Frontier Legends: Difference between revisions
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* [[Dynamite Bloon]]: It has 30 health and start a fuse animation when damaged. If they reach 10 health or lower it stops in place and starts a countdown, where, if not popped before it expires, it produces an explosion with a radius of 35 units that stuns nearby Towers for 6s and pop other Bloons caught in the explosion radius. They release 2 [[Black Bloon (BTD6)|Black Bloons]] and 3 [[Regrow Bloon (BTD6)|Regrow]] [[Red Bloon (BTD6)|Red Bloons]] when popped. | * [[Dynamite Bloon]]: It has 30 health and start a fuse animation when damaged. If they reach 10 health or lower it stops in place and starts a countdown, where, if not popped before it expires, it produces an explosion with a radius of 35 units that stuns nearby Towers for 6s and pop other Bloons caught in the explosion radius. They release 2 [[Black Bloon (BTD6)|Black Bloons]] and 3 [[Regrow Bloon (BTD6)|Regrow]] [[Red Bloon (BTD6)|Red Bloons]] when popped. | ||
* [[Glass Bloon (BTD6)|Glass Bloon]]: Immune to Fire, Energy and Plasma attacks and bounces back those attacks, it has 20 health and releases 1 [[Zebra Bloon (BTD6)|Zebra Bloon]], 1 Regrow Zebra Bloon and 1 [[Camo Bloon (BTD6)|Camo]] Zebra Bloon when popped. | * [[Glass Bloon (BTD6)|Glass Bloon]]: Immune to Fire, Energy and Plasma attacks and bounces back those attacks, it has 20 health and releases 1 [[Zebra Bloon (BTD6)|Zebra Bloon]], 1 Regrow Zebra Bloon and 1 [[Camo Bloon (BTD6)|Camo]] Zebra Bloon when popped. | ||
* [[Diamond Bloon]]: They only take 1 damage from any incoming attack and reduces the pierce of the projectile by 5. Also they are immune to all forms of stun and slowdown, like a [[BAD (BTD6)|BAD]]. It has 100 health and releases 1 [[Fortified Bloon (BTD6)|Fortified]] Ceramic Bloon when Popped. | * [[Diamond Bloon]]: They only take 1 damage from any incoming attack and reduces the pierce of the projectile by 5. Also they are immune to all forms of stun and slowdown, like a [[BAD (BTD6)|BAD]] in addition to instakill attacks. It has 100 health and releases 1 [[Fortified Bloon (BTD6)|Fortified]] Ceramic Bloon when Popped. | ||
* [[Aura Bloon]]: They create an area of effect with a radius of 40 units around it which increases the speed of other Bloons by 35%. It has 40 health and releases 3 Red Bloons, 3 [[Blue Bloon (BTD6)|Blue Bloons]], 3 [[Green Bloon (BTD6)|Green Bloons]], 3 [[Yellow Bloon (BTD6)|Yellow Bloons]], and 3 [[Pink Bloon (BTD6)|Pink Bloons]] when popped. | * [[Aura Bloon]]: They create an area of effect with a radius of 40 units around it which increases the speed of other Bloons by 35%. It has 40 health and releases 3 Red Bloons, 3 [[Blue Bloon (BTD6)|Blue Bloons]], 3 [[Green Bloon (BTD6)|Green Bloons]], 3 [[Yellow Bloon (BTD6)|Yellow Bloons]], and 3 [[Pink Bloon (BTD6)|Pink Bloons]] when popped. | ||
* [[Retribution Bloon]]: When it is damaged 5 times by the same tower, it stuns it for 1.5s and the Tower which pops it is also stunned for 6s. It is immune to all slowdown effects. It has 100 health and releases 4 Yellow Bloons and | * [[Retribution Bloon]]: When it is damaged 5 times by the same tower, it stuns it for 1.5s and the Tower which pops it is also stunned for 6s. It is immune to all slowdown effects. It has 100 health and releases 4 Yellow Bloons and 2 [[Purple Bloon (BTD6)|Purple Bloons]] when popped. | ||
* [[Ringleader Bloon]]: They create a shield with 80 health and with a radius of 34.5 units around it which protects all Bloon inside it, but it limits their speed while inside the barrier. It has 30 health releases 3 [[Rainbow Bloon (BTD6)|Rainbow Bloons]] when popped. | * [[Ringleader Bloon]]: They create a shield with 80 health and with a radius of 34.5 units around it which protects all Bloon inside it, but it limits their speed while inside the barrier. It has 30 health releases 3 [[Rainbow Bloon (BTD6)|Rainbow Bloons]] when popped. | ||
After winning the battle, the players can replay it but with a later set of rounds, for example, if the story game was from rounds 1/20, the replay could be played at rounds 16/25. If the player is defeated or it exits the game, it will continue at the start of the last round that player cleared, without any Towers in the map (other than story towers, if any). After the story is completed, the "Replay" version of the map is changed by an "Elite" version, which plays into much later rounds and has higher rewards. The "Elite" version of the map is also applied to Side Missions and Boss Battles, even if the player didn't clear them during the story. Players can keep playing in the same map afterwards, but the starting and ending rounds of the game will also keep increasing each time. | After winning the battle, the players can replay it but with a later set of rounds, for example, if the story game was from rounds 1/20, the replay could be played at rounds 16/25. If the player is defeated or it exits the game, it will continue at the start of the last round that player cleared, without any Towers in the map (other than story towers, if any). After the story is completed, the "Replay" version of the map is changed by an "Elite" version, which plays into much later rounds and has higher rewards. The "Elite" version of the map is also applied to Side Missions and Boss Battles, even if the player didn't clear them during the story. Players can keep playing in the same map afterwards, but the starting and ending rounds of the game will also keep increasing each time. | ||