Boss Rush: Difference between revisions
m →Mechanics: probably better to list the relics that can appear, not the ones that can't |
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In a Battle, the Boss Bloon spawns immediately after starting the first [[round]]. The player's starting [[cash]] and the boss's starting health depends on the boss. During gameplay, the player only gains 25% as much income from all sources except cash-per-pop and end-of-round cash. The player has two revives that restore their [[life|lives]] to the starting amount (150 by default). If the player runs out of [[life|lives]], they consume a revive, all towers stop attacking, all natural Bloons disappear (without generating cash), and the boss becomes invincible and moves a short distance up the track. The Battle ends when the boss reaches the exit or the player runs out of lives after consuming both of their revives. | In a Battle, the Boss Bloon spawns immediately after starting the first [[round]]. The player's starting [[cash]] and the boss's starting health depends on the boss. During gameplay, the player only gains 25% as much income from all sources except cash-per-pop and end-of-round cash. The player has two revives that restore their [[life|lives]] to the starting amount (150 by default). If the player runs out of [[life|lives]], they consume a revive, all towers stop attacking, all natural Bloons disappear (without generating cash), and the boss becomes invincible and moves a short distance up the track. The Battle ends when the boss reaches the exit or the player runs out of lives after consuming both of their revives. | ||
Each time the player pops the boss, the next round starts immediately (stacking with any rounds that are still ongoing), triggering any effects that occur at the end of a round (such as [[Merchantman (BTD6)|Merchantman]]) and granting the player end-of-round cash, and the boss fully heals and its maximum health increases. The end-of-round cash starts at $1,000 and increases by 2.3% multiplicatively every pop, capped at 90 pops. The boss's max health increases by 6.5% multiplicatively each time it pops | Each time the player pops the boss, the next round starts immediately (stacking with any rounds that are still ongoing), triggering any effects that occur at the end of a round (such as [[Merchantman (BTD6)|Merchantman]]) and granting the player end-of-round cash, and the boss fully heals and its maximum health increases. The end-of-round cash starts at $1,000 and increases by 2.3% multiplicatively every pop, capped at 90 pops. The boss's max health increases by 6.5% multiplicatively each time it pops. The boss starts at Normal tier 1 and switches to the next tier every 10 pops; it loses all [[mutation]]s (e.g. [[Glue Strike (BTD6)|Glue Strike]]'s debuff) each time this occurs. After Normal tier 5, it becomes Elite tier 1 and continues up to Elite tier 5.{{fn|The boss has a maximum of 300 tiers, and the maximum HP is actually the 32-bit signed max. Both are impossible in practice for Boss Rush, but not for ''[[Rogue Legends]]'' Mini Bosses, which use the same mechanics as Boss Rush. If the HP exceeds the 32-bit signed max, the Boss instead has negative HP, and can get one-shot by a single hit.}} | ||
All Boss Bloons except [[Vortex (BTD6)|Vortex]] can appear in this event. Each boss behaves slightly differently in Boss Rush compared to other modes. They do not have skulls, though they trigger similar abilities every 10 pops. | All Boss Bloons except [[Vortex (BTD6)|Vortex]] can appear in this event. Each boss behaves slightly differently in Boss Rush compared to other modes. They do not have skulls, though they trigger similar abilities every 10 pops. | ||