Strategy:Rogue Legends: Difference between revisions
Qwertyxp2000 (talk | contribs) Yes, people have complained about Phayze being a runkiller on dark castle before... |
m i know it's funny to do this but it looks weird and bad |
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{{BTD6 last updated| | {{Outdated|[[Diamondback]] is ruining a lot of the suggested strategies. (Potentially fixed in 54.1?)}} | ||
{{BTD6 last updated|53.2}} | |||
'''''Rogue Legends''''' presents a higher level of challenge compared the base game due its mechanics, the random nature of rogue-likes, the variety of maps and the harder rounds, so players need to adapt to a different playstyle if they wish to conquer the campaigns. | '''''Rogue Legends''''' presents a higher level of challenge compared the base game due its mechanics, the random nature of rogue-likes, the variety of maps and the harder rounds, so players need to adapt to a different playstyle if they wish to conquer the campaigns. | ||
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* And as the campaign advances, defense of of multiple lanes, [[DDT (BTD6)|DDT]] damage and counters for the [[Boss Bloon|Boss]]. | * And as the campaign advances, defense of of multiple lanes, [[DDT (BTD6)|DDT]] damage and counters for the [[Boss Bloon|Boss]]. | ||
For example if the player selects [[Quincy (BTD6)|Quincy]] as its Hero (0-0-3 [[Dart Monkey (BTD6)|Dart]], 0-0-2 [[ | For example if the player selects [[Quincy (BTD6)|Quincy]] as its Hero (0-0-3 [[Dart Monkey (BTD6)|Dart]], 0-0-2 [[Sniper Monkey (BTD6)|Sniper Monkey]]) the player can perform the following analysis: | ||
* Dart Monkey and Quincy himself can deal with Camo Zebras and Puples, but not | * Dart Monkey and Quincy himself can deal with Camo Zebras and Puples, but not Camo Leads reliably even with Quincy's Exploding arrows. | ||
* | * Bottom path Sniper has decent MOAB-Class damage with top (cross)path or can help with dense rounds and Camo detection using middle path, but also can't deal with Camo Leads and might not be the most reliable tower against Ceramic rushes. | ||
* | * From the two previous points going for middle crosspath on the Sniper is redundant with Dart and Quincy already covering Camo, but still useful if we have early pierce problems, and after MOAB-Class Bloons start showing up, then going for top path is better for single target damage and can defeat MOAB-Class reliably. | ||
* [[Heroic Specialty]] lets Quincy benefit from artifacts meant for Primary towers but will have little impact at the beginning of the game. | * [[Heroic Specialty]] lets Quincy benefit from artifacts meant for Primary towers but will have little impact at the beginning of the game. | ||
We now know our main weaknesses, so | We now know our main weaknesses, so our selections for Recruit or Artifacts need to be Towers that can deal with Camo Leads and that ideally can also help to handle Ceramic rushes. Since we are already focusing on Primary Towers due the Heroic Specially, we can pick options that will benefit from potential Artifact rewards later in the campaign such as 4-0-2 [[Juggernaut (BTD6)|Juggernaut]] or 2-0-3 [[Cryo Cannon (BTD6)|Cryo Cannon]]. Juggernaut can hit any type of Bloon and the Sniper can cover its single target damage weakness, while the Dart and Quincy can defeat Whites and Zebras for Cryo Cannon, but positioning is essential to not have the arrows doing nothing to Frozen Bloons. Other options include 0-3-2 [[Dragon's Breath (BTD6)|Dragon's Breath]], 0-3-2 [[Riptide Champion]], 3-X-X [[Spike Factory (BTD6)|Spike Factory]] or can be as just as simple to as picking up the [[Home Brew Alchemy]] Artifact to get an Alchemist to buff our towers, specially a 0-2-X Sniper, as it responds very well to buffs. | ||
Some early game Towers or Artifacts that can be used to complement a defense are the following: | Some early game Towers or Artifacts that can be used to complement a defense are the following: | ||
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In early stages, getting great scores is very party dependent, but in general, towers that do well in regular races will also do well in Rogue Legends if they have support that cover their weaknesses (ex. [[Blade Maelstrom (BTD6)|Blade Maelstrom]] needs both Lead and Camo popping power as soon as possible). In stage 1 is usually safe to send up to 3 rounds at the same time if the towers have enough pierce, otherwise, it is better to send rounds at a slower, but steady pace and aim for a lower reward. | In early stages, getting great scores is very party dependent, but in general, towers that do well in regular races will also do well in Rogue Legends if they have support that cover their weaknesses (ex. [[Blade Maelstrom (BTD6)|Blade Maelstrom]] needs both Lead and Camo popping power as soon as possible). In stage 1 is usually safe to send up to 3 rounds at the same time if the towers have enough pierce, otherwise, it is better to send rounds at a slower, but steady pace and aim for a lower reward. | ||
