Boss Challenge: Difference between revisions
mNo edit summary |
Pymonkibot (talk | contribs) m Text replacement - "[[Bloons TD 6 v" to "[[Update history:Bloons TD 6/Version " |
||
| (19 intermediate revisions by 7 users not shown) | |||
| Line 1: | Line 1: | ||
'''Boss Challenge''' is a game mode in [[Bloons TD 6]] involving [[Boss Bloon|Boss Bloons]] introduced in [[Bloons TD 6 | {{Lede image|BTD6 Boss Challenge icon.png|Boss Challenge icon in the Events menu}} | ||
'''Boss Challenge''' is a game mode in [[Bloons TD 6]] involving [[Boss Bloon|Boss Bloons]] introduced in [[Update history:Bloons TD 6/Version 40.0|version 40.0]]. In this mode, players can challenge [[Bloonarius (BTD6)|Bloonarius]], [[Lych (BTD6)|Lych]], [[Vortex (BTD6)|Vortex]], [[Dreadbloon (BTD6)|Dreadbloon]], [[Phayze]], [[Blastapopoulos (BTD6)|Blastapopoulos]], or [[Diamondback]] on any map of their choice, including [[Protect The Yacht]] and [[Blons]]. This mode features no rewards but can be played for the challenge alone, to improve the player's own scores or can be used as practice for [[Boss Bloon Event|Boss Bloon Events]]. | |||
Players can access this mode by going into the Events page and clicking on the corresponding button in the lower left part of the screen. | Players can access this mode by going into the Events page and clicking on the corresponding button in the lower left part of the screen. | ||
| Line 6: | Line 8: | ||
=== Ruleset === | === Ruleset === | ||
Players can choose any of the [[Boss Bloon|Boss Bloons]], the featured and [[List of maps in BTD6|Map]] for the challenge | Players can choose any of the [[Boss Bloon|Boss Bloons]], the featured and [[List of maps in BTD6|Map]] for the challenge. The game mode is always set to [[Medium]] difficulty and uses rounds 1–140 of the boss's custom rounds. The player starts with 200 lives for Normal bosses, or 100 for Elite bosses. All [[Tower|Towers]] and [[Hero]]es can be used in this game mode. All other [[challenge rule]]s are set to their defaults. | ||
On round 40 the Boss spawns in a fixed point near the entrance (each Boss has a themed visual of its spawning point) and will start moving. While the Boss is on the screen there will not be breaks between rounds, even if Auto-start is off. | |||
If the Boss is defeated, it will return again in Round 60 with much greater strength | If the Boss is defeated, it will return again in Round 60 with much greater strength and this will be repeated in Rounds 80, 100 and 120. Each of these five stages is known as a Tier. The tier will be indicated above the Boss' Health bar with some stars. | ||
To achieve Victory the player must defeat the Tier 5 boss and the game will end at the end of the round where this Tier is defeated (it is not necessary to keep playing until Round 140). The player will be defeated if all lives are lost, if the Boss reaches the exit or if the Boss is not defeated within 20 rounds since spawning. | To achieve Victory the player must defeat the Tier 5 boss and the game will end at the end of the round where this Tier is defeated (it is not necessary to keep playing until Round 140). The player will be defeated if all lives are lost, if the Boss reaches the exit or if the Boss is not defeated within 20 rounds since spawning. | ||
| Line 34: | Line 18: | ||
All the bosses also have a harder difficulty available, known as an Elite Boss, with much higher Health and stronger abilities. | All the bosses also have a harder difficulty available, known as an Elite Boss, with much higher Health and stronger abilities. | ||
If there is a [[Boss Bloon Event]] active, the featured Boss cannot be selected in Boss Challenge and instead there will be a button in the Boss Challenge menu to go to the Boss Bloon Event. | |||
=== Rounds === | === Rounds === | ||
