User:Drgoku282/Legends

From Blooncyclopedia, the independent Bloons knowledge base
Revision as of 03:46, 21 May 2025 by Drgoku282 (talk | contribs) (saving progress because is raining here and lights went out, lol)
Jump to navigation Jump to search

Future strategy page :D

Rogue Legends presents a higher level of challenge compared the base game due its mechanics, the random nature of rogue-likes, the variety of maps and the harder rounds, so players need to adapt to a different playstyle if they wish to conquer the campaigns.

Since there are different objectives to be reached, this strategy guide is divided in four parts:

  • Regular campaign: For players that are just starting and wish to learn the mechanics in deep and start beating stages as consistently as possible.
  • CHIMPS (XP farming): Players need around 170,000 XP to max every single upgrade in the shop and an optimal way of doing so is playing in CHIMPS mode with a high number of Curses.
  • CHIMPS (High stages): One of the main reasons to play CHIMPS is to simply reach the highest stage possibly, here players will encounter Bloons that are even stronger than their Freeplay counterparts, and unlike it, the players must build a powerful enough defense in every single encounter.
  • Artifact extraction: For the people who seek to unlock everything in the game, this section discusses a possible strategy focused on extracting Artifacts quickly.

Regular campaign

For people that is just starting in Rogue Legends, it is recommended to just pick up their favorite Hero and start a campaign to become used to the game mechanics, the early game rounds, the Artifact and Boost system and the movement across the map,

Players should check they can deal with any type of Bloon, most importantly:

  • Cover all types of Bloons including Zebra, Lead and Purple.
  • Camo detection, specially for the Bloons described above.
  • Moderate to high pierce for dense rounds, specially Ceramic rushes.
  • MOAB-Class damage.
  • And as the campaign advances, handle of multiple lanes, DDT damage and counters for the Boss.

For example if the player selects Quincy as its Hero (0-0-3 Dart, 0-0-2 Boomerang) the player can perform the following analysis:

  • Dart Monkey and Quincy himself can deal with Camo Zebras and Puples, and even Camo Leads with the Splody Darts Artifact in addition to Quincy's Exploding Arrows.
  • Top path Boomerang can deal with dense Ceramic rushes, but has no Camo detection.
  • Middle (or bottom) path Boomerang is decent against MOAB-Class Bloons, and with Artifacts and support in the future it can also deal with DDTs.
  • Only one Boomerang is provided so we can't deal with both Ceramic rushes and MOABs at the same time.

So, from the analysis we know our weaknesses, so a tower that can deal with MOABs and another with high pierce and Camo detection, an example of a tower that can handle both could be a Mermonkey that can be upgraded 4-0-2 Abyssal Warrior or 0-4-2 Arctic Knight, with the later probably being preferred as it can also do heavy damage to any Boss, except Blastapopoulos.

Some early game Towers or Artifacts that can be used to complement a defense are the following:

Type Tower or Artifact
Can pop any type of Bloon, including Camo 4-0-2 Juggernaut, 2-3-0 Bouncing Bullet, 0-2-2 Monkey Buccaneer, 3-2-0 Razor Rotors, X-3-X Hydra Rocket Pods, 2-0-3 Flash Bomb, 2-X-X Spike Factory, X-3-X Cleansing Foam.
Camo detection 3-X-X Ice Shards, 3-X-X Submerge and Support, X-X-3 Signal Flare, X-X-3 Shimmer, X-2-X Counter-Espionage, X-2-X Radar Scanner, X-3-X Cleansing Foam, General's Disposition, Perceptive Crow.
Dense rounds and Ceramic rushes 4-2-0 Juggernaut, 4-X-X M.O.A.R Glaives, X-4-X Blade Maelstrom, 3-2-0 Bloon Dissolver, 3-X-X Druid of the Storm, 3-X-X Abyss Dweller.
MOAB-Class damage X-3-X Bionic Boomerang, X-3-X MOAB Mauler, X-X-4 Overdrive, 2-0-3 Semi-Automatic, 2-0-3 Triple Guns, 3-X-X Destroyer, 3-X-X Fighter Plane, 0-2-3 MOAB Shove, X-3-X Dragon's Breath, 4-X-X Abyssal Warrior, 1-0-3 MOAB SHREDR, Malicious Mauling, Pure Damage.

As the campaign continues, keep adding towers that cover the detected weaknesses of the team and a answer to the current boss. Starting on Stage 2, players also need to have 3 to 4 low tier towers that can be dropped with the starting cash to cover multi-lane maps, specially on Expert maps, otherwise, it is advised to just skip those encounters. On stages 3 and 4 Artifacts start to become more relevant than the type of towers in the party as with the accumulation of Artifact buffs reaches a critical amount that makes virtually any tower work.

