Weird how 10000-10005 have such dedicated rounds. It’s almost like the devs were testing something there, because why would 9999 Fortified Super Ceramics suddenly be tougher than the 200 Fortified BADs you just faced in the previous round? Or 100 MOABs?
In freeplay, each round has various orders for bloon spawns. But in certain round range, their groups spawn in random order, but always contain same amount of bloons. E.g. Round 114 and 115 spawns exactly same amount of bloons but their orders are different. These two rounds are showing the after-140 freeplay bloon function in certain round range, which are test rounds.
@@jessiepatch Also, after round 81 the ceramic bloon function changes, each layer from ceramic gives 10x more cash than rounds 1~80. So basically ceramic gives you 9*10=90 cash instead of 47*2+1=95 cash. Rounds 81~85 ceramic gives you 18 cash Rounds 86~100 ceramic gives you 9 cash Rounds 101~120 ceramic gives you 4.5 cash Rounds 121~140 ceramic gives you 1.8 cash
@@jessiepatch Apopalypse has been also patched (undocumented) to use certain bloon groups from normal gameplay. Rounds 101~109: Random (Purples, Camo Purples, Fortified Leads, Camo Fortified Leads, Ceramics, Fortified Ceramics, MOABs, Fortified MOABs, BFBs, Fortified BFBs, ZOMGs, Fortified ZOMGs, DDTs, Fortified DDTs) Rounds 110~118: Random (Purples, Camo Purples, Fortified Leads, Camo Fortified Leads, Camo Ceramics, Camo Fortified Ceramics, MOABs, Fortified MOABs, BFBs, Fortified BFBs, ZOMGs, Fortified ZOMGs, DDTs, Fortified DDTs, BADs) Round 119: 3 BADs are guaranteed to spawn with random spacing Rounds 120~129: Random (MOABs, Fortified MOABs, BFBs, Fortified BFBs, ZOMGs, Fortified ZOMGs, DDTs, Fortified DDTs, BADs) Rounds 130~139: Random (MOABs, Fortified MOABs, BFBs, Fortified BFBs, ZOMGs, Fortified ZOMGs, DDTs, Fortified DDTs, BADs) Round 140: 4 BADs are guaranteed to spawn with random spacing 44.0 Undocumented: Groups of Purple Bloons during Rounds 101~118 has been changed (555 Camo Purples -> 100 Camo Purples, 1110 Purples -> 200 Purples) * As a result, the total number of Purple Bloons during entire game got similar between Normal Gameplay, Apopalypse, and Alternate Bloons Rounds. Regular: 2,874 Purples (1,613 normal, 1,261 camo), ABR: 1,907 Purples (551 normal, 1,356 camo), Apopalypse: 2,000~3,000 Purples or something (...)
@@jessiepatch Purple Bloons in early stage of freeplay got huge nerf and by this point, they just work as decorations during the beginning stage of freeplay. Meanwhile, DDTs in early stage of freeplay got huge buff and some rounds now only spawn a lot of DDTs and Fortified DDTs like harder variation of Rounds 63, 76, 78, or 95. Round 118: Round 98, but Fortified BFBs are Fortified DDTs Round 126: Round 76, but Ceramics are DDTs Round 138: Round 95, but Fortified MOABs are Fortified DDTs
Round 10000 isn't humanly possible, even you put on MOAB health and speed very low. Even if you done that with upon decreasing ability cooldown rate and spam instakill abilities, whole bunch of BADs on round 10000 will make you lose instantly.
if you decrease cooldowns to the minimum, add energizer and level 20 obyn, and have the extra cooldown knowledge, then legend of the night can keep its black hole up permanantly
Weird how 10000-10005 have such dedicated rounds. It’s almost like the devs were testing something there, because why would 9999 Fortified Super Ceramics suddenly be tougher than the 200 Fortified BADs you just faced in the previous round? Or 100 MOABs?
Yeah they're test rounds.
@@jessiepatch It's not humanly possible. At that point BADs will get pass through the track just in one second.
Round 300+: This is not *bloons* tower defense any more. It's just *B.A.D.* tower defense
I almost made it that far but my game crash at round 292
In freeplay, each round has various orders for bloon spawns. But in certain round range, their groups spawn in random order, but always contain same amount of bloons.
E.g. Round 114 and 115 spawns exactly same amount of bloons but their orders are different. These two rounds are showing the after-140 freeplay bloon function in certain round range, which are test rounds.
9:02 what do the numbers on the bads mean?
quantity of them. eg if that was picked it'd send 2 bads
@@marxunemiku ohk thanks
NOTE: Round 6-140 CHIMPS cumulative cash is $299,646
Not quite, it's actually $309901.01
@@jessiepatch .01?
@@jessiepatch You should not sum round 1~5 cash because CHIMPS starts on round 6.
@@jessiepatch Also, after round 81 the ceramic bloon function changes, each layer from ceramic gives 10x more cash than rounds 1~80. So basically ceramic gives you 9*10=90 cash instead of 47*2+1=95 cash.