In later stages, even with a high amount of Artifact and powerful towers, sending many rounds at once is not advised as it easy to get pierce capped, and also DDT's, Fortified ZOMGs and BADs are dangerous threats, specially if they pop near the end of the track. It is recommended to start slowly and then do the full send when the main defensive towers are placed, | In later stages, even with a high amount of Artifact and powerful towers, sending many rounds at once is not advised as it easy to get pierce capped, and also DDT's, Fortified ZOMGs and BADs are dangerous threats, specially if they pop near the end of the track. It is recommended to start slowly and then do the full send when the main defensive towers are placed, but this can lead to high amounts of lag. | ||
==== Endurance Race ==== | ==== Endurance Race ==== | ||
The following table contains the recommended final round to be sent to reach each goal, this assumes no previous Bloon Encounters in the stage but this is compensated by the natural MOAB health scaling of Rogue Legends, | The following table contains the recommended final round to be sent to reach each goal, this assumes no previous Bloon Encounters in the stage but this is compensated by the natural MOAB health scaling of Rogue Legends. However, on the early stages it might be necessary to send a couple more rounds in difficult maps as the MOAB-Class Bloons will have less health than normal. | ||
The final round should be sent about 1 minute before the timer expires so it can be popped on time. Players can also send several rounds during the final seconds to boost the score by popping the weaker Bloons as the larger ones will not be able to reach the exit, but is recommended to exercise caution to avoid being pierce capped by the faster Bloons, particularly Ceramics, Purples or DDT's. | The final round should be sent about 1 minute before the timer expires so it can be popped on time. Players can also send several rounds during the final seconds to boost the score by popping the weaker Bloons as the larger ones will not be able to reach the exit, but is recommended to exercise caution to avoid being pierce capped by the faster Bloons, particularly Ceramics, Purples or DDT's. | ||
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== CHIMPS (XP farming) == | == CHIMPS (XP farming) == | ||
Obtaining all possible upgrades from the Rogue XP shop requires a little over 170,000 XP | Obtaining all possible upgrades from the Rogue XP shop requires a little over 170,000 XP. An efficient way to obtaining enough XP is to play CHIMPS mode with a high amount of curses and reaching the highest stage possible, as the largest source of XP are Final Bosses, which scale multiplicatively with each stage beaten. Reaching stages 15-20 generates roughly 50,000 Rogue XP. In general, 3 to 4 campaigns reaching stages 15-20 are usually enough to obtain the necessary XP. Stage 2-4 Merchants give very little XP and should be avoided. | ||
In the following table is a list of all curses and a recommendation if the player should or should not enable them for XP farming runs. | |||
{| class="wikitable mw-collapsible" | {| class="wikitable mw-collapsible" | ||
|+Recommended curses for Rogue XP | |+Recommended curses for Rogue XP | ||
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|10 | |10 | ||
|Yes | |Yes | ||
|Adding two more rounds to the tower cooldowns is mostly irrelevant if the Monkeys in the party are strong enough as the player might not even need to place additional towers at all mid-game with enough Artifacts. | |Adding two more rounds to the tower cooldowns is mostly irrelevant if the games are short in the first place or if the Monkeys in the party are strong enough as the player might not even need to place additional towers at all mid-game with enough Artifacts. | ||
|- | |- | ||
|[[File:BTD6_CurseMarketCrash.png|frameless|25x25px]] | |[[File:BTD6_CurseMarketCrash.png|frameless|25x25px]] | ||
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|10 | |10 | ||
|Mostly yes | |Mostly yes | ||
|Chests are a usually a better way to get artifacts in general and Mini Games / Bosses become easier on later stages so the need to obtain Artifacts from the Merchant is lessened, but players can play without this curse if needed, | |Chests are a usually a better way to get artifacts in general and Mini Games / Bosses become easier on later stages so the need to obtain Artifacts from the Merchant is lessened, but players can play without this curse if needed, until they obtain enough starting tokens from the XP Shop. Going deeper into a campaign nets more Rogue XP than buying it from the Merchants. | ||
|- | |- | ||
|[[File:BTD6_CursePerfectionist.png|frameless|25x25px]] | |[[File:BTD6_CursePerfectionist.png|frameless|25x25px]] | ||
