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[[File:BTD6 BloonariusEventIcon.png|thumb|100px|duhh this is not boss rush]]
{{Lede image|BTD6 BossRushEvent.png}}
'''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]] battle against each [[Boss Bloon]] using [[Phayze One]] rules. There are five islands, each one containing a specific [[map]] controlled by stronger Boss Bloons. By contributing scores, the Boss Bloon loses health, and dies once it reaches zero. Defeating each island gives rewards for all contributing members.
'''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 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.
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.


==Gameplay==
==Mechanics==
{{incomplete}}
{{server side|20 jun 2026}}
There are five islands in a Boss Rush event, with a Boss Bloon for every island. Boss Bloons have a large amount of HP that is reduced by participating in Boss Rush battles. As the player progresses, the island's Boss Bloon will gain increased HP.


{| 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.
!Island
 
!HP
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
!1
|100%
|–
|–
|
|850
|850
|850
|-
|-
|2
!2
|1175
|66.67%
|33.33%
|–
|–
|1,175
|2,025
|-
|-
|3
!3
|1850
|40%
|40%
|20%
|–
|1,850
|3,875
|-
|-
|4
!4
|2850
|16.67%
|33.33%
|33.33%
|16.67%
|2,850
|6,725
|-
|-
|5
!5
|3350
|20%
|20%
|40%
|20%
|3,350
|10,075
|}
|}


The player's best four scores will determine the amount of damage to the current island's boss. If a new score is better than any of the current scores, the island's Boss Bloon takes extra damage equal to the difference between the new score and the lowest score.<!--e.g. 87-54=33, so the boss takes 33 HP--> Every 24 hours, starting from the first hour of the event (20:00 UTC by default), the leaderboards reset, and the player may submit up to another four best scores on the current island's boss. If the current island's boss already died, every player's leaderboards are reset and cannot transfer score into damage of the next island's boss. Players are still allowed to attempt previously beaten islands, but scores will not be recorded.
===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 player has 6 Team Tickets, and uses one for every attempt, but can automatically refresh tickets every 6 hours, and if run out of tickets then another attempt can be redeemed for {{BTD6 mm}}50 with no limit.
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.}}


Upon starting the event, the player will begin on the first island with 16 tower types, excluding [[Banana Farm (BTD6)|Banana Farm]] which is always banned, and is allowed any hero except [[Geraldo (BTD6)|Geraldo]]. One of any available Boss Bloon will summon onto the island and have a set amount of HP. All battles will begin with one guaranteed Relic out of the ones available. Beating an island removes two tower types,<!--e.g. ninja, alch--> and gains one additional Relic, plus a new Boss Bloon. Every event per week is the same across all players.
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"
All Powers except [[Portable Lake (BTD6)|Portable Lake]], [[Pontoon (BTD6)|Pontoon]], [[Banana Farmer (BTD6)|Banana Farmer]], and [[Tech Bot (BTD6)|Tech Bot]] are disabled, and all available Powers are only supplied by the player. Additionally, [[Continue]]s, [[Hero Booster]]s, [[Double Cash Mode (BTD6)|Double Cash Mode]], and [[Fast Track Mode]] are disabled.
!Boss
 
!Starting health
All Relics except the Power Relics, store-exclusive Relics, and [[El Dorado]] are randomly picked for each island.
!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
|}


===Boss Rush mini-game===
====Bloonarius====
{{research|Cash per pop scaling across rounds?}}
<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" />
In a Boss Rush mini-game, the player must beat a Boss Bloon with endless{{fn|Actually 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 impossible 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.}} tiers and an exponentially scaling HP. The game begins with extra starting cash ($2000 for most Bosses, $1800 for [[Bloonarius (BTD6)|Bloonarius]], and $4000 for [[Dreadbloon (BTD6)|Dreadbloon]]), the selected hero, all current towers, and the Relic(s) provided by the current island, plus all other default Medium settings.


During gameplay, the player only gains 25% income from all non-pop sources.<!--isn't it that traps give full amount or something during the first dozens of boss tiers?--> Additionally, the player always begins with two bulwarks that shield and provide equivalently to the starting lives (150 lives by default).<!--rogue legends is not the case--> If the Boss leaks, all naturally spawning bloons disappear and give no cash, the Boss becomes invulnerable for several seconds (the length depending on the type of boss),<!--yes, for instance bloonarius has a shorter invulnerability time than dreadbloon and phayze--> and moves a percentage along the track. To end the mini-game, the Boss must leak or the player must lose all of their lives including the two bulwarks.
====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" />


