Boss Rush: Difference between revisions
Qwertyxp2000 (talk | contribs) →Islands: revert if he comes back in 17th June or something |
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==Mechanics== | ==Mechanics== | ||
{{server side| | {{server side|20 jun 2026}} | ||
===Islands=== | ===Islands=== | ||
Each Boss Rush event has five islands. Each island is assigned a random [[map]] and [[Boss Bloon]]. Initially, players can only enter a Battle on the first island. Each time the Team completes an island, the next island becomes available. Players can Battle previously completed islands, but their scores are not recorded. Each player starts with 4 {{icon|BTD6 CtTicketsIcon.png}} Team Tickets and uses one each time they enter a Battle. Tickets automatically refresh every 6 hours to a total of 6 {{icon|BTD6 CtTicketsIcon.png}}, and the player can also | Each Boss Rush event has five islands. Each island is assigned a random [[map]] and [[Boss Bloon]]. Initially, players can only enter a Battle on the first island. Each time the Team completes an island, the next island becomes available. Players can Battle previously completed islands, but their scores are not recorded. Each player starts with 4 {{icon|BTD6 CtTicketsIcon.png}} Team Tickets and uses one each time they enter a Battle. Tickets automatically refresh every 6 hours to a total of 6 {{icon|BTD6 CtTicketsIcon.png}}, and the player can also convert {{BTD6 mm|50}} for a ticket if they run out, with no limit. Every event per week is the same across all players and Teams. | ||
On the first island, the Team starts with one [[Relic Knowledge|Relic]] and a roster of 16 [[tower]] types, both chosen at random (though the [[Banana Farm (BTD6)|Banana Farm]] is never available). Each player can also | On the first island, the Team starts with one [[Relic Knowledge|Relic]] and a roster of 16 [[tower]] types, both chosen at random (though the [[Banana Farm (BTD6)|Banana Farm]] is never available). Each player can also choose any [[Hero]] except [[Geraldo (BTD6)|Geraldo]]. When the Team completes an island, all Team members earn rewards and the Team unlocks the next island. Additionally, the Team's roster loses two random tower types, but gains another random Relic. Only the following Relics are obtainable in this event: | ||
{{generic cargo ul|table=btd6_generic_items|where= | {{generic cargo ul|table=btd6_generic_items|where=obtained LIKE "%Boss Rush%"|column width=12.5em}} | ||
Islands always use [[Medium]] difficulty, usually in Standard mode, but they have a 15% chance to be in [[Reverse (BTD6)|Reverse]] mode instead. All Powers except [[Portable Lake (BTD6)|Portable Lake]], [[Pontoon (BTD6)|Pontoon]], [[Banana Farmer (BTD6)|Banana Farmer]], and [[Tech Bot (BTD6)|Tech Bot]] | Islands always use [[Medium]] difficulty, usually in Standard mode, but they have a 15% chance to be in [[Reverse (BTD6)|Reverse]] mode instead. All Powers are disabled except [[Portable Lake (BTD6)|Portable Lake]], [[Pontoon (BTD6)|Pontoon]], [[Banana Farmer (BTD6)|Banana Farmer]], and [[Tech Bot (BTD6)|Tech Bot]], and Powers are not supplied for free. Additionally, [[Continue]]s, [[Hero Booster]]s, [[Double Cash Mode (BTD6)|Double Cash Mode]], and [[Fast Track Mode]] are disabled. The following maps will never appear on an island: | ||
{{multi-column list|minWidth=10|content= | {{multi-column list|minWidth=10|content= | ||
*[[Geared]] | *[[Geared]] | ||
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All Boss Bloons except [[Vortex (BTD6)|Vortex]] can appear in this event. Each boss behaves slightly differently in Boss Rush compared to other modes. They do not have skulls, though they trigger similar abilities every 10 pops. Their speed scales with the map length, moving faster on longer maps and slower on shorter ones. | All Boss Bloons except [[Vortex (BTD6)|Vortex]] can appear in this event. Each boss behaves slightly differently in Boss Rush compared to other modes. They do not have skulls, though they trigger similar abilities every 10 pops. Their speed scales with the map length, moving faster on longer maps and slower on shorter ones. | ||