|Perfectionist | |Perfectionist | ||
|10 | |10 | ||
|Mostly | |Mostly no | ||
| | |With the limitations due other curses like No Rerolls, Hard Target, and Choice Starved, the ability to pick more Artifacts in the early game is useful to cover the party's weaknesses and reach a critical amount of Artifacts faster, even if the player cannot make it past the Common goal. | ||
|- | |- | ||
|[[File:BTD6_CurseNoSelling.png|frameless|25x25px]] | |[[File:BTD6_CurseNoSelling.png|frameless|25x25px]] | ||
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|10 | |10 | ||
|Yes | |Yes | ||
|Standard CHIMPS rule | |Standard CHIMPS rule; in most situations if the player is in a position where selling a tower is really needed, it means the party is really flawed in the first place and is likely that the campaign is not going to go too much further. Players concerned about maximizing lag on Mini Bosses should be frugal with getting the Legendary score anyway, and Adora's Blood Sacrifice can circumvent the No Selling rule outside of Blastapopoulos. | ||
|- | |- | ||
|[[File:BTD6_CurseVeteranOnly.png|frameless|25x25px]] | |[[File:BTD6_CurseVeteranOnly.png|frameless|25x25px]] | ||
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|20 | |20 | ||
|Yes | |Yes | ||
|This doesn't affect base costs of towers and upgrades are already expensive, so making them slightly more expensive doesn't affect gameplay heavily, and there is counterplay by buying the discount upgrades from the XP Shop. | |This doesn't affect base costs of towers and upgrades, which are already expensive, so making them slightly more expensive doesn't affect gameplay heavily, and there is counterplay by buying the discount upgrades from the XP Shop. | ||
|- | |- | ||
|[[File:BTD6_CurseNoHandouts.png|frameless|25x25px]] | |[[File:BTD6_CurseNoHandouts.png|frameless|25x25px]] | ||
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|15 | |15 | ||
|No | |No | ||
|Not having starting | |Not having starting artifacts just makes the early stages extremely difficult, so is not worth it to have this curse enabled. | ||
|- | |- | ||
|[[File:BTD6_CurseSpeedy.png|frameless|28x28px]] | |[[File:BTD6_CurseSpeedy.png|frameless|28x28px]] | ||
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|20 | |20 | ||
|Yes | |Yes | ||
|This will limit the Artifact reward options and adding some RNG to the run, but not to the point where the player will lose because of this. Even with no rerolls, it will be nearly impossible to see a situation where all Artifact reward options are detrimental. Also, with Boosts being disabled, so there's even less of a necessity to reroll. | |This will limit the Artifact reward options and adding some RNG to the run, but not to the point where the player will lose because of this. Even with no rerolls, it will be nearly impossible to see a situation where all Artifact reward options are detrimental. Also, with Boosts being disabled, so there's even less of a necessity to reroll. This curse and Choice Starved should not be active at the same time. | ||
|- | |- | ||
|[[File:BTD6_CurseNoIncome.png|frameless|25x25px]] | |[[File:BTD6_CurseNoIncome.png|frameless|25x25px]] | ||
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|25 | |25 | ||
|No | |No | ||
|Skipping difficult encounters and having a safety net in case the player | |Skipping difficult encounters and having a safety net in case the player loses a game to keep a run alive is more important than the boost from this curse. | ||
|- | |- | ||
|[[File:BTD6_CurseSmallParty.png|frameless|26x26px]] | |[[File:BTD6_CurseSmallParty.png|frameless|26x26px]] | ||
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|25 | |25 | ||
|Depends | |Depends | ||
|A party of | |A party of 4 monkeys can be tough to build around in the mid-game as as a Party consisting of a main attacker helped by support towers will struggle on difficult maps like Dark Castle or Muddy/Bloody Puddles where map coverage is important and the available towers to place are few, so this curse should be disabled until the player upgrades Max Party Size at least a couple times or if the player can build a Party where each tower can handle Bloons by its own. | ||
|- | |- | ||
|[[File:BTD6_CurseChoiceStarved.png|frameless|25x25px]] | |[[File:BTD6_CurseChoiceStarved.png|frameless|25x25px]] | ||
|Choice Starved | |Choice Starved | ||
|30 | |30 | ||
| | |Depends | ||
|Chests are usually the main source of Artifacts so reducing the amount of choices available makes the run much more RNG dependent, as | |Chests are usually the main source of Artifacts in high Curse runs due the added difficulty of Mini Games, so reducing the amount of choices available makes the run much more RNG dependent, making it mostly a decision on how much the Starting Artifacts can carry the Campaign as the snowball of Artifacts is going to be much slower. This Curse and No Rerolls should not be active at the same time. | ||
|- | |- | ||
