Regular bloon
Ceramic Bloon
Info
The Ceramic Bloon is the first regular bloon in Bloons TD 6 with more than one hit point. Its clay shell has 10 health, and only after the shell breaks does it release two Rainbow Bloons. Its RBE is 104, and a leaked Ceramic costs 104 lives. On Hard, where you start with 100 lives, a single Ceramic leak is normally enough to lose the game.
Ceramics move at 2.5x the speed of a Red, faster than Rainbows (2.2x). They have no damage-type immunities, but they resist being pushed around: knockback and blowback effects are weaker on them, and Distraction sends them back only half as far. Glue and ice slow and freeze them normally. Some towers deal bonus damage to Ceramics, which makes those towers much better at breaking the shell.
Where you meet them. Ceramics first appear on Round 38 (2 Ceramics). Round 43 sends 7, Round 49 has 18, Round 50 has 20, Round 54 has 35 and Round 55 has 45. The famous Ceramic rushes are Round 63 (122 Ceramics and 75 Leads), Round 76 (60 Regrow Ceramics) and Round 78 (75 Ceramics plus 72 Camo Ceramics, 150 Rainbows, 80 Purples and a BFB). Every MOAB also releases 4 Ceramics, so they never go away.
Variants
- Fortified Ceramic: 20 health instead of 10, RBE 114. First on Round 46 (6 of them).
- Camo Ceramic: first on Round 51 (15). Round 78 sends 72.
- Regrow Ceramic: first on Round 59 (10). Rounds 72 and 76 send 38 and 60.
- Camo Regrow Fortified Ceramic: Round 67 (13) and Round 74 (25). DDTs also release Camo Regrow Ceramics.
Super Ceramics. From Round 81 every Ceramic becomes a Super Ceramic with 60 health (120 when Fortified) that releases only one Rainbow. A leaked Super Ceramic costs 65 lives, or 75 if Fortified.
Alternate Bloons Rounds. In Alternate Bloons Rounds Ceramics arrive on Round 32, and Fortified and Camo Ceramics appear much more often, for example 28 Camo Fortified Ceramics on Round 51.
How to pop Ceramic Bloon
Ceramics have no immunities, so every tower can damage them. The challenge is the 10-health shell (20 when Fortified, 60 or 120 from Round 81) followed by two Rainbows. Ceramic rounds are won by damage per hit, bonus Ceramic damage and crowd control, not by pierce alone. For full round walkthroughs, see our videos on the BTD6 Master YouTube channel.
Which damage types work and why some towers fail
All damage types hurt Ceramics. Towers fail against them for two reasons:
- Low damage per hit. A 1-damage dart needs 10 hits to break the shell, and pierce spent on a Ceramic is pierce not spent on anything else. Towers with 3 or more damage, or bonus Ceramic damage, are far more efficient.
- Knockback and blowback resistance. Distraction, Super Monkey knockback and similar effects push Ceramics back less, so control towers are weaker against them than against Rainbows.
After the shell breaks, the two Rainbows release Zebras, so explosions and ice alone still leave children behind.
Early answers: Rounds 38 to 50
- Dart Monkey 0-2-4 Sharp Shooter: every 10th shot is a 60-damage crit, and normal shots deal 6. A reliable Ceramic breaker that also sees Camos.
- Dart Monkey 4-0-2 Juggernaut: spiked balls with +3 damage to Ceramics and +2 to Fortified bloons, plus Lead popping.
- Tack Shooter 4-x-x Ring of Fire: 5 damage to up to 30 bloons every 0.315 seconds.
- Bomb Shooter 4-2-0 Bloon Impact: stuns every non-MOAB bloon it damages for 1.4 seconds, and holds Ceramics in place while other towers work on them.
- Alchemist 2-x-x Acidic Mixture Dip: buffs nearby towers with +1 damage to Ceramics and lets them pop Lead.
Mid game: Rounds 51 to 63
- Round 51: 10 Regrow Rainbows and 15 Camo Ceramics. Your Ceramic damage needs camo detection.
- Round 54 and 55: 35 and 45 Ceramics with MOABs.
- Round 58: 15 Ceramics, 10 Fortified Ceramics and 5 MOABs.
- Round 59: 50 Camo Leads, 20 Ceramics and 10 Regrow Ceramics.
- Round 63: 75 Leads and 122 Ceramics, the first big Ceramic rush. Most mid-game defenses that look solid leak here.
