Rogue Legends: Difference between revisions

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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.
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==Gameplay==
==Gameplay==
{{research|Determine how Hero starting XP is calculated}}
{{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.
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 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.  
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.


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 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.


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.
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.


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).  
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.


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.
===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).
 
*<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===
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===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
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===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
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===Stages===
===Stages===
{{Outdated|Not updated for {{BTD6 version|54.0}} changes}}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>


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!Quarry
!Quarry
|1
|1
|21
|18
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
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!Bloonhenge
!Bloonhenge
|1
|1
|22
|20
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
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!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
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!Mountain Top
!Mountain Top
|1
|1
|17
|16
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
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!Cliffs of Dover
!Cliffs of Dover
|1
|1
|18
|17
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
|2 (2 shuffled)
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|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%
|}
|}


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|[[Super Monkey Beacon]]
|[[Super Monkey Beacon]]
|$1,500
|$1,500
|-
|[[Hype Boost Monkey]]
|$1,800
|-
|[[Tech Bot Prime]]
|$900
|-
|[[Sword of Protection]]
|$1,800
|}
|}


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|}
|}
{{Clear}}
{{Clear}}
==Tiles==
==Tiles==
===Spawn Points===
===Spawn Points===
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{{clear|right}}
{{clear|right}}
===Bloon Encounters===
===Bloon Encounters===
{{main|Bloon Encounter (Rogue Legends)}}
[[File:BTD6 RogueInfoIconBloonEncounter.png|50px|right]]
[[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.
'''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.
 
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
|45%
|30%
|20%
|5%
|-
|3
|25%
|35%
|25%
|15%
|-
|4+
|15%
|35%
|30%
|20%
|}
 
====Rounds====
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:
 
<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>


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.
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.


====Challenge rules====
===Mini Game===
{{Research|Find the formula for how CHIMPS scales the Bloon health modifier after stage 5}}
{{main|Mini Game}}
{| class="wikitable right"
|+Difficulty value
!Difficulty
!Value
|-
|[[Beginner]]
|0
|-
|[[Intermediate]]
|4
|-
|[[Advanced]]
|8
|-
|[[Expert]]
|12
|}
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) then 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 and in increasing increments, much like freeplay scaling. 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
|No changes.
|1
|{{N}}
|-
|3 Red Bloons
|Spawns higher amounts of Bloons.
|1
|{{Y}}
|-
|Regrow Red Bloon
|All Bloons gain the [[Regrow Bloon (BTD6)|Regrow]] property (if able), and the Regrow rate is increased to 150%.
|1
|{{N}}
|-
|Fortified Red Bloon
|All Bloons gain the [[Fortified Bloon (BTD6)|Fortified]] property (if able). All Bloons move 30% slower.
|1
|{{N}}
|-
|Pink Bloon
|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.
|1
|{{Y}}
|-
|Red, Blue and Green Bloon
|Bloons spawn with less spacing between them.
|1
|{{Y}}
|-
|White Bloon
|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.
|1
|{{N}}
|-
|MOAB
|MOAB-Class Bloons start with Double HP.
|2
|{{N}}
|-
|Camo Red Bloon
|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.
|2
|{{N}}
|-
|Zebra Bloon
|All Bloons are immune to Freeze, Stun and Slow effects, like [[BAD (BTD6)|BADs]]. Removes Freeplay speed scaling.
|2
|{{N}}
|-
|Fortified Lead Bloon
|Increases the amount of [[Lead Bloon (BTD6)|Lead]] and [[DDT (BTD6)|DDTs]].
|2
|{{Y}}
|-
|White, Black and Purple Bloon
|Bloons with immunities (White, Black, Purple, Zebra, Lead, MOAB-Class) appear more often.
|2
|{{Y}}
|-
|BFB
|Increases the initial and final rounds of the tile by 5. Starting Cash is calculated accordingly to this new start round.
|2
|{{N}}
|-
|Purple Bloon
|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%.
|2
|{{Y}}
|-
|Glitched Red Bloon
|Bloons have a 50% chance jump forward 30 units in the track after being hit.
|3
|{{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|right}}
 
===Mini Games===
[[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]]
*[[Tricky Tracks]]
*[[Mushroom Gorotto]]
|caption=Banned maps}}
{{clear|right}}


===Loot Chests===
===Loot Chests===
Line 706: 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 746: 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 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. Also values for Lych and Diamondback in general.}}
{| class="wikitable"
!Boss
!Stage 1 health
!Stage 2 health
!Stage 3 health
!Stage 4 health
!Stage 5+ health
!Speed modifier
|-
|[[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>
|×40%
|-
|[[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>
|×60%
|-
|[[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>
|×36%
|-
|[[File:BTD6 PhayzeEventIcon.png|50x50px|Phayze]] [[Phayze]]
|13,500
|54,500
|121,500
|202,500
|<math>81,000 \times \text {Stage} - 121,500</math>
|×40%
|-
|[[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>
|×34%
|}
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]]
*[[Tricky Tracks]]
*[[Mushroom Gorotto]]
|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===
Line 1,127: Line 936:
* [[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]], [[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.
*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.
*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.

