CamoRound 24BTD6 guide
BTD6 Rounds to Watch
If you keep losing to surprise bloons, plan around the rule-check rounds first: Round 24 camo, Round 28 lead, Round 40 MOAB, Round 59 camo lead, Round 63 ceramics, Round 78 camo ceramics, Round 90 DDTs, Round 95 DDT pressure, Round 98 dense blimps, and Round 100 BAD.
CamoRound 24
LeadRound 28
MOABRound 40
DDTRound 90+Quick answer
For standard BTD6 rounds through Round 100, the most important planning checkpoints are 24, 28, 40, 59, 63, 76, 78, 80, 90, 95, 98, 99, and 100. These rounds test camo detection, lead popping, MOAB damage, ceramic cleanup, DDT coverage, and BAD damage in different ways.
This checklist is for Standard rounds, including CHIMPS and Impoppable planning. Alternate Bloons Rounds and Apopalypse change the pressure pattern, so use this as the normal-round baseline rather than a universal script.
- Before Round 24: make sure at least one tower can see camo.
- Before Round 28: add lead-compatible damage.
- Before Round 40: prepare real MOAB damage, not just bloon cleanup.
- Before Round 90: combine camo detection, lead-compatible damage, and DDT control.
Early rounds that check tower properties
The early danger is not raw health. It is whether your defense can legally hit the bloon type. A setup can look strong on Round 23 and still leak Round 24 if nothing sees camo, or leak Round 28 if every main attack fails against lead.
Round 40 is the first major shift from bloon layers to blimp damage. If your defense only clears small bloons, the MOAB shell can reach the exit even when the children would have been easy.
- Round 24: the first standard camo check. Ninja Monkey, Enhanced Eyesight, Radar Scanner, or reliable decamo can solve it.
- Round 28 and Round 30: early lead checks. Bomb Shooter, Full Metal Jacket Sniper, Hot Shot Buccaneer, Monkey Sub, Alchemist support, or similar lead answers are common fixes.
- Round 33 and Round 36: extra camo pressure. One weak camo answer can be enough for Round 24 but still fall behind later.
- Round 40: first MOAB. Add focused blimp damage or a plan to break the shell before the exit.
Midgame rounds that punish messy coverage
The midgame asks whether your defense is balanced. You need enough cleanup for grouped bloons, enough damage for MOAB-class shells, and enough property coverage for camo lead or ceramic layers.
Round 63 is the classic ceramic wall. The mistake is often building one expensive tower that hits hard but cannot clear dense ceramic groups quickly enough.
- Round 49: mixed bloon density. Use this as a warning sign before the MOAB-heavy rounds begin.
- Round 50: two MOABs plus support bloons. If Round 40 was close, this round usually exposes the same weakness.
- Round 59: camo lead. Detection and lead damage must overlap on the same attack path, or the bloons slip through untouched.
- Round 60: first BFB. Your defense needs sustained blimp damage, not only one burst.
- Round 63: dense ceramic rushes. Use high-pierce cleanup, slowing, glue, ice support, or an ability timed for the waves.
Late-game rounds before Round 100
Late-game standard rounds test whether your support structure is complete. DDTs are the biggest change because they combine speed, camo, lead, black-bloon traits, and MOAB-class health.
Rounds 95, 98, 99, and 100 are different problems. Round 95 is a DDT control test, Round 98 is a dense blimp damage test, Round 99 checks fortified DDT handling, and Round 100 asks whether you can break a BAD and clean up afterward.
- Round 76: regrow ceramic rush. If your cleanup is scattered, regrow layers can overwhelm the track.
- Round 78: ceramic waves plus camo ceramic pressure. Make sure the cleanup that beats ceramics can also see camo when needed.
- Round 80: first ZOMG. This is a sustained blimp damage checkpoint.
- Round 90: first DDTs. If this is barely handled, Round 93, Round 95, and Round 99 are likely unsafe.
- Round 95: heavy DDT pressure. Use reliable camo detection, DDT-compatible damage, slowing, and enough MOAB-class damage.
- Round 98: dense fortified blimp pressure. Damage, stall, debuffs, and cleanup all matter here.
- Round 100: first BAD. Plan for both the BAD layer and the children that appear after it breaks.
How to use the checklist
Treat the list as a pre-round buying guide. Before each checkpoint, ask what rule is about to be tested: visibility, damage type, ceramic cleanup, blimp damage, DDT control, or BAD damage.
If a specific bloon leaks, use the Bloon Counter to identify the missing rule. If the track layout is the issue, sketch tower placement in the Map Strategy Planner before changing the whole build.
- Do not buy random damage when the problem is camo or lead compatibility.
- Do not rely on one camo tower if later rounds need the whole defense to see camo.
- Do not wait until Round 90 to think about DDTs; prepare the support shell earlier.
- After Round 80, make every purchase answer a clear late-game job.
Editorial note
This page is written as a practical standard-round planning guide, not a copied round-by-round database. It focuses on the rounds most likely to punish newer and intermediate players when a defense is missing a specific rule.
If BTD6 updates change standard round behavior, this checklist should be reviewed before the page date is refreshed.
FAQ
Common follow-up questions
What is the first camo round in BTD6?
In standard BTD6 rounds, Round 24 is the first camo check. It is small, but it matters because most towers cannot target camo without an upgrade, support, hero ability, or decamo plan.
What is the first lead round in BTD6?
Round 28 is the first standard lead check, followed by more lead pressure soon after. If your main tower cannot damage lead, add a lead-compatible tower or support before the round starts.
What round do DDTs start in BTD6?
DDTs first appear on Round 90 in standard rounds. A good DDT answer needs camo detection, lead-compatible damage, and enough control or damage to handle their speed.
Is Round 95 or Round 98 harder?
They test different defenses. Round 95 is usually a DDT control and compatibility test, while Round 98 is a dense fortified blimp damage and cleanup test. A build can beat one and still fail the other.