Strategy:Bloonarius (BTD6): Difference between revisions

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Qwertyxp2000 (talk | contribs)
i am rusty with boss rush, but I tried
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* [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] to pop the early bleed bloons as well as the ceramic rushes
* [[M.O.A.R Glaives (BTD6)|M.O.A.R Glaives]] to pop the early bleed bloons as well as the ceramic rushes


Towards the late-game, save up for Paragons, but watch out for the FDDT skull at 70 score.
In the mid-game, the usual anti-Bloonarius defense like M.A.D are the typical go-to choices for damage. If steady pops are secured, add income use [[Rubber to Gold (BTD6)|Rubber to Gold]] and/or 2-0-4 [[Bloon Trap (BTD6)|Bloon Trap]] near the entrance (if available), and [[Merchantman (BTD6)|Merchantman]] farming. [[Spirit of the Forest (BTD6)|Spirit of the Forest]] is also a good choice against natural Bloons and most of the Bloonarius minions, but could steal Paragon pops later on.
 
Towards the late-game, start saving up for Paragons. In the meantime, watch out for the FDDT skull at 70 score and BAD at 90 score, so be sure to have supplementary defense for those tiers.


== Tips and recommendations ==
== Tips and recommendations ==

Revision as of 11:06, 9 November 2025

This article was last updated for: version 51.2

Bloonarius has simple mechanics, high health, low speed and its only special trait is the Bloons it spawns. In lower tiers, separate defenses might be needed to deal with Bloonarius and his minions, in later tiers, the bleed and skull Bloons are dealt with the pierce, splash damage and range of the main attack towers, and because of this, many defenses don't need additional towers to defend the spawns.

This strategy page only covers dealing with Bloonarius itself and not the farming required to afford the defenses; for such guide, consult Strategy:Boss Bloon Event. The tower selection also assumes all challenge modifiers are at standard values.

Normal Bloonarius

Bloonarius

Tier 1

In the low tiers, Bloonarius defense usually splits between towers that damage the Boss directly and towers which defend the bleed Bloons and specially the ones that are spawned upon reaching a skull. Regular rounds will be easily handled by either defense.

To damage the boss, the following options can be used. The buff granted by Jungle Drums is extremely worthwhile for its cost, and is strongly recommended for every tier of Normal and Elite Bloonarius, unless First Strike Capability, Spike Storm, Master Bomber, or MOAB Eliminator is the main damage dealer.

The spawns can be handled most efficiently by 2× 4-0-2 M.O.A.R Glaives.

  • 0-4-0 First Strike Capability, requires better defenses for the spawns as two skulls can be triggered from the ability.
  • 4-2-0 Plasma Accelerator
    • With active micromanagement, this tower is also effective against the boss' spawned Bloons.
  • 2-0-3 Dark Knight, use the Darkshift ability to keep Bloonarius in range.
  • 4× 0-1-4 Poplust and 4-0-0 Embrittlement
  • 1-4-0 Spike Storm
  • There are many other towers that can defeat Bloonarius, but are more expensive compared to the options mentioned here, includes Crossbow Master.

Other options for defending the spawns are a combination of two of the following towers (can be the same):

Tier 2

Tier 2 is defended in the same way as Tier 1 for the most part. Options to damage the Boss include:

The spawns are handled in the same way as Tier 1, but with three towers instead of two.

Tier 3

For this tier non-paragon singular tower solutions start to struggle, so support them with Permanent Brew, Call to Arms, Overclock (unless using Carpet of Spikes), Homeland Defense, alongside debuffs for the boss like Super Brittle, Glue Storm and Cripple MOAB.

Options to defend the spawns include 5-0-2 Glaive Lord, 5-2-0 The Bloon Solver or 1-5-0 Spirit of the Forest.

Spawns can also be handled by 2-5-0 Special Poperations (keeping the Marine deployed), 5-1-0 Lord of the Abyss and 2-0-5 Perma-Spike.