Tier 5 and other expensive towers should be taken with caution, as it will be nearly impossible to afford them during a campaign unless the player is facing a Mini Boss or the Final Boss , and in the later case, only towers cheaper than 25,000 cash should be taken, otherwise, those tier 5 towers are just wasting a party slot. Also, Essence Of Bloonarius, Essence Of Dreadbloon and Essence Of Phayze are usually always worth taking over any tier 5 reward.

Mini Games

Races

In early stages, getting great scores is very party dependent, but in general, towers that do well in regular races will also do well in Rogue Legends if they have support that cover their weaknesses (ex. Blade Maelstrom needs both Lead and Camo popping power as soon as possible). In stage 1 is usually safe to send up to 3 rounds at the same time if the towers have enough pierce, otherwise, it is better to send rounds at a slower, but steady pace and aim for a lower reward.

In later stages, even with a high amount of Artifact and powerful towers, sending many rounds at once is not advised as it easy to get pierce capped, and also DDT's, Fortified ZOMGs and BADs are dangerous threats, specially if they pop near the end of the track.

Endurance Race

The following table contains the recommended final round to be sent to reach each goal, this assumes no previous Bloon Encounters in the stage but this is compensated by the natural MOAB health scaling of Rogue Legends, however on the early stages it might be necessary to send a couple more rounds in difficult maps as the MOAB-Class Bloons will have less health than normal.

The final round should be sent about 1 minute before the timer expires so it can be popped on time. Players can also send several rounds during the final seconds to boost the score by popping the weaker Bloons as the larger ones will not be able to reach the exit, but is recommended to exercise caution to avoid being pierce capped by the faster Bloons, specially Purples or DDT's.

Recommended final round for Endurance Races
Stage Common Rare Legendary
1 19 24 29
2 28 32 37
3 33 38 44
4 37 43 49
5 40 46 54
6 44 50 57
7 48 53 61
8 52 57 65
9 56 61 70
10 61 65 74

Least Cash

In most cases, players can play this as a regular Bloon Encounter, remembering that it will go for longer than the Encounters, so players need to have MOAB-Class damage ready earlier. This Mini-Game actually gets a fairly bit easier if the player has played several Bloon Encounters prior to the tile, as the amount of cash that the players can spend increases significantly with the amount of Encounters played. On later stages, specially if the player has Essence of Bloonarius, defenses can get pretty cheap by just using tier 3 or lower towers which are very cheap.

Mini Bosses

The speed on which the player can obtain the first few pops pretty much determines the outcome of the game as the amount of cash awarded per pop can snowball very quickly into expensive towers and upgrades that damage the Boss faster, grating more cash, or the opposite outcome is that the player just can't damage the Boss fast enough and by the time it gets a few pops, the Boss is already halfway across the track. In stage 1 is difficult to obtain anything other than the Common goal but it gets easier on later stages when the players can put more powerful towers right at the start of the game.

Defense against regular spawns can be pretty much ignored as the Phayze One round set is much, much easier than the Rogue Legends set so towers can focus on the boss and pop any other Bloon with just the pierce of the attacks.

Final Boss

WIP

CHIMPS (XP farming)

Obtaining all possible upgrades from the Rogue XP shop requires a little over 170,000 XP, so an efficient way to obtaining enough XP is to play CHIMPS mode with a high amount of curses and reaching the higest stage possible as the largest source of XP are Final Bosses. In general, 3 to 4 campaigns reaching stages 15-20 are usually enough to obtain the necessary XP. In the following table is a list of all curses and a recommendation if the player should or should not enable them XP farming runs.

