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{{Lede image|BTD6 BossRushEvent.png}} | |||
'''Boss Rush''' is a | '''Boss Rush''' is a bi-weekly event in ''[[Bloons TD 6]]'', introduced in {{BTD6 version|43.0}}. In this game mode, all players in a [[Team]] fight against a series of [[Boss Bloon]]s and earn points each time they pop the boss. It uses the same boss mechanics as the [[Phayze One]] [[Quest (BTD6)|Quest]] and Mini Boss tiles in ''[[Rogue Legends]]''. Each event has five stages represented by islands, each with a specific [[map]] and Boss Bloon. Each player can submit up to four high scores for the active stage per day, which all count towards the Team's total score for the boss (which is represented by a health bar). When the Team defeats an island's score requirement (represented by the Boss Bloon's health reaching zero), they move on to the next island and all contributing members earn rewards. The difficulty of the boss battles and the rewards increase with each island cleared. | ||
==Schedule== | ==Schedule== | ||
Boss Rush runs every other Wednesday | Boss Rush runs every other Wednesday 22:00 UTC to Monday 22:00 UTC, lasting 5 days in total. Because of this, the schedule alternates between this event and [[Contested Territory (BTD6)|Contested Territory]] every week. As Boss Rush is not considered a competitive mode, updates have no impact on the schedule and updates may happen while the event is active. | ||
== | ==Mechanics== | ||
{{ | {{server side|20 jun 2026}} | ||
{| class="wikitable" | ===Islands=== | ||
| | Each Boss Rush event has five islands. Each island is assigned a random [[map]] and [[Boss Bloon]]. Initially, players can only enter a Battle on the first island. Each time the Team completes an island, the next island becomes available. Players can Battle previously completed islands, but their scores are not recorded. Each player starts with 4 {{icon|BTD6 CtTicketsIcon.png}} Team Tickets and uses one each time they enter a Battle. Tickets automatically refresh every 6 hours to a total of 6 {{icon|BTD6 CtTicketsIcon.png}}, and the player can also convert {{BTD6 mm|50}} for a ticket if they run out, with no limit. Every event per week is the same across all players and Teams. | ||
! | |||
! | On the first island, the Team starts with one [[Relic Knowledge|Relic]] and a roster of 16 [[tower]] types, both chosen at random (though the [[Banana Farm (BTD6)|Banana Farm]] is never available). Each player can also choose any [[Hero]] except [[Geraldo (BTD6)|Geraldo]]. When the Team completes an island, all Team members earn rewards and the Team unlocks the next island. Additionally, the Team's roster loses two random tower types, but gains another random Relic. Only the following Relics are obtainable in this event: | ||
{{generic cargo ul|table=btd6_generic_items|where=obtained LIKE "%Boss Rush%"|column width=12.5em}} | |||
Islands always use [[Medium]] difficulty, usually in Standard mode, but they have a 15% chance to be in [[Reverse (BTD6)|Reverse]] mode instead. All Powers are disabled except [[Portable Lake (BTD6)|Portable Lake]], [[Pontoon (BTD6)|Pontoon]], [[Banana Farmer (BTD6)|Banana Farmer]], and [[Tech Bot (BTD6)|Tech Bot]], and Powers are not supplied for free. Additionally, [[Continue]]s, [[Hero Booster]]s, [[Double Cash Mode (BTD6)|Double Cash Mode]], and [[Fast Track Mode]] are disabled. The following maps will never appear on an island: | |||
{{multi-column list|minWidth=10|content= | |||
*[[Geared]] | |||
*[[Erosion]] | |||
*[[Peninsula]] | |||
*[[Midnight Mansion]] | |||
*[[Dark Path]] | |||
*[[Cornfield]] | |||