Tier 4

Two or three of the Tier 3 options can be used or any Paragon (Degree 1 is enough but 20 is recommended). The spawns at this point can be handled by the main defense but is recommended to still have a back defense just in case.

Tier 5

Using many of the options of Tier 3 at the same time can handle this tier with the buffs and Boss debuff towers, but a Paragon is recommended. Apex Plasma Master, Crucible of Steel and Flame and Glaive Dominus can defeat Bloonarius at Degree 40. Nautic Siege Core, Navarch of the Seas at Degree 20. And finally, Ascended Shadow and Goliath Doomship at Degree 1 or a VTSG can also defeat Bloonarius. Ballistic Obliteration Missile Bunker can defeat the Boss at Degree 1 in most maps by using the ISABM ability as soon its ready but it is unreliable against the spawns due its low attack speed. Magus Perfectus also can do it at Degree 1 if two Metamorphosis can be used with nearly full Graveyard while the Boss is in range, otherwise it needs Degree 20. Master Builder is similar, it needs some rounds before to self-overclock and prepare the Paragon Sentries to defeat Bloonarius at Degree 1.

Bloonarius spawns a BAD at a skull, make sure the back defense can handle it if it get outside of the range of the main defense, specially if using Crucible of Steel and Flame or Ballistic Obliteration Missile Bunker as neither can target the DDTs after popping the BAD layer.

Elite Bloonarius

Elite Bloonarius

Tier 1

Just like Normal, the defense splits between damaging the boss and defending the spawns. The first half of the defense are centralized on damaging the Boss itself:

To defend the spawns players can use 3× 4-0-2 M.O.A.R Glaives and 4-0-1 Stronger Stimulant to buff them.

Other options to defend the spawns is recommended to use a combination of at least three (depending on how the other half of the defense can help) of the options listed below.

Tier 2

Tier 2 is defended in the same way as Tier 1 for the most part. Options to damage the boss include:

Options to defend the spawns include 5-0-2 Glaive Lord, 5-2-0 The Bloon Solver or 1-5-0 Spirit of the Forest.

And for defending the spawns:

Tier 3

At Tier 3, a Paragon is recommended as it can deal with Bloonarius and its spawns. Apex Plasma Master, Crucible of Steel and Flame and Glaive Dominus are usually affordable at this point of the game.

A Degree 1 Dart Paragon is barely enough to defeat Elite Bloonarius on most maps, but Degree 20 is recommended, which can easily be obtained by placing a second Crossbow Master with the Master Double Cross Monkey Knowledge. Its effectiveness in dealing with the bleed and skull Bloons are mostly placement and map dependent. Tack and Boomerang Paragon have an easier time in this regard at higher cost, even at Degree 1. If Bloonarius' spawns get past the Paragon's range, the back defense must be ready to deal with BADs and DDTs.

In the case Paragons are not available, placing some options of the Tier 2 defenses can deal with Tier 3, and at this point Sun Temple (with only Support sacrifices or in 3 categories in preparation for a VTSG), Super Mines and Legend of the Night can also be afforded. Other defensive options include Sun Avatar or Shinobi Tactics spam. Using buff towers such as Permanent Brew, Call to Arms and Homeland Defense alongside debuffs for the boss like Super Brittle, Glue Storm and Cripple MOAB is very important.

Tier 4

Adding a second Paragon is recommended at this point. Degree 20 Dart and Tack or Boomerang Paragon can defeat Tier 4 Elite Bloonarius, and if those can, any combination of stronger Paragons are also capable of doing it. A VTSG can also be used in place of any paragon.

Without challenge modifiers, Apex Plasma Master, Crucible of Steel and Flame and Glaive Dominus can defeat the Boss without help at Degree 60 (or even 40 on some maps for Tack and Boomerang Paragons). Ballistic Obliteration Missile Bunker, Nautic Siege Core, Navarch of the Seas, Magus Perfectus and Ascended Shadow at Degree 20, however the Bomb Paragon can't handle the spawns. Master Builder can also do it at Degree 20 but is recommended to place it several rounds before for its self-overclock and doing Sentry micro during the fight. And finally, Goliath Doomship can beat it at Degree 1.

