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Round 96 is a round in Bloons TD 6. It is the fifth-to-last round in Impoppable Difficulty and CHIMPS. It is characterized by three groups of BFBs, two larger groups of Fortified MOABs and a somewhat dense pack of ZOMGs.

Description[]

10 densely packed BFBs will approach, followed immediately by 20 tightly packed Fortified MOABs. After the last of these MOABs spawn, 10 more BFBs and 20 more Fortified MOABs will enter in the same manner. Following this, 10 more BFBs spawn, in the same way as the other BFBs, but this time with 6 closely packed ZOMGs coming after them.

Strategy[]

Summary[]

Round 96 is one of the more dangerous rounds in CHIMPS Mode, due to how dense the blimps are throughout the long round. In regards to strategy optimization, Round 96 can be viewed as an easier version of Round 98, both having large numbers of BFBs and ZOMGs. Therefore most countermeasures to Round 98 should work on this round as well. Just note that ZOMGs arrive last, rather than first as in Round 98, and don't ignore the barrage of Fortified MOABs at the start of Round 96.

Tips[]

  • Having a powered up Prince of Darkness before the round starts can be helpful for chipping down the Fortified MOABs so that its power will scale faster as this round progresses.
  • Use a 4-2-0 Maim MOAB on Strong to reduce the speed of the stronger blimps so that the defense can handle the weaker waves of blimps first.
  • Having a Shattering Shells is helpful for reducing the Fortified MOABs on this round, but the biggest problem on Round 96 are the BFBs and ZOMGs, both of which lack any fortification of any kind, unlike on Round 98 where its value would be more prominent.
  • It is a good idea to have MOAB Glue to guarantee a slowdown of the blimps coming on this round, especially while a Bloon Sabotage is under cooldown.
  • As with other high-RBE late-game rounds, avoid popping all blimps at once unless your defense actually benefits from such a scenario.
  • The last group of ZOMGs may be a bit of a trouble to beat without prior preparation. Try handling the other weaker waves first before dealing with the ZOMGs, as ZOMGs are quite slow in comparison to the BFB and MOAB waves.
  • MOAB Press can help a lot on this round to push back the ZOMGs while other defenses handle the weaker blimps.
  • Of all rounds between Rounds 1-100, Round 96 makes the most money. This is where Monkey Town will net the most money per round, assuming all attackers are within its range.
  • Round 96 has less spacing of BFBs and ZOMGs than Round 98. This is usually easier for most defenses, but can be a slight hinderance to Corvus's Overload.

Gallery[]

Trivia[]

  • Round 96 has almost 73% the RBE of Round 98.
  • Round 96 has the most bloon pop income in a round for rounds before Round 100.
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