Freeplay: Difference between revisions
→Bloons TD 6: Add other Bloon types whose lives deducted changes in Freeplay |
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In Freeplay, {{BTD6|BAD}}s are the only significant threat, as all other Bloons and blimps can be permanently stalled. [[Logs]] is the recommended map, as it has an abundance of good placements, contains enough space for farming (contrary to popular belief), and is the 2nd longest map (after [[Scrapyard]], which severely lacks space). Farming is crucial in Freeplay, with {{BTD6|Banana Central}} + {{BTD6|Banana Research Facility}} spam + {{BTD6|Monkeyopolis}} + {{BTD6|Overclock}}s (for the Farms) being the most optimal farming strategy. While farming, it is recommended to {{BTD6|Ultraboost}} towers that will be present in the final setup. Use {{BTD6|Support Chinook}} to move the towers to their final desired positions. | In Freeplay, {{BTD6|BAD}}s are the only significant threat, as all other Bloons and blimps can be permanently stalled. [[Logs]] is the recommended map, as it has an abundance of good placements, contains enough space for farming (contrary to popular belief), and is the 2nd longest map (after [[Scrapyard]], which severely lacks space). Farming is crucial in Freeplay, with {{BTD6|Banana Central}} + {{BTD6|Banana Research Facility}} spam + {{BTD6|Monkeyopolis}} + {{BTD6|Overclock}}s (for the Farms) being the most optimal farming strategy. While farming, it is recommended to {{BTD6|Ultraboost}} towers that will be present in the final setup. Use {{BTD6|Support Chinook}} to move the towers to their final desired positions. | ||
Debuffs (such as {{BTD6|Super Brittle}} and {{BTD6|Cripple MOAB}}), supporting towers (such as {{BTD6|Homeland Defense}} and Ultraboost), and the {{BTD6|Hero}} are all crucial to Freeplay. There are two options for the core of the defense that stand out: {{BTD6|Sun Temple}}s + {{BTD6|Sun Avatar}}s and {{BTD6|Bloonjitsu}}s + [[Shinobi Tactics (BTD6)|Shinobis]]. The first strategy produces much more DPS, but the latter allows for usage of [[Ezili (BTD6)|Ezili]] and [[Legend of the Night (BTD6)|Legend of the night]] to instakill some [[BAD (BTD6)|BAD]]<nowiki/>s at the cost of lower DPS. More optimal strategy from these two is undefined, and a controversial topic. {{BTD6|Adora}} is the optimal Hero for Sun Temples + Sun Avatars, and {{BTD6|Ezili}} is the optimal Hero for Bloonjitsus + Shinobis. A third major strategy has recently been created; though micro intensive, it currently has unparalleled potential. The name of this strategy is Hybrid, which involves chinooking Ninjas into Temples to be able to fit both a temple setup and a large ninja army for huge DPS, which works with either hero. | Debuffs (such as {{BTD6|Super Brittle}} and {{BTD6|Cripple MOAB}}), supporting towers (such as {{BTD6|Homeland Defense}} and Ultraboost), and the {{BTD6|Hero}} are all crucial to Freeplay. There are two options for the core of the defense that stand out: {{BTD6|Sun Temple}}s + {{BTD6|Sun Avatar}}s and {{BTD6|Bloonjitsu}}s + [[Shinobi Tactics (BTD6)|Shinobis]]. The first strategy produces much more DPS, but the latter allows for usage of [[Ezili (BTD6)|Ezili]] and [[Legend of the Night (BTD6)|Legend of the night]] to instakill some [[BAD (BTD6)|BAD]]<nowiki/>s at the cost of lower DPS. More optimal strategy from these two is undefined, and a controversial topic. {{BTD6|Adora}} is the optimal Hero for Sun Temples + Sun Avatars, and {{BTD6|Ezili}} is the optimal Hero for Bloonjitsus + Shinobis. A third major strategy has recently been created; though micro intensive, it currently has unparalleled potential. The name of this strategy is Hybrid, which involves chinooking Ninjas into Temples to be able to fit both a temple setup and a large ninja army for huge DPS, which works with either hero. Eventually, as more paragons are added, [[Geraldo (BTD6)|Geraldo]] will likely become a viable hero due to his Paragon Power Totems being the only way to achieve level 100 Paragons outside of co-op. | ||
== Update history (BTD6) == | == Update history (BTD6) == | ||
Revision as of 20:09, 24 September 2025
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In the Bloons TD series, Freeplay is the game mode to which players may gain access after completing a game on a certain difficulty. During Freeplay, a mechanic called Ramping increases the speed of Bloons, raising the health of MOAB-Class Bloons, and decreasing the effects of stuns on MOAB-class Bloons. These stun effects include all stuns including the Cripple Moab debuff, the Bloon Sabotage (040 Ninja) and Grand Saboteur ability (050 Ninja,) the Snowstorm ability (040 Ice Monkey,) and all other knockback effects. There also comes a point after which rounds are randomly generated.