Latest revision as of 22:28, 6 June 2026

"Rogue" redirects here. For the music track, see List of music in BTD6#Rogue.
Icon for the Rogue Legends DLC in the Shop

Rogue Legends (or Rogue Legend)[1] is a paid DLC expansion for Bloons TD 6, introduced in version 47.0 and the first of a series of DLC campaigns called Legends.[2] It is a "BTD rogue-lite adventure"[3] and a "game within the game"[2] where the player navigates a monkey on a grid with different types of tiles,[4] encountering Bloons and collecting towers and enhancements to add to their Party.[5] 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 Artifacts to clear all the rounds. 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.

A demo version of Rogue Legends is available in-game in the "Rogue Legends Preview" Quest.

Availability

[edit | edit source]

Rogue Legends was initially released exclusively as an in-app purchase in Bloons TD 6. It is officially priced at USD$9.99,[6] though the actual cost depends on the platform and region. In the Chinese version, it costs RMB¥28.[7] On 9 April 2025, Ninja Kiwi released the Bloons TD 6 Web Shop, which allows players to purchase Rogue Legends with a bonus Monkey Money 1,000 Monkey Money. On 15 October 2025,[8] shortly after the release of version 51.0, Rogue Legends became purchasable directly from Steam using its regional pricing.

Rogue Legends was not included in the release of version 47.0 in Bloons TD 6+ and Bloons TD 6 NETFLIX. It was added to BTD6+ in version 47.2 and to BTD6 NETFLIX in version 47.3. It is accessible for free in both versions.

Rogue Legends was on sale on the following dates:

  • 30 April 2025–5 May 2025 (50% off, web shop only)[9]
  • 15 May 2025 (all platforms)[10]
  • 7 August 2025 (all platforms)[11]

Gameplay

[edit | edit source]
This article is in need of research. You can help out by editing this article or discussing your findings on the talk page.
The editor who added this notice elaborates: 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 Artifacts 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 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, Double Cash Mode, and Fast Track Mode disabled. Completing encounters earns items called Tokens (represented by an icon of Geraldo's head) that the player can trade for more Artifacts at Merchant tiles. The player has five hearts (separate from in-game 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.

The player cannot place their own towers or Powers from the main game, but they can use Insta Monkeys 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.

Players earn experience using the same system as in the main game, except multiplied by 3+(0.3×Stage number), capped at 4.5× XP starting on stage 5. Heroes 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.

Difficulty

[edit | edit source]
This article is in need of research. You can help out by editing this article or discussing your findings on the talk page.
The editor who added this notice elaborates: 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 rules 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).

  • Bloon Speed=(100+3×(DifficultyMap modifier))%
  • Health=(100+6×(DifficultyMap modifier))%
  • Start round=1+Difficulty+5(Stage1)
  • End round=(2×Difficulty)+(5×Stage)
  • Starting cash={2500+(Start round×(600(Stage×100))for Stage<52500+(Start round×100)for Stage5

For the speed and health modifiers, the difficulty is treated as a lower value depending on the map difficulty of a tile's map:

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:

  • Bloon Speed=(100+3×(98))%=103%
  • Health=(100+6×(98))%=106%
  • Start round=1+9+5×(31)=20
  • End round=(2×9)+(5×3)=33
  • Starting cash=2500+(20×(600(3×100))=8500

These modifiers stack with 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

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Parties are a set consisting of a Hero, Insta Monkeys, 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.

Each Hero has a unique starter party of two Insta Monkeys and one Artifact. Hero Skins have different starter parties from regular Heroes, with the exception of those that cannot be purchased with Monkey Money (e.g. She-Ra has the same party as Adora, and Red Sauda has the same party as Sauda) and skins exclusive to the Chinese version.

