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If you have played Bloons TD5 you'll remember what round 63 was like. If you are new to this game, let's just say: many tightly packed Ceramic Bloons.
~ BTD6 Pre-Round Comment for Round 63


Round 63 is a round in Bloons TD 6. The round consists of groups of Lead Bloons, followed by three distinct waves of super-dense Ceramic Bloons. It remains fairly similar to its BTD5 counterpart, but it has some key differences. In fact, the distinction in BTD6 is the almost fully clumped waves of Ceramics per wave.

Description[]

There will be a constant wave of Leads followed by each wave of super dense Ceramic Bloons. The first wave of 40 Ceramics will spawn in after ~3.9 seconds from when the round starts. The second wave of 40 Ceramics will spawn in after ~16 seconds from when the first wave appears. The third and final wave is very slightly stronger, with a wave of 42 Ceramics, and will spawn in after ~16 seconds from when the second wave appears.

Strategy[]

Summary[]

Round 63 is one of the most dangerous mid-game rounds in the whole of BTD6 due to how densely packed the Ceramic waves are at such an early stage of the game, making this round quite difficult to pass through on many CHIMPS games. Usually, the Ceramics are the most problematic part of the round, but the Leads are equally as dangerous too, making it harder for sharp-based towers to destroy the Ceramics. Due to the density of the Ceramics, and especially of their children, high-pierce towers are recommended. Towers that slow down the Ceramic clumps, such as Ice Monkeys, are also helpful. The best combination of counters to this round are generally those that hybridize high pierce and stalling, such as Icicles, but very high pierce towers such as properly timed Blade Maelstrom abilities work too.

The best low-cost countermeasures against Round 63 is a combination of high pierce and reliable slowdown. The use of slowdowns help reduce the speed of the rushed bloons, adding time for the defense to handle the bloons, while high-pierce towers such as the Recursive Cluster destroy the extremely dense groups of Ceramics and the bloons underneath. Many of these countermeasures often involve abilities. Try making use of the selected hero in the game to assist with beating this round. Charging abilities before the round starts is very helpful, as the first wave of dense Ceramics come in quite quickly, and most activated abilities in this game have initial cooldowns.

Round 63 is a very popular round in custom challenges, including several Advanced Challenges, which often involves a solution involving a set of strong towers, usually with Glue and/or Ice.

Tips[]

