Rounds
Round 140
Round 140 in BTD6: a Fortified BAD and a BAD, the last pre-set round. BAD health at 140, RBE and how to beat it.
Guide
Round 140 is the last pre-set round in the game. A Fortified BAD spawns at the start and a normal BAD follows about 45 seconds later. From round 141 onward, rounds are randomly generated from a budget, apart from a few special rounds such as 163 and 200.
At ×5.00 ramping, the Fortified BAD has about 200,000 health and the BAD about 100,000. Both ignore nearly all slows, stuns and knockback, and each releases two ZOMGs and three DDTs (Fortified for the Fortified BAD). RBE is 645,440 and the round pays about $1,068 from pops plus a $240 bonus. From round 141, cash per pop drops to just 2%.
Bloons in round 140
- 1 × BAD (Fortified) (at 0 s)
- 1 × BAD (at 45 s)
How to beat round 140
Raw damage on two huge targets.
- Blimp-focused Paragons, Sun Temple or True Sun God, The Anti-Bloon, Elite Snipers and MOAB Eliminators under a Monkey Intelligence Bureau village, all with every buff you can stack.
- Fire everything on the Fortified BAD first. The second BAD arrives 45 seconds later, enough time for many abilities to recharge.
- Keep camo detection and slowing towers around the spot where the BADs pop for the ZOMG and DDT children.
Alternate Bloons Rounds
The Alternate Bloons Rounds round 140 sends four Fortified BADs and a BAD, for 1,935,200 RBE.
- 4 × BAD (Fortified)
- 1 × BAD
Frequently asked questions
What is in round 140 BTD6?
One Fortified BAD and one BAD, about 45 seconds apart.
What happens after round 140 in BTD6?
Rounds become randomly generated from an RBE budget, with a few fixed special rounds such as 163 and 200, and cash per pop drops to 2%.
Previous: Round 139