Item Insta Monkey 1 Insta Monkey 2 Artifact
 0-0-3 Dart Monkey  0-0-2 Sniper Monkey Heroic Specialty Heroic Specialty Legendary
 1-1-0 Tack Shooter  0-2-0 Wizard Monkey Flaming Hot Punch-A-Rang Flaming Hot Punch-A-Rang Legendary
 0-1-0 Ninja Monkey  0-2-0 Mortar Monkey Malicious Mauling Malicious Mauling Common
 0-2-0 Druid  0-0-3 Druid BB Gatling Gun BB Gatling Gun Rare
 0-0-1 Dart Monkey  0-0-2 Dartling Gunner Battlefield Commission Battlefield Commission Rare
 0-2-0 Sniper Monkey  1-0-0 Spike Factory Slipped on the Peel Slipped on the Peel Legendary
 0-1-0 Dart Monkey  2-0-0 Wizard Monkey Spirit of Adventure Spirit of Adventure Rare
 0-2-0 Tack Shooter  2-0-0 Spike Factory Heightened Perception Heightened Perception Legendary
 2-0-0 Alchemist  0-2-0 Engineer Monkey Divine Intervention Divine Intervention Common
 1-0-1 Monkey Sub  0-2-1 Monkey Buccaneer Portability Portability Common
 2-0-0 Desperado  0-0-2 Heli Pilot Splody Darts Splody Darts Rare
 0-0-2 Monkey Ace  0-0-2 Glue Gunner Sticky Situation Sticky Situation Legendary
 1-0-0 Ninja Monkey  0-2-0 Desperado Ability Stacking Ability Stacking Legendary
 0-1-0 Beast Handler  0-1-2 Tack Shooter Bargaining Chip Bargaining Chip Legendary
 2-0-0 Sniper Monkey  0-0-2 Wizard Monkey Tit For Tat Tit For Tat Legendary
 0-0-2 Desperado  0-0-0 Super Monkey Homing Projectiles Homing Projectiles Legendary
 0-2-0 Ice Monkey  0-0-2 Engineer Monkey Esoteric Elementalist Esoteric Elementalist Rare
 0-0-2 Ninja Monkey  0-0-2 Monkey Village Extra Change Extra Change Rare
 0-0-2 Dartling Gunner  1-0-0 Sniper Monkey Cold Steel Cold Steel Legendary
 2-0-0 Alchemist  3-0-0 Glue Gunner Alchemic Engineering Alchemic Engineering Rare
 1-0-0 Monkey Ace  1-0-0 Mortar Monkey Squadron Together Strong Squadron Together Strong Common
 0-1-0 Wizard Monkey  0-0-2 Mortar Monkey Pops Fired Pops Fired Common
 2-0-0 Mermonkey  2-0-0 Beast Handler Portability Portability Common
 0-0-2 Monkey Ace  0-2-0 Druid Starting Strong Starting Strong Legendary
 0-2-0 Alchemist  0-1-0 Spike Factory Cats Meow Cats Meow Legendary
 2-0-0 Ice Monkey  0-2-0 Mermonkey Frosted Tips Frosted Tips Legendary
 0-2-0 Beast Handler  0-0-1 Druid Cornered Beasts Cornered Beasts Common
 0-0-2 Ninja Monkey  0-0-1 Boomerang Monkey Heroic Edge Heroic Edge Common
 2-0-0 Heli Pilot  0-0-0 Dartling Gunner Bouncing Projectiles Bouncing Projectiles Rare
 2-0-0 Bomb Shooter  0-2-0 Monkey Buccaneer Fish Nova Fish Nova Common
 0-0-0 Beast Handler  3-0-0 Mermonkey What In Tarnation What In Tarnation Common
 2-0-0 Ninja Monkey  2-0-0 Druid Pure Damage Pure Damage Common
 0-0-2 Monkey Sub  0-2-0 Dart Monkey Mighty Mulligan Mighty Mulligan Legendary
 0-0-2 Monkey Ace  2-0-0 Dartling Gunner Wacky Wibbly Wavey Wacky Wibbly Wavey Common
 2-0-0 Bomb Shooter  0-3-0 Tack Shooter Ceramic Chunker Ceramic Chunker Legendary
 2-0-0 Tack Shooter  0-0-2 Mortar Monkey Quantum Leap Quantum Leap Common
 0-0-2 Mermonkey  0-3-0 Dart Monkey Biggest Beacon Biggest Beacon Legendary
 2-0-0 Ninja Monkey  2-0-0 Wizard Monkey Enchanted Rebuttal Enchanted Rebuttal Legendary
 2-0-0 Ice Monkey  2-0-0 Engineer Monkey Abundant Choices Abundant Choices Rare
 0-2-0 Beast Handler  0-2-0 Ninja Monkey Duckageddon Duckageddon Legendary
 0-0-2 Wizard Monkey  0-2-0 Ice Monkey Home Brew Alchemy Home Brew Alchemy Legendary
 0-1-1 Mermonkey  0-2-0 Heli Pilot Summer Fun Summer Fun Rare
 1-0-0 Super Monkey  0-2-0 Wizard Monkey Absolute Ability Absolute Ability Legendary
 0-3-0 Tack Shooter  0-2-0 Wizard Monkey Innate Ability Innate Ability Legendary
 0-2-0 Ninja Monkey  0-0-2 Druid Dream Teams Dream Teams Common
 1-0-0 Druid  0-0-0 Heli Pilot Fata Morgana Fata Morgana Common
 2-0-0 Alchemist  0-2-0 Engineer Monkey Divine Intervention Divine Intervention Common
 0-0-2 Monkey Ace  0-0-2 Glue Gunner Sticky Situation Sticky Situation Legendary
 0-2-0 Druid  0-0-3 Druid BB Gatling Gun BB Gatling Gun Rare
 0-0-2 Ninja Monkey  0-0-2 Monkey Village Summon Battle Cat Summon Battle Cat Legendary
 2-0-0 Wizard Monkey  2-0-0 Spike Factory Blitzing Ape Barrage Emitter Blitzing Ape Barrage Emitter Legendary

Artifacts

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Main article: Artifact

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.

