MOAB-class bloon
BAD
Info
The BAD (Big Airship of Doom) is the strongest regular bloon in BTD6 and the final round of CHIMPS, Impoppable and every other 100-round mode. It is a huge purple airship with 20,000 health that cannot be stunned, slowed or pushed back by almost anything. When it finally breaks, it releases two ZOMGs and three DDTs at the same time.
- Health: 20,000 (40,000 when Fortified)
- Health on round 100: 28,000, because blimp health ramps up every round after 80
- Speed: 0.18x Red Bloon speed, the same as a ZOMG
- Children: 2 ZOMGs and 3 DDTs (all Fortified if the BAD is Fortified)
- RBE: 55,760 (98,360 Fortified), before late-game ramping
- Immune to: stuns, slows, freezing, glue, knockback and blowback
- Exceptions that still work: the Time Stop Power, Herald of Everfrost's ability, S.P.I.D.E.R. Monkey's shrapnel during its Ammo Swap ability, and the Reverse Motor on the Workshop map
- Not immune to: percentage damage such as Ezili's MOAB Hex, and Big Bloon Sabotage
- First appearance: round 100 (round 99 in Alternate Bloons Rounds)
Key rounds
- Round 100: 1 BAD, the last round of CHIMPS, Impoppable, Hard-mode challenges and most achievements
- Round 119: 3 BADs in freeplay
- Round 140: 1 BAD and 1 Fortified BAD
- Round 200: 3 Fortified BADs
- Rounds 141 and later: randomized freeplay rounds, with Fortified BADs common from round 164 on
In Alternate Bloons Rounds the first BAD arrives on round 99 together with 30 MOABs and 9 Fortified DDTs, and round 100 sends a Fortified BAD with 40,000 base health.
How to pop BAD
Round 100 is the moment every serious BTD6 run is built for. The BAD is slow and has no camo, so you know exactly where it will be. The challenge is simple to describe and hard to solve: deal roughly 28,000 damage to one target that ignores most stalling tools, then immediately handle two ZOMGs and three DDTs that spawn deep in your track.
Why the BAD is dangerous
- Massive health. 28,000 health on round 100, 40,000 base for a Fortified BAD, and far more in freeplay.
- No stalling. MOAB Press, MOAB Shove, MOAB Glue, Maim MOAB stuns, ice and most other crowd control do nothing to a BAD.
- Two-stage threat. When it pops, 2 ZOMGs and 3 DDTs appear at once. Many defenses beat the BAD and lose to the DDTs.
- No second chances. In CHIMPS and Impoppable a single leak on round 100 throws away the whole game.
Damage that works on BADs
- Raw blimp damage. Bonus MOAB damage from MOAB Eliminator, Dark Champion, Cripple MOAB, First Strike Capability and similar upgrades is the backbone of every BAD defense.
- Percentage damage. Ezili's MOAB Hex works on BADs and is excellent in freeplay. Bosses are immune to it, BADs are not.
- Debuffs that increase damage taken. Cripple MOAB, Embrittlement and Super Brittle make every other tower hit harder. The debuff still applies even though the stun does not.
- Burst finishers. First Strike Capability can destroy the round 100 BAD in one missile if it has already taken about 24,600 damage (about 21,100 with Big Bloon Sabotage). The BAD's last damage phase, when its side turbines are gone, is the signal that it is close.
- Things that do not work: stuns, slows, knockback and glue. Only Time Stop and a few special abilities can hold a BAD.
Best towers against the BAD
Round 100 in CHIMPS and Impoppable
- Spike Storm (Spike Factory, middle path tier 4): a common round 100 answer on most maps. Its spikes shred the BAD and its children, and Striker Jones or top-path Mermonkey pierce buffs make it even stronger.
- MOAB Eliminator (2-5-0 Bomb Shooter): huge ability damage plus constant bonus blimp damage.
- Sun Temple and True Sun God (Super Monkey): strong all-round damage that handles the ZOMGs that come out.
- Plasma Accelerator and Ray of Doom (Dartling Gunner): long beams that hit the BAD and everything behind it.
- Elite Defender and Cripple MOAB (Sniper Monkey): map-wide damage, and Cripple MOAB's debuff boosts the rest of your defense.