*[[Glacial Trail]] | |||
*[[Dark Dungeons]] | |||
*[[Sanctuary]] | |||
*[[Ravine]] | |||
*[[Flooded Valley]] | |||
*[[Workshop]] | |||
*[[Infernal]] | |||
*[[High Finance]] | |||
*[[Covered Garden]] | |||
*[[X Factor]] | |||
*[[Ouch|#Ouch]] | |||
*[[Quad]] | |||
*[[Muddy Puddles]] | |||
*[[Bloody Puddles]] | |||
*[[Dark Castle]] | |||
*[[Tricky Tracks]] | |||
*[[Enchanted Glade]] | |||
*[[Mushroom Grotto]] | |||
}} | |||
{|class="wikitable" | |||
!rowspan="2"|Island | |||
!colspan="4"|Map difficulty odds | |||
!rowspan="2"|Score target | |||
!rowspan="2"|Sum of scores | |||
|- | |||
!Beginner | |||
!Intermediate | |||
!Advanced | |||
!Expert | |||
|- | |- | ||
| | !1 | ||
|100% | |||
|– | |||
|– | |||
|– | |||
|850 | |||
|850 | |850 | ||
|- | |- | ||
| | !2 | ||
| | |66.67% | ||
|33.33% | |||
|– | |||
|– | |||
|1,175 | |||
|2,025 | |||
|- | |- | ||
| | !3 | ||
| | |40% | ||
|40% | |||
|20% | |||
|– | |||
|1,850 | |||
|3,875 | |||
|- | |- | ||
| | !4 | ||
| | |16.67% | ||
|33.33% | |||
|33.33% | |||
|16.67% | |||
|2,850 | |||
|6,725 | |||
|- | |- | ||
| | !5 | ||
| | |20% | ||
|20% | |||
|40% | |||
|20% | |||
|3,350 | |||
|10,075 | |||
|} | |} | ||
===Boss Bloons=== | |||
In a Battle, the Boss Bloon spawns immediately after starting the first [[round]]. It uses the [[Stats:Bloons TD 6/Roundsets/EnduranceRoundSet|endurance round set]]. The player's starting [[cash]] and the boss's starting health depends on the boss. During gameplay, the player only gains 25% as much income from all sources except cash-per-pop and end-of-round cash. The player has two revives that restore their [[life|lives]] to the starting amount (150 by default). If the player runs out of [[life|lives]], they consume a revive, all towers stop attacking, all natural Bloons disappear (without generating cash), and the boss becomes invincible and moves a short distance up the track. The Battle ends when the boss reaches the exit or the player runs out of lives after consuming both of their revives. | |||
Each time the player pops the boss, the next round starts immediately (stacking with any rounds that are still ongoing), triggering any effects that occur at the end of a round (such as [[Merchantman (BTD6)|Merchantman]]) and granting the player end-of-round cash, and the boss fully heals and its maximum health increases. The end-of-round cash starts at $1,000 and increases by 2.3% multiplicatively every pop, capped at 90 pops. The boss's max health increases by 6.5% multiplicatively each time it pops. The boss starts at Normal tier 1 and switches to the next tier every 10 pops; it loses all [[mutation]]s (e.g. [[Glue Strike (BTD6)|Glue Strike]]'s debuff) each time this occurs. After Normal tier 5, it becomes Elite tier 1 and continues up to Elite tier 5.{{fn|The boss has a maximum of 300 tiers, and the maximum HP is actually the 32-bit signed max. Both are impossible in practice for Boss Rush, but not for ''[[Rogue Legends]]'' Mini Bosses, which use the same mechanics as Boss Rush. If the HP exceeds the 32-bit signed max, the Boss instead has negative HP, and can get one-shot by a single hit.}} | |||
All | 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" | |||
!Boss | |||
!Starting health | |||
!Starting cash | |||
!Base speed | |||
|- | |||
|[[Bloonarius (BTD6)|Bloonarius]] | |||
|400 | |||
|$1,800 | |||
|1.25 | |||
|- | |||
|[[Lych]] | |||
|300 | |||
|$2,500 | |||
|1.25 | |||
|- | |||
|[[Dreadbloon (BTD6)|Dreadbloon]] | |||
|130 | |||
|$4,000 | |||
|1.25 | |||
|- | |||
|[[Phayze]] | |||
|300 | |||
|$2,000 | |||
|1.15625 | |||
|- | |||
|[[Blastapopoulos (BTD6)|Blastapopoulos]] | |||