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.

Boosts

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Main article: Boost

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 Monkeys, or Powers (including the Cave Monkey, Tech Bot, Pontoon, Portable Lake, Thrive, Super Monkey Storm, Monkey Boost, Time Stop, Glue Trap, Camo Trap, 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 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.

Stages

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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.

Each layout has specific quantities of each tile type. Spawn Point, Bloon Encounter, Final Boss, and terrain tiles always spawn in the same positions. Most of the other tiles have their positions shuffled with other tiles during generation, though a few always generate in the same position (such as some Camp Fires always spawning next to Spawn Points).

Map Spawn Points Encounters Mini Games Mini Bosses Loot Chests Merchants Camp Fires
Quarry 1 18 2 (2 shuffled) 2 (2 shuffled) 6 (5 shuffled) 3 (2 shuffled) 4 (3 shuffled)
Basalts 1 21 2 (2 shuffled) 2 (2 shuffled) 8 (8 shuffled) 3 (1 shuffled) 4 (2 shuffled)
Bloonhenge 1 20 2 (2 shuffled) 2 (2 shuffled) 6 (5 shuffled) 3 (2 shuffled) 4 (3 shuffled)
Cliffside 2 15 2 (2 shuffled) 2 (2 shuffled) 3 (2 shuffled) 3 (2 shuffled) 5 (3 shuffled)
Dam 2 27 3 (2 shuffled) 2 (1 shuffled) 6 (5 shuffled) 3 (1 shuffled) 5 (3 shuffled)
High Point 1 19 2 (2 shuffled) 2 (2 shuffled) 6 (5 shuffled) 2 (1 shuffled) 3 (2 shuffled)
Big Forest 2 16 2 (2 shuffled) 2 (2 shuffled) 6 (6 shuffled) 3 (1 shuffled) 5 (3 shuffled)
Mountain Top 1 16 2 (2 shuffled) 2 (2 shuffled) 6 (5 shuffled) 3 (2 shuffled) 4 (3 shuffled)
Volcanic Island 2 21 2 2 7 (2 shuffled) 3 (1 shuffled) 5
River Crossing 2 17 2 (2 shuffled) 2 (2 shuffled) 6 (4 shuffled) 3 (2 shuffled) 5 (3 shuffled)
Cliffs of Dover 1 17 2 (2 shuffled) 2 (2 shuffled) 6 (4 shuffled) 3 (2 shuffled) 4 (3 shuffled)
Jungle 1 19 2 (2 shuffled) 2 (2 shuffled) 6 (6 shuffled) 3 (2 shuffled) 4 (3 shuffled)
Mountain Pass Upper 1 15 2 (2 shuffled) 2 (2 shuffled) 6 (5 shuffled) 3 (2 shuffled) 5 (4 shuffled)
Waterfall 1 16 2 (2 shuffled) 2 (2 shuffled) 6 (5 shuffled) 3 (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.

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

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Bloon Encounters use a unique "Rogue Bloons" round set.[12] These rounds scale in difficulty much quicker than the regular set (for example, 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

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Insta Monkey placement costs are based on the sum of the cost of the base tower and all upgrades they have, and are reduced by a percentage that depends on the highest upgrade tier they have. Insta Monkeys from Boosts cost 20% less to place on top of this.

Tier Cost
Base -10%
Tier 1 -20%
Tier 2 -30%
Tier 3 -35%
Tier 4 -40%
Tier 5 -50%

Upgrade costs are modified based on their tier. Regular upgrades cost more, but Paragons are cheaper.

Tier Cost
Tier 1 +15%
Tier 2 +20%
Tier 3 +30%
Tier 4 +35%
Tier 5 +40%
Paragon -50%

Powers cost cash to place instead of Monkey Money. This affects the sell value of Powers that can be sold.

Power Cost
Pontoon $450
Portable Lake $500
Tech Bot $375
Cave Monkey $750
Thrive $100
Super Monkey Storm $900
Monkey Boost $1,200
Time Stop $600
Glue Trap $500
Camo Trap $600
Battle Cat $1,945
Super Monkey Beacon $1,500
Hype Boost Monkey $1,800
Tech Bot Prime $900
Sword of Protection $1,800

Rogue XP

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Main article: Rogue XP
Icon of the Rogue XP Shop

Rogue XP is a currency introduced in 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.

Rogue Feats

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Main article: Rogue Feat

Rogue Feats are tasks similar to achievements. Completing each of them unlocks a decorative medal displayed on the player's profile.