|[[File:BTD6_CurseLimitedResources.png|frameless|28x28px]] | |[[File:BTD6_CurseLimitedResources.png|frameless|28x28px]] | ||
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|35 | |35 | ||
|Depends | |Depends | ||
|Players that are just starting the DLC won't have many XP Shop upgrades on the first place, so there is virtually no downside to this curse | |Players that are just starting the DLC won't have many XP Shop upgrades on the first place, so there is virtually no downside to this curse. Later, the player should evaluate if having easier and quicker campaigns is better than the 35% increase from this curse. Once the player is familiar enough with the game, is probable that they don't need the XP Shop upgrades on the first place. | ||
|} | |} | ||
The XP Shop upgrades that help the most with XP farming are the following, so they should be prioritized before the others: | The XP Shop upgrades that help the most with XP farming are the following, so they should be prioritized before the others: | ||
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* [[Captain Churchill (BTD6)|Captain Churchill]] is always a great powerhouse that can be afforded pretty reliably thanks to the higher amounts of starting cash, it is recommended that the Artifacts can be used to cover its weakness like dense rounds before he gets its machine gun and Lead, Black and Camo Bloons before he levels up enough. | * [[Captain Churchill (BTD6)|Captain Churchill]] is always a great powerhouse that can be afforded pretty reliably thanks to the higher amounts of starting cash, it is recommended that the Artifacts can be used to cover its weakness like dense rounds before he gets its machine gun and Lead, Black and Camo Bloons before he levels up enough. | ||
During this part of the campaign, it is recommended to not try to force an strategy and just keep along with what the game provides. On stage 1, the player should visit a couple of special tiles to start the Artifact collection | During this part of the campaign, it is recommended to not try to force an strategy and just keep along with what the game provides. On stage 1, the player should visit a couple of special tiles to start the Artifact collection; however, players should usually not greed this stage unless they are confident they can deal with strong Bloons like Fortified [[ZOMG (BTD6)|MOABS]] or [[DDT (BTD6)|BFBs]]. After obtaining a few Artifacts, specially [[Essence Of Bloonarius]] or [[Essence Of Dreadbloon]], the players can now take greedy routes in stages 2-4 to get as many Artifacts as possible. | ||
==== Mid-game (Stages 6-10) ==== | ==== Mid-game (Stages 6-10) ==== | ||
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To reach a high of a stage as possible, players must be prepared face games where the Bloons scale much faster than in typical [[Freeplay]] gameplay. Compared to typical end-game Freeplay runs, the main similarities and differences are: | To reach a high of a stage as possible, players must be prepared face games where the Bloons scale much faster than in typical [[Freeplay]] gameplay. Compared to typical end-game Freeplay runs, the main similarities and differences are: | ||
* Bloon / MOAB health is much higher, and scale faster past Stage 5, the player will be facing [[Double HP MOABs]] in most Bloon Encounters around Stage 10, and will reach 5× health on Stage 20, 10× by Stage 30 and 20× by Stage 40 | * Bloon / MOAB health is much higher, and scale faster past Stage 5, the player will be facing [[Double HP MOABs]] in most Bloon Encounters around Stage 10, and will reach 5× health on Stage 20, 10× by Stage 30 and 20× by Stage 40. All this health scaling will be on top of regular Freeplay scaling so tower damage needs to climb on the millions to beat regular Bloon Encounters. | ||
* After Round 145, the round generation will be the same as in Freeplay, the scaling of Health, speed, status effect duration and cash per pop is also the same an in Freeplay. | * After Round 145, the round generation will be the same as in Freeplay, the scaling of Health, speed, status effect duration and cash per pop is also the same an in Freeplay. | ||
* Tier 5 | * Tier 5 Towers and Paragons are practically unavailable in Rogue Legends, so defenses are typically composed of Tier 3 or 4 towers helped by [[Essence Of Bloonarius]] or [[Essence Of Dreadbloon]] until the player can afford the upgrades, by Stages 25+, players can start using the cheap and mid-price types Tier 5 towers with the starting cash and with a critical amount of Artifacts, they should be able to handle the defense by their own. | ||
* Almost all the popping power will come by the combined effects of all Artifacts in the player's inventory. Allowing towers to attack extremely fast, have practically global range, and doing heavy amounts of damage. | * Almost all the popping power will come by the combined effects of all Artifacts in the player's inventory. Allowing towers to attack extremely fast, have practically global range, and doing heavy amounts of damage by launching very high number of projectiles. Players should expect high amounts of lag comparable to [[Freeplay#Bloons TD 6|Freeplay]] setups. | ||