|350 | |||
|$2,500 | |||
|1.25 | |||
|- | |||
|[[Diamondback]] | |||
|500 | |||
|$2,500 | |||
|1.25 | |||
|} | |||
====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==== | |||
{{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==== | ||
{{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==== | |||
{{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==== | |||
{{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==== | ||
{{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=== | ||
A player earns one point each time they pop the boss in a Battle. The player's score registers on their high score leaderboard after the Battle ends. A player can have up to four high scores on their leaderboard at a time; if a player has four high scores and submits a new one, it replaces a lower high score if they have one, or simply does not count otherwise. | |||
The island's total score is the sum of all the high scores of all the Team's players' leaderboards. Every 24 hours, starting from the first hour of the event (20:00 UTC by default), the players' high scores become permanently added to the total score, then their leaderboards reset, allowing each player to contribute up to four high scores per day. The total score is represented by a health bar (separate from the health bar that the boss has during a Battle) that drains as the score increases. The Team completes an island when their total score reaches the island's score threshold (i.e., the boss's health bar reaches zero). Completing an island resets all players' high score leaderboards and their scores do not carry over to the next island. The score requirement increases with each island cleared. | |||
==Rewards== | ==Rewards== | ||
{|class="wikitable" | {|class="wikitable" | ||
!Island | !Island | ||
| Line 65: | Line 174: | ||
|- | |- | ||
!1 | !1 | ||
|{{BTD6 rewards|MonkeyMoney:100#Trophy:10#TeamTrophy:150#RandomPower: | |{{BTD6 rewards|MonkeyMoney:100#Trophy:10#TeamTrophy:150#CollectionEvent:5#RandomPower:Attack,1#RandomInstaMonkey:1,1}} | ||
|- | |- | ||
!2 | !2 | ||
|{{BTD6 rewards|MonkeyMoney:150#Trophy:15#TeamTrophy:300#RandomPower: | |{{BTD6 rewards|MonkeyMoney:150#Trophy:15#TeamTrophy:300#CollectionEvent:10#RandomPower:Attack,2#RandomInstaMonkey:2,1}} | ||
|- | |- | ||
!3 | !3 | ||
|{{BTD6 rewards|MonkeyMoney:200#Trophy:20#TeamTrophy:500#RandomPower: | |{{BTD6 rewards|MonkeyMoney:200#Trophy:20#TeamTrophy:500#CollectionEvent:20#RandomPower:Best,2#RandomInstaMonkey:3,1}} | ||
|- | |- | ||
!4 | !4 | ||
|{{BTD6 rewards|MonkeyMoney:300#Trophy:25#TeamTrophy:750#RandomPower: | |{{BTD6 rewards|MonkeyMoney:300#Trophy:25#TeamTrophy:750#CollectionEvent:35#RandomPower:Best,2#RandomInstaMonkey:3,2}} | ||
|- | |- | ||
!5 | !5 | ||
|{{BTD6 rewards|MonkeyMoney:450#Trophy:30#TeamTrophy:1000#RandomPower: | |{{BTD6 rewards|MonkeyMoney:450#Trophy:30#TeamTrophy:1000#CollectionEvent:50#RandomPower:Best,3#RandomInstaMonkey:4,1}} | ||
|} | |} | ||
==Strategy== | ==Strategy== | ||
{{Main|Strategy:Boss Rush}} | {{Main|Strategy:Boss Rush}} | ||
{{Strategy needed}} | {{Strategy needed|Move the extensive stuff to the [[Strategy:Boss Rush]] article (also, not very fleshed out strategy...), also pretty sure this section isn't really proofchecked by anyone other than Qwertyxp2000}} | ||
Quickly popping the Boss is the best way to make income that will allow popping of more tiers of the Boss. During early stages, use an efficient cheap tower with good single-target damage, or the Hero if brought for that purpose. Towards the late-game, afford defenses designed with the current Boss in mind. Like with [[Boss Bloon Event]]s and [[Contested Territory (BTD6)|Contested Territory]]'s Regular Tiles, always max out in [[Monkey Knowledge (BTD6)|Monkey Knowledge]], and add Monkey Knowledge that focuses on maximizing single-target damage. | |||
