Dreadbloon (BTD6)

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Revision as of 16:08, 8 May 2026 by Qwertyxp2000 (talk | contribs) (Lead property: doesn't rtg never goldify bosses anyway and thus can't debuff their immunities? Removing the feet of a snake, I guess)
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Dreadbloon iterations: BMC • BTD5 • BSM2 • BTD6 • BCS
Dreadbloon
Armored Behemoth
Skulls 3 (normal)
7 (