  • The best single counter to Round 63 is an Icicles. 2-0-4 Icicles helps beat the Leads while also being able to apply Permafrost effects to the clumps of Ceramics, slowing the Ceramics down immensely. 0-2-4 Icicles on the other hand helps apply large damage to the clumps of Ceramics while also freezing them in place.
  • If on a low budget, adding a low-level Ice Monkey is a good option for countering Round 63, even with a 0-0-0 Ice Monkey. This helps slow progress of the bloons so that the defenses will get less overwhelmed. 1-0-0 Ice Monkey applies Permafrost that can be used to slow down Ceramics even further, 1-1-0 keeping them tighter in the same spot with increased attack speed. 0-2-2 Ice Monkey near-permanently stalls down the Ceramics in place and cracks them into much weaker groups of bloons given enough time. The Ice Monkeys also will ignore the Leads, allowing other towers to pick them off as well.
  • If given a good curve to maximize its coverage, a 4-2-0 Ice Monkey not only can stall the hyperdense Ceramics but also make them take more damage, thus allowing the player's other towers to destroy them faster.
  • A 2-0-4 Recursive Cluster, on Strong or First, can help defeat Round 63 by beating the big Ceramic groups with its big cluster. You can combine it with a 3-x-x or 4-x-x Alchemist for more popping power. Importantly, Patch 40.0 has removed the Recursive Cluster's Normal damage and replaced it with explosive damage, so you may still need a place for the zebra/black Bloons leftover.
  • When it comes to use of heroes, there are certain heroes that naturally excel on beating this round. Hero abilities can be used to help beat this round, including both of Gwendolin's abilities, Etienne's UCAV, Quincy's Storm of Arrows, Captain Churchill's Armor Piercing Shells, Obyn Greenfoot's Wall of Trees, and Sauda's Sword Charge.
  • Monkey Sub strategies can use Sub Commander to combat Round 63, due to it greatly increasing pierce and damage.
  • Blade Maelstrom possesses a very high amount of pierce, and it is one of the best cheap options for countering Round 63 in the presence of lead-popping sources. Time its ability properly to deal with each wave. Its cooldown is quite fast for an activated ability, so it can have enough uptime to deal with the first and last waves. In fact, two Blade Maelstroms are sufficient for countering the Ceramics reliably.
  • Due to the round's 75 Lead Bloons, a single Lead to Gold alchemist will easily make a small profit on this round. If the alchemist catches all 75 Leads, they will generate a total of $3750.
    • Similarly, Round 63's groups of Ceramics are effective for Rubber to Gold to gain a considerably high profit. If it can hit all 122 Ceramics with the Gold effect, a maximum of $4280 can be profited this round (adds a +$0.4 per pop on this round, which allows each pop to gain $0.6 per pop instead of $0.2 per pop).
  • A crosspathed Elite Sniper coupled with a Stronger Stimulant can easily solo Round 63 in its entirety, as the Bouncing Bullets will shred through the Leads and Ceramic waves easily.
  • A Spectre or Apache Dartship can single handedly defeat this round. Both of these are expensive T4 carry towers that are generally used to excel the mid-game.
  • Although expensive, a 4-2-0 Bloon Impact can be used to both counter the Leads, stun large waves of Ceramics, and deal big damage to the densely clumped Ceramics, provided there is adequate cleanup against the weaker bloons. It has a decent 60 pierce and reasonable attack speed. Set on Strong for the best results.
  • A 4-0-2 M.O.A.R Glaives is a great counter for Round 63 as it has 100 pierce and its glaives ricochet from bloon to bloon making it use the most of its pierce. As well as that, it can pop the leads as well as dealing good amount to the Ceramics Bloons. Glaive Ricochet is already an excellent option for the early game so you can build up for Round 63 without having to spend much money on the actual round. M.O.A.R Glaives also benefits from Primary Training and Primary Mentoring which can make this more efficient.
  • A 0-4-2 Artillery Battery paired with a 2-x-x Jungle Drums is a great counter for Round 63 as it does extra damage to Ceramics, has great pierce and applies a damage over time effect to the bloons. If needed, you can also use the Bombardment ability.
  • Shattering Shells or 4-0-2 The Big One can beat the Ceramic waves with ease, provided they hit the nearly untouched Ceramics at least once, with the resulting napalm obliterating those waves. Ensure proper micromanagement though, and this works best on single-entrance maps with at least decent lane length.

Gallery[]

Trivia[]

  • As this round is a very famous round, there are many variations of Round 63 in subsequent rounds in Bloons TD 6. Here are some freeplay rounds that resembles Round 63 with various MOAB-Class Bloons.
    • On Round 122, hyperclumped BFBs (40 normal, 20 fortified) appear alongside 225 Fortified Leads (3 groups of 75, stacked).
    • On Round 130, there are two phases. The first phase consists stacks of MOABs alongside regular DDTs, and the second phase consists stacks of DDTs alongside MOABs. Also a stack of 48 Fortified MOABs appear at the end of the round.
    • On Round 139, groups of Fortified MOABs alongside regular MOABs appear. However, there are 4 waves of them instead of 3 in original Round 63.
    • On Round 163, sustained groups of Camo Regrow Fortified Leads and Camo Regrow Fortified Super Ceramics appear. Also this round lasts for 63 seconds.
    • On Round 263, the round consists lots of MOABs and Fortified MOABs alongside Fortified DDTs.
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