The Boss Bloon begins with a small amount of health and weak gimmicks. Whenever the Boss loses a tier, the player earns one score, and the Boss fully heals and gains a fixed percentage more HP than its previous tier. Every 10 tiers, the Boss is re-born into a higher-tier Boss; it loses all status effects (e.g. [[Glue Strike (BTD6)|Glue Strike]]'s debuff) and may have different properties. Visually, the Boss has a new appearance every 10 tiers, up to Elite Tier 5; Tiers 0-49 are Normal Bosses, and Tiers 50+ are Elite Bosses, with Elite Tier 5 at Tiers 90+.
====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" />


While the Boss Bloon is active, rounds of naturally spawning bloons will progress continuously, and a new round begins every time the Boss loses a tier. Bloons have a different roundset on Boss Rush compared to standard games. Additionally, Bloons in Boss Rush follow standard cash-per-pop penalties in standard games. Popping a boss tier counts as starting a new round.
====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" />


There are four Bosses available in Boss Rush. [[Vortex (BTD6)|Vortex]] and [[Lych (BTD6)|Lych]] do not have Boss Rush variants yet. All of the Bosses have varying properties that may differ from standard gameplay.
====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" />


<gallery>
====Diamondback====
BTD6 BloonariusPortrait.png|[[Bloonarius (BTD6)#Boss Rush|Bloonarius]]
{{cleanup|Reword Boss information into a coherent, neater format, and fact-check the information}}
BTD6 DreadbloonPortrait.png|[[Dreadbloon (BTD6)#Boss Rush|Dreadbloon]]
{{Research|Find out the specific amounts when the Boss does certain summon thresholds (esp diamonds)}}
BTD6 PhayzePortrait.png|[[Phayze#Boss Rush|Phayze]]
<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" />
BTD6 BlastapopoulosPortrait.png|[[Blastapopoulos (BTD6)#Boss Rush|Blastapopoulos]]
</gallery><!--okay, let's assume we're gonna just let the boss-specific differences be listed on their boss bloon articles...-->


===Teams===
===Scoring===
{{Main|Team}}
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.
Joining a team is mandatory to enter Boss Rush. Teams can contain up to 15 members including a Mayor, who acts as the leader of that team.


Contested Territory and Boss Rush are the primary ways to gain Team Trophies to spend on cosmetics. Team Trophies can be used to customize your team's island and profile with [[Team#Team Flair|team flair]], which will show up on the team's island within the event.
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==
{{incomplete|Power rewards idk if there's a "specific" power reward for this, and there's no team trophy parameter as far as I know}}
{|class="wikitable"
{|class="wikitable"
!Island
!Island
Line 72: Line 174:
|-
|-
!1
!1
|{{BTD6 rewards|MonkeyMoney:100#Trophy:10#TeamTrophy:150#RandomPower:idk-if-boss-rush-specific-power-is-exact,1#RandomInstaMonkey:1,1}}
|{{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:idk-if-boss-rush-specific-power-is-exact,1#RandomInstaMonkey:2,1}}
|{{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:idk-if-boss-rush-specific-power-is-exact,1#RandomInstaMonkey:3,1}}
|{{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:idk-if-boss-rush-specific-power-is-exact,1#RandomInstaMonkey:3,2}}
|{{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:idk-if-boss-rush-specific-power-is-exact,1#RandomInstaMonkey:4,1}}
|{{BTD6 rewards|MonkeyMoney:450#Trophy:30#TeamTrophy:1000#CollectionEvent:50#RandomPower:Best,3#RandomInstaMonkey:4,1}}
|}
|}


Line 103: Line 205:
:*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]].
:*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.
:*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>
<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.
:*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.
:*x-4-x Glue Gunner: Time [[Glue Strike (BTD6)|Glue Strike]] ability when lots of projectiles attack the Boss. Avoid if it's Blastapopoulos.
:*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.
<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>
:*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.
:*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>
<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.
:*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: Place below the Boss. Sell them once they get out of Boss range and buy them ahead of the Boss.
:*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: 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.
:*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.
:*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).
:*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>
<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.
:*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-->
:*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.
:*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 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]]).</li>
<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>
</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-->
<!--Yes, Powers are a strategy here, to an extent, but let's not dive too deep to it-->
Powers 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.
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===
===Specific Boss strategy===
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*[[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.
*[[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.
*[[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. Do not go for Paragons; they're not worth it for how difficult it is to afford a Paragon, let alone have it weakened severely.
*[[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===
===Time management during Boss Rush===
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==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 results no win.png|End-of-event rewards with 0 island bosses popped
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==
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==Navigation==
==Navigation==
{{BTD6 event nav}}
{{BTD6 event nav}}
[[Category:Events in BTD6]]