Recommended curses for Rogue XP
Icon Name Curse Points Recommended Notes
Low Stamina 10 Yes Adding two more rounds to the tower cooldowns is mostly irrelevant if the Monkeys in the party are strong enough as the player might not even need to place additional towers at all mid-game with enough Artifacts.
Market Crash 10 Mostly yes Chests are a usually a better way to get artifacts in general and Mini Games / Bosses become easier on later stages so the need to obtain Artifacts from the Merchant is lessened, but players can play without this curse if needed, before they obtain enough starting tokens from the XP Shop.
Perfectionist 10 Mostly yes Unless the player has weak starting party and really need Common artifacts from Mini Games or Mini Bosses on stage 1, this curse should be enabled.
No Selling 10 Yes Standard CHIMPS rule, in most situations if the player is in a position where selling a tower is really needed, it means the party is really flawed in the first place and is likely that the campaign is not going to go too much further.
Veteran Only 15 Mostly no The early stages the most difficult part of the run, so there is no need to make them even harder. Also is sometimes refreshing to see easier maps often to reduce the stress caused by the harder maps and the risk of losing the last few hearts before reaching a Camp Fire.
Upgrade Toll 20 Yes This doesn't affect base costs of towers and upgrades are already expensive, so making them slightly more expensive doesn't affect gameplay heavily, and there is counterplay by buying the discount upgrades from the XP Shop.
No Handouts 15 No Not having starting artifact just makes the early stages extremely difficult, so is not worth it to have this curse enabled.
Speedy 15 Depends In the first runs, with less powerful starting party, this might become a problem with fast Bloons, so players can either skip this curse or enabling it while disabling No Leeway to get more margin of error.
No Leeway 20 Depends Standard CHIMPS rule which is judged in a similar to the previous curse, meaning the first runs could be done without this curse for an easier time and enable it later.
No Boosts 20 Mostly yes Like with the No Selling curse, if the player reaches a position where they depend entirely on boosts, something has gone wrong before reaching this point.
No Rerolls 20 Yes This will limit the Artifact reward options and adding some RNG to the run, but not to the point where the player will lose because of this. Even with no rerolls, it will be nearly impossible to see a situation where all Artifact reward options are detrimental. Also, with Boosts being disabled, so there's even less of a necessity to reroll. If enabled it should not be enabled with Choice Starved.
No Income 20 Yes Direct farming via Banana Farms and cash-generating abilities aren't great in Rogue Legends as the encounters won't last long enough to see the benefit of farming, so there's very little downside to have this curse active.
Hard Target 20 Yex This will only add a few more pops to the goal, so, in most cases, if the player can reach the Rare or Legendary goal without this curse, it's pretty likely they will also reach it with it enabled.
No Hero 25 Depends If the starting party is very strong, the Hero can be ignored, but in a a lot of cases, Heroes are a very important part of the defense in the early stages.
Faint of Heart 25 No Skipping difficult encounters and having a safety net in case the player losses a game to keep a run alive is more important than the boost from this curse.
Small Party 25 Depends A party of 3 monkeys is just asking to lose in the mid-game or to a map like Dark Castle or Ravine, so this curse should be disabled until the player upgrades Max Party Size at least a couple times.
Choice Starved 30 No Chests are usually the main source of Artifacts so reducing the amount of choices available makes the run much more RNG dependent, as only one option will be available.
Limited Resources 30 No The key to reach higher stages on CHIMPS are a high amount of Artifacts that will make any tower overpowered, so an Artifact limit will just make the campaign much more difficult than needed.
Low Knowledge 35 Depends Players that are just starting the DLC won't have many XP Shop upgrades on the first place, so there is virtually no downside to this curse, later, the player should evaluate if having easier and quicker campaigns is better than the 35% increase from this curse. Once the player is familiar enough with the game, is probable that they don't need the XP Shop upgrades on the first place.

The XP Shop upgrades that help the most with XP farming are the following, so they should be prioritized before the others:

  • Starting Cash
  • Up to Tier 3 Discount
  • Max Party Size
  • Starting Artifact Power
  • Tier 4 and 5 Discount
  • Extra Starting Tokens
  • Legendary Tiles

Early stages (1-5)

The first few stages are the most difficult as is when the curses will really limit what the player can do, so it is recommended to start with a strong party that can breeze through the first few stages, for example:

During this part of the campaign, it is recommended to not try to force an strategy and just keep along with what the game provides. On stage 1, the player should visit a couple of special tiles to start the Artifact collection, however, players should usually not greed this stage unless they are confident they can deal with strong Bloons like Fortified ZOMGs or DDTs. After obtaining a few Artifacts, specially Essence Of Bloonarius or Essence Of Dreadbloon, the players can now take greedy routes in stages 2-4 to get as many Artifacts as possible.

Mid-game (Stages 6-10)

The difficulty of these stages is heavily dependent on the player's Artifact luck in stages 1-5, so if players are still struggling against difficult rounds, maybe is better to take a route that can pass through many Chests and Merchants as possible to keep amassing Artifacts, and using Camp Fire to upgrade existing Artifacts and recruiting new Monkeys. Otherwise, if the artifacts were good enough to the point any Bloon Encounter is trivial, the player can just speedrun through the stage by skipping Bloon Encounters and only using healing at Fire Camps.