Rounds 81~85 ceramic gives you 18 cash
Rounds 86~100 ceramic gives you 9 cash
Rounds 101~120 ceramic gives you 4.5 cash
Rounds 121~140 ceramic gives you 1.8 cash
@@rakenzarnsworld2 I grabbed that figure directly from Topper's website.
Time to add more things to my useless info list
6:38 ~ 6:52 Now it also spawns Fortified Lead Bloons
4:38~4:40 This is crazy
Are there any guaranteed BADs and FBADs after round 200?
It feels like every round after 200 has multiple Bads and FBads
@@nothing-of5yc Yup
@@rakenzarnsworld2 I think 300+ is nothing but bads and fbads I don't know my highest round was 291 at round 292 is crashed
6:39~7:00 We don't actually need this part
7:35 Round 200 spawns only fortified BADs
these bloonsets apply to apop and abr and i assume most people watching this already knows r200
@@xx_progamer_xx2262 And round 200 is also random on apopalypse.
@@rakenzarnsworld2 its not round 200 is always 2 fbads even in apop
@@xx_progamer_xx2262 Round 200 apop is random (MOABs, Fortified MOABs, BFBs, Fortified BFBs, ZOMGs, Fortified ZOMGs, DDTs, Fortified DDTs, BADs, Fortified BADs)
@@rakenzarnsworld2 huh maybe if you tested ingame you would realize its always 2 fbads crazy how that works
As of 44.0 update, the Rounds 101~140 part are completely outdated
Well not really, apopalypse exists.
@@jessiepatch Apopalypse has been also patched (undocumented) to use certain bloon groups from normal gameplay.
Rounds 101~109: Random (Purples, Camo Purples, Fortified Leads, Camo Fortified Leads, Ceramics, Fortified Ceramics, MOABs, Fortified MOABs, BFBs, Fortified BFBs, ZOMGs, Fortified ZOMGs, DDTs, Fortified DDTs)
Rounds 110~118: Random (Purples, Camo Purples, Fortified Leads, Camo Fortified Leads, Camo Ceramics, Camo Fortified Ceramics, MOABs, Fortified MOABs, BFBs, Fortified BFBs, ZOMGs, Fortified ZOMGs, DDTs, Fortified DDTs, BADs)
Round 119: 3 BADs are guaranteed to spawn with random spacing
Rounds 120~129: Random (MOABs, Fortified MOABs, BFBs, Fortified BFBs, ZOMGs, Fortified ZOMGs, DDTs, Fortified DDTs, BADs)
Rounds 130~139: Random (MOABs, Fortified MOABs, BFBs, Fortified BFBs, ZOMGs, Fortified ZOMGs, DDTs, Fortified DDTs, BADs)
Round 140: 4 BADs are guaranteed to spawn with random spacing
44.0 Undocumented: Groups of Purple Bloons during Rounds 101~118 has been changed (555 Camo Purples -> 100 Camo Purples, 1110 Purples -> 200 Purples)
* As a result, the total number of Purple Bloons during entire game got similar between Normal Gameplay, Apopalypse, and Alternate Bloons Rounds.
Regular: 2,874 Purples (1,613 normal, 1,261 camo), ABR: 1,907 Purples (551 normal, 1,356 camo), Apopalypse: 2,000~3,000 Purples or something (...)
Normal Round 140: Fortified BAD, BAD
Apopalypse Round 140: 4 BADs (random spacing)
ABR Round 140: BAD, 4 Fortified BADs
@@jessiepatch Purple Bloons in early stage of freeplay got huge nerf and by this point, they just work as decorations during the beginning stage of freeplay.
Meanwhile, DDTs in early stage of freeplay got huge buff and some rounds now only spawn a lot of DDTs and Fortified DDTs like harder variation of Rounds 63, 76, 78, or 95.
Round 118: Round 98, but Fortified BFBs are Fortified DDTs
Round 126: Round 76, but Ceramics are DDTs
Round 138: Round 95, but Fortified MOABs are Fortified DDTs
@@rakenzarnsworld2 Can confirm that none of the undocumented stuff is true. I have removed it from the wiki page now
Round 10000 isn't humanly possible, even you put on MOAB health and speed very low. Even if you done that with upon decreasing ability cooldown rate and spam instakill abilities, whole bunch of BADs on round 10000 will make you lose instantly.
if you decrease cooldowns to the minimum, add energizer and level 20 obyn, and have the extra cooldown knowledge, then legend of the night can keep its black hole up permanantly
@@chewtagIt was indeed the way to beat it, but now that has been patched. LotN can only activate 2 portals per round.
The hardest part about free play is not the ramping, it’s the lag
Which I think is the ironically funny part about it
@@jessiepatch time to spend 20+ minutes to take down a single round pass 200
Society if Ninja Kiwi had actually coded BTD6 the proper way 🏢🌇🏥🏙️
Cool
i was here 👍👍
*OUTDATED*