The game starts at Round 1 and the gameplay will be the same as a game of [[Medium]] until Round 39. | The game starts at Round 1 and the gameplay will be the same as a game of [[Medium]] until Round 39. A banner in the top of the screen will indicate the number of remaining rounds before the Boss appears. Once the boss has spawned, the banner is replaced by the boss' health bar and anything else related to it, like special properties. On round 40 the Boss appears in a fixed point near the entrance (each Boss has a themed visual of its spawning point) and will start moving in that track. While the Boss is on the screen there will not be breaks between rounds, even if Auto-start is off. | ||
Rounds where the Boss spawns have different Bloons than the standard set (hence the custom rounds rule), for most Bosses, with the exception of Dreadbloon, the changes are: | Rounds where the Boss spawns have different Bloons than the standard set (hence the custom rounds rule), for most Bosses, with the exception of Dreadbloon, the changes are: | ||
| Line 58: | Line 42: | ||
Bloonarius, Phayze and Blastapopoulos have no further changes. [[Lych#Round changes|Lych]], [[Vortex (BTD6)#Round changes|Vortex]] and [[Dreadbloon (BTD6)#Rounds|Dreadbloon]] feature changes on other rounds as well (see the page of each boss for details). | Bloonarius, Phayze and Blastapopoulos have no further changes. [[Lych#Round changes|Lych]], [[Vortex (BTD6)#Round changes|Vortex]] and [[Dreadbloon (BTD6)#Rounds|Dreadbloon]] feature changes on other rounds as well (see the page of each boss for details). | ||
The game is saved after every round like any other standard game mode, but only one save is conserved per Boss. In addition to this, the game will also conserve a checkpoint at Round 20, 40, 60, 80, 100 and 120 that the players can return to by paying | The game is saved after every round like any other standard game mode, but only one save is conserved per Boss. In addition to this, the game will also conserve a checkpoint at Round 20, 40, 60, 80, 100 and 120 that the players can return to by paying some [[Monkey Money]]. The cost starts at {{BTD6 mm|25}} and increases by an additional {{BTD6 mm|25}} every 20 rounds. If the player is defeated they may also choose to restart the last round by paying twice the amount of the 20 round reset. Exiting the the game and returning only restarts the current round with no additional penalties, notice that if the Boss is active, the game will resume immediately upon loading. | ||
=== Boss Path === | === Boss Path === | ||
If the map only has one path or a designated one for [[MOAB-Class Bloon|MOAB-Class Bloons]] ( | If the map only has one path or a designated one for [[MOAB-Class Bloon|MOAB-Class Bloons]] (except on [[Quiet Street]]), the boss will use it, otherwise one of the available paths will be the designated boss path which is fixed in any playthrough, and will use it even if would not be normally used on the round it spawns. For example, in [[Bloody Puddles]], the boss will always appear in the middle track moving from top to bottom. [[Bloonarius Prime]] and [[Ancient Portal]] have exclusive paths for the bosses. | ||
The paths the bosses will use are the following: | The paths the bosses will use are the following: | ||
{{Research|Information on Balance might not be accurate, boss can switch to other paths.}}<gallery mode="packed"> | {{Research|Information on Balance might not be accurate, boss can switch to other paths.}}<gallery mode="packed"> | ||
File:BTD6 MapSelectLostCrevasseMapBossPath.svg|[[Lost Crevasse]] - Center | |||
File:BTD6 MapSelectLuminousCoveMapButton.png|[[Luminous Cove]] - Left | File:BTD6 MapSelectLuminousCoveMapButton.png|[[Luminous Cove]] - Left | ||
File:BTD6 MapSelectWaterparkMapButton.png|[[Water Park]] - Lower | File:BTD6 MapSelectWaterparkMapButton.png|[[Water Park]] - Lazy river (Lower) | ||