* The main threats will still be [[BAD (BTD6)|BADs]], but DDTs | * The main threats will still be [[BAD (BTD6)|BADs]], but DDTs and Fortified DDTs and Super Ceramics are also dangerous in shorter maps, but thanks to the power of Artifacts, anything that isn't a BAD can be permanently stalled by the appropriate towers. However caution is advised on "Zebra" Bloon encounters as in those tiles Bloons cannot be stalled. | ||
Thanks to the power of Artifacts, nearly any tower can be used as DPS with very few exceptions. Tier 3 towers can be used as the main attackers | Thanks to the power of Artifacts, nearly any tower can be used as DPS with very few exceptions. Tier 3 towers can be used as the main attackers with Essence Of Bloonarius, the artifact that allows them to be considered as any category ([[Unification]], [[Conscription]], [[Monkey Academy (BTD6)|Monkey Academy]] or [[Master of all Trades]]) and a form of Camo detection if they don't have it natively ([[General's Disposition]], [[Radar Scanner (BTD6)|Radar Scanner]]) and should only get upgraded when both the Tier 4 and 5 upgrades can be purchased at the same time. Alternatively, Tier 4 Towers can be used to the same result with Essence Of Dreadbloon and [[Essence Of Phayze]] instead. Some examples include: | ||
* [[Tack Sprayer (BTD6)|Tack Sprayer]] | * [[Tack Sprayer (BTD6)|Tack Sprayer]] | ||
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|[[File:BTD6 ObynGreenfootLv20.png|42x42px]] | |[[File:BTD6 ObynGreenfootLv20.png|42x42px]] | ||
[[File:BTD6 AdmiralBrickellPortraitLvl20.png|46x46px]] | [[File:BTD6 AdmiralBrickellPortraitLvl20.png|46x46px]] | ||
|Obyn's passive abilities provide a general boost to [[Magic]] towers, specially [[Druid (BTD6)|Druids]] and Brickell does the same for [[Monkey Buccaneer (BTD6)|Buccaneers]] | |Obyn's passive abilities provide a general boost to [[Magic]] towers, specially [[Druid (BTD6)|Druids]] and Brickell does the same for [[Monkey Buccaneer (BTD6)|Buccaneers]] and [[Monkey Sub (BTD6)|Subs]] with her Naval Tactics ability. So they are the Heroes of choice if the player uses such towers. Striker Jones and Ezili can also be used for their boosts to other towers in a similar way. | ||
|- | |- | ||
|[[Ezili (BTD6)|Ezili]] | |[[Ezili (BTD6)|Ezili]] | ||
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|[[Adora (BTD6)|Adora]] | |[[Adora (BTD6)|Adora]] | ||
|[[File:BTD6 AdoraPortraitLvl20.png|46x46px]] | |[[File:BTD6 AdoraPortraitLvl20.png|46x46px]] | ||
|Using Blood Sacrifice to boost the power of herself and [[Sun Avatar (BTD6)|Sun Avatars]] is certainly worth it, specially with [[Divine Intervention]] as more attacks mean more opportunities of landing the Crit. However, the player should be careful with their Cash management in order to keep the buff always on. Adora can also be used as a [[One Monkey Army]] Hero, | |Using Blood Sacrifice to boost the power of herself and [[Sun Avatar (BTD6)|Sun Avatars]] is certainly worth it, specially with [[Divine Intervention]] as more attacks mean more opportunities of landing the Crit. However, the player should be careful with their Cash management in order to keep the buff always on. Adora can also be used as a [[One Monkey Army]] Hero, but she has a much more difficult early game than the Heroes listed below while using this Artifact. | ||
|- | |- | ||
|[[Striker Jones (BTD6)|Striker Jones]] / [[Captain Churchill (BTD6)|Captain Churchill]] | |[[Striker Jones (BTD6)|Striker Jones]] / [[Captain Churchill (BTD6)|Captain Churchill]] | ||
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|[[Support Chinook (BTD6)|Support Chinook]] + [[Get to the Chopper]] | |[[Support Chinook (BTD6)|Support Chinook]] + [[Get to the Chopper]] | ||
|[[File:BTD6 040-HeliPilot.png|44x44px]] | |[[File:BTD6 040-HeliPilot.png|44x44px]] | ||
|This is the next best farming setup after Benjamin as is not as expensive as the Tier 4 [[Banana Farm|Banana Farms]]. The ability of moving towers around and even have a {{BTD6 mk|Door Gunner}} later in the game is just a plus for this tower. | |This is the next best farming setup after Benjamin as is not as expensive as the Tier 4 [[Banana Farm|Banana Farms]]. The ability of moving towers around and even have a {{BTD6 mk|Door Gunner}} later in the game is just a plus for this tower. However, its utility is sometimes not worth it because a heavily boosted [[Downdraft (BTD6)|Downdraft]] generates very high amounts of lag. | ||
|- | |- | ||
|[[Monkey Village (BTD6)|Monkey Village]] + [[Biggest Beacon]] | |[[Monkey Village (BTD6)|Monkey Village]] + [[Biggest Beacon]] | ||