Late game (Stages 11+)

At this point, the player should have a good amount of the best Artifacts of the game so pretty much any tower can be overpowered, so players can experiment with many different types of towers to see what works and what doesn't, and also check which combination produce high amounts of lag. From this point it is recommended to rush through stages to reach the Final Boss as quickly as possible and also get to the highest stage possible.

CHIMPS (High stages)

Test Bloon icon in BTD6 This section is empty. You can help out by adding to it.
The editor who added this notice elaborates: This strategy should talk about how to play on CHIMPS by reaching the highest stage possible

Artifact extraction

To efficiently extract Artifacts it is recommended to do short campaigns, usually ending after beating the stage 1 Final Boss which can be reached quickly by sacrificing hearts to skip Bloon Encounters. Higher rarity Artifacts can be obtained by upgrading Commons at a Camp Fire or by beating Mini Games and Mini Bosses.

Before starting it is recommended to first extract all Hero Artifacts, this can be done by beating stage 1 with each Hero Skin and extracting it upon defeating the Boss, this also allows to familiarize with the mechanics and the overall power needed to beat the first encounters and Final Boss and farm some Rogue XP. Players should also keep an eye on the Growing Steady and General's Disposition Artifacts and obtain them in the first available opportunity.

The following party has been selected for its ability to quickly clear stage 1 in nearly any situation while remaining strong in higher stages if the map difficulty is reasonable.

  • Hero: Joan of Arc Adora (0-0-2 Ninja Monkey, 0-0-1 Boomerang Monkey and Heroic Edge Common)
  • Starting Artifacts: Growing Steady Legendary and General's Disposition Rare.
  • Rogue XP upgrades (in order of priority): Starting Artifact Power, Legendary Tiles, Starting Cash, Up to Tier 3 Discount, Tier 4 and 5 Discount, Extra Starting Tokens, Legendary Merchant.

Joan of Arc Adora is selected for being a strong Hero to complement the defense and having a great starting party. The Ninja Monkey is our main answer to Phayze but is also usually used to do heavy damage to the other Bosses like Bloonarius and Vortex, it also serves as a secondary defensive option by using the top path, specially if Camo detection is needed in multi lane maps. The Boomerang Monkey is one of the main offensive Towers used in regular encounters by using the middle path which can deal with early MOABs, it also excels in Races and against Bloonarius spawns by using the top path and is the main attacker against Dreadbloon and Blastapopoulos thanks to the Turbo Charge Ability. The Heroic Edge Artifact gives a small but always helpful pierce boost while helping Adora catch stray Bloons.

The starting party is complemented by a Druid strategy with Growing Steady which is the main DPS of the party while General's Disposition gives easy access to Camo detection for the Druid and Boomerang Monkey. If the player doesn't have the recommended rarities or less than 18 Artifact Power, the Common version of both Artifacts can be used instead, this leaves 3 Artifact Power remaining to bring any other Common Artifact, this one should be one whose Rare version is yet to be extracted. The Rogue XP upgrades just make things easier but are not needed for the strategy.

Gameplay

The general idea is to finish Stage 1 as fast as possible, so is important to plan ahead and take the route that can skip the most Bloon Encounters, while Camp Fires are used almost exclusively to heal. If there isn't enough hearts to skip all encounters, then is recommended to play the ones on easier maps saving hearts for later. This is also the reason to play in regular difficulty and not CHIMPS mode, as the reduction in hearts hinders the ability to skip encounters making stage 1 take more time without reason. Any Artifact the players may encounter from Chests, Merchants or Mini Games / Bosses should be picked for being extracted rather than to help the current run, this is fine as the party was selected to clear the stage without any additional help from other Towers or Artifacts, even if they receive some penalty from the current Artifacts in the inventory.

If the players must play Bloon Encounters, they can be handled by starting with Adora and a 2-0-3 Druid of Wrath on her range, then adding a 0-3-2 Bionic Boomerang, if the Encounter goes for longer, upgrade them to 2-0-4 and 0-4-2, respectively, and start building more 2-0-4 Poplusts.

Mini Games / Boss:

Mini Games will be the primary way to obtain Legendary Artifacts to extract as the party can easily clear the goal score in Races and Least Cash in stage 1, with Endurance Races requiring a little more practice.