Latest revision as of 09:21, 20 June 2026

Boss Rush is a bi-weekly event in Bloons TD 6, introduced in version 43.0. In this game mode, all players in a Team fight against a series of Boss Bloons and earn points each time they pop the boss. It uses the same boss mechanics as the Phayze One 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

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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 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

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This information was last verified as up-to-date on: 20 June 2026

Islands

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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 Team Tickets and uses one each time they enter a Battle. Tickets automatically refresh every 6 hours to a total of 6 , and the player can also convert Monkey Money 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 and a roster of 16 tower types, both chosen at random (though the Banana Farm is never available). Each player can also choose any Hero except 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:

Islands always use Medium difficulty, usually in Standard mode, but they have a 15% chance to be in Reverse mode instead. All Powers are disabled except Portable Lake, Pontoon, Banana Farmer, and Tech Bot, and Powers are not supplied for free. Additionally, Continues, Hero Boosters, Double Cash Mode, and Fast Track Mode are disabled. The following maps will never appear on an island:

Island Map difficulty odds Score target Sum of scores
Beginner Intermediate Advanced Expert
1 100% 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

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In a Battle, the Boss Bloon spawns immediately after starting the first round. It uses the 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 lives to the starting amount (150 by default). If the player runs out of 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) 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 mutations (e.g. 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 1]

All Boss Bloons except 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.

Boss Starting health Starting cash Base speed
Bloonarius 400 $1,800 1.25
Lych 300 $2,500 1.25
Dreadbloon 130 $4,000 1.25
Phayze 300 $2,000 1.15625
Blastapopoulos 350 $2,500 1.25
Diamondback 500 $2,500 1.25

Bloonarius

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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.

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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+ pops).

Dreadbloon

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The editor who added this notice elaborates: How much health does Dreadrock Bloons have to begin and to scale?

Dreadbloon's Ceramic Armor Shell starts at 70 health and its Dreadrock Bloons 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).

Phayze

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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.

Blastapopoulos

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The editor who added this notice elaborates: What is its maximum Heat? Does maximum Heat scale per tier? How exactly do the Fireballs scale with tiers?

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.

Diamondback

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The editor who added this notice elaborates: Find out the specific amounts when the Boss does certain summon thresholds (esp diamonds)

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 Bloons after a certain pop amount.

Scoring

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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

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Island Reward
1  100, Trophies 10, Team Trophies 150, Collection Rewards 5, Powers "Attack" Power ×1, Tier 1 Insta Monkey Tier 1 ×1
2  150, Trophies 15, Team Trophies 300, Collection Rewards 10, Powers "Attack" Power ×2, Tier 2 Insta Monkey Tier 2 ×1
3  200, Trophies 20, Team Trophies 500, Collection Rewards 20, Powers "Best" Power ×2, Tier 3 Insta Monkey Tier 3 ×1
4  300, Trophies 25, Team Trophies 750, Collection Rewards 35, Powers "Best" Power ×2, Tier 3 Insta Monkey Tier 3 ×2
5  450, Trophies 30, Team Trophies 1,000, Collection Rewards 50, Powers "Best" Power ×3, Tier 4 Insta Monkey Tier 4 ×1

Strategy

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Main article: Strategy:Boss Rush
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: 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 Events and Contested Territory's Regular Tiles, always max out in 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 and Operation: Dart Storm if Monkey Ace is available, and if Alchemist Touch 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, 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 Bloons) 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, Benjamin, Admiral Brickell, and 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:

  1. Buy Sauda, set her on Strong (First if against Dreadbloon).
  2. Place an early-game defense. If Bonus Monkey! Bonus Monkey! is enabled, add the free Dart Monkey if not using a Primary Monkey to start.
    • 2-0-3 Tack Shooter: Place below the location where the Boss spawns. Buy another 2-0-3 Tack Sprayer. Sell other Tack Sprayers, and upgrade the next one to Overdrive.
    • 1-2-0 Wizard Monkey: Place near location of Boss. Buy another Wall of Fire, and then towards $2000 sell one of them for 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 Ships can work as a decent starting tower on maps with little land space.
  3. Approaching about 10 pops, get a support tower, if available. Otherwise, just buy more single-target damage.
    • 4-x-x Ice Monkey: Place near the Boss, and Embrittlement lets other towers do more damage, and also does some grouped damage itself.
    • 2-4-0 Glue Gunner: Time 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's extra attack speed is very helpful.
    • 3-x-x Alchemist: On a single tower, Berserker Brew can greatly increase total damage it can do.
  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 can be used for small volume rushes, and M.O.A.R Glaives for dealing with large rushes.
    • x-3-x Druid: 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 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 can offer cleanup.
  5. Buy some strong T4 towers.
    • 0-4-2 Boomerang Monkey: Turbo Charge ability with Red Hot Rangs does plenty of single-target damage, and can damage Dreadbloon without Primary immunity.
    • 2-0-4 Tack Shooter: 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 with 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 is fairly cheap and does decent single-target damage accurately. Use 4-2-0 for Phayze.
    • 1/2-0-4 Heli Pilot: 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).
  6. Go for a powerful T5 that excels at single-target damage starting from about 30 pops.
    • x-5-x Bomb Shooter: MOAB Eliminator is extremely cheap but relies on its ability to deal most of its damage.
    • x-5-x Dartling Gunner: M.A.D and its ability do lots of Boss damage if pointing towards the Boss.
    • 5-x-x Monkey Ace: Sky Shredder is accurate and not too expensive for single-target damage, and has decent synergy with buffs.
    • 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.
  7. If possible, buy some expensive supports
    • 2-4-0 and 2-5-0 Village: Call to Arms and 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 greatly assists high-projectile, high rate towers by offering equivalent to +2 damage, plus extra attack speed and more. Use Faster Throwing, as this is a time-sensitive event.
  8. If over $150,000 is available, it's possible to buy very expensive T5's (e.g. Super Mines), and cheap Paragons (e.g. Apex Plasma Master). Support Temple is also viable.

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.

Powers are limited to ones that merely provide Quality of Life and as such are completely optional, and none except Portable Lake and Pontoon give a meaningful advantage. On maps with poor locations for 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

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  • Bloonarius: Reliable cleanup is important alongside high single-target damage.
  • 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, x-2-0 Monkey Ace, and 0-1-2 Monkey Buccaneer. Towards the late-game, watch out for the portal's natural bloons.
  • Blastapopoulos: Tower spam of weak individual towers are favorable. Have several cheap towers for meteor fodder. Account for the tower limit. If 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: 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

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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

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  • Added ‘replay’ functionality to previous islands of Boss Rush. Any island can be replayed as much as desired for practice & fun, these have normal entry cost but will not contribute any further to the team score
  • Added an in-game alert for the current milestone being defeated by a team member
Previously we scaled Rock Bloon HP in Boss Rush faster than Dreadbloon in order to keep them relevant from start to finish within a rough 100 tier expectation. Players pushing beyond this expected range were finding obvious annoyance with this as the Rock Bloons would eventually outscale the Boss, so we’re reducing their scale to match in line with Dreadbloon but increasing the number of Rock Bloons that spawn.
— Update notes
  • Nerf Dreadrock Bloon (Boss Rush): Health scaling reduced ― ×1.07 → ×1.055
  • Buff Dreadrock Bloon (Boss Rush): Dreadrock Bloons per spawn increased ― 3 → 6
Blast has been quite unforgiving in Boss Rush events, so we’re squeezing in a reduction to both health and heat gain within this mode.
— Update notes
  • Nerf Blastapopoulos (Boss Rush): Heat gain on each 'pop' reduced ― 0.02 → 0.015
  • Nerf Blastapopoulos (Boss Rush): Starting health reduced ― 400 → 350
  • Nerf Elite Blastapopoulos should now take extra damage from paragons (bug fix)
  • Buff Boss position should no longer reset on Castle Revenge and Balance (bug fix)
Blastapopoulos’ Rocks too often end up landing on a tower which takes it out of the game for a long time and hurts the intention of favouring closer range towers over long ones, to alleviate this we are cutting the rock duration in half and also increasing the radius of this rock circle so it becomes less likely to cover closeby towers.
— Update notes
  • Buff Resolved an issue where Blastapopoulos' Fireball spawn was doubled in Boss Rush (bug fix)
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In other languages

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This section was last updated for: version 54.0
Language Text Notes
Arabic اندفاع الزعامة
Danish Boss-sværm
German Boss-Rush
Spanish Carrera de jefes
Spanish (Latin America) Avalancha de jefes
Finnish Pomoryntäys
French Ruée de boss
Italian Assalto ai boss
Japanese ボスラッシュ
Korean 보스 러시
Dutch Baasaanval
Norwegian Sjefsrush
Polish Napływ bossów
Portuguese (Brazil) Desafio de Chefes
Russian Набег на боссов
Swedish Bossrusning
Thai บอสรัช
Turkish Patron Hücumu
Chinese (simplified) Boss冲击
Chinese (traditional) 頭目突襲

Footnotes

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  1. 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.
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