It is recommended to not have the Paragons too close to each other so they can cover most of the map to deal with Bloonarius's spawns. Super Mines is a good last resort in the back of the track to deal with the Fortified BADs.

Tier 5

In preparation for this Tier, it is recommended to sell Apex Plasma Master, Crucible of Steel and Flame and/or Glaive Dominus if their Degree is lower than 40, then choose between 4 of the following options (or 3 with 20 more degrees per Paragon):

Having the usual debuff towers for a boss such as Super Brittle, Glue Storm and Cripple MOAB is always helpful. Degree 80+ Ascended Shadow or Magus Perfectus (with good ability timing), or Degree 60+ Goliath Doomship can defeat Bloonarius on their own.

Boss Rush

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The editor who added this notice elaborates: Add strategies for mid and late game

In Boss Rush, Bloonarius starts at 400 health, which increases by 6.5% every time it's popped. Every 10 pops, Bloonarius sends out a wave of bloons as if it reached a skull in a regular game. It also spawns bloons across the track if it takes enough damage. Early in the fight, most common strategies used involve towers that do low damage, but shoot several projectiles and have high attack speed, as adding 1 or 2 damage to them (usually with an Alchemist or Embrittlement) greatly increases their damage output. Some of the early-game damaging towers are:

In the mid-game, the usual anti-Bloonarius defense like M.A.D are the typical go-to choices for damage. If steady pops are secured, add income use Rubber to Gold and/or 2-0-4 Bloon Trap near the entrance (if available), and Merchantman farming. Spirit of the Forest is also a good choice against natural Bloons and most of the Bloonarius minions, but could steal Paragon pops later on.

Towards the late-game, start saving up for Paragons. In the meantime, watch out for the FDDT skull at 70 score and BAD at 90 score, so be sure to have supplementary defense for those tiers.

Tips and recommendations

  • Contrary to the other bosses, Bloonarius doesn't have any protection against receiving damage after a skull is reached, so several First Strike Capability and explosions from Master Builder's Sentry Paragons can defeat Normal Bloonarius and the lower tier Elite Bloonarius in a few seconds. Players should use extreme caution with this strategy as Bloonarius still spawns all the Bloons it would normally do, but now all at the same time which can easily overwhelm any defense, even Blade Traps and Maelstrom abilities.
  • If the player doesn't want or can't afford to place all the defense at once, is better to place the bleed/skull defense first before the main attacker to avoid getting overrun by the Bloons.
  • On normal circumstances, the regular bloon spawns can be ignored while the Boss is on the screen, as the regular rounds are usually much weaker than Bloonarius skull spawns.
  • Bloonarius bleed spawns avoid the end of the track (75%+ approximately) and they will always spawn in the same path as the Boss, so no need to cover multiple tracks.
  • Skull spawns happen in front of Bloonarius, so if a skull is triggered really late, the defenses might not have enough time to deal with them as they also have a brief period of immunity.
  • The bleed spawn mechanic makes very difficult to stall rounds as the bleed Bloons can be mixed with the regular bloon spawns, making it very difficult to select specific bloons to slow down.
  • Depending on the specific defensive setup, it might be important to micro the targeting of the main boss attackers to either avoid distraction with the spawns or in the other end, helping with the cleanup.
  • Crucible of Steel and Flame deserves a special mention because is a very powerful tool against Elite Bloonarius when placed in a good spot where its main attack can reach back the track as it can quickly clear the Fortified BADs and their insides without sacrificing damage against the Boss itself (just remember to have a way to deal with the camo from DDTs after the BAD breaks). It can deal heavy damage from afar with the Meteor ability and do very high damage in a little amount of time when the boss when it passes over it.
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The editor that added this notice elaborates: Images of example defensive setups