Keep a note of the type of Boss with the current loadout and relic(s) available on the current island; for instance, use [[Fighter Plane (BTD6)|Fighter Plane]] and [[Operation: Dart Storm (BTD6)|Operation: Dart Storm]] if [[Monkey Ace (BTD6)|Monkey Ace]]<!--find some microfree solutions as an example--> is available, and if Alchemist Touch<!--an example of a relic that has useful strategy changes--> is available then dealing with natural Leads and unshielded Dreadbloon will be less of a hassle. | |||
For Heroes, the most easy-to-use hero is [[Sauda (BTD6)|Sauda]], who is an excellent early-game Hero for damaging the first stages of Bosses, especially Phayze and Blastapopoulos. Just set her on Strong (or First if it's Dreadbloon, avoiding [[Dreadrock Bloon]]s) and spam her Leaping Sword ability. However, some Heroes are better when seeking for late-game, though most of them should be placed after several Boss pops are beaten with other towers. [[Adora (BTD6)|Adora]], [[Benjamin (BTD6)|Benjamin]], [[Admiral Brickell (BTD6)|Admiral Brickell]], and [[Ezili (BTD6)|Ezili]] become more useful going later in a boss. | |||
An easy-to-use strategy that reliably gets at least 60 score on most Boss islands: | |||
<ol> | |||
<li value="1"> Buy [[Sauda (BTD6)|Sauda]], set her on Strong (First if against Dreadbloon).</li> | |||
<li value="2">Place an early-game defense. If {{BTD6 mk|Bonus Monkey!}} is enabled, add the free Dart Monkey if not using a Primary Monkey to start.</li> | |||
:*2-0-3 Tack Shooter: Place below the location where the Boss spawns. Buy another 2-0-3 [[Tack Sprayer (BTD6)|Tack Sprayer]]. Sell other Tack Sprayers, and upgrade the next one to [[Overdrive (BTD6)|Overdrive]]. | |||
:*1-2-0 Wizard Monkey: Place near location of Boss. Buy another [[Wall of Fire (BTD6)|Wall of Fire]], and then towards $2000 sell one of them for [[Dragon's Breath (BTD6)|Dragon's Breath]]. | |||
:*0-0-2 Spike Factory: Set on Close near the track near (but not at) the spawning location of the Boss. With Sauda, upgrade to 0-1-2, then 0-2-2, then 0-3-2. Switch targeting to Smart once the Boss passes the Spike Factory. | |||
:*1-3-0 Monkey Buccaneer: [[Cannon Ship (BTD6)|Cannon Ship]]s can work as a decent starting tower on maps with little land space. | |||
<li value="3"> Approaching about 10 pops, get a support tower, if available. Otherwise, just buy more single-target damage.</li> | |||
:*4-x-x Ice Monkey: Place near the Boss, and [[Embrittlement (BTD6)|Embrittlement]] lets other towers do more damage, and also does some grouped damage itself. | |||
:*2-4-0 Glue Gunner: Time [[Glue Strike (BTD6)|Glue Strike]] ability when lots of projectiles attack the Boss. Avoid if it's Blastapopoulos. | |||
:*2-x-x Village: If multiple strong towers are nearby, [[Jungle Drums (BTD6)|Jungle Drums]]'s extra attack speed is very helpful. | |||
:*3-x-x Alchemist: On a single tower, [[Berserker Brew (BTD6)|Berserker Brew]] can greatly increase total damage it can do. | |||
<li value="4"> Use a cleanup tower if natural Bloons or Bloonarius's rushes start to become a problem. | |||
:*3-0-2 and 4-0-2 Boomerang Monkey: [[Glaive Ricochet (BTD6)|Glaive Ricochet]] can be used for small volume rushes, and [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] for dealing with large rushes.</li> | |||
:*x-3-x Druid: [[Druid of the Jungle (BTD6)|Druid of the Jungle]] on First deals with natural waves in the early stages. Use 1-3-0 versus Leads. | |||
