Roaming Bloon: Difference between revisions

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{{research|Bloon spawn locations}}{{Lede image|BTD6 FrontierWorldIconSection7-1.png|Artwork of Roaming Bloons in ''Frontier Legends''}}
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'''Roaming Bloons''' (also referred to as '''Wandering Bloons''') are a game mechanic in the ''[[Frontier Legends]]'' DLC of ''[[Bloons TD 6]]''. These cowboy hat-wearing [[Bloon]]s appear on most areas in the Frontier and either chase [[Sheriff (BTD6)|Sheriff]] or flee from them. If Sheriff touches a Roaming Bloon, the player has the option to challenge the Bloon to a minigame called '''Quick Draw''', which rewards [[Bananite]] and can drop other items if the player wins. However, if the player loses the minigame or flees from a chasing Bloon after touching it, the player loses Bananite and their whole posse loses some [[Stamina]].
'''Roaming Bloons''' (also referred to as '''Wandering Bloons''') are a game mechanic in the ''[[Frontier Legends]]'' DLC of ''[[Bloons TD 6]]''. These cowboy hat-wearing [[Bloon]]s appear on most areas in the Frontier and either chase [[Sheriff (BTD6)|Sheriff]] or flee from them. If Sheriff touches a Roaming Bloon, the player has the option to challenge the Bloon to a minigame called '''Quick Draw''', which rewards [[Bananite]] and can drop other items if the player wins. However, if the player loses the minigame or flees from a chasing Bloon after touching it, the player loses Bananite and their whole posse loses some [[Stamina]].



Revision as of 08:11, 10 April 2026

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Artwork of Roaming Bloons in Frontier Legends


Roaming Bloons (also referred to as Wandering Bloons) are a game mechanic in the Frontier Legends DLC of Bloons TD 6. These cowboy hat-wearing Bloons appear on most areas in the Frontier and either chase Sheriff or flee from them. If Sheriff touches a Roaming Bloon, the player has the option to challenge the Bloon to a minigame called Quick Draw, which rewards Bananite and can drop other items if the player wins. However, if the player loses the minigame or flees from a chasing Bloon after touching it, the player loses Bananite and their whole posse loses some Stamina.

Mechanics

Roaming Bloons populate most areas and slowly wander around at random. Most Bloons appear out in the open, but Zombie Bloons are buried underground and only emerge if Sheriff goes near them. If a Roaming Bloon detects Sheriff, it either chases after them or moves away from them, depending on the Bloon type. If Sheriff touches a Bloon, the player is forced to select one of the following options:

Icon Text Effect
Let It Go!
Let the Bloon go
Only appears if Sheriff touches a fleeing Bloon. Ends the event with no penalties for Sheriff nor the Bloon.
Run!
Posse loses <amount>% Stamina and <amount> Bananite!
Only appears if a chasing Bloon touches Sheriff. Sheriff loses Bananite and the posse loses some Stamina equal to half the amount that would be lost if defeated in a Quick Draw. The Bloon disappears afterwards.
Distract!
Use a Fake Wallet
Only appears if a chasing Bloon touches Sheriff. Consumes one Fake Wallet and causes the Bloon to disappear without losing any Bananite or Stamina. Cannot be selected if the player has no Fake Wallets.
Fight!
Start Quick Draw
Starts a Quick Draw. The player earns a reward if they win or loses Bananite and stamina if they lose, but the Bloon disappears afterwards regardless of the outcome. The rewards for winning and the penalty for losing depend on the Bloon type. Each Bloon type has two or three different sets of rewards it can drop when the player wins, and a set of rewards can include multiple different items. These rewards include Bananite, Health Potions, Banana Cookies, and Old Keys.

The spawn points of Roaming Bloons are predetermined. If the player fights or flees from a Roaming Bloon, it respawns after a certain amount of time depending on the type. In aboveground locations, they are more numerous at nighttime. Some Roaming Bloon types have slightly different stats at nighttime and in underground locations.[fn 1]

Quick Draw

In a Quick Draw, the player plays a timing minigame where a reticle moves from left to right across a line, and the player must press the button when the reticle lines up with a target at a random point on the line. The movement speed of the reticle and the number of targets the player needs to hit to win depend on the Bloon type. If there are multiple targets, they appear one after the other, and if a target appears in the opposite direction of the reticle, the reticle immediately reverses direction after hitting the previous target. If the player presses the button when the reticle is not overlapping a target, or allows the reticle to move off-screen, they lose the minigame.