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From this point, the Rogue Legends health scaling starts to grow more quickly, so Bloon Encounters start to become more and more difficult, so this is the point where player can showcase the defense they have been preparing up to this point. It is recommended to have a more conservative approach towards skipping Bloon Encounters because there will be the need to skip difficult maps and Zebra tiles (Bloons cannot be stunned or slowed down, though they can still be knocked back by effects such as Essence of Vortex). | From this point, the Rogue Legends health scaling starts to grow more quickly, so Bloon Encounters start to become more and more difficult, so this is the point where player can showcase the defense they have been preparing up to this point. It is recommended to have a more conservative approach towards skipping Bloon Encounters because there will be the need to skip difficult maps and Zebra tiles (Bloons cannot be stunned or slowed down, though they can still be knocked back by effects such as Essence of Vortex). | ||
After reaching Stages 30-35, it might be impossible to defend BADs during the early rounds, so the only way around it is letting them leak with the Cats Meow Artifact and pop everything else. Campaigns are usually lost after a streak of difficult maps with little to no Camp Fires between them, so is important to pick the Encounters carefully. | After reaching Stages 30-35, it might be impossible to defend BADs during the early rounds, so the only way around it is letting them leak with the Cats Meow Artifact and pop everything else with the help of stalling towers that essentially act as a non-BAD filter. Campaigns are usually lost after a streak of difficult maps with little to no Camp Fires between them, so is important to pick the Encounters carefully. | ||
As available starting cash increases, it may be worthwhile to switch defenses away from Tier 3 towers/Essence of Bloonarius and onto Tier 4 ones, as Essence of Dreadbloon's stacking scaling and the Tier 4s' higher base stats eventually eclipse Essence of Bloonarius. | As available starting cash increases, it may be worthwhile to switch defenses away from Tier 3 towers/Essence of Bloonarius and onto Tier 4 ones, as Essence of Dreadbloon's stacking scaling and the Tier 4s' higher base stats eventually eclipse Essence of Bloonarius. | ||
Some late endgame defenses (Stage 40+) that rely on spawning many projectiles at once (e.g. middle path Mermonkeys) can become prone to crashing if too many projectiles and | Some late endgame defenses (Stage 40+) that rely on spawning many projectiles at once (e.g. middle path Mermonkeys) can become prone to very low FPS or even crashing if too many projectiles and Bloon interactions are happening, adding an additional limiting factor to defenses beyond raw damage output. Ironically, however, lag can become something of an ally otherwise, allowing more reaction time to use abilities and place towers than the high speed of the Bloons would otherwise allow. | ||
After Round 145, round spawns revert to BTD6's usual random | After Round 145, round spawns revert to BTD6's usual random Freeplay round generation. This also includes the ceramic/lead rush on Round 163, the two FBADs on Round 200, and the DDT/FDDT rush on Round 263. If a map starts on Round 146 or later, players can return to the map to restart the game which "rerolls" the RNG seed which changes the starting round's spawns, otherwise if the spawns are good but the player still needs to restart for whatever reason, then the player should restart the game from the pause menu as it does not change the seed, keeping the same spawns. | ||
=== Mini Games === | === Mini Games === | ||
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==== Races ==== | ==== Races ==== | ||
Rounds should be sent in small waves of 2-4 rounds every 10-30 seconds to reduce the risk of being pierce capped. It is important to note that the available time reduces 10 seconds per stage until reaching a minimum of 3 minutes. The last round should be sent with around 1 minute left on the timer so it can be popped on time. | Rounds should be sent in small waves of 2-4 rounds every 10-30 seconds to reduce the risk of being pierce capped, specially when BADs are popped as it is likely that many of them will pop in sequence. It is important to note that the available time reduces 10 seconds per stage until reaching a minimum of 3 minutes. The last round should be sent with around 1 minute left on the timer so it can be popped on time. | ||
==== Endurance Race ==== | ==== Endurance Race ==== | ||
Gameplay is similar to races | Gameplay is similar to races; however, as stages go on, the Bloon health scaling will outgrow the scoring requirements, so it will reach a point where players will no longer need to send additional rounds. In extreme endgame, should one wish to respec a Legendary Artifact, it is possible to complete a single round with auto-start off and then wait out the timer to reach the pop count goal. | ||