  • Race: Place Adora in a good position and buy a 4-0-2 Boomerang next to her. Send all rounds and place a Druid in Adora's range, upgrade it to 2-0-3 as the Cash comes in, this should be enough to win.
  • Least Cash: Adora, 2-0-2 Druid and 0-3-2 Boomerang Monkey should be enough to beat the tile under budget, and if more defense is needed, either upgrade the Druid to 2-0-4 and add more Druids as the budget allows.
  • Endurance Race: This is more difficult for the setup as the Towers can easily be pierce capped, start with Adora, 4-0-2 Boomerang and 2-0-3 Druid and build into 2-0-4 Poplusts as the money comes in. As The last round (usually 29) should be sent at most 45 seconds to 1 minute before the end of the timer to be popped on time, specially if the MOAB damage is not in the front to quickly defeat BFB's.
  • Mini Boss: Reaching the Legendary goal is almost impossible for this setup so players might need to settle for the Common or Rare goal, to keep scoring pops, the common strategy is to constantly buy and sell Druids following the Boss along the path.

Final Bosses:

To beat each Final Boss the following strategies can be used.

  • Bloonarius: 1-0-4 Sticky Bomb in the front to damage Bloonarius while Adora with 4-0-2 M.O.A.R Glaives and a 2-0-4 Poplust defend the Bleed and Skull Bloons alongside regular rounds.
  • Vortex: 1-0-4 Sticky Bomb and 0-4-2 Turbo Charge (both set to Strong) should be enough to keep Vortex at the start of the track, so a 2-0-4 Poplust and Adora can defend the regular rounds, make sure those 2 can't be stunned by Vortex.
  • Dreadbloon: Delay damaging the Boss until the player has two 0-4-2 Turbo Charges on the field, as the Dreadrock Bloons became difficult to defend during the Magic immunity phase, placing Adora and the Druid at the back for defense. Don't place the Boomerang Monkeys at the very front as Dreadbloon will advance by the time it comes back from cooldown, 1-0-4 Sticky Bomb can be used to break the Primary phase.
  • Phayze: Keep Adora, Druid and Boomerang at the back while a 1-0-4 Sticky Bomb deals with Phayze, sell and rebuy the Ninja as the Boss exits the Ninja's range.
  • Blastapopoulos: 0-1-3 Druid can start the damage while Adora, a 0-3-2 Boomerang and a 4-0-2 Bloonjitsu defend the regular spawns at the back of the track, add more Druids to attack the Boss as the game progresses. In higher difficulties is important to try to search for a Spike Factory as soon as the player knows Blastapopoulos is the Boss, as the overheat stun can be enough to let faster Bloons reach the exit before the player has time to react.

Extraction priority

It is recommended to extract Artifacts in the following order so the harder to find Artifacts are obtained first.

  1. Legendary Artifacts which don't have a Rare version, except Boss Artifacts: Biggest Beacon, Homing Projectiles and One Monkey Army.
  2. Rare Artifacts which don't have a Common version: Abundant Choices, Battlefield Commission, Cats Meow, Conscription, Critical Success, Discord, Duckageddon, Master of all Trades, Monkey Academy, No More Please, Primary Specialist, Rubber Bullets, Summer Fun, Summon Battle Cat and Support Specialist.
  3. Any other Legendary Artifact, except Boss Artifacts.
  4. Any Common Artifact not yet extracted.
  5. Any Rare Artifact not yet extracted.
  6. Hero Artifact.
  7. Boss Artifacts.

Playing in Stage 2 and beyond

Stop upgrading towers to tier 4 if Essence of Bloonarius is obtained and can also they can be placed outside of Adora's range after getting Essence of Phayze.

Bloon Encounters are handled in the same way as In Races and Endurance Races, rounds should be sent in a slow and steady pace to avoid getting pierce capped and build a Poplust army as the game progresses, it is important to note DDT defense will be needed for Endurance Races if the player aims for the Legendary goal (refer to the table in the Regular campaign section for the recommended final round to send). In Least Cash the player can build Poplusts as the budget allows.

For Final Bosses, Bloonarius is defended in the same way as stage one with some damage in the front and the spawn defense in the back of the track. On higher stages the ability to beat Vortex is highly map dependent, if needed, take longer routes for more Artifacts and Towers before facing it. For Dreadblon it is important to pick a second powerful non-Magic Tower along the way to cover that immunity, obtaining Monkey Academy Artifact is also useful. Phayze Any Boss fight will also benefit from towers that can attack the Boss from afar to complement the defense, specially against Vortex and Phayze, examples include Aircraft Carrier, Arctic Knight, Spike Storm and Elite Defender, however there's always the possibility of having an impossible Boss fight it can happen on the more difficult maps.

General recommendations