Regular bloon
Yellow Bloon
Info
The Yellow Bloon is the fourth regular bloon in Bloons TD 6 and the first one that feels fast. It has four layers: popping it releases a Green, which releases a Blue, which releases a Red. Its RBE is 4 and a leaked Yellow costs 4 lives.
Yellows move at 3.2x the speed of a Red, a big jump from the 1.8x of a Green. Only the Pink Bloon (3.5x) is faster among regular bloons. Yellows have no immunities, so every damage type works on them. What makes them dangerous is speed: slow projectiles miss, short-range towers get only one or two shots, and a few Yellows that slip through a gap reach the exit very quickly.
Where you meet them. Yellows first appear on Round 11 (3 Yellows with Reds, Blues and Greens). Rounds 14, 15 and 16 add more, and Round 21 sends 40 Yellows with 14 Pinks. Round 27 has 45 Yellows inside its 250-bloon swarm, Round 29 brings 50 Yellows and 15 Regrow Yellows, and Round 34 is the largest Yellow wave in standard play with 160 Yellows and 6 Zebras. Every Pink Bloon also contains a Yellow, so they keep coming as children for the rest of the game.
Variants
- Regrow Yellow: Round 17 sends 12 Regrow Yellows, the first Regrow bloons in standard play. Rounds 19, 25 and 29 bring more. A Regrow bloon regains lost layers every 3 seconds, so a Yellow popped down to a Green will grow back if nothing finishes it.
- Camo Yellow: Round 33 sends 13 Camo Yellows together with 20 Camo Reds.
- Fortified: does not apply to Yellows.
Alternate Bloons Rounds. In Alternate Bloons Rounds Yellows appear on Round 8. Round 18 sends 60 Yellows, Round 36 brings 80 Camo Regrow Yellows, and Round 49 throws 300 Regrow Yellows at you alongside Camo Zebras, Rainbows and Regrow Ceramics.
How to pop Yellow Bloon
Yellow Bloons have no immunities, so the answer is never "this tower cannot pop it". The answer is about speed and coverage: towers that hit instantly or over a wide area handle Yellows well, while slow projectiles and towers with tiny range let them through.
Which damage types work, and which towers struggle
Every damage type pops Yellows. The towers that struggle do so because of how they attack:
- Slow projectiles. Bomb Shooter bombs and basic glue globs travel slowly and can land behind a fast bloon.
- Short range with no backup. A lone Tack Shooter on a straight section gets one volley at a Yellow before it is gone.
- Camo and frozen. As always, Camo Yellows need camo detection, and frozen Yellows cannot be hit by sharp attacks.
Towers that handle speed well:
- Sniper Monkey: infinite range and instant hits. A base Sniper deals 2 damage and can shoot anywhere on the map.
- Ice Monkey: hits everything in its radius at once and freezes it. 1-0-0 Permafrost keeps bloons slowed by 50% after they thaw.
- Glue Gunner: glued bloons move 50% slower. 0-0-2 Stronger Glue slows them to a quarter of their speed, and 1-0-0 Glue Soak keeps the glue on every layer.
- Spike Factory: spikes wait on the track, so speed does not matter.
Early game answers (Rounds 11 to 21)
- Add range before damage. Yellows punish towers that only cover a few metres of track. Place your Dart and Tack Shooters where the track loops past them.
- A Glue Gunner in front of your poppers buys every other tower more shots and is one of the cheapest fixes for fast waves.
- Watch Round 17. 12 Regrow Yellows are easy to pop to Green, but if your towers leave them half-popped, they regrow. Make sure the same group gets hit by more than one tower.
- Round 21 (40 Yellows and 14 Pinks) is the first truly fast wave. If you leak here, a Sniper Monkey or an Ice Monkey is a better purchase than another Dart Monkey.
Mid game (Rounds 25 to 34)
- Round 25: 25 Regrow Yellows plus 10 Purples. The Purples are immune to fire, plasma and energy, so check your Wizard and Super Monkey before this round.
- Round 29: 50 Yellows and 15 Regrow Yellows. Pierce and coverage both matter.
- Round 33: 13 Camo Yellows with 20 Camo Reds. Camo detection with decent pierce is required.
- Round 34: 160 Yellows and 6 Zebras. This is the biggest pure-speed test in the standard game. Area damage (Tack Shooter, Bomb Shooter, a Wizard with Wall of Fire) plus a slow from glue or ice keeps it under control.
Late game
Yellows only appear as children late in the game, mostly out of Pinks. If they leak, your problem is cleanup range near the exit. A Spike Factory, a Sniper with x-2-x Shrapnel Shot or a 0-3-0 Blade Shooter catches the fast leftovers.
Hero picks
Quincy's bouncing arrows hit several fast bloons per shot and he sees Camo from level 5, which covers Round 33. Ezili's curse hits its target instantly, so speed does not matter, and she has camo detection from level 1. Gwendolin's flames hit groups at close range and her level 3 Cocktail of Fire places a burning patch on the track that damages everything passing through.
Knowledge and powers
- Glue Trap slows the first 300 bloons that touch it by 50% for 30 seconds, a strong emergency fix for Round 34.
- Road Spikes pop up to 20 bloons per pile regardless of speed.
- Icy Chill slightly increases the Ice Monkey's freeze radius.
Powers and Monkey Knowledge are disabled in CHIMPS.
Mode notes
- CHIMPS and Impoppable: you start on Round 6 with one life, and Hard difficulty makes bloons about 13.6% faster than on Medium. Fast Yellow rounds like 21 and 34 are tighter here, so prioritise range and coverage.
- Alternate Bloons Rounds: Round 18 (60 Yellows) and Round 36 (80 Camo Regrow Yellows) are the big Yellow tests. Round 49's 300 Regrow Yellows require serious pierce plus regrow control, such as a Monkey Village 0-1-0 Grow Blocker.
Common mistakes
- Relying on Bomb Shooters for fast waves. Bombs travel slowly and often explode behind Yellows.
- Leaving Regrow Yellows half-popped on Round 17, so the same bloons come back at full strength.
- Building only at the start of the track. Fast bloons need towers spread along the path.
- Forgetting that Round 33 is fully Camo.
Frequently asked questions
How fast is a Yellow Bloon in BTD6?
Yellows move at 3.2x the speed of a Red. Only Pinks, at 3.5x, are faster among regular bloons.
What round do Yellow Bloons appear?
Round 11 in standard play and Round 8 in Alternate Bloons Rounds.
What round are the first regrow bloons in BTD6?
Round 17, which sends 12 Regrow Yellows.
What is the best tower against fast bloons?
Towers that hit instantly or slow bloons down: Sniper Monkeys, Ice Monkeys, Glue Gunners and Spike Factories all ignore the speed problem in different ways.
How do I beat Round 34 in BTD6?
Round 34 is 160 Yellows and 6 Zebras. Use area damage plus a slow from glue or ice, and make sure your towers cover a long stretch of the track.