:*2-0-4 Bomb: Sharpsplosion can make a [[Recursive Cluster (BTD6)|Recursive Cluster]] clear all Bloons on a lane or two. | |||
:*4-2-0 Tack: In the event that most other towers aren't available, [[Ring of Fire (BTD6)|Ring of Fire]] can offer cleanup. | |||
<li value="5"> Buy some strong T4 towers.</li> | |||
:*0-4-2 Boomerang Monkey: [[Turbo Charge (BTD6)|Turbo Charge]] ability with [[Red Hot Rangs (BTD6)|Red Hot Rangs]] does plenty of single-target damage, and can damage Dreadbloon without Primary immunity. | |||
:*2-0-4 Tack Shooter: [[Overdrive (BTD6)|Overdrive]] does high single-target damage when given buffs. Place below the Boss. Sell them once they get out of Boss range and buy them ahead of the Boss. | |||
:*0-3-2 Spike Factory: [[MOAB SHREDR (BTD6)|MOAB SHREDR]] with [[Smart Spikes (BTD6)|Smart Spikes]] can quickly damage a Boss if the spikes touch it. Place them close to the Boss and target on Close. The faster the Boss pops, the more that the 4x start-of-round speed boost will keep quickly killing the Boss. Try to avoid letting other bloons touch them. | |||
:*4-x-x Monkey Ace: [[Operation: Dart Storm (BTD6)|Operation: Dart Storm]] is fairly cheap and does decent single-target damage accurately. Use 4-2-0 for Phayze. | |||
:*1/2-0-4 Heli Pilot: [[Comanche Defense (BTD6)|Comanche Defense]] can fly anywhere and does lots of damage with many mini-Comanches present. Only use when the Boss is getting far (about 50% or more along the track). | |||
<li value="6"> Go for a powerful T5 that excels at single-target damage starting from about 30 pops.</li> | |||
:*x-5-x Bomb Shooter: [[MOAB Eliminator (BTD6)|MOAB Eliminator]] is extremely cheap but relies on its ability to deal most of its damage. | |||
:*x-5-x Dartling Gunner: [[M.A.D (BTD6)|M.A.D]] and its ability do lots of Boss damage if pointing towards the Boss. | |||
:*5-x-x Monkey Ace: [[Sky Shredder (BTD6)|Sky Shredder]] is accurate and not too expensive for single-target damage, and has decent synergy with buffs.<!--what about 5-x-x ace? it's newbie-friendly--><!--btw what about 015 aow with poplusts--> | |||
:*5-x-x Beast Handler: [[Megalodon]] is extremely powerful against Bosses for its cost, but has low range. Set on Strong and reposition the beast once the Boss gets past its range. | |||
<li value="7">If possible, buy some expensive supports</li> | |||
:*2-4-0 and 2-5-0 Village: [[Call to Arms (BTD6)|Call to Arms]] and [[Homeland Defense (BTD6)|Homeland Defense]] multiply attack speed and pierce, which is essential if Village is enabled, unless it's Blastapopoulos. Choose 2-x-x crosspath for long-term Villages, or 0-5-0 if selling and re-buying for ability. | |||
:*5-0-1 Alchemist: [[Permanent Brew (BTD6)|Permanent Brew]] greatly assists high-projectile, high rate towers by offering equivalent to +2 damage, plus extra attack speed and more. Use [[Faster Throwing (BTD6) (Alchemist)|Faster Throwing]], as this is a time-sensitive event. | |||
<li value="8"> If over $150,000 is available, it's possible to buy very expensive T5's (e.g. [[Super Mines (BTD6)|Super Mines]]), and cheap Paragons (e.g. [[Apex Plasma Master]]). Support [[Sun Temple (BTD6)|Temple]] is also viable.</li> | |||
</ol> | |||
Optionally, add some income-generating towers. Buccaneer's Merchantman, Alchemist's Lead to Gold and Rubber to Gold, and Engineer's 2-0-4 Bloon Trap are some examples of viable picks. Also Spirit of the Forest for both income and large scale cleanup. | |||
<!--Yes, Powers are a strategy here, to an extent, but let's not dive too deep to it--> | |||