Icon Name Description
Journey Awaits Begin a Campaign and defeat your first tile
Vici XX Defeat a total of 20 tiles within the Campaign
Just Getting Started Defeat the Boss at the end of the Campaign
Perfect Adventure Defeat the 5th act of the 'CHIMPS' campaign
Here We Go Again Complete a total of 100 stages of the campaign throughout all adventures
Full Party Have 10 total permanent Starter Monkeys in your team
One For All Place every unique type of tower in one Campaign adventure
Monkey Manager Obtain a Tier 5 of each Tower throughout all adventures
Training Weights Beat a Campaign boss without bringing in any extra starter Artifacts
Centurion Place 100 Boost Monkeys in one Campaign adventure
What Tomfoolery Obtain a Legendary item as a reward from a non-Legendary tile
Perfect Trade Purchase a Legendary item from the Merchant
Master Blacksmith At a Rest tile enhance an item, upgrading it to Legendary Rarity
Diverse Skillset Complete 15 of each Tile Type in the Campaign
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
Overgeared Collect a total of 25 Artifacts in a single Campaign
Artifact Gourmand Collect a total of 1000 Artifacts throughout all adventures
Artifact Collector Collect a permanent copy of 60 Artifacts
Fully Boosted Claim a Legendary rarity version of each of the 3 Boost types (one of each Precision, Inspiration, Quickening)

Tiles

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Spawn Points

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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.

Bloon Encounters

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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.

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

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Main article: Mini Game

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.

Mini Boss

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Main article: Mini Boss

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. These use the Phayze One round set rather than the Rogue Bloons round set, and Powers can be used normally.

Loot Chests

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Loot Chests allow the player to choose one of three Artifacts.

Merchants

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Merchants allow the player to trade Artifacts and tokens for different Artifacts. Merchants have eight Artifacts to choose from. The player selects one to four Artifacts from the Merchant's inventory and a combination of tokens and Artifacts from the player's inventory until the total Artifact Power of both selections are the same (Tokens have a value of 1 and Merchant Artifacts are valued at double their Artifact Power). Upon confirmation, the player will lose the selected tokens and Artifacts and gain the ones they have chosen from the Merchant. The player can perform multiple trades with the Merchant, but they are limited to get 4 Artifacts from each shop.

In stages 2–4 the Merchant will have available two additional Artifacts, the first one grants 60 Monkey Money per stage and the second one 120 Rogue XP per stage, these Artifacts have a value of 12 Power and will have two of each (but will only use one of the 4 slots if multiples are purchased).

Log Bridges

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Log Bridges allow the player to cross water tiles. They are functionally identical to path tiles.

Camp Fires

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Camp Fires, also called Rest Tiles, allow the player to choose one of four beneficial effects. Each Camp Fire can only be used once.

Icon Text Effect
Recruit
Befriend a new Monkey to add to your Party
Allows the player to choose one of five Insta Monkeys to add to their Party. The options can be rerolled by spending Tokens. The player is allowed to back out from this menu if none of the options are desired.
Mentor
Mentor one of your Monkeys to make it stronger
Permanently increases the upgrade tier on one path of a chosen Insta Monkey, if available, up to Tier 4. For example, a 2-0-0 Alchemist can be enhanced into a 3-0-0 Alchemist, 2-1-0 Alchemist, or 2-0-1 Alchemist.
Enhance
Study a Common Artifact to increase its strength
Allows the player to upgrade one Common Artifact to a Rare Artifact.
Heal
Taking a short nap can restore some Hearts
Restores up to two hearts. This option cannot be selected if the player already has 5 hearts.

Legendary Augment

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Legendary Augments are variants of certain types of tiles with improved rewards, indicated by the tile glowing and sparkling. Two Legendary Augments spawn on each stage. Their effects depend on the type of tile:

  • Bloon Encounter: The player will get a choice between Legendary Artifacts or tier 5 Insta Monkeys upon completing them instead of tokens.
  • Loot Chests: All the Artifacts will be of Legendary rarity.
  • Merchant: Can have Legendary artifacts in its inventory and the costs are lowered by 2 Power, compared to a regular Merchant: Common Artifacts cost 4 Power, Rare Artifacts cost 10, and Legendary Artifacts cost 16.
  • Camp Fires: Recruit Insta Monkeys will be tier 5, Mentor can upgrade tier 4 towers in to tier 5, Enhance allows upgrading a Common or Rare Artifact into its Legendary version and Heal restores all hearts.
  • Mini Game and Mini Boss: Two Artifacts are rewarded instead of one, both will be of the same rarity depending on the the player's score.

Final Boss

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Main article: Final Boss

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 Challenges. 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.

Modes

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Practice

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Practice mode icon

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 Boosts every two rounds instead of three. After completing round 65, the player can continue in Freeplay.

CHIMPS

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CHIMPS is unlocked by completing stage 4 of a campaign for the first time. This mode applies the following modifiers to make the game more difficult:

  • The player plays on Hard difficulty instead of Medium.
  • The player starts with two hearts instead of five.
  • The maximum tower party size is reduced to 8.
  • Starting cash is reduced to 85%.
  • Reroll cost is increased by ~33%.
  • The player cannot extract Artifacts 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.