Bloons TD 3
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Bloons TD 4
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The Flash version of Bloons TD 4 is limited to 255 rounds outside of Apopalypse. The last five rounds don't spawn any Bloons, and Round 250 has 9999 BFBs. The mobile version of Bloons TD 4 has no known round limit, as players have gone beyond 250 rounds on Mobile.
Freeplay Mode in Bloons TD 4 has Bloon spawns ranging from Zebras to BFBs, with rounds getting longer and harder as the player progresses. Rounds with up to 10 million RBE or more can appear when going past Round 240.
Bloons TD 5
Bloons TD 5 has Freeplay effects after Round 85. Freeplay effects include:
- Ceramic Bloons turn into Super Ceramic Bloons.
- MOAB-class Bloons gain 5% health per round starting from Round 103.
- All Bloons gain 15% speed per round starting from Round 103 as well.
- Cash per pop continues to get reduced (this actually begins at Round 51, or 31 in Mastery Mode, but that is not when most players consider Freeplay):
| Start Round | End Round | Relative cash per pop |
|---|---|---|
| 1 | 50 | 100% |
| 51 | 60 | 50% |
| 61 | 85 | 20% |
| 86 | 100 | 10% |
| 101 | - | 2% |
Rounds are randomly generated, having Bloon spawns ranging from Ceramics to ZOMGs (MOABs to ZOMGs in Mastery Mode).
Bloons TD 6
Bloons TD 6 has Freeplay effects after round 80 (with some exceptions involving Quests). Freeplay effects include:
- Ceramic Bloons turn into Super Ceramic Bloons.
- Leaking certain Bloons deducts fewer lives than before:
| Bloon | Pre-freeplay lives cost | Freeplay lives cost | reduction |
|---|---|---|---|
| Black, White, Purple | 11 | 6 | -5 |
| Lead, Zebra | 23 | 7 | -16 |
| Fortified Lead | 26 | 10 | -16 |
| Rainbow | 47 | 8 | -39 |
| Ceramic | 104 | 65 | -39 |
| Fortified Ceramic | 114 | 75 | -39 |
| MOAB | 616 | 460 | -156 |
| Fortified MOAB | 856 | 700 | -156 |
| BFB | 3164 | 2540 | -624 |
| Fortified BFB | 4824 | 4200 | -624 |
| ZOMG | 16,656 | 14,160 | -2496 |
| Fortified ZOMG | 27,296 | 24,800 | -2496 |
| DDT | 816 | 660 | -156 |
| Fortified DDT | 1256 | 1100 | -156 |
| BAD | 55,760 | 50,300 | -5460 |
| Fortified BAD | 98,360 | 92,900 | -5460 |
- MOAB-Class Bloons gain additional HP every round:
| Start round | End round | additional HP per round |
multiplier at start round |
multiplier at end round |
|---|---|---|---|---|
| 81 | 100 | +2% | 1.02 | 1.40 |
| 101 | 125 | +5% | 1.45 | 2.75 |
| 126 | 150 | +15% | 2.90 | 6.50 |
| 151 | 250 | +35% | 6.85 | 41.50 |
| 251 | 300 | +100% | 42.50 | 91.50 |
| 301 | 400 | +150% | 93.00 | 241.50 |
| 401 | 500 | +250% | 244.00 | 491.50 |
| 501 | - | +500% | 496.50 | - |
- All Bloons start to gain an additive +2% speed every round, with random jumps at certain rounds:
| Start round | End round | additional speed per round |
multiplier at start round |
multiplier at end round |
|---|---|---|---|---|
| 81 | 100 | +2% | 1.02 | 1.40 |
| 101 | 150 | +2% | 1.60 | 2.58 |
| 151 | 200 | +2% | 3.00 | 3.98 |
| 201 | 251 | +2% | 4.50 | 5.50 |
| 252 | - | +2% | 6.00 | - |
- Cash per pop continues to gets reduced (this actually begins at round 50, but that is not when most players consider Freeplay):
| Start round | End round | relative cash per pop |
|---|---|---|
| 1 | 50 | 100% |
| 51 | 60 | 50% |
| 61 | 85 | 20% |
| 86 | 100 | 10% |
| 101 | 120 | 5% |
| 121 | - | 2% |
- XP decreases to 10% of normal rates after round 100
- Duration of applied statuses to Bloons decreases:
| Start round | End round | Status duration decrease |
|---|---|---|
| 150 | 199 | -10% |
| 200 | 249 | -20% |
| 250 | 299 | -30% |
| 300 | 349 | -40% |
| 350 | - | -50% |