Powers are limited to ones that merely provide Quality of Life and as such are completely optional, and none except [[Portable Lake (BTD6)|Portable Lake]] and [[Pontoon (BTD6)|Pontoon]] give a meaningful advantage. On maps with poor locations for [[Beast Handler (BTD6)|Beast Handler]]'s [[Megalodon]], one or two Portable Lakes can assist reaching a few more boss pops than normal, but avoid them if the score gain is insignificant and the team is uncooperative. | |||
===Specific Boss strategy=== | |||
*[[Bloonarius (BTD6)|Bloonarius]]: Reliable cleanup is important alongside high single-target damage. | |||
*[[Dreadbloon (BTD6)|Dreadbloon]]: Always have at least two tower categories available to attack the Boss at a time, avoid setting on Strong, and watch out for Dreadrock Bloons. | |||
*[[Phayze]]: Favor innate camo detection. Only a few towers have cheap anti-Boss camo detection, such as 0-x-2 [[Spike Factory (BTD6)|Spike Factory]], x-2-0 [[Monkey Ace (BTD6)|Monkey Ace]], and 0-1-2 [[Monkey Buccaneer (BTD6)|Monkey Buccaneer]]. Towards the late-game, watch out for the portal's natural bloons. | |||
*[[Blastapopoulos (BTD6)|Blastapopoulos]]: Tower spam of weak individual towers are favorable. Have several cheap towers for meteor fodder. Account for the tower limit. If [[Beast Handler (BTD6)|Beast Handler]] is enabled, [[Megalodon]] carries the late boss pops of this Boss and easily exceeds 70 score for about 90 score at best. If there's enough track length and income generation, an [[Apex Plasma Master]] is the only helpful Paragon for this, as it excels against the rocks. | |||
*[[Lych (BTD6)|Lych]]: Nerfed sellback makes it important to keep the towers on screen, and Paragons are not recommended due to the need to sell much defense to afford it. Early on, have towers that consistently hit the tombstones so that the Zombie MOABs don't leak and lose all lives. | |||
===Time management during Boss Rush=== | |||
Regarding the Boss islands themselves, set up and co-ordinate with a dedicated team that is prepared to beat stages. Use third-party communication to discuss the strengths and limitations of each team member, and share a plan to beat each island. | |||
==Update history== | ==Update history== | ||
{{BTD6 change list by name|Boss Rush}} | {{BTD6 change list by name|Boss Rush|disclaimer=y}} | ||
==Gallery== | ==Gallery== | ||
{{screenshot needed}} | {{screenshot needed|section=y}} | ||
<gallery> | <gallery> | ||
BTD6 boss rush complete islands.png|Main menu after completing the event | |||
BTD6 boss rush complete menu.png|Menu that appears after clearing all islands | |||
BTD6 boss rush ended complete.png|End-of-event menu with all islands cleared | |||
BTD6 Boss Rush results no win.png|End-of-event menu with no islands cleared | |||
</gallery> | </gallery> | ||
==In other languages== | |||
{{BTD6 last updated|54.0|section=y}} | |||
{{langlist | |||
|key=BossRush | |||
|label= | |||
|collapsed= | |||
|ar =اندفاع الزعامة | |||
|da =Boss-sværm | |||
|de =Boss-Rush | |||
|es =Carrera de jefes | |||
|es-la=Avalancha de jefes | |||
|fi =Pomoryntäys | |||
|fr =Ruée de boss | |||
|it =Assalto ai boss | |||
|ja =ボスラッシュ | |||
|ko =보스 러시 | |||
|nl =Baasaanval | |||
|no =Sjefsrush | |||
|pl =Napływ bossów | |||
|pt-br=Desafio de Chefes | |||
|ru =Набег на боссов | |||
|sv =Bossrusning | |||
|th =บอสรัช | |||
|tr =Patron Hücumu | |||
|zh-cn=Boss冲击 | |||
|zh-tw=頭目突襲 | |||
}} | |||
==Footnotes== | ==Footnotes== | ||
| Line 97: | Line 293: | ||
==Navigation== | ==Navigation== | ||
{{BTD6 event nav}} | {{BTD6 event nav}} | ||
[[Category:Events in BTD6]] | |||