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For the BTD5 counterpart, see Round 78 (BTD5).
Standard ABR

What happens when you cram 75 Ceramic Bloons into a tiny space? You're about to find out!
~ BTD6 Pre-Round Comment for Round 78

Round 78 is a round in Bloons TD 6. It is the third-to-last round in Hard Difficulty. The round consists of loosely grouped Rainbow Bloons, a dense wave of Ceramic Bloons, a BFB, and a dense wave of Camo Ceramics. There are also moderate waves of Purples inside the pre-existing Round 78 format, which considerably changes the methods necessary to counter this round.

Description[]

The round begins with a rush of 150 not-so-dense Rainbows. After ~12 seconds, 75 very tightly packed Ceramics will spawn in as well. About ~37 seconds later, a B.F.B. will spawn. ~19 seconds later, a not-so-dense wave of 80 purples will spawn. When the last Purple bloon spawns (or the twentieth-to-last rainbow), a very dense wave of 72 Camo Ceramics will spawn in.

Strategy[]

Summary[]

Round 78 is a very dangerous round due to the much greater numbers of grouped Ceramics and the presence of grouped Camo Ceramics. Although not so much of a worry compared to Round 63, extra caution should be taken to handle Round 78, especially because the two separate waves will be denser and more evasive overall. Hero ability timings are usually sufficient to handle Round 78. The single BFB in the game is not normally a problem on this round. As for the Purples, magic-heavy towers can have trouble with the second half of the round due to the Purples blocking the Camo Ceramics.

Countermeasures[]

Most of the effective countermeasures for this round are abilities that have high pierce plus an effective camo countermeasure. There is usually enough time for high-pierce abilities to counter this round that there should be little worry on this round, given the right approach.

These include but are not exclusive to:

Tips[]

  • Two uses of Quincy's Storm of Arrows ability is enough to handle Round 78 with little trouble. Same applies for Gwendolin's Firestorm. However, this round may pose a trouble for Etienne's UCAV, as it doesn't have enough uptime to handle both dense Ceramic waves, though Etienne does come with free camo detection by this point to make the Camo Ceramic wave slightly less of an issue.
  • Try adding a Shimmer or Bloontonium Reactor at the front to decamo the Camo Ceramics.
  • It takes about 67 seconds between the starts of each Ceramic wave. For Benjamin's Syphon Funding, which has a 65 second cooldown, timing is very key; for most other abilities, the timing of abilities versus their cooldowns shouldn't be so much of an issue.
  • At this point, Monkey Intelligence Bureau potentially becomes very important, as clumped camo ceramic rushes resemble DDTs. Barely surviving this round means the player also struggle with Round 90, where even more and faster camo bloons spawn.
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