Past round 140, all rounds are randomly generated, except for round 200. Rounds 163 and 263 are also randomized but have a much narrower range of possible Bloons. Round 163 is a buffed version of Round 63, containing Lead, Fortified Lead, Super Ceramic, and Fortified Super Ceramic bloons. Round 263 has rushes of DDTs and Fortified DDTs. Rounds 10,000 and above are also pre-determined, but they aren't humanly possible to reach.[fn 1]
Strategy
In Freeplay, BADs are the only significant threat, as all other Bloons and blimps can be permanently stalled. Logs is the recommended map, as it has an abundance of good placements, contains enough space for farming (contrary to popular belief), and is the 2nd longest map (after Scrapyard, which severely lacks space). Farming is crucial in Freeplay, with Banana Central + Banana Research Facility spam + Monkeyopolis + Overclocks (for the Farms) being the most optimal farming strategy. While farming, it is recommended to Ultraboost towers that will be present in the final setup. Use Support Chinook to move the towers to their final desired positions.
Debuffs (such as Super Brittle and Cripple MOAB), supporting towers (such as Homeland Defense and Ultraboost), and the Hero are all crucial to Freeplay. There are two options for the core of the defense that stand out: Sun Temples + Sun Avatars and Bloonjitsus + Shinobis. The first strategy produces much more DPS, but the latter allows for usage of Ezili and Legend of the night to instakill some BADs at the cost of lower DPS. More optimal strategy from these two is undefined, and a controversial topic. Adora is the optimal Hero for Sun Temples + Sun Avatars, and Ezili is the optimal Hero for Bloonjitsus + Shinobis. A third major strategy has recently been created; though micro intensive, it currently has unparalleled potential. The name of this strategy is Hybrid, which involves chinooking Ninjas into Temples to be able to fit both a temple setup and a large ninja army for huge DPS, which works with either hero. Eventually, as more paragons are added, Geraldo will likely become a viable hero due to his Paragon Power Totems being the only way to achieve level 100 Paragons outside of co-op.
Update history (BTD6)
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- An Insta Monkey is now rewarded for every 100th round completed, not just round 100
- "Freeplay difficulty scaling and bloon groupings have had a massive rework to be considerably more difficult."
- Stats summary now displays upon Game Over in freeplay
Experience reduction for continuing into freeplay has been reduced ― 90% → 70%
- Note: Rounds after 100 unchanged
- Rounds 101−120 are now set
- Rounds 121-140 are now set
- Freeplay formula for MOAB Health Increase from round 125+ reduced ― 0.20 → 0.15
- Freeplay formula for MOAB Health Increase from round 152+ reduced ― 0.50 → 0.35
- Round ramping for deep freeplay has been increased on rounds 251, 301, 401 & 501, ramping on round 152 has been pulled back to 151
Rounds 163-171 and 263-271 now exist again (bug fix)
Resolved issue where every round after 271 was only BADs (bug fix)
Round 101+ natural income generation increased ― 2% → 5%
- Note: 121+ remains at 2%
Freeplay budget scaling reduced slightly (same speed/hp, but number of Bloons added per round will increase at a slower rate)
Resolved an issue with round budget generation (bug fix)
- Note: Details unknown
Footnotes
- ↑ It was possible in a challenge editor game with 5% ability cooldowns, Energizer and Legend of The Night before Update 43 until Round 10,000 when rounds are short enough to use the Black Hole around twice per round (max uses per round post Update 43).