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{{Lede image|BTD6 BossRushEvent.png}} | {{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]] | '''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. | ||
== | ==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 | |||
|} | |} | ||
The player's | ===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 starts with | 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 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== | ||
| Line 129: | Line 232: | ||
<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> | <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--> | ||
| Line 137: | Line 242: | ||
*[[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. | *[[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=== | ||
| Line 143: | Line 249: | ||
==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 | 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== | ||