Roaming Bloon

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Artwork of Roaming Bloons in Frontier Legends

Roaming Bloons (also referred to as Wandering Bloons or Wild 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, Sheriff loses Lives 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.

Quick Draw mini game

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 to shoot when the reticle lines up with targets that appear and move at random points on one or more of three rails (front, middle, back). The movement speed of the reticle and the number of targets the player needs to hit to win depend on the Bloon type, and the player can also get a Crit by hitting the bullseye for additional damage or hit multiple targets at the same time if they are aligned. Sheriff has unlimited ammo but will needs to recharge after six shots. Targets keep appearing one after the other until Sheriff either wins by depleting all the Bloon's health or is defeated by running out of time. Winning this mini game earns Bananite and consumable items such as Health Potions, Banana Cookies and Old Keys; on the other hand, losing the mini game comes with a Lives and Stamina penalty.

List of Roaming Bloons

This section was last updated for: version 54.2
Red Bloon
Movement Quick Draw Victory rewards
Behavior Flee Health 3 Target lifespan 7s–10s
  • Bananite 50 (80%)
  • Bananite 75, 1 Old Key (5%)
  • Bananite 75, 1 Health Potion (5%)
  • 1 Health Potion (5%)
  • 1 Banana Cookie (5%)
Detection radius 5 tiles Timer 8s Target range 0.05–0.08
Detection delay 0 Target speed 0.07 Target size 100%
Wandering speed 20 Crit damage 3 Crit size 60%
Spawn weight 30 Chasing / flee speed 45 Rails Middle

Back

Stamina penalty 3%
Respawn time 2 minutes Wander distance 4 tiles Lives penalty 3
Blue Bloon
Movement Quick Draw Victory rewards
Behavior Flee Health 6 Target lifespan 7s–10s
  • Bananite 100 (90%)
  • Bananite 250, 1 Old Key (5%)
  • Bananite 150, 1 Banana Cookie (5%)
Detection radius 5 tiles Timer 8s Target range 0.08–0.12
Detection delay 0 Target speed 0.12 Target size 100%
Wandering speed 20 Crit damage 3 Crit size 50%
Spawn weight 20 Chasing / flee speed 50 Rails Middle Stamina penalty 4%
Respawn time 10 minutes Wander distance 5 tiles Lives penalty 4
Green Bloon
Movement Quick Draw Victory rewards
Behavior Flee Health 9 Target lifespan 4s–6s
  • Bananite 150 (90%)
  • Bananite 250, 1 Old Key (5%)
  • Bananite 250, 1 Health Potion (5%)
Detection radius 6 tiles Timer 10s Target range 0.07–0.12
Detection delay 0 Target speed 0.35 Target size 100%
Wandering speed 20 Crit damage 3 Crit size 50%
Spawn weight 15 Chasing / flee speed 57 Rails Middle

Back

Stamina penalty 5%
Respawn time 15 minutes Wander distance 5 tiles Lives penalty 5
Fortified Red Bloon
Movement Quick Draw Victory rewards
Behavior Chase Health 6 Target lifespan 4s–10s
  • Bananite 100 (80%)
  • Bananite 150, 1 Old Key (5%)
  • Bananite 100, 1 Health Potion, 1 Banana Cookie (5%)
Detection radius 5 tiles Timer 8s Target range 0.04–0.1
Detection delay 0 Target speed 0.1 Target size 95%
Wandering speed 20 Crit damage 2 Crit size 30%
Spawn weight 15 Chasing / flee speed 40 Rails Middle

Front

Stamina penalty 6%
Respawn time 10 minutes Wander distance 2 tiles Lives penalty 6
Pink Bloon
Movement Quick Draw Victory rewards
Behavior Chase Health 4 Target lifespan 7s–8s
  • Bananite 250 (90%)
  • Bananite 500, 1 Old Key (10%)
Detection radius 5 tiles Timer 6s Target range 0.08–0.2
Detection delay 0.5 Target speed 0.5 Target size 95%
Wandering speed 20 Crit damage 3 Crit size 45%
Spawn weight 15 Chasing / flee speed 60 Rails Middle

Back

Stamina penalty 4%
Respawn time 30 minutes Wander distance 3 tiles Lives penalty 4
Zombie Bloon
Movement Quick Draw Victory rewards
Behavior Chase Health 10 Target lifespan 1s–1.5s
  • Bananite 275 (70%)
  • Bananite 500, 1 Old Key (30%)
Detection radius 5 tiles Timer 10s Target range 0.01–0.02
Detection delay 1.5 Target speed 0.2 Target size 100%
Wandering speed 4 Crit damage 5 Crit size 30%
Spawn weight 15 Chasing / flee speed 60 Rails Middle

