed is very helpful.
:*3-x-x Alchemist: On a single tower, [[Berserker Brew (BTD6)|Berserker Brew]] can greatly increase total damage it can do.
:*3-x-x Alchemist: On a single tower, [[Berserker Brew (BTD6)|Berserker Brew]] can greatly increase total damage it can do.
<li value="4"> Use a cleanup tower if natural Bloons or Bloonarius's rushes start to become a problem.
<li value="4"> Use a cleanup tower if natural Bloons or a Boss's rushes start to become a problem.
:*3-0-2 and 4-0-2 Boomerang Monkey: [[Glaive Ricochet (BTD6)|Glaive Ricochet]] can be used for small volume rushes, and [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] for dealing with large rushes.</li>
:*3-0-2 and 4-0-2 Boomerang Monkey: [[Glaive Ricochet (BTD6)|Glaive Ricochet]] can be used for small volume rushes, and [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] for dealing with large rushes. Use 4-2-0 when specifically handling [[Diamond Bloon]]s.</li>
:*x-3-x Druid: [[Druid of the Jungle (BTD6)|Druid of the Jungle]] on First deals with natural waves in the early stages. Use 1-3-0 versus Leads.
:*x-3-x and x-4-x Druid: [[Druid of the Jungle (BTD6)|Druid of the Jungle]] on First deals with natural waves in the early stages. Use 1-3-0 versus Leads. [[Jungle's Bounty (BTD6)|Jungle's Bounty]], aside from income, is a higher-scale cleanup option that can be considered if the Boss pops too quickly.
:*2-0-4 Bomb: Sharpsplosion can make a [[Recursive Cluster (BTD6)|Recursive Cluster]] clear all Bloons on a lane or two.
:*2-0-4 Bomb: Sharpsplosion can make a [[Recursive Cluster (BTD6)|Recursive Cluster]] clear all Bloons on a lane or two.
:*4-2-0 Tack: In the event that most other towers aren't available, [[Ring of Fire (BTD6)|Ring of Fire]] can offer cleanup.
:*4-2-0 Tack: In the event that most other towers aren't available, [[Ring of Fire (BTD6)|Ring of Fire]]'s high pierce makes it viable for cleanup.
<li value="5"> Buy some strong T4 towers.</li>
:*3-x-x and 4-x-x Mermonkey: [[Abyss Dweller]] and [[Abyssal Warrior]] around a tight bend can clear out large-health spawns.
<li value="5"> Buy another higher-damage Boss damage tower that scales from the starter options. Most of these are T4's or specialised T3's.</li>
:*0-4-2 Boomerang Monkey: [[Turbo Charge (BTD6)|Turbo Charge]] ability with [[Red Hot Rangs (BTD6)|Red Hot Rangs]] does plenty of single-target damage, and can damage Dreadbloon without Primary immunity.
:*0-4-2 Boomerang Monkey: [[Turbo Charge (BTD6)|Turbo Charge]] ability with [[Red Hot Rangs (BTD6)|Red Hot Rangs]] does plenty of single-target damage, and can damage Dreadbloon without Primary immunity.
:*2-0-4 Tack Shooter: [[Overdrive (BTD6)|Overdrive]] does high single-target damage when given buffs. Place below the Boss. Sell them once they get out of Boss range and buy them ahead of the Boss.
:*2-0-4 Tack Shooter: [[Overdrive (BTD6)|Overdrive]] does high single-target damage when given buffs. Place below the Boss. Sell them once they get out of Boss range and buy them ahead of the Boss.
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:*4-x-x Monkey Ace: [[Operation: Dart Storm (BTD6)|Operation: Dart Storm]] is fairly cheap and does decent single-target damage accurately. Use 4-2-0 for Phayze.
:*4-x-x Monkey Ace: [[Operation: Dart Storm (BTD6)|Operation: Dart Storm]] is fairly cheap and does decent single-target damage accurately. Use 4-2-0 for Phayze.