Good mid-game picks: Mortar Monkey x-3-x Heavy Shells (normal damage with extra damage to Ceramics, Leads and Fortified bloons), Monkey Sub x-3-x Ballistic Missile (extra damage to Ceramics and MOABs), a Glue Gunner on the x-2-x middle path to slow large groups, and an Ice Monkey with 1-x-x Permafrost to keep thawed Ceramics at half speed.
Late game: Rounds 67 to 80
- Round 67: 13 Camo Regrow Fortified Ceramics and 8 MOABs.
- Round 72: 38 Regrow Ceramics and 2 BFBs.
- Round 74: 50 Ceramics, 60 Fortified Ceramics, 25 Camo Regrow Fortified Ceramics and a BFB.
- Round 76: 60 Regrow Ceramics. If you pop the shells but not the Rainbows, the Rainbows grow back into Ceramics.
- Round 78: 75 Ceramics, 72 Camo Ceramics, 150 Rainbows, 80 Purples and a BFB. Usually the hardest round before Round 80.
Stall is as important as damage here. Bloon Impact, glue, Permafrost and Ninja Distraction all buy time. Monkey Village x-1-x Grow Blocker stops Regrow Ceramics in its range from rebuilding.
Super Ceramics (Round 81 and later)
From Round 81 every Ceramic has 60 health (120 Fortified). A 4-2-0 Bloon Impact Bomb Shooter is a cheap, popular answer because the stun works on every Super Ceramic it hits. Round 83 (40 Ceramics, 40 Regrow Ceramics, 40 Fortified Ceramics and 30 MOABs) and Round 91 (100 Fortified Ceramics and 20 BFBs) are the Super Ceramic checks. Fortified-heavy rounds such as Round 98 produce many Fortified Super Ceramics, which are a common cause of late CHIMPS losses.
Hero picks
- Pat Fusty: his slams deal normal damage with large bonus damage to Ceramics.
- Sauda: her sword slashes deal double base damage to Ceramics.
- Captain Churchill: his level 3 Armor Piercing Shells add damage to Ceramics and MOABs.
- Quincy: his later ability levels add large bonus damage to Ceramics.
- Rosalia: her grenades deal extra damage to Ceramics.
Knowledge and powers
- Ceramic Shock: Sniper hits slow Ceramics by 70% for a moment.
- Weak Point: all heroes deal +1 damage to Ceramic and Fortified bloons.
- Violent Impact: Bloon Impact stuns 25% longer.
- Glue Trap, Time Stop and Monkey Boost are the best panic buttons for Rounds 63, 76 and 78.
None of these apply in CHIMPS.
Mode notes
- CHIMPS: one life, no knowledge and no powers. Rounds 63, 76 and 78 must be planned with stall and bonus Ceramic damage from your towers and hero alone.
- Impoppable: same rounds with towers 20% more expensive than on Medium. Super Ceramics start at Round 81.
- Hard: 100 starting lives, so a single 104-life Ceramic leak is normally enough to lose the game.
- Alternate Bloons Rounds: Ceramics start on Round 32, and Fortified and Camo Ceramics are common from Round 46.
Common mistakes
- Building only high-pierce, 1-damage towers and running out of damage on Round 63.
- Ignoring camo on Ceramics. Rounds 51, 67, 74 and 78 all send Camo Ceramics.
- Breaking Regrow Ceramics on Round 76 without finishing the Rainbows.
- Expecting knockback towers to stall Ceramics as well as they stall smaller bloons.
Frequently asked questions
What round do Ceramic Bloons appear in BTD6?
Round 38, with 2 Ceramics. In Alternate Bloons Rounds they arrive on Round 32.
How much health does a Ceramic Bloon have?
10 health, or 20 when Fortified. From Round 81 Super Ceramics have 60, or 120 when Fortified.
What is the best tower against Ceramics in BTD6?
Towers with high damage per hit or bonus Ceramic damage: Sharp Shooter, Juggernaut, Ring of Fire, Heavy Shells and Bloon Impact for stalling.
How many lives does a Ceramic Bloon take?
104 lives, enough to end a Hard game from full health. A Super Ceramic takes 65, or 75 if Fortified.
How do I beat Round 63 in BTD6?
Round 63 is 75 Leads and 122 Ceramics. Combine lead-popping damage with bonus Ceramic damage and a stall such as Bloon Impact or glue.
What is a Super Ceramic in BTD6?
The form every Ceramic takes from Round 81: 60 health instead of 10, and only one Rainbow inside.