File:BTD6 MapSelectPolyphemusMapButton.png|[[Polyphemus]] - Top | File:BTD6 MapSelectPolyphemusMapButton.png|[[Polyphemus]] - Top to bottom | ||
File:BTD6 MapSelectQuietSteetMapButton.png|[[Quiet Street]] - Top Bloon path | File:BTD6 MapSelectQuietSteetMapButton.png|[[Quiet Street]] - Top to bottom Bloon path, it does not use the MOAB-Class Path. | ||
File:BTD6 MapSelectBloonariusPrimeButton.png|[[Bloonarius Prime]] - Starts in the left doing the loop, then crosses over the rocks to the right path. | File:BTD6 MapSelectBloonariusPrimeButton.png|[[Bloonarius Prime]] - Starts in the left doing the loop, then crosses over the rocks to the right path, right next to the portal. | ||
File:BTD6 MapSelectBalanceMapButton.png|[[Balance]] - | File:BTD6 MapSelectBalanceMapButton.png|[[Balance]] - Right to left, can switch between the 4 different paths. | ||
File:BTD6 MapSelectEncryptedButton.png|[[Encrypted]] - Left | File:BTD6 MapSelectEncryptedButton.png|[[Encrypted]] - Left to bottom right | ||
File:BTD6 MapSelectBazaarButton.png|[[Bazaar]] - Top | File:BTD6 MapSelectBazaarButton.png|[[Bazaar]] - Top | ||
File:BTD6 MapSelectAdorasTemple.png|[[Adora's Temple]] - Left to right | File:BTD6 MapSelectAdorasTemple.png|[[Adora's Temple]] - Left to right | ||
File:BTD6 MapSelectSpringSpringButton.png|[[Spring Spring]] - Top | File:BTD6 MapSelectSpringSpringButton.png|[[Spring Spring]] - Top | ||
File:BTD6 MapSelectHauntedButton.png|[[Haunted]] - Left | File:BTD6 MapSelectHauntedButton.png|[[Haunted]] - Left to right | ||
File:BTD6 MapSelectFiringRangeButton.png|[[Firing Range]] - Top left to bottom right | File:BTD6 MapSelectFiringRangeButton.png|[[Firing Range]] - Top left to bottom right | ||
File:BTD6 MapSelectChutesButton.png|[[Chutes]] - Left | File:BTD6 MapSelectChutesButton.png|[[Chutes]] - Left | ||
File:BTD6 MapSelectRakeButton.png|[[Rake]] - Left | File:BTD6 MapSelectRakeButton.png|[[Rake]] - Left | ||
File:BTD6 mushroom grotto preview.jpg|[[Mushroom Grotto]] - Bottom right to top left | |||
File:BTD6 MapSelectPartyParadeButton.png|[[Party Parade]] - Left | |||
File:BTD6 MapSelectEnchantedGladeMapButton.png|[[Enchanted Glade]] - Bottom | |||
File:BTD6 MapSelectLastResortMapButton.png|[[Last Resort]] - Straight shortest path. | File:BTD6 MapSelectLastResortMapButton.png|[[Last Resort]] - Straight shortest path. | ||
File:BTD6 MapSelectAncientPortalMapButton.png|[[Ancient Portal]] - Starts from the lower right, crossing over the portal to the left path. | File:BTD6 MapSelectAncientPortalMapButton.png|[[Ancient Portal]] - Starts from the lower right, crossing over the portal to the left path. | ||
File:BTD6 MapSelectCastleRevengeMapButton.png|[[Castle Revenge]] - Top | File:BTD6 MapSelectCastleRevengeMapButton.png|[[Castle Revenge]] - Top | ||
File:BTD6 MapSelectErosionButton.png|[[Erosion]] - Middle | File:BTD6 MapSelectErosionButton.png|[[Erosion]] - Middle | ||
File:BTD6 MapSelectMidnightMansionMapButton.png|[[Midnight Mansion]] - Top left to | File:BTD6 MapSelectMidnightMansionMapButton.png|[[Midnight Mansion]] - Top left to center right | ||
File:BTD6 MapSelectSunkenColumnsMapButton.png|[[Sunken Columns]] - Right | File:BTD6 MapSelectSunkenColumnsMapButton.png|[[Sunken Columns]] - Right | ||
File:BTD6 MapSelectUndergroundButton.png|[[Underground]] - Top | |||
File:BTD6 MapSelectXFactorButton.png|[[X Factor]] - Top left to bottom right | File:BTD6 MapSelectXFactorButton.png|[[X Factor]] - Top left to bottom right | ||
File:BTD6 MapSelectMesaButton.png|[[Mesa]] - Lower | File:BTD6 MapSelectMesaButton.png|[[Mesa]] - Lower | ||
File:BTD6 MapSelectSpillwayButton.png|[[Spillway]] - Top left to top right | File:BTD6 MapSelectSpillwayButton.png|[[Spillway]] - Top left to top right | ||
File:BTD6 MapSelectPatsPondButton.png|[[Pat's Pond]] - Top | File:BTD6 MapSelectPatsPondButton.png|[[Pat's Pond]] - Top | ||