Despite the name, this mode is not played in CHIMPS. The player can still use Powers and the restrictions to Monkey Knowledge, lives, selling, and cash generation are tied to Curses via the following, respectively: Low Knowledge, No Leeway, No Selling, and No Income, instead of being inherent to this mode.

Icon Name Curse Points Effect
Low Stamina 10 Towers will have a cooldown of 6 rounds instead of 4.
Market Crash 10 Merchant item costs are doubled.
Perfectionist 10 Bronze reward for Mini Games and Mini Bosses removed.
No Selling 10 Towers cannot be sold.
Veteran Only 15 Beginner maps do not appear in the campaign.
Upgrade Toll 20 Upgrade costs are increased by 15%.
No Handouts 15 Players cannot use starting Artifacts, including the Hero Artifact.
Speedy 15 Bloons and MOAB-Class Bloons move 15% faster.
No Leeway 20 Maximum amount of lives set to 1.
No Boosts 20 The player does not earn Boosts during games.
No Rerolls 20 The player cannot reroll any reward.
No Income 20 Towers do not produce extra income.
Hard Target 20 Mini Boss and Mini Games goals are 20% higher.
No Hero 25 The chosen Hero cannot be placed in the game.
Faint of Heart 25 Maximum amount of Hearts is reduced to 1.
Small Party 25 Party size reduced by 4.
Choice Starved 30 All reward selections will have one less choice.
Limited Resources 30 Maximum amount of Artifacts is reduced to 10.
Low Knowledge 35 Disables the effects of the XP Shop, including certain Monkey Knowledge points.

Strategy

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For more in-depth strategies, see Strategy:Rogue Legends.
This strategy section is empty or incomplete.
See the strategy guidelines for more information on how to write strategy sections.
The editor who added this notice elaborates: This should contain a few basic pointers, while the main strategy article should go more in-depth. (Needs cross-verification)

Gameplay summary

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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.

Compared to standard BTD6 gameplay, later rounds are much more laggy due to Freeplay rules not activating until Round 31 and MOAB-Class Bloons scaling much more beforehand. Popping ZOMGs releases a ton of children Bloons from non-Super 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.

Pay attention to special tiles, particularly Campfires and Merchants, to gain the opportunity to boost your party of towers and artifacts. Legendary tiles offer rare opportunities to gain even more rewards to "snowball" a run, so try to route towards them if possible. Even if the acquired Artifacts don't help the current party, they still have decent spending power when trading with Merchants.

Camp Fires are versatile in how they can affect the current loadout. Recruiting a Monkey should be done to mainly either cover a weakness, such as Camo detection or early MOABs, or counter an upcoming Boss when mentoring or enhancing wouldn't help as much. For example, recruiting a Monkey from a different category can help in a pinch against Dreadbloon. Later on, recruiting still has value in potentially getting highly-upgraded Super Monkeys or getting certain upgrade paths like middle path Druids or Wizard Monkeys, which would normally require several Camp Fires' worth of mentoring with the current Artifacts available. Mentoring a Monkey should be done on upgrades that are purchased frequently to maximize value and to make Monkeys more spammable on Race or Mini Boss tiles. When mentoring, beware of increasing the placement cost too much if it would exceed the starting cash on each Encounter, and also beware of locking that monkey out of certain upgrade paths or crosspaths. Enhancing Artifacts generally provide minor but consistent boosts, but if the Artifact adds a Monkey to the party, enhancing will add another copy of that Monkey, allowing that Monkey to be placed more often in addition to getting the Artifact improved.

During each Encounter, when picking a Boost, the one-use Insta Monkeys can greatly add popping power to the current Encounter due to how they're discounted, though getting a useful one is rare. Picking the Monkey category Boosts is generally viable for free, incremental stat bonuses. Try to avoid more than one reroll if possible; subseqent rerolls are not worth it, unless cash is not a concern at all.

When picking a reward from beating a Final Boss, the Legendary Artifact should usually be taken, as most Tier 5 Monkeys are unaffordable on regular Encounters and only really contribute to future Final Bosses with the greatly increased starting cash. Most Tier 5 Monkeys that are affordable still struggle to pop every Bloon type. In general, if a defense on a regular Encounter can save up tens of thousands of dollars to afford a Tier 5 Monkey, the Tier 5 Monkey probably isn't needed anyway. Exceptionally cheap Tier 5s like the Ultra-Juggernaut may be taken and placed to take advantage of Boss Bloon Essences. Even if the Final Boss Artifact doesn't help at all, such as the Essences of Blastapopoulos or Vortex without having Tier 5s, they may still be traded with future Merchants.

Rogue XP Shop

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Succeed on as many Bloon Encounters and Minigames to gather as many Marshmallows, or Tokens and Artifacts that can be traded for Marshmallows, as possible.

