Rogue Legends: Difference between revisions

Gameplay: again, these modifiers apply to most tiles you can fight bloons on
Stages: Added new stage images
 
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===Artifacts===
===Artifacts===
{{Main|Artifact}}
{{Main|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.
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.
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.
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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 23 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 14 different stage layouts; each layout has a name internally, but they are not displayed in the game itself.
<gallery mode="nolines" widths="192" heights="108">
<gallery mode="nolines" widths="192px" heights="108px">
File:BTD6 RL Quarry.png|Quarry
BTD6 RL Quarry.png|Quarry
File:BTD6 RL Basalts.png|Basalts
BTD6 RL Basalts.png|Basalts
File:BTD6 RL Bloonhenge.png|Bloonhenge
BTD6 RL Bloonhenge.png|Bloonhenge
File:BTD6 RL Cliffside.png|Cliffside
BTD6 RL Cliffside.png|Cliffside
File:BTD6 RL Dam.png|Dam
BTD6 RL Dam.png|Dam
File:BTD6 RL High Point.png|High Point
BTD6 RL High Point.png|High Point
File:BTD6 RL Big Forest.png|Big Forest
BTD6 RL Big Forest.png|Big Forest
File:BTD6 RL Mountain Top.png|Mountain Top
BTD6 RL Mountain Top.png|Mountain Top
File:BTD6 RL Volcanic Island.png|Volcanic Island
BTD6 RL Volcanic Island.png|Volcanic Island
File:BTD6 RL River Crossing.png|River Crossing
BTD6 RL River Crossing.png|River Crossing
File:BTD6 RL Cliffs of Dover.png|Cliffs of Dover
BTD6 RL Cliffs of Dover.png|Cliffs of Dover
File:BTD6 RL Jungle.png|Jungle
BTD6 RL Jungle.png|Jungle
File:BTD6 RL Mountain Pass Upper.png|Mountain Pass Upper
BTD6 RL Mountain Pass Upper.png|Mountain Pass Upper
File:BTD6 RL Waterfall.png|Waterfall
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|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.
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.
 
==== 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.
 
====Challenge rules====
{{Research|Find the formula for how CHIMPS scales the Bloon health modifier after stage 5}}
{| 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===
===Mini Game===
{{main|Mini Game}}
[[File:BTD6 RogueInfoIconMiniGame.png|50px|right]]
[[File:BTD6 RogueInfoIconMiniGame.png|50px|right]]
'''Mini Games''' are optional challenges that can reward the player with the choice of an Artifact when completed. Each Mini Game has three tiers of score goals, and the goal the player reaches determines if the Artifact options are Common, Rare, or Legendary. If the player does not reach any of the goals, no Artifact is earned. Players do not lose a heart if they lose or fail to achieve a goal score, but they can pay 1 heart to retry if they haven't earned an Artifact yet. Boosts are awarded every 5 rounds instead of 3 and it will be automatically selected in Races or Endurance Races. Games can also be played in the Reverse version of the track at random.
'''Mini Game''' tiles are optional challenges that can reward the player with the choice of an Artifact when completed. Each Mini Game has three tiers of score goals, and the goal the player reaches determines if the Artifact options are Common, Rare, or Legendary, as well as the amount of Rogue XP earned. If the player does not reach any of the goals, no Artifact is earned. Players do not lose a heart if they lose or fail to achieve a goal score, but they can pay 1 heart to retry if they haven't earned an Artifact yet.
 
Start and End round, alongside challenge rules are calculated in the same way as if the '''''next''''' Bloon Encounter would be played, this means the formulas shown above can be used to calculate them, just considering to use the number of the next encounter.
{{Research|Verify that the information on this table is correct.}}
{| class="wikitable"
! rowspan="2" |Mini Game
! rowspan="2" |Description
! colspan="3" |Goals
! rowspan="2" |Start Round
! rowspan="2" |End Round
! rowspan="2" |Starting Cash
! rowspan="2" |Challenge rules
|-
!Common
!Rare
!Legendary
|-
|Least Cash
|Uses [[Least Cash]] rules. Cash spent on rerolls for Boost will not count towards the score.
|''To be determined''
|''To be determined''
|''To be determined''
| rowspan="3" |Same as next Bloon Encounter
|Start Round + 10
| rowspan="3" |Same as next Bloon Encounter + $1,500
| rowspan="3" |Same as next Bloon Encounter
|-
|Race
|Uses [[Race Event]] rules. Boosts are rewarded automatically instead of allowing the player to choose one.
|3× the Legendary Goal
|2× the Legendary Goal
|(End Round - Start Round)×10 seconds
|2 + 8 per stage + 3 per Bloon Encounter played in the current stage
|-
|Endurance Race
|Plays like the [[5 Minutes of Frozen Over]] Quest where the objective is to pop as many Bloons in Race mode as possible in 5 minutes.
Timer is reduced 10 seconds per stage after Stage 1 up to a minimum time of 3 minutes.
|25% of the Legendary Goal
|50% of the Legendary Goal
|Stage 1: 100,000
Stage 2: 350,000
 
Stage 3+: 500,000 × Stage - 750,000
|Does not apply
|}
In CHIMPS mode the goals for all 3 types of Mini Games are 10% higher, this means having 10% less time or cash in Races and Least Cash and 10% more pops in Endurance Races.The amount of Rogue XP obtained also changes with the reward obtained:
 
*Common: 9 + 1 per stage.
*Rare: 18 + 2 per stage.
*Legendary: 22.5+ 2.5 per stage, rounded down
{{clear|right}}
{{clear|right}}


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


===Loot Chests===
===Loot Chests===
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===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}}


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{{main|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.
'''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.


==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 1,061: 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.