![]() ![]() For more information about Freeplay scaling, see Late Game and Freeplay (BTD6 Era).Ĭertain rounds may contain pre-round comments.įirst instances of Bloon types are in bold. For example, from Round 81 onwards the Ceramic Bloons are replaced by Super Ceramic Bloons, the Bloons get progressively stronger and the cash per pop is reduced. When Freeplay rounds are reached some things start to change. Round 53 is the calm before the storm on Round 54. It begins on Round 51 (50%), followed by 61 (20%), 86 (10%), 101 (5%), and 121 (2%). Round 53 is a round that has appeared since Bloons TD 5.It consists of a spaced rush of Camo Pink Bloons overlaid with three MOABs. the monkeys and the bloons) are once again at war. ![]() However, reaching certain rounds may include a reduction in both cash-per-pop and money reward down to a certain percentage. The use of monkeys and bloons in the opening paragraph can only mean one thing, NinjaKiwi has finally hit with their latest tower defense gem, Bloons Tower Defense 5, in which nature's most mortal enemies (i.e. Generally, each bloon popped is worth $1 and gain money reward $(100+R) after finishing round R. Rounds in Standard Mode are generally pre-determined except for most rounds from Round 141 onwards. There appears to be an approximately half-second gap between each Fortified Ceramics that spawns in. Bear in mind that Rounds 81+ modify normal Ceramics into Super Ceramics, which have 60 health (or 120 with Fortified) and release only one offspring per bloon below Ceramic. Unlike the BTD5 Round 46, the BTD6 version is simply several spaced Fortified Ceramics. Unless stated, assume that there are no health ramping or speed ramping for MOAB-class bloons. Rounds follow the same pattern across all games, with the exceptions of Alternate Bloons Rounds (accessible after beating Hard Standard) and Apopalypse Mode (accessible after beating Military Only in Medium). After round 81, MOAB-class bloons will become slightly tougher and faster each round, and money per pop decreases (factored into the following table). Most game modes start at Round 1, but there are exceptions: In all Hard Difficulty modes, rounds start at Round 3, while Impoppable and CHIMPS start at Round 6. In Bloons TD 6, rounds serve as each stage of bloon waves, which progressively send generally stronger bloon waves upon beating further rounds. For the rounds in Apopalypse Mode, see Apopalypse (BTD6)#Bloons spawning in BTD6. For the rounds in Alternate Bloon Rounds, see Alternate Bloons Rounds#Rounds. Illustration of the bloons in round 1-100 for BTD6. ![]()
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