==== Least Cash ==== | ==== Least Cash ==== | ||
The defense should be based around Tier 3 or 4 towers boosted by Boss Artifacts, these are cheap and can be easily spammed to remain under budget. Boosts are awarded every round to increase their | The defense should be based around Tier 3 or 4 towers boosted by Boss Artifacts, these are cheap and can be easily spammed to remain under budget. Boosts are awarded every round to increase their stats. | ||
==== Mini Bosses ==== | ==== Mini Bosses ==== | ||
Any tower will start doing very larges amounts of damage to the boss instantly, so the pops will start going fast and the money can be spent on upgrades. Sometimes the actual difficulty will come from the length of the track more than from the | Any tower will start doing very larges amounts of damage to the boss instantly, so the pops will start going fast and the money can be spent on upgrades. Sometimes the actual difficulty will come from the length of the track more than from the Boss itself as score requirement can even be too much for even the strongest parties requiring hundreds of millions of damage to reach every additional pop. | ||
=== Final Boss === | === Final Boss === | ||
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=== Extraction priority === | === Extraction priority === | ||
If the player can choose between different Artifacts to extract, it is recommended do it in the following order so the harder to find Artifacts are obtained at the first available opportunity: | |||
# Legendary Artifacts which don't have a Rare version, except Boss Artifacts: [[Biggest Beacon]], [[Homing Projectiles]] and [[One Monkey Army]]. | # Legendary Artifacts which don't have a Rare version, except Boss Artifacts: [[Biggest Beacon]], [[Homing Projectiles]] and [[One Monkey Army]], but the last one is particularly hard to extract due its damage negation mechanics after picking it so it is recommended to consult the [[One Monkey Army#Extraction|extraction]] section of the article for tips. | ||
# Rare Artifacts which don't have a Common version: [[Abundant Choices]], [[Battlefield Commission]], [[Cats Meow]], [[Conscription]], [[Critical Success]], [[Discord]], [[Duckageddon]], [[Heroic Specialty]], [[Master of all Trades]], [[Monkey Academy (BTD6)|Monkey Academy]], [[No More Please]], [[Primary Specialist]], [[Rubber Bullets]], [[Summer Fun]], [[Summon Battle Cat]] and [[Support Specialist]]. | # Rare Artifacts which don't have a Common version: [[Abundant Choices]], [[Battlefield Commission]], [[Blitzing Ape Barrage Emitter]], [[Cats Meow]], [[Conscription]], [[Critical Success]], [[Discord]], [[Duckageddon]], [[Heroic Specialty]], [[Master of all Trades]], [[Monkey Academy (BTD6)|Monkey Academy]], [[No More Please]], [[Primary Specialist]], [[Rubber Bullets]], [[Summer Fun]], [[Summon Battle Cat]] and [[Support Specialist]]. | ||
#Any other Legendary Artifact, except Boss Artifacts. | #Any other Legendary Artifact, except Boss Artifacts. | ||
#Any Common Artifact not yet extracted. | #Any Common Artifact not yet extracted. | ||
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Bloon Encounters are handled in the same way as In Races and Endurance Races, rounds should be sent in a slow and steady pace to avoid getting pierce capped and build a Poplust army as the game progresses, it is important to note DDT defense will be needed for Endurance Races if the player aims for the Legendary goal (refer to the table in the Regular campaign section for the recommended final round to send). In Least Cash the player can build Poplusts as the budget allows. | Bloon Encounters are handled in the same way as In Races and Endurance Races, rounds should be sent in a slow and steady pace to avoid getting pierce capped and build a Poplust army as the game progresses, it is important to note DDT defense will be needed for Endurance Races if the player aims for the Legendary goal (refer to the table in the Regular campaign section for the recommended final round to send). In Least Cash the player can build Poplusts as the budget allows. | ||
For Final Bosses, Bloonarius is defended in the same way as stage one with some damage in the front and the spawn defense in the back of the track. On higher stages the ability to beat Vortex is highly map dependent, if needed, take longer routes for more Artifacts and Towers before facing it. For Dreadblon it is important to pick a second powerful non-Magic Tower along the way to cover that immunity, obtaining Monkey Academy Artifact is also useful. Phayze Any Boss fight will also benefit from towers that can attack the Boss from afar to complement the defense, specially against Vortex and Phayze, examples include Aircraft Carrier, Arctic Knight, Spike Storm and Elite Defender, | For Final Bosses, Bloonarius is defended in the same way as stage one with some damage in the front and the spawn defense in the back of the track. On higher stages the ability to beat Vortex is highly map dependent, if needed, take longer routes for more Artifacts and Towers before facing it. For Dreadblon it is important to pick a second powerful non-Magic Tower along the way to cover that immunity, obtaining Monkey Academy Artifact is also useful. Phayze Any Boss fight will also benefit from towers that can attack the Boss from afar to complement the defense, specially against Vortex and Phayze, examples include Aircraft Carrier, Arctic Knight, Spike Storm and Elite Defender. However, there's always the possibility of having an impossible Boss fight it can happen on the more difficult maps. | ||