For investments with Marshmallows, it's generally best to pick upgrades that improve long-term value. The Starting Artifact Power is generally the most valuable, but only if several Rare or Legendary Artifacts are already extracted. Upgrading Starting Cash or Hero XP gain can help reach important breakpoints for affording certain upgrades, and Recruit Rerolls can help with recruiting a useful Monkey early on.

Update history

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For a complete list of updates, see Update history:Rogue Legends.

Rogue Legends receives free updates along with the main game. These include Artifact and starter party balance changes, round changes, and new Artifacts and features. It has changes in the following updates:

Cosmetic items

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For purchasing the DLC

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Item Category Introduced
Icon of The Banner of Rogue Legends The Banner of Rogue Legends Game & UI — Profile Banners Version 47.0

For completing a campaign

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Item Category Introduced
Icon of Rogue Legends Victory Banner Rogue Legends Victory Banner Game & UI — Profile Banners Version 47.0

In-game text

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Legends menu description

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Rogue Legends is a rogue-lite adventure across a huge variety of Bloon infested maps. Build your Monkey Party and make strategic reward choices at key steps to advance. Win and Buy Artifacts to boost your Party's power and defeat the Boss!

Store description

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Experience Rogue Legends for Bloons TD 6!

Set out on a nostalgic journey through amazing rogue-lite campaigns to find new companions, build your power, and defeat the final Boss. Infinitely and dynamically replayable!

ALL NEW FEATURES

  • Detailed retro-inspired maps that immerse you in a nostalgic world of adventure
  • All new rogue-lite gameplay that offers periodic choices between Insta-Monkeys, Artifacts, and Boosts to build your Party's power
  • 60+ powerful Artifacts that fundamentally change classic play, such as zig-zag firing patterns or granting all projectiles homing ability
  • All new Boosts with powerful rarities, some of which can buff all Monkeys
  • Custom Bloon round sets for big changes in gameplay
  • Collect Permanent Monkeys and Artifacts to add to your Party so each new Campaign offers evolving variety

EXCLUSIVE ITEMS

  • One Banner and Avatar set available immediately upon purchasing Rogue Legends
  • A second Banner and Avatar set celebrating your legendary adventures after fully beating one Campaign
  • All new Tim Haywood music track written exclusively for and inspired by Rogue Legends

Steam store description

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Experience the Rogue Legends Expansion for Bloons TD 6!

Set out on a nostalgic journey through amazing rogue-lite campaigns to find new companions, build your power, and defeat the final Boss. Infinitely and dynamically replayable!

ALL NEW FEATURES

  • Dozens of detailed retro-inspired maps that immerse you in a nostalgic world of adventure
  • All new rogue-lite gameplay that offers periodic choices between Insta-Monkeys, Artifacts, and Boosts to build your Party's power
  • Over 85 powerful Artifacts that fundamentally change classic play, such as zig-zag firing patterns or granting all projectiles homing ability
  • 15 all new Boosts with powerful rarities, some of which can buff all Monkeys
  • Custom Bloon round sets for big changes in gameplay
  • Collect Permanent Monkeys and Artifacts to add to your Party so each new Campaign offers evolving variety

EXCLUSIVE ITEMS

  • One Banner and Avatar set available immediately upon purchasing Rogue Legends
  • A second Banner and Avatar set celebrating your legendary adventures after fully beating one Campaign
  • All new Tim Haywood music track written exclusively for and inspired by Rogue Legends

Home information menu

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Icon Text
Start a Campaign with any Unlocked Hero.
Each Hero Skin has a custom loadout that will start your Party - two Monkeys and one Artifact.
Use your Party to beat each tile. There are no Continues - if you lose the tile you lose a Heart.
You can replenish some Hearts by Healing at a Camp Fire. Other choices at the Camp Fire include Recruiting a new Monkey, Mentoring an existing Monkey in your party, or Enhancing one of your Artifacts.
You will get to pick Temporary Boosts to use during tiles. You will get options for Permanent Artifacts and Insta Monkeys when you win special tiles or when you find Loot.
Complete Rogue Legends Feats to upgrade a unique badge for your Player Profile. Earn an exclusive banner for beating one campaign.
If you lose all your Hearts your Campaign is over and you must start again. Good luck and happy adventuring!

Campaign information menu

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Icon Text
This is where you Tap to spawn. (mobile)
This is where you Click to spawn. (desktop)
Tap the Wisp to follow the path. (mobile)
Click the Wisp to follow the path. (desktop)
Camp Fire! Recruit a new Monkey to your Party, Mentor a Monkey in your Party, Enhance an Artifact, or Heal some Hearts.
Bloons in your way must be cleared.
Artifacts and Boosts enhance your Monkeys to help fight the Bloons. Though some numbers may appear small, it all adds up. Extraordinary power can be unlocked when combining multiple Artifacts.
Note: Ability Cooldowns are capped at 70% faster.
Loot Chest! Open the chest and there could be some Artifacts to choose from.
Mini Games! A variety of challenges. Beat the Goal to earn a reward.
Mini Boss! Challenge a Boss to earn great loot.
Merchant! Trade Artifacts and Tokens with the Merchant.
Final Boss! You have won many battles, but can you complete the journey?
Legendary Augment! These sparkles represent this tile has been enhanced with Legendary power.
A Log Bridge allows you to cross narrow waterways.
Tap to go back to Rogue Monkey. Swaps between Spawn point on maps that have more than one. (mobile)
Click to go back to Rogue Monkey. Swaps between Spawn point on maps that have more than one. (desktop)
See the Artifacts you have in your current campaign. Also discard Artifacts here.
Restart Journey to begin your Journey again.