File:BTD6 MapSelectHighFinanceButton.png|[[High Finance (BTD6)|High Finance]] - | File:BTD6 MapSelectHighFinanceButton.png|[[High Finance (BTD6)|High Finance]] - Odd (top right to bottom left) | ||
File:BTD6 | File:BTD6 MapSelectTrickyTracksButton.png|[[Tricky Tracks]] - Middle rails, right side (bottom left to top right) | ||
File:BTD6 MapSelectDarkDungeonsButton.png|[[Dark Dungeons]] - Middle | File:BTD6 MapSelectDarkDungeonsButton.png|[[Dark Dungeons]] - Middle | ||
File:BTD6 MapSelectSanctuaryMapButton.png|[[Sanctuary]] - Top left to middle right | File:BTD6 MapSelectSanctuaryMapButton.png|[[Sanctuary]] - Top left to middle right | ||
| Line 101: | Line 90: | ||
File:BTD6 MapSelectMuddyPuddlesButton.png|[[Muddy Puddles]] - Middle left | File:BTD6 MapSelectMuddyPuddlesButton.png|[[Muddy Puddles]] - Middle left | ||
File:BTD6 MapSelectouchButton.png|[[Ouch|#Ouch]] - Horizontal top | File:BTD6 MapSelectouchButton.png|[[Ouch|#Ouch]] - Horizontal top | ||
File:BTD6 | File:BTD6 MapProtectTheYachtMapBossPath.svg|[[Protect The Yacht]] - Left | ||
</gallery> | </gallery> | ||
=== Battle Mode === | === Battle Mode === | ||
The player can enable the Battle Mode by checking a box in the right side of the screen, | The player can enable the Battle Mode by checking a box in the right side of the screen, which disables [[Double Cash Mode (BTD6)|Double Cash Mode]], [[Fast Track Mode]], and [[Power]]s. In addition to that, the player must select one of three scoring types: Fastest Time, Least Tiers or Least Cash. The game will keep track and record all 3 scoring types after beating each tier, but will only show to the player the selected one during the game. | ||
For further information on how the scoring system works consult the Scoring section of [[Boss Bloon Event#Scoring|Boss Bloon Event]]. | For further information on how the scoring system works consult the Scoring section of [[Boss Bloon Event#Scoring|Boss Bloon Event]]. | ||
=== Score tracking === | |||
In the Boss Challenge menu, the user interface will show a skull icon that indicates if a Boss has been beaten or not on the currently selected map, regardless if Battle Mode was active or not. Each map and boss difficulty (Normal / Elite) are tracked separately. | |||
If the players selects Battle Mode the menu will show the the highest tier beaten and best scores for Fastest Time, Least Cash and Least Tiers scoring types. On all three types a lower score is considered better; however, any score on a higher boss tier will always be considered better one of a lower tier, regardless of the specific score. For example, beating a Tier 2 Boss with a 20 minutes Fastest Time score will always be considered better than a 10 second Tier 1 score. | |||
Additionally the map selection menu will show a skull icon on the top right corner of maps where the currently selected Boss has been defeated, with a blue background for Normal and purple background for Elite. Both icons will show if both difficulties have been beaten. | |||
== Strategy == | == Strategy == | ||
{{For|more in-depth strategies|Strategy:Boss Bloon Event}} | {{For|more in-depth strategies|Strategy:Boss Bloon Event}} | ||
Consult the Strategy section of [[Boss Bloon Event#Strategy|Boss Bloon Event]] for | Defeating a Boss Bloon is a difficult task for players used to the regular game modes, especially on Elite difficulty, as it requires a different approach to handle their health and abilities. In general heavy farming and starting as early as possible is a requirement because expensive towers, [[Paragon|Paragons]] and tower spam strategies are common ways to defeat the Bosses. | ||
Before Tier 1 farming is handled by spending as little [[cash]] as possible to defend the regular rounds to use all the cash for farming setups with [[Marketplace (BTD6)|Marketplace]] spam and [[IMF Loan (BTD6)|IMF]] / [[Monkeyopolis (BTD6)|Monkeyopolis]] being common strategies supported by towers like [[Bloon Trap (BTD6)|Bloon Trap]], [[Rubber to Gold (BTD6)|Rubber to Gold]] and [[Hero|Heroes]] like [[Geraldo (BTD6)|Geraldo]] and [[Benjamin (BTD6)|Benjamin]] for extra income. These strategies are enough to afford towers like [[Elite Defender (BTD6)|Elite Defender]] or [[The Blazing Sun]] to defeat the Tier 1 Boss. | |||
