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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.
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
50 (80%) Health Potion ×1 (5%) 75 + Health Potion ×1 (5%) Banana Cookies ×1 (5%) 75 + Old Key ×1 (5%)
5%
25
2 minutes
Red Bloon (night)
Flee
20
5
0
50
2.5
1
50 (70%) Health Potion ×1 (10%) 75 + Health Potion ×1 (5%) Banana Cookies ×1 (10%) 75 + Old Key ×1 (5%)
5%
25
2 minutes
Blue Bloon
Flee
20
5
0
50
3.2
2
100 (90%) 150 + Banana Cookies ×1 (5%) 250 + Old Key ×1 (5%)
5%
50
10 minutes
Green Bloon
Flee
20
6
0
57
3.4
3
150 (90%) 250 + Health Potion ×1 (5%) 250 + Old Key ×1 (5%)
10%
75
15 minutes
Pink Bloon (day)
Chase
20
5
0.5
60
5.6
2
375 (90%) 500 + Old Key ×1 (10%)
15%
200
30 minutes
Pink Bloon (night)
Chase
20
5
0.5
60
6
2
375 (90%) 500 + Old Key ×1 (10%)
15%
200
30 minutes
Fortified Red Bloon
Chase
20
5
0.5
40
2.6
2
100 (90%) 100 + Health Potion ×1 + Banana Cookies ×1 (5%) 150 + Old Key ×1 (5%)
10%
50
10 minutes
Zombie Bloon
Chase
4
5
1.5
60
3.3
5
300 (70%) 500 + Old Key ×1 (30%)
10%
200
30 minutes
Glass Bloon
Flee
80
5
0
80
3
2
400 (guaranteed)
15%
50
5 minutes
MOAB (day)
Chase
20
8
0.8
35
3.2
10
450 + Health Potion ×1 + Banana Cookies ×1 (85%) 800 + Old Key ×1 (15%)
20%
400
40 minutes
MOAB (night)
Chase
20
8
0.8
35
3.2
10
400 + Health Potion ×1 + Banana Cookies ×1 (85%) 800 + Old Key ×1 (15%)
20%
400
40 minutes
BFB (day)
Chase
15
10
0.5
25
4
10
2,500 + Old Key ×1 (90%) 5,000 + Old Key ×1 (10%)
40%
2,000
2 hours
BFB (night)
Chase
10
10
0.5
25
4
10
2,500 + Old Key ×1 (90%) 5,000 + Old Key ×1 (10%)
40%
2,000
2 hours
ZOMG
Chase
5
10
0.5
15
3.8
17
6,500 + Banana Cookies ×2 + Health Potion ×2 + Old Key ×1 (95%) 15,000 + Old Key ×1 (5%)
60%
5,000
5 hours
BAD
Chase
10
6
0.5
25
5
24
20,000 + Banana Cookies ×2 + Health Potion ×2 + Old Key ×2 (95%) 35,000 + Old Key ×3 (5%)
95%
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
↑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.