List of Roaming Bloons

Bloon Movement Quick Draw Penalties Respawn time
Behavior Wandering speed Chase/flee speed Detection radius Detection relay Bar speed Hits required Rewards Stamina Bananite
Red Bloon (day) Flee 20 5 0 45 2.8 1 Bananite 50 (80%)
Health Potion ×1 (5%)
Bananite 75 + Health Potion ×1 (5%)
Banana Cookies ×1 (5%)
Bananite 75 + Old Key ×1 (5%)
5% Bananite 25 2 minutes
Red Bloon (night) Flee 20 5 0 50 2.5 1 Bananite 50 (70%)
Health Potion ×1 (10%)
Bananite 75 + Health Potion ×1 (5%)
Banana Cookies ×1 (10%)
Bananite 75 + Old Key ×1 (5%)
5% Bananite 25 2 minutes
Blue Bloon Flee 20 5 0 50 3.2 2 Bananite 100 (90%)
Bananite 150 + Banana Cookies ×1 (5%)
Bananite 250 + Old Key ×1 (5%)
5% Bananite 50 10 minutes
Green Bloon Flee 20 6 0 57 3.4 3 Bananite 150 (90%)
Bananite 250 + Health Potion ×1 (5%)
Bananite 250 + Old Key ×1 (5%)
10% Bananite 75 15 minutes
Pink Bloon (day) Chase 20 5 0.5 60 5.6 2 Bananite 375 (90%)
Bananite 500 + Old Key ×1 (10%)
15% Bananite 200 30 minutes
Pink Bloon (night) Chase 20 5 0.5 60 6 2 Bananite 375 (90%)
Bananite 500 + Old Key ×1 (10%)
15% Bananite 200 30 minutes
Fortified Red Bloon Chase 20 5 0.5 40 2.6 2 Bananite 100 (90%)
Bananite 100 + Health Potion ×1 + Banana Cookies ×1 (5%)
Bananite 150 + Old Key ×1 (5%)
10% Bananite 50 10 minutes
Zombie Bloon Chase 4 5 1.5 60 3.3 5 Bananite 300 (70%)
Bananite 500 + Old Key ×1 (30%)
10% Bananite 200 30 minutes
Glass Bloon Flee 80 5 0 80 3 2 Bananite 400 (guaranteed) 15% Bananite 50 5 minutes
MOAB (day) Chase 20 8 0.8 35 3.2 10 Bananite 450 + Health Potion ×1 + Banana Cookies ×1 (85%)
Bananite 800 + Old Key ×1 (15%)
20% Bananite 400 40 minutes
MOAB (night) Chase 20 8 0.8 35 3.2 10 Bananite 400 + Health Potion ×1 + Banana Cookies ×1 (85%)
Bananite 800 + Old Key ×1 (15%)
20% Bananite 400 40 minutes
BFB (day) Chase 15 10 0.5 25 4 10 Bananite 2,500 + Old Key ×1 (90%)
Bananite 5,000 + Old Key ×1 (10%)
40% Bananite 2,000 2 hours
BFB (night) Chase 10 10 0.5 25 4 10 Bananite 2,500 + Old Key ×1 (90%)
Bananite 5,000 + Old Key ×1 (10%)
40% Bananite 2,000 2 hours
ZOMG Chase 5 10 0.5 15 3.8 17 Bananite 6,500 + Banana Cookies ×2 + Health Potion ×2 + Old Key ×1 (95%)
Bananite 15,000 + Old Key ×1 (5%)
60% Bananite 5,000 5 hours
BAD Chase 10 6 0.5 25 5 24 Bananite 20,000 + Banana Cookies ×2 + Health Potion ×2 + Old Key ×2 (95%)
Bananite 35,000 + Old Key ×3 (5%)
95% Bananite 15,000 24 hours

Trivia

  • Internally, the daytime ZOMG's ID is BAD, suggesting it was originally going to be the BAD before being split into a separate Bloon; the actual BAD's internal ID is BADREAL.

Footnotes

  1. Internally, the day and night versions of Roaming Bloons are separate Bloon types. Fortified Red Bloons, Zombie Bloons, and ZOMGs technically have separate day and night versions, but their stats are identical, so they are not listed separately in the table.