After that, the usual farming progression involves selling the Boss defense to afford an [[Overclock (BTD6)|Overclocked]] [[Banana Research Facility (BTD6)|Banana Research Facility]] and use it to progress into a [[Banana Central (BTD6)|Banana Central]] or [[Merchantman (BTD6)|Merchantman]] + [[Central Market (BTD6)|Central Market]] setups on water-heavy maps, ability-based income from [[Support Chinook (BTD6)|Support Chinook]], [[Jungle's Bounty (BTD6)|Jungle's Bounty]] or [[Monkey-Nomics (BTD6)|Monkey-Nomics]] can also be used if the player can stall the rounds. | |||
Usual towers which can defeat the Tier 2 Bosses include [[M.A.D (BTD6)|M.A.D]] or [[Avatar of Wrath (BTD6)|Avatar of Wrath]] without forgetting tower spam strategies like [[Overdrive (BTD6)|Overdrive]], [[Plasma Monkey Fan Club (BTD6)|Plasma Monkey Fan Club]], [[Destroyer (BTD6)|Destroyer]] or [[Spike Storm (BTD6)|Spike Storm]], all of those with helped with usual support towers like [[Embrittlement (BTD6)|Embrittlement]], [[Glue Strike (BTD6)|Glue Strike]], [[Cripple MOAB (BTD6)|Cripple MOAB]], [[Stronger Stimulant (BTD6)|Stronger Stimulant]] or [[Jungle Drums (BTD6)|Jungle Drums]] and [[Call to Arms (BTD6)|Call to Arms]] (and higher upgrades). | |||
Farming for Tier 3 and higher is achieved by filling the map with Banana Research Facilities and constantly using Overclocks on them and for the defense Paragons are heavily recommended, ([[Apex Plasma Master]], [[Glaive Dominus]] and [[Crucible of Steel and Flame]] can usually be afforded for Tier 3, [[Navarch of the Seas]], [[Nautic Siege Core]], [[Ascended Shadow]] and [[Master Builder]] for Tier 4, and finally [[Goliath Doomship]], [[Magus Perfectus]], [[Mega Massive Munitions Factory]] or even a [[VTSG]] can be used for Tier 5. In most cases Tier 5 Normal and Tier 4 Elite Bosses can require a two Paragon defense and Tier 5 Elite needs 3 or even 4, depending on the map and the Paragon degree. | |||
Consult the Strategy section of [[Boss Bloon Event#Strategy|Boss Bloon Event]] for more advice, as both game modes are extremely similar, what works in events is very likely to be useful for Boss Challenge as well. If looking for information for a specific Boss consult their strategy pages: [[Strategy:Bloonarius (BTD6)|Bloonarius]], [[Strategy:Lych|Lych]], [[Strategy:Vortex (BTD6)|Vortex]], [[Strategy:Dreadbloon (BTD6)|Dreadbloon]], [[Strategy:Phayze|Phayze]], [[Strategy:Blastapopoulos (BTD6)|Blastapopoulos]], and [[Strategy:Diamondback|Diamondback]]. | |||
== Update history == | == Update history == | ||
| Line 137: | Line 124: | ||
==Gallery== | ==Gallery== | ||
===Screenshots=== | ===Screenshots=== | ||
{{screenshot needed}} | {{screenshot needed}}<gallery> | ||
File:BTD6 Boss Challenge menu with boss undefeated.png|Normal Bloonarius has not been defeated on [[Monkey Meadow]]. | |||
File:BTD6 Boss Challenge menu with boss defeated.png|Elite Bloonarius has been defeated in Monkey Meadow. | |||
File:BTD6 Boss Challenge menu with tier 5 scores.png|Normal Dreadbloon defeated in [[Spice Islands]] in Battle Mode, showcasing the scores for the run. | |||
File:BTD6 Boss Challenge menu with tier 3 scores.png|Ongoing run of Elite Dreadbloon in [[Another Brick]], showing the partial scores obtained up to Tier 3. | |||
File:BTD6 Boss Challenge cleared maps.png|Map selection menu, Normal difficulty is cleared in Monkey Meadow, Elite on [[Tinkerton]] and both in [[Spa Pits]]. | |||
</gallery> | |||
== Navigation == | == Navigation == | ||
{{BTD6 mode nav}} | {{BTD6 mode nav}} | ||
[[Category:Modes in BTD6]] | [[Category:Modes in BTD6]] | ||