{|class="wikitable" | {|class="wikitable" | ||
!Boss | !Boss | ||
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|[[Lych]] | |[[Lych]] | ||
|300 | |300 | ||
|$2, | |$2,500 | ||
|1.25 | |1.25 | ||
|- | |- | ||
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|[[Blastapopoulos (BTD6)|Blastapopoulos]] | |[[Blastapopoulos (BTD6)|Blastapopoulos]] | ||
|350 | |350 | ||
|$2, | |$2,500 | ||
|1.25 | |1.25 | ||
|- | |- | ||
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====Bloonarius==== | ====Bloonarius==== | ||
<section begin="Bloonarius"/>Damaging Bloonarius sends a wave of 2 Scattered Bloons every time it loses 15% of its current health. Popping Bloonarius makes it send a stronger wave of 4 to 12 Scattered Bloons. Every 10 pops, it triggers its skull ability, sending a stronger wave of 8 Bloons.<section end="Bloonarius" /> | |||
====Lych==== | ====Lych==== | ||
{{ | {{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}} | ||
<section begin="Lych"/>Lych has Regrow properties, and buff-absorbing mechanics, as well as passively reducing sellback by 35%. Lych moves 50% slower while ethereal. Every time Lych pops, it spawns a tombstone at its current location, which spawns Zombie MOABs regularly, increased to Zombie BFBs and Zombie ZOMGs at higher tiers. Every 10 pops, Lych will become ethereal and spawn three Lych-souls (five Lych-souls at 50+<!--or write "at Elite phase" or something--> pops).<section end="Lych" /> | |||
====Dreadbloon==== | ====Dreadbloon==== | ||
{{ | {{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}} | ||
{{research|How much health does Dreadrock Bloons have to begin and to scale?}} | |||
<section begin="Dreadbloon"/>Dreadbloon's Ceramic Armor Shell starts at 70 health and its [[Dreadrock Bloon]]s start at 40 health, both of which scale at the same rate as Dreadbloon's health. Each time the player pops Dreadbloon, it re-shields and spawns 6 Dreadrock Bloons. It does not have any damage resistance, though it still has damage type immunities. Dreadbloon's speed is reduced by 10% while shielded. Every 10 pops, Dreadbloon's tower category immunity switches (Primary, Military, Magic, Support).<section end="Dreadbloon" /> | |||
====Phayze==== | ====Phayze==== | ||
{{ | {{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}} | ||
<section begin="Phayze"/>Phayze's Reality Shield health scales in the same way as its base health. Its speed increases by 30% while shielded. Its Radar Jam cooldown starts at 32 seconds and reduces by 0.5% each time it pops until it reaches the minimum cooldown of 3.84 seconds. Each time it pops, it generates its Reality Shield but does not warp. Every 10 pops, it creates a portal or moves it to its current position.<section end="Phayze" /> | |||
====Blastapopoulos==== | ====Blastapopoulos==== | ||
{{ | {{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}} | ||
{{research|What is its maximum Heat? Does maximum Heat scale per tier? How exactly do the Fireballs scale with tiers?}} | |||
<section begin="Blastapopoulos"/>Blastapopoulos's heat meter increases by 1.5% each time it pops. During Overheat, it stuns all towers for 4 seconds and increases ability cooldowns by 10 seconds (unaffected by number of pops). Every 10 pops, it activates Fireballs and Pyroclastic Rocks and gains 15% of its heat meter.<section end="Blastapopoulos" /> | |||
====Diamondback==== | ====Diamondback==== | ||
{{ | {{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}} | ||
{{Research|Find out the specific amounts when the Boss does certain summon thresholds (esp diamonds)}} | |||
<section begin="Diamondback"/>Diamondback always begins with 7 segments, and has similar Rattle Tail mechanics. Its segments break off when those parts get damaged enough, breaking one segment, starting from the 4th pop. Every time Diamondback pops, it produces spawns of Bloons. Every 10 pops, Diamondback regenerates all of its Rattle Tail and produces stronger spawns, including [[Diamond Bloon]]s after a certain pop amount.<section end="Diamondback" /> | |||
===Scoring=== | ===Scoring=== | ||