== Tips and general recommendations == | == Tips and general recommendations == | ||
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* Unless the player is doing a [[One Monkey Army]] run, the choice of an starting Hero should be mostly taking considering the starting Monkeys and Artifacts and not the Hero itself, as it does not really matter in the long run because there aren't many artifacts that benefit them so it will quickly be left behind the main towers in terms of DPS, so Heroes are really only useful in the early game for defense and in Freeplay for the support it can provide. | * Unless the player is doing a [[One Monkey Army]] run, the choice of an starting Hero should be mostly taking considering the starting Monkeys and Artifacts and not the Hero itself, as it does not really matter in the long run because there aren't many artifacts that benefit them so it will quickly be left behind the main towers in terms of DPS, so Heroes are really only useful in the early game for defense and in Freeplay for the support it can provide. | ||
* In general, maxing out the Starting Artifact Power from the shop to start a run with a Boss Artifact is generally not worth it, as it is better to reroll Stage 1 until the desired Boss appears, and beat it on it weakest form. | * In general, maxing out the Starting Artifact Power from the shop to start a run with a Boss Artifact is generally not worth it, as it is better to reroll Stage 1 until the desired Boss appears, and beat it on it weakest form. | ||
* The only heart that matters is the last one because because there are no extra rewards at any point for having spare hearts, so using them to retry Mini Games for Legendary goals and skip difficult Bloon Encounters is very useful | * The only heart that matters is the last one because because there are no extra rewards at any point for having spare hearts, so using them to retry Mini Games for Legendary goals and skip difficult Bloon Encounters is very useful; however, it is always recommended to Heal at Camp Fires if the player has less than 3 hearts remaining. | ||
* One of the most useful skills that a Rogue Legends player can learn is to identify the moment where skipping a Bloon Encounter is the best action to take, as a stubborn player can easily lose a campaign by trying a difficult encounter two or three times and losing those hearts instead of just losing one by skipping. If the player can quickly identify a losing position, and have quick reflexes, they can go back to the stage map and just skip the tile with no additional penalties. | * One of the most useful skills that a Rogue Legends player can learn is to identify the moment where skipping a Bloon Encounter is the best action to take, as a stubborn player can easily lose a campaign by trying a difficult encounter two or three times and losing those hearts instead of just losing one by skipping. If the player can quickly identify a losing position, and have quick reflexes, they can go back to the stage map and just skip the tile with no additional penalties. | ||
* The best moment on a campaign to take greedy routes to maximize the rewards is on Stages 2 and 3, this is because players will still receive larger amounts of Cash to start the game, the map pool has not reached its maximum difficulty and the player's party is not as weak as in Stage 1. | * The best moment on a campaign to take greedy routes to maximize the rewards is on Stages 2 and 3, this is because players will still receive larger amounts of Cash to start the game, the map pool has not reached its maximum difficulty and the player's party is not as weak as in Stage 1. | ||
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* [https://btd6apiexplorer.github.io/rogue Manual tracker for extracted Artifacts in BTD6 API Explorer website] | * [https://btd6apiexplorer.github.io/rogue Manual tracker for extracted Artifacts in BTD6 API Explorer website] | ||
== References == | |||
<references /> | |||
== Navigation == | == Navigation == | ||
{{BTD6 strategy nav}} | {{BTD6 strategy nav}} | ||
[[Category:Rogue Legends]] | [[Category:Rogue Legends|*]] | ||
[[Category:BTD6 strategies]] | [[Category:BTD6 strategies]] | ||