:*1/2-0-4 Heli Pilot: [[Comanche Defense (BTD6)|Comanche Defense]] can fly anywhere and does lots of damage with many mini-Comanches present. Only use when the Boss is getting far (about 50% or more along the track).
:*1/2-0-4 Heli Pilot: [[Comanche Defense (BTD6)|Comanche Defense]] can fly anywhere and does lots of damage with many mini-Comanches present. Only use when the Boss is getting far (about 50% or more along the track).
<li value="6"> Go for a powerful T5 that excels at single-target damage starting from about 30 pops.</li>
<li value="6"> Go for a powerful T5 that excels at single-target damage starting from about 30 pops. Some of these are cheap T5's that help transition into another more expensive T5.</li>
:*x-5-x Bomb Shooter: [[MOAB Eliminator (BTD6)|MOAB Eliminator]] is extremely cheap but relies on its ability to deal most of its damage.
:*x-5-x Bomb Shooter: [[MOAB Eliminator (BTD6)|MOAB Eliminator]] is extremely cheap but relies on its ability to deal most of its damage.
:*x-5-x Dartling Gunner: [[M.A.D (BTD6)|M.A.D]] and its ability do lots of Boss damage if pointing towards the Boss.
:*x-5-x Dartling Gunner: [[M.A.D (BTD6)|M.A.D]] and its ability do lots of Boss damage if pointing towards the Boss. Sometimes, buying multiple x-4-x and alternating buy-and-sell to use new abilities will help burst down faster, but has a heavy investment requirement.
:*5-x-x Monkey Ace: [[Sky Shredder (BTD6)|Sky Shredder]] is accurate and not too expensive for single-target damage, and has decent synergy with buffs.<!--what about 5-x-x ace? it's newbie-friendly--><!--btw what about 015 aow with poplusts-->
:*5-x-x Monkey Ace: [[Sky Shredder (BTD6)|Sky Shredder]] is accurate and not too expensive for single-target damage, and has decent synergy with buffs.<!--what about 5-x-x ace? it's newbie-friendly--><!--btw what about 015 aow with poplusts-->
:*5-x-x Beast Handler: [[Megalodon]] is extremely powerful against Bosses for its cost, but has low range. Set on Strong and reposition the beast once the Boss gets past its range.
:*5-2-0 Desperado: [[The Blazing Sun]] is a cheap T5 that does significant damage and transitions well from other cheap Tier 4's, and should be paired with [[Bounty Hunter]] to debuff the Boss and give more range if the Boss moves out of range. [[Bullseye (BTD6)|Bullseye]] is important because the crit damage is more useful than the conditional attack speed bonuses.
:*2-5-0 Desperado: [[Golden Justice]] transitions well from a [[Bounty Hunter]] focused support as well as via Blazing Sun. 2-5-0 is important especially when the Boss is separated from natural spawns.
<li value="7">If possible, buy some expensive supports</li>
<li value="7">If possible, buy some expensive supports</li>
:*2-4-0 and 2-5-0 Village: [[Call to Arms (BTD6)|Call to Arms]] and [[Homeland Defense (BTD6)|Homeland Defense]] multiply attack speed and pierce, which is essential if Village is enabled, unless it's Blastapopoulos. Choose 2-x-x crosspath for long-term Villages, or 0-5-0 if selling and re-buying for ability.
:*2-4-0 and 2-5-0 Village: [[Call to Arms (BTD6)|Call to Arms]] and [[Homeland Defense (BTD6)|Homeland Defense]] multiply attack speed and pierce, which is essential if Village is enabled, unless it's Blastapopoulos. Choose 2-x-x crosspath for long-term Villages, or 0-5-0 if selling and re-buying for ability.
:*5-0-1 Alchemist: [[Permanent Brew (BTD6)|Permanent Brew]] greatly assists high-projectile, high rate towers by offering equivalent to +2 damage, plus extra attack speed and more. Use [[Faster Throwing (BTD6) (Alchemist)|Faster Throwing]], as this is a time-sensitive event.