Errors

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  • Ability Stacking Rare has a 20% ability cooldown penalty instead of the 10% stated on the description.
  • 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 Heroic Edge Artifact always has a +25% pierce for the Common an Rare variants instead of +10% and +15% as the description states.
  • The Permanent Artifact counter will show a maximum of 294 Artifacts, but there is only 293 available.
This section is in need of research. You can help out by editing this article or discussing your findings on the talk page.
The editor who added this notice elaborates: Confirm that the errors listed below are still present in version 52.2 or higher
  • If the player faces a Boss in Ancient Portal with a 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 can affect Boss Bloons with her MOAB Hex ability.

Development

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Legends were first mentioned in passing the update notes for version 41.0 as "periodic Legends content drops for players looking for even more challenge".[13]

Version 44.0

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More information about Legends was revealed in the update notes for version 44.0, and that the first Legends will be DLC and a "rogue-lite adventure".

Legends - this is our answer to player questions and business questions around BTD7. We’re not ready to build BTD7 as we see incredible technical and creative potential inside BTD6 without disrupting our awesome community. With Legends, our plan is to build challenging new content that’s worthy of being in a new game and offer it inside BTD6 for a reasonable price. PC and console players will recognize that these are DLCs (downloadable content), which are standard ways to expand content on those platforms, so we are bringing this approach across to mobile as well. Overall we’ll continue to focus updates on a huge variety of content that players get at no additional cost, but we do need to keep IAPs and DLCs coming into the game to support all of our development. Hopefully tempting, this first Legends will be a BTD rogue-lite adventure.
— Update notes for version 44.0[3]

Version 45.0

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The update notes for version 45.0 revealed that the development team was planning a "dev diary" to preview the art and gameplay of Rogue Legends.

Legends is shaping up to be amazing and we’re eager to share more details (check back to the Update 44 Notes Looking Forward if you missed the explanation). We’ll plan on at least one dev diary during development to preview the art and gameplay of this super cool rogue-lite DLC.
— Update notes for version 45.0[14]

Version 46.0

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The update notes for version 46.0 revealed that the first Legends DLC was planned to be released in version 46.0, but was delayed until version 47.0.

Those who have been following along may note we planned to release our first Legends DLC along with version 46, but there was even more we wanted to add to truly make it a full game within the game, so we hope you won’t mind waiting until update 47 in early February.
— Update notes for version 46.0[2]

Version 47.0

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The update preview for version 47.0 revealed more information about Rogue Legends, as well as answering questions from the community about Legends in general.[12]

Early access videos

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For more Rogue Legends images, see Gallery:Rogue Legends.

Video

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References

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  1. "Bloons TD 6 v46.0 - Update Notes!". Reddit. Retrieved Tue, 14 Jan 2025.
  2. 2.0 2.1 2.2 "Bloons TD 6 v46.0 - Update Notes!". Reddit. Retrieved Tue, 14 Jan 2025.
  3. 3.0 3.1 "Update: Bloons TD 6 v44.0 - Update Notes!". Reddit. Retrieved Tue, 14 Jan 2025.
  4. "BTD6 Rogue Legends DLC maps and movement first look!". Reddit. Retrieved Thu, 16 Jan 2025.
  5. "BTD6 Rogue Legends DLC gameplay first look!". Reddit. Retrieved Thu, 23 Jan 2025.
  6. "Rogue Legends | Coming Soon to Bloons TD 6!". YouTube. Retrieved Mon, 27 Jan 2025.
  7. "【已开奖】47版本更新预告!《气球塔防6》新玩法一览". TapTap. Retrieved Wed, 15 Oct 2025.
  8. SteamDB
  9. "Ninja Kiwi Games on X". X. Retrieved Wed, 15 Oct 2025.
  10. "Ninja Kiwi Games on X". X. Retrieved Wed, 15 Oct 2025.
  11. "Ninja Kiwi Games on X". X. Retrieved Wed, 15 Oct 2025.
  12. 12.0 12.1 "Bloons TD 6 v47.0 - Update Notes!". Retrieved Tue, 4 Feb 2025.
  13. "Update: Bloons TD 6 v41.0 - Update Notes!". Reddit. Retrieved Tue, 14 Jan 2025.
  14. "Bloons TD 6 v45.0 - Update Notes!". Reddit. Retrieved Tue, 14 Jan 2025.
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