- M.A.D and Master Bomber: excellent against BADs and still strong in freeplay when buffed.
- First Strike Capability: time it as a finisher once the BAD reaches its last damage phase.
Freeplay and Fortified BADs
- Megalodon (tier 5 Beast Handler) destroys BADs in one bite until about round 202, which makes it a strong freeplay pick.
- Blimp debuffs plus lots of projectiles: Herald of Everfrost, Super Brittle or Cripple MOAB stacked with many fast-firing towers such as Bloonjitsu Ninjas under Shinobi Tactics.
- Level 20 Ezili for MOAB Hex percentage damage.
- Paragons where the mode allows them.
Heroes that help
- Ezili: MOAB Hex is percentage damage, the best single hero tool against BADs, especially in freeplay.
- Striker Jones: boosts Bomb Shooters and Mortars and is a known pierce partner for Spike Storm.
- Adora: high single-target damage in the late game.
- Benjamin: at level 18 his Trojan and Syphon Funding are much better against big blimps, and his income pays for tier 5s.
Powers and Monkey Knowledge
- Time Stop is one of the very few things that slows a BAD. Longer Time Stop extends it.
- MOAB Mine deals 5,000 damage to the BAD and to each of its children it touches.
- Big Bloon Sabotage makes the BAD and every child spawn already damaged, which lowers the First Strike threshold.
- Super Monkey Storm works as a last-second panic button.
- In CHIMPS none of these are allowed.
Round 100 plan
- From round 90 on, keep stacking blimp damage that also covers DDTs. Your round 95 and 99 defenses should already handle camo and Lead.
- Add a damage amplifier such as Cripple MOAB or Embrittlement before round 100.
- Place a finisher like First Strike Capability or a MOAB Eliminator ability and save it for the BAD's final damage phase.
- Prepare for the children. Make sure there is area damage and DDT coverage where the BAD usually dies, not only at the start of the track.
- Set targeting to Strong on your big single-target towers so they focus the BAD, then switch to First if the DDTs start running.
Mode notes
- CHIMPS: no Powers, no Monkey Knowledge, no selling and no farms. The BAD has its normal round 100 health, so everything depends on planning your defense from round 90.
- Impoppable: one life and more expensive towers. Treat round 99 as your last chance to finish building.
- Double HP MOABs: the BAD and every child have double health. Raw damage matters even more, since stalling still does not work.
- Alternate Bloons Rounds: a BAD already comes on round 99, and round 100 is a Fortified BAD. You need your round 100 defense one round early.
- Apopalypse: the BAD from round 100 is guaranteed to show up even though rounds run back to back.
Common mistakes
- Buying stalling towers (MOAB Press, MOAB Shove, ice) for round 100. They do nothing to the BAD itself.
- Firing First Strike Capability at a full-health BAD. Let other towers bring it down first.
- Forgetting the 3 DDTs. A defense with no camo near the end of the track loses after the BAD pops.
- Saving money for round 100 and losing to rounds 95, 98 or 99 instead.
Frequently asked questions
How much health does a BAD have?
A BAD has 20,000 base health and a Fortified BAD 40,000. Because blimp health ramps up after round 80, the round 100 BAD has 28,000 health.
What does a BAD spawn when it pops?
Two ZOMGs and three DDTs. A Fortified BAD releases Fortified ZOMGs and Fortified DDTs.
Can you stun or slow a BAD?
Almost never. BADs ignore stuns, slows, glue, freezing and knockback. The exceptions are Time Stop, Herald of Everfrost's ability, S.P.I.D.E.R. Monkey's Ammo Swap shrapnel and the Workshop map's Reverse Motor.
What is the best tower against the BAD?
Spike Storm, MOAB Eliminator, Sun Temple, Plasma Accelerator and Elite Defender are common round 100 choices. Add Cripple MOAB or Embrittlement to boost damage and a First Strike Capability as a finisher.
Does MOAB Hex work on BADs?
Yes. Ezili's MOAB Hex deals percentage damage to BADs. Only Boss Bloons are immune to percentage damage.
What round does the BAD come in BTD6?
Round 100 in normal games and round 99 in Alternate Bloons Rounds. In freeplay, BADs return on rounds 119, 140 and 200 and appear often after that.