:*5-0-1 Alchemist: [[Permanent Brew (BTD6)|Permanent Brew]] greatly assists high-projectile, high rate towers by offering equivalent to +2 damage, plus extra attack speed and more. Use [[Faster Throwing (BTD6) (Alchemist)|Faster Throwing]], as this is a time-sensitive event.
<li value="8"> If over $150,000 is available, it's possible to buy very expensive T5's (e.g. [[Super Mines (BTD6)|Super Mines]]), and cheap Paragons (e.g. [[Apex Plasma Master]]). Support [[Sun Temple (BTD6)|Temple]] is also viable.</li>
:*Support Temple: [[Sun Temple (BTD6)|Sun Temple]] with Support Sacrifices can discount and buff towers. It's very expensive support, at a cost about the amount of a cheap Paragon, but can leeway towards improving pre-existing non-Paragons before getting future Paragons.
<li value="8">If over $150,000 is available, it's possible to buy very expensive T5's (e.g. [[Super Mines (BTD6)|Super Mines]]), and cheap Paragons (e.g. [[Apex Plasma Master]]). Support [[Sun Temple (BTD6)|Temple]] is also viable.</li>
</ol>
</ol>


Optionally, add some income-generating towers. Bucc's Merchantman, Alch's Lead to Gold and Rubber to Gold, and Engi's 2-0-4 Bloon Trap are some examples of viable picks. Also Spirit of the Forest for both income and large scale cleanup.
Income generating options should be placed after making a stable rate of Boss damage. These include:
*Monkey Buccaneer: [[Merchantman (BTD6)|Merchantman]] provides guaranteed cash, and [[Favored Trades (BTD6)|Favored Trades]] improves effectiveness of selling expensive defenses around it. [[Trade Empire (BTD6)|Trade Empire]] can be considered once enough Merchantmen are placed and are constantly making income.
*Alchemist: [[Lead to Gold (BTD6)|Lead to Gold]] and [[Rubber to Gold (BTD6)|Rubber to Gold]] should be placed near the start to catch Leads and make more money from natural Bloons.
*Engineer Monkey: Place near the start to catch natural Bloons, defending against rushes and gain income. Their income is only affected by cash-per-pop penalties in later rounds.
**2-0-4 [[Bloon Trap (BTD6)|Bloon Trap]] should be placed early on at about 20 Pops once there's a large rush of natural Bloons. Use 0-1-4 versus Phayze or there's otherwise poor spots for traps.
**2-0-5 [[XXXL Trap (BTD6)|XXXL Trap]] can be bought after natural MOABs come out, which should be at about 50 Pops. Use 0-2-5 versus Phayze or there's otherwise poor spots for traps.
*x-5-x Druid: [[Spirit of the Forest (BTD6)|Spirit of the Forest]] provides both income and large scale cleanup, but avoid it with Alchemists and Bloon Traps unless there's XXXL Trap.


<!--Yes, Powers are a strategy here, to an extent, but let's not dive too deep to it-->
<!--Yes, Powers are a strategy here, to an extent, but let's not dive too deep to it-->
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===Specific Boss strategy===
===Specific Boss strategy===
*[[Bloonarius (BTD6)|Bloonarius]]: Reliable cleanup is important alongside high single-target damage.
*[[Bloonarius (BTD6)|Bloonarius]]: Reliable cleanup is important alongside high single-target damage.
*[[Dreadbloon (BTD6)|Dreadbloon]]: Always have at least two tower categories available to attack the Boss at a time, avoid setting on Strong, and watch out for Dreadrock Bloons.
*[[Dreadbloon (BTD6)|Dreadbloon]]: Always have at least two tower categories available to attack the Boss at a time, avoid setting on Strong, and watch out for [[Dreadrock Bloon]]s.
