MOAB-class bloon
DDT
Info
The DDT (Dark Dirigible Titan) is a small, fast, black MOAB-class blimp that combines the worst traits of three regular bloons. It is Camo like a Camo Bloon, Lead like a Lead Bloon and has the Black Bloon's resistance to explosions. On paper it only has 400 health, less than a BFB, but most players rate it as dangerous as a ZOMG.
- Health: 400 (800 when Fortified)
- Speed: 2.64x Red Bloon speed, slightly faster than a Ceramic and by far the fastest blimp
- Children: 4 Camo Regrow Ceramics (Fortified Camo Regrow Ceramics if Fortified; plain Regrow Ceramics if the DDT was decamoed). They cannot regrow back into a DDT.
- RBE: 816 (1,256 Fortified)
- Properties: Camo, Lead and Black
- Immune to: sharp, shatter, explosive, cold and energy damage types
- Targeting: towers on Strong target DDTs before ZOMGs
- First appearance: round 90 (round 88 in Alternate Bloons Rounds)
- First Fortified DDT: round 99
Key rounds
- Round 90: 3 DDTs behind 50 Fortified Lead Camo Regrow bloons
- Round 93: 6 DDTs with 10 Fortified BFBs
- Round 95: 30 DDTs together with 500 Purple Camo Regrows, 250 Fortified Lead Camo Regrows and 50 Fortified MOABs
- Round 99: 9 Fortified DDTs after 60 MOABs
- Round 100: the BAD releases 3 DDTs when it pops
- Freeplay: round 106 (93 DDTs) and round 126 (99 DDTs) are notorious; round 138 has the most DDTs of any fixed round
Blimp health ramps up after round 80, so the round 90 DDTs actually have 480 health and the round 99 Fortified DDTs have 1,104 health each.
How to pop DDT
DDTs end more late-game runs than any other blimp. They are fast enough to cross a map before slow towers react, invisible to anything without camo detection, and immune to most of the cheap damage types players rely on. The good news: once you have the right kind of damage in the right place, DDTs go down quickly because their health is low.
Why DDTs are dangerous
- Camo: towers without camo detection cannot see them at all.
- Lead and Black properties: sharp attacks (darts, tacks, blades, most shurikens) and explosive attacks (bombs, most missiles) do nothing. Cold and energy attacks also fail.
- Speed: at 2.64x Red Bloon speed they outrun most kill zones built for slow ZOMGs.
- Camo Regrow Ceramics inside: when a DDT pops, four Camo Regrow Ceramics appear, which need the same camo answer.
- Late timing: they first show up on round 90, when many players have already sunk their money into slow, non-camo blimp killers.
How to get damage that works
You need two things on the same tower: camo detection and a damage type that can hit Lead and Black bloons. There are three ways to get there.
- Monkey Village support. A 0-2-0 Village (Radar Scanner) gives camo detection to towers in range, and a 0-3-0 Village (Monkey Intelligence Bureau) lets them pop every bloon type, including Lead and Black. A 0-3-0 Village turns most blimp towers into DDT answers.
- Towers that naturally fit. Some upgrades already have camo and the right damage type, for example a Super Monkey with Ultravision (x-x-2) and a plasma or sunbeam top path.
- Decamo. Removing camo makes DDTs visible to everything, but they keep Lead and Black properties. Decamo upgrades and Powers help, but they never fix the Lead problem.
Stuns and slows also work on DDTs, sometimes better than on ZOMGs: Super Glue, Cripple MOAB and The Biggest One hold DDTs longer, while MOAB Press and Maim MOAB treat them like ZOMGs. Monkey Pirates can hook a DDT, but only if the Buccaneer can see camo.
Best towers against DDTs
First DDTs (round 90)
- Sun Avatar with Ultravision (3-0-2 Super Monkey): camo detection, huge range and damage that pops Lead. One of the cleanest round 90 answers.
- Plasma Accelerator or Ray of Doom (Dartling Gunner) inside a Radar Scanner or MIB Village. The beam hits every DDT in a line.
- Elite Defender or Cripple MOAB (Sniper) with a 0-3-0 Village. Snipers shoot across the map, so DDT speed matters less.
- Spike Factory: spikes on the track do not need camo detection to hit, and White Hot Spikes (2-x-x) let them damage Lead. Spike Storm or a MOAB SHREDR near the exit is a common DDT safety net.
Late game (rounds 95, 99 and freeplay)
- True Sun God and Legend of the Night on the Super Monkey.
- Plasma Accelerator stacks and Ray of Doom with Village support.
- Pre-Emptive Strike and First Strike Capability inside a MIB Village.
- Spike Storm at the end of the track to catch leftovers.
- Paragons: most have camo detection built in.
Heroes that help
- Adora: strong single-target damage that handles DDTs well in the late game.
- Psi: at level 20 he can affect DDTs and ZOMGs; before that, DDTs are immune to his attacks.
- Benjamin: from level 18 his Trojan and Syphon Funding work much better on DDTs, and his cash helps pay for Village support.
- Ezili: MOAB Hex still deals percentage damage to DDTs, although their low health makes that less impressive.
Powers and Monkey Knowledge
- Camo Trap strips camo from bloons that pass over it, which helps with the Camo Regrow Ceramics a DDT drops.
- MOAB Mine kills any DDT it touches.
- Big Bloon Sabotage makes DDTs spawn with less health.
- Supersize Glue Trap lets Glue Traps slow blimps, and DDTs use up less of its glue than ZOMGs do.
Dangerous DDT rounds
- Round 90: only 3 DDTs, but they hide behind 50 Fortified Lead Camo Regrows. Many players find out here that their defense has no camo plan.
- Round 93: 6 DDTs with 10 Fortified BFBs. The BFBs pull your blimp towers' fire.
- Round 95: 30 DDTs plus 750 Camo Regrow bloons and 50 Fortified MOABs. It is one of the most common places for a CHIMPS run to end.
- Round 99: 9 Fortified DDTs (1,104 health each) after 60 MOABs. Watch your towers' targeting so they do not waste time on MOABs.
- Round 100: the BAD releases 3 DDTs deep in your track. Keep a DDT answer near the place where the BAD usually dies.
Mode notes
- CHIMPS: no Camo Trap, no MOAB Mine, no selling. Plan your camo and Lead coverage before round 89 and make sure it reaches the end of the track.
- Impoppable: a single DDT leak ends the game. Double up your coverage near the exit.
- Double HP MOABs: DDTs have 800 health (1,600 Fortified). Fast single-target towers start to struggle.
- Alternate Bloons Rounds: DDTs start on round 88 and Fortified DDTs appear as early as round 93.
Common mistakes
- Giving towers camo detection but forgetting Lead. A Radar Scanner alone does not let sharp or explosive towers hurt DDTs; you need MIB or the right damage type.
- Placing all DDT damage at the start of the track. DDTs are fast; put some coverage near the exit.
- Leaving towers on First targeting during round 99, so they shoot MOABs while Fortified DDTs slip past.
Frequently asked questions
What round do DDTs come in BTD6?
The first DDTs appear on round 90 (three of them). Round 95 sends 30 DDTs and round 99 sends 9 Fortified DDTs. In Alternate Bloons Rounds the first DDTs come on round 88.
How much health does a DDT have?
400 health, or 800 when Fortified. Because of late-game health ramping, round 90 DDTs have 480 health and the round 99 Fortified DDTs have 1,104.
What can pop a DDT?
Any attack that has camo detection and can damage Lead and Black bloons. The easy route is a 0-3-0 Monkey Village with Monkey Intelligence Bureau next to your blimp towers.
What is the best tower against DDTs?
A 3-0-2 Sun Avatar, a Plasma Accelerator or Ray of Doom with a Radar Scanner Village, and Elite Defender Snipers with MIB are all strong. Spike Factories near the exit are a reliable backup.
Why can't my Bomb Shooters hit DDTs?
DDTs have the Black property, so explosions do no damage unless the Bomb Shooter is inside a Monkey Intelligence Bureau Village. They also need camo detection to target DDTs at all.
How do I beat round 95 in CHIMPS?
Have camo and Lead-capable damage on every part of the track, plenty of area damage for the 750 Camo Regrow bloons, and enough blimp damage for 50 Fortified MOABs. Spike Factories near the exit help catch leaking DDTs.