Back

Stamina penalty 10%
Respawn time 30 minutes Wander distance 3 tiles Lives penalty 10
MOAB
Movement Quick Draw Victory rewards
Behavior Chase Health 12 Target lifespan 3s–6s
  • Bananite 400, 1 Health Potion, 1 Banana Cookie (83.7%)
  • Bananite 800, 1 Old Key (14.4%)
  • Bananite 800, 1 Old Key, Bloon-proof Armor (0.9%)
  • Bananite 800, 1 Old Key, Bloon Suit (0.9%)
Detection radius 8 tiles Timer 12s Target range 0.05–0.1
Detection delay 0.8 Target speed 0.3 Target size 100%
Wandering speed 20 Crit damage 5 Crit size 50%
Spawn weight 10 Chasing / flee speed 35 Rails Middle

Back

Stamina penalty 12%
Respawn time 40 minutes Wander distance 7 tiles Lives penalty 24
BFB
Movement Quick Draw Victory rewards
Behavior Chase Health 14 Target lifespan 5s–7s
  • Bananite 800, 1 Old Key (85.7%)
  • Bananite 5,000, 1 Old Key (8.9%)
  • Bananite 5,000, 1 Old Key, Bloon-proof Armor (2.7%)
  • Bananite 5,000, 1 Old Key, Bloon Suit (2.7%)
Detection radius 10 tiles Timer 13s Target range 0.05–0.07
Detection delay 0.5 Target speed 0.3 Target size 100%
Wandering speed 15 Crit damage 5 Crit size 50%
Spawn weight 8 Chasing / flee speed 25 Rails Middle

Front

Stamina penalty 14%
Respawn time 2 hours Wander distance 5 tiles Lives penalty 28
ZOMG
Movement Quick Draw Victory rewards
Behavior Chase Health 16 Target lifespan 5s–7s
  • Bananite 1,500, 1 Old Key, 2 Health Potions, 2 Banana Cookies (82.1%)
  • Bananite 7,000, 1 Old Key (3.6%)
  • Bananite 7,000, 1 Old Key, Bloon-proof Armor (7.1%)
  • Bananite 7,000, 1 Old Key, Bloon Suit (7.1%)
Detection radius 10 tiles Timer 15s Target range 0.07–0.17
Detection delay 0.5 Target speed 0.28 Target size 110%
Wandering speed 5 Crit damage 5 Crit size 50%
Spawn weight 5 Chasing / flee speed 15 Rails Back

Front

Stamina penalty 16%
Respawn time 5 hours Wander distance 5 tiles Lives penalty 32
BAD
Movement Quick Draw Victory rewards
Behavior Chase Health 19 Target lifespan 5s
  • Bananite 2,200, 2 Old Keys, 2 Health Potions, 2 Banana Cookies (78.2%)
  • Bananite 10,000, 3 Old Key (3.1%)
  • Bananite 10,000, 3 Old Key, Bloon-proof Armor (9.4%)
  • Bananite 10,000, 3 Old Key, Bloon Suit (9.4%)
Detection radius 6 tiles Timer 17s Target range 0.05–0.09
Detection delay 1.5 Target speed 0.3 Target size 125%
Wandering speed 25 Crit damage 5 Crit size 50%
Spawn weight 1 Chasing / flee speed 25 Rails Middle

Back

Stamina penalty 19%
Respawn time 24 hours Wander distance 3 tiles Lives penalty 38
Glass Bloon
Movement Quick Draw Victory rewards
Behavior Flee Health 50 Target lifespan 1s–2s
  • Bananite 400 (100%)
Detection radius 5 tiles Timer 30s Target range 0.2–0.3
Detection delay 0 Target speed 0.25 Target size 100%
Wandering speed 80 Crit damage 5 Crit size 40%
Spawn weight 1 Chasing / flee speed 80 Rails Middle

Back Front

Stamina penalty 0%
Respawn time None Wander distance 8 tiles Lives penalty 0

Update history

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The editor who added this notice elaborates: v54.1 needs table variant
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Trivia

  • Before version 54.0, the daytime ZOMG's ID was BAD, suggesting it was originally going to be the BAD before being split into a separate Bloon; the actual BAD's internal ID was BADREAL.
  • Also, before that same version Bloons could have different stats depending on the time of the day. Day and night versions of Roaming Bloons were separated Bloon types internally. Fortified Red Bloons, Zombie Bloons, and ZOMGs did also have separate night versions but were identical to the day versions.