Regular bloon
Green Bloon
Info
The Green Bloon is the third regular bloon in Bloons TD 6. Popping it releases one Blue Bloon, which in turn releases one Red, so a Green has three layers, an RBE of 3 and costs 3 lives if it leaks. An attack with 3 damage pops the whole bloon in one hit.
Greens move at 1.8x the speed of a Red, the same speed as Black and Zebra Bloons. They have no immunities. Any damage type works, as long as the tower can see the bloon (Camo) and the bloon is not frozen when a sharp attack hits it.
Where you meet them. Greens first appear on Round 6 (4 Greens with 15 Reds and 15 Blues). Because CHIMPS and Impoppable start at Round 6, Greens are part of the very first wave in those modes. Round 9 is 30 Greens, Round 13 adds 23 Greens to 50 Blues, Round 16 has 40 Greens and Round 18 is 80 Greens in one wave. Later, Round 49 sends a huge 343 Greens next to Zebras, Rainbows and Ceramics.
Variants
- Camo Green: the most famous Green in the game. Round 24 sends 20 Blues and a single Camo Green, which is the first Camo bloon in standard play. Without camo detection it walks out and costs 3 lives, which is a loss in one-life modes.
- Camo Regrow Green: Round 36 pairs 140 Pinks with 20 Camo Regrow Greens. They need camo detection and enough pierce to stop them from regrowing.
- Regrow Green: also appears when Regrow Yellows from Round 17 are popped down. Regrow bloons regain lost layers every 3 seconds.
- Fortified: does not apply to Greens.
Alternate Bloons Rounds. In Alternate Bloons Rounds Greens arrive on Round 5. Round 9 is 30 Regrow Greens, Round 11 includes 3 Camo Greens, Round 16 mixes 20 Camo Greens with 20 Regrow Greens, and Round 34 sends 200 Greens with 6 Rainbows.
How to pop Green Bloon
Green Bloons have no immunities, so any tower pops them. They become dangerous in two situations: dense waves that outrun low-pierce openings (Rounds 9, 16 and 18), and the Camo Green on Round 24, which is the first point where a defense with no camo detection fails.
Which damage types work
Every damage type works. The exceptions are the usual ones:
- Camo Greens cannot be targeted or damaged by towers without camo detection.
- Frozen Greens are immune to sharp damage until they thaw.
Three damage per hit pops a Green completely. Dart Monkey 0-0-3 Crossbow does exactly that, and Sniper Monkeys with 2 damage leave only a Red behind.
Early game answers
- Dart Monkey: still fine for Rounds 6 to 9. Each dart pops 2 bloons, 3 with Extra Dart Pops.
- Tack Shooter: strong on corners where Greens bunch up.
- Boomerang Monkey: good on long straights because boomerangs hit on the way out and on the way back.
- Ninja Monkey: a base Ninja already has camo detection, fast attacks and decent range, which makes it the simplest single tower that covers both normal Greens and the Round 24 Camo Green.
The Round 24 Camo Green
Round 24 is 20 Blues and one Camo Green. Most defenses pop the Blues without trouble, then watch the Camo Green walk out untouched. It costs 3 lives on most modes and ends the game in CHIMPS and Impoppable. Cheap fixes, any one of which is enough:
- A base Ninja Monkey, which has camo detection from the start.
- Dart Monkey 0-0-2 Enhanced Eyesight.
- Wizard Monkey 0-0-2 Monkey Sense.
- Sniper Monkey x-1-x Night Vision Goggles, which also deals 2 extra damage to Camo bloons.
- A Spike Factory, whose spikes on the track pop Camo bloons without any upgrade.
- Ice Monkey 2-0-0 Cold Snap, which lets it hit Camo and Lead bloons.
- A hero with camo detection: Ezili, Sauda, Psi and Silas have it from level 1, Quincy and Etienne from level 5. Obyn Greenfoot's Brambles (level 3) also pop Camos.
Outside CHIMPS, a Camo Trap or a pile of Road Spikes on the track solves the round without spending in-game cash.
Mid game: Rounds 33 to 49
- Round 36: 140 Pinks and 20 Camo Regrow Greens. You need camo detection with real pierce, plus enough damage to stop regrowth. A Monkey Village 0-1-0 Grow Blocker stops Regrow bloons from regrowing inside its range, and 0-2-0 Radar Scanner gives camo detection to every tower around it.
- Round 49: 343 Greens along with 20 Zebras, 30 Rainbows and 18 Ceramics. The Greens themselves are weak, but they take pierce away from towers that need to deal with the bigger bloons. Area damage such as a Bomb Shooter or a Tack Shooter keeps the Greens from clogging your main damage.
Late game
Greens only appear as children in the late game. If they leak, it is a cleanup problem. Keep a high-pierce tower near the exit, for example a Spike Factory or a 0-3-0 Blade Shooter.
Hero picks
Quincy (bouncing arrows, camo at level 5) and Obyn Greenfoot (2-damage wolf, Brambles for Camos) are the most reliable early Green poppers. Etienne is a strong choice if you want camo covered for the whole game: he sees Camos at level 5 and his level 8 UAV gives camo detection to every tower on the map.
Mode notes
- CHIMPS and Impoppable: you start on Round 6, so Greens are in your first wave, and you have one life. Plan camo detection before Round 24 every single game.
- Alternate Bloons Rounds: Round 9 is 30 Regrow Greens and Round 16 brings 20 Camo Greens with 20 Regrow Greens, so you need camo and regrow control much earlier than in standard play.
- Hard: bloons move about 13.6% faster than on Medium, which makes Round 18 (80 Greens) noticeably tighter on maps with short tracks.
Common mistakes
- Skipping camo detection because "nothing is camo yet" and losing to a single Camo Green on Round 24.
- Relying on a Bomb Shooter or Mortar for camo. Neither can see Camo bloons without support.
- Putting the only camo tower at the very start of the track, where the Camo Green is still out of its range when it spawns behind other bloons.
- Using an Ice Monkey in front of sharp towers: frozen Greens cannot be popped by sharp attacks.
Frequently asked questions
What round is the camo green in BTD6?
Round 24. It sends 20 Blues and a single Camo Green, the first Camo bloon in standard play.
How do I beat Round 24 in BTD6?
Have any camo detection before the round starts: a base Ninja, Dart 0-0-2, Wizard 0-0-2, Sniper 0-1-0, a Spike Factory or a hero with camo detection.
What round do Green Bloons appear?
Round 6 in standard rounds and Round 5 in Alternate Bloons Rounds.
What is inside a Green Bloon?
One Blue Bloon, which contains one Red. That gives it an RBE of 3.
How fast are Green Bloons in BTD6?
Greens move at 1.8x the speed of a Red, the same as Black and Zebra Bloons.
Does the Spike Factory pop camo bloons?
Yes. Spikes on the track pop Camo bloons without any upgrade, which makes a base Spike Factory a simple answer to the Round 24 Camo Green.