*[[Phayze]]: Favor innate camo detection. Only a few towers have cheap anti-Boss camo detection, such as 0-x-2 [[Spike Factory (BTD6)|Spike Factory]], x-2-0 [[Monkey Ace (BTD6)|Monkey Ace]], and 0-1-2 [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]. Towards the late-game, watch out for the portal's natural bloons.
*[[Phayze]]: Favor innate camo detection. Only a few towers have cheap anti-Boss camo detection, such as 0-x-2 [[Spike Factory (BTD6)|Spike Factory]], x-2-0 [[Monkey Ace (BTD6)|Monkey Ace]], and 0-1-2 [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]. Towards the late-game, watch out for the portal's natural bloons.
*[[Blastapopoulos (BTD6)|Blastapopoulos]]: Tower spam of weak individual towers are favorable. Have several cheap towers for meteor fodder. Account for the tower limit. If [[Beast Handler (BTD6)|Beast Handler]] is enabled, [[Megalodon]] carries the late boss pops of this Boss and easily exceeds 70 score for about 90 score at best. If there's enough track length and income generation, an [[Apex Plasma Master]] is the only helpful Paragon for this, as it excels against the rocks.
*[[Blastapopoulos (BTD6)|Blastapopoulos]]: Tower spam of weak individual towers are favorable. Have several cheap towers for meteor fodder. Account for the tower limit. If [[Ice Monkey (BTD6)|Ice Monkey]] is enabled, cooling the Boss is worth it. Otherwise, account for when the Boss will reach specific heat thresholds (to account for meteors) or hit Overheat. Avoid relying on non-Hero abilities when the Heat bar is nearly full. [[Dan D'Monke (BTD6)|Dan D'Monke]] can be considered instead of other Heroes, but only if he can reach levels 7 and 10 on time. If there's enough track length and income generation, an [[Apex Plasma Master]] is the only helpful Paragon for this, excelling against the rocks and being the cheapest Paragon.
*[[Lych (BTD6)|Lych]]: Nerfed sellback makes it important to keep the towers on screen, and Paragons are not recommended due to the need to sell much defense to afford it. Early on, have towers that consistently hit the tombstones so that the Zombie MOABs don't leak and lose all lives.
*[[Diamondback]]: For cleanup, use towers that do many individual hits and have sufficient pierce, to ensure [[Diamond Bloon]]s and Fortified Ceramics don't overwhelm the defense. The Fortified tail is weak enough that the double damage is actually significant at popping the Boss faster before the tail heals again.


===Time management during Boss Rush===
===Time management during Boss Rush===
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==Update history==
==Update history==
{{BTD6 change list by name|Boss Rush}}
{{BTD6 change list by name|Boss Rush|disclaimer=y}}


==Gallery==
==Gallery==
{{screenshot needed}}
{{screenshot needed|section=y}}
<gallery>
<gallery>
BTD6 Boss Rush results no win.png|End-of-event rewards with 0 island bosses popped
BTD6 boss rush complete islands.png|Main menu after completing the event
BTD6 boss rush complete menu.png|Menu that appears after clearing all islands
BTD6 boss rush ended complete.png|End-of-event menu with all islands cleared
BTD6 Boss Rush results no win.png|End-of-event menu with no islands cleared
</gallery>
</gallery>
==In other languages==
{{BTD6 last updated|54.0|section=y}}
{{langlist
|key=BossRush
|label=
|collapsed=
|ar  =اندفاع الزعامة
|da  =Boss-sværm
|de  =Boss-Rush
|es  =Carrera de jefes
|es-la=Avalancha de jefes
|fi  =Pomoryntäys
|fr  =Ruée de boss
|it  =Assalto ai boss
|ja  =ボスラッシュ
|ko  =보스 러시
|nl  =Baasaanval
|no  =Sjefsrush
|pl  =Napływ bossów
|pt-br=Desafio de Chefes
|ru  =Набег на боссов
|sv  =Bossrusning
|th  =บอสรัช
|tr  =Patron Hücumu
|zh-cn=Boss冲击
|zh-tw=頭目突襲
}}


==Footnotes==
==Footnotes==