Free supportUse creator code BTD6MASTERIn BTD6 or on the Ninja Kiwi Web Store. It costs you nothing extra.BTD6MASTERHow it works →
BTD6 Pedia

Modes and difficulties

Rounds

Every round in BTD6 from 1 to 140: bloons, RBE, cash, ABR versions and how to beat the hardest rounds in CHIMPS and Impoppable.

All Rounds

Rounds 1–20 20

Rounds 21–40 20

Rounds 41–60 20

Rounds 61–80 20

Rounds 81–100 20

Freeplay 101–120 20

Freeplay 121–140 20

Guide

Bloons TD 6 has 140 fixed rounds. Every round sends the same bloons in the same order every time you play it, which means each one can be learned, planned for and beaten with the right defence. This section has a page for every round from 1 to 140, with the full bloon list, total RBE, cash earned, the Alternate Bloons Rounds version and a practical plan to beat it. Pick a round from the list below, or read on for how rounds work and which ones end the most runs.

How many rounds are in each mode

The number of rounds you have to beat depends on the difficulty and mode:

  • Easy: rounds 1 to 40. The final round is the first MOAB.
  • Medium: rounds 1 to 60, ending with the first BFB.
  • Hard: rounds 3 to 80, ending with a ZOMG.
  • Impoppable and CHIMPS: rounds 6 to 100, ending with the BAD.
  • Deflation: rounds 31 to 60 with a fixed budget and no income.
  • Alternate Bloons Rounds: played on Hard, so rounds 3 to 80, using a harder set of rounds.

After you win, you can keep going in freeplay. The predetermined rounds continue to round 140, and from round 141 the game builds random rounds.

How rounds are built

Each round is made of groups. A group is a number of one bloon type that spawns over a set time, for example 40 Ceramic Bloons in a fraction of a second, or 160 Yellow Bloons spread over 36 seconds. Groups can overlap, so the track can carry several bloon types at once. The bloon lists on each round page show every group with its spawn window, which tells you whether a round is a dense rush or a long stream.

Bloon properties are introduced gradually in normal rounds:

RBE and how fast rounds grow

RBE (red bloon equivalent) counts how many single pops a round contains, so it is the best single number for comparing rounds. Round 1 is worth 20 RBE. Round 35 is the first round over 1,000, round 49 reaches 4,771 and Round 63 is the first round over 10,000 at 14,413. From round 81 onward, values climb into the tens and hundreds of thousands as MOAB-class bloons take over. RBE is not everything, though. Round 24 has only 43 RBE but still ends many first runs because of a single camo bloon.

Cash per round

You earn cash in two ways each round: money for every layer you pop, and an end-of-round bonus of $100 plus the round number (for example $163 after round 63). The cash from pops is reduced in later rounds:

  • Rounds 1 to 50: full cash per pop.
  • Rounds 51 to 60: 50%.
  • Rounds 61 to 85: 20%.
  • Rounds 86 to 100: 10%.
  • Rounds 101 to 120: 5%.
  • Rounds 121 to 140: 4%.
  • Round 141 and later: 2%.

This is why your income seems to stall after round 50 and again after round 60. In CHIMPS, pops and round bonuses are your only income, so the drops at 51 and 61 shape how you spend in the mid game. Each round page lists the cash from pops (with the reduction already applied) and the round bonus separately.

Freeplay scaling after round 80

Rounds after 80 are tougher than their bloon lists suggest, because the game applies ramping:

  • Bloon speed rises by 2% per round from round 81, with extra jumps of 18% at round 101, 40% at round 151, 50% at round 201 and 48% at round 252.
  • MOAB-class health rises by 2% per round from round 81 to 100, then 5% per round to 124, 15% per round to 150, 35% per round to 250 and faster after that.
  • From round 81, ceramics become Super Ceramics with 60 health instead of 10 (120 when fortified), and non-MOAB bloons release one child instead of two.
  • From round 150, stuns, freezes, slows and similar effects last a little less, with the reduction growing every 50 rounds.

Rounds 81 to 100 are still part of Impoppable and CHIMPS, so the ramping matters for completing those modes, not just for freeplay records.

The most dangerous rounds

These are the rounds that end the most games, especially in CHIMPS and Impoppable, where a single leak loses the run:

Alternate Bloons Rounds

Alternate Bloons Rounds is a Hard mode that replaces the normal round set with a tougher one. Camo, lead, purple and MOAB-class bloons all show up much earlier: ABR round 5 already has camo reds, round 10 has the first leads, round 40 is a Fortified MOAB and round 54 has a BFB. A few rounds are easier than their normal versions, such as round 33. Every round page in this section has an Alternate Bloons Rounds section with the full ABR bloon list and RBE, so you can compare the two versions directly.

Sending rounds early

You do not have to wait for a round to finish before starting the next one. Sending rounds early speeds up games where your defence is far ahead, and races depend on it. Only do it when you are confident: two rounds on the track at once means double the bloons, and a strong next round arriving on top of a weak one is a common way to lose a comfortable game. Avoid sending early before any of the dangerous rounds listed above.

For full playthroughs of tough rounds and modes, see the videos on the BTD6 Master YouTube channel.

Frequently asked questions

How many rounds are there in BTD6?

There are 140 predetermined rounds. Easy ends at round 40, Medium at 60, Hard at 80 and Impoppable and CHIMPS at 100. After round 140, freeplay rounds are randomly generated.

What is the hardest round in BTD6?

For most players in CHIMPS, round 63 is the biggest wall before the late game, thanks to its dense ceramic waves. In the final stretch, rounds 95 to 100 are the hardest, with round 98 sending 30 Fortified BFBs and 8 ZOMGs.

What round does CHIMPS start on?

CHIMPS and Impoppable start on round 6 and end after round 100. Hard and Alternate Bloons Rounds start on round 3.

When does the first MOAB come in BTD6?

The first MOAB comes on round 40 in normal rounds. Alternate Bloons Rounds also has a MOAB-class bloon on round 40, but it is fortified.

Why do I earn less money after round 50?

Cash per pop drops to 50% from round 51, 20% from round 61 and 10% from round 86. The end-of-round bonus is not reduced.

What happens after round 140?

From round 141, freeplay builds random rounds, with bloon speed and MOAB health continuing to ramp up. A few rounds are special, such as round 163, which only spawns ceramics and fortified leads, and round 200, which is three Fortified BADs.