Round 34 (BTD6)

Round 34 is a round in Bloons TD 6. The round is characterized by having a lot of Yellow Bloons and some Zebra Bloons

Summary
Starting from this round, rounds will continually get denser and denser per round. This specific round tests fast damage over an extensive time, as well as a minor test for black-popping and white-popping. Grouped popping on this round should be relatively quick and consistent. In addition, income-per-pop sources such as Bloon Trap, Rubber to Gold, and Monkey Town become much more viable starting from this round.

Bomb Shooters and Ice Monkeys, which are generally slow and possess weakness to Zebras, are no longer the most reliable choices for this round. That being said, combining with relatively fast or efficient grouped popping methods such as Glaive Ricochet or Wall of Fire, or simply purchasing Bomb or Ice upgrades such as Cluster Bombs or Icicles to offset both black/white weaknesses and low speed. Sniper Monkeys and Spike Factory strategies may potentially struggle on this round if they are the main defense, unless given a strong mid-tier upgrade such as Bouncing Bullet or Spiked Balls.

Tips

 * Sauda helps eliminate Yellows easily per shot if she reaches Level 4+, as it will only take two shots to kill each Yellow.
 * Round 34 is a prime round to start Bloon Trap farming, accumulating a lot of income in a short timeframe while also acting as defense.
 * Moderate-to-fast speed attacks such as Wall of Fire's blazes, Glaive Ricochet's ricocheting glaives, Arcane Mastery bolts, and Tack Sprayer tacks can help chip down the semi-spaced Yellows efficiently while also breaking down the Zebras decently.
 * On top of an already well-established defense, a cheap multi-projectile tower can be added to slightly assist with Yellows.
 * Druid of the Jungle can be used to one-shot the Zebras while chipping in at the Yellows. While the vine attack is slow, it is a perfect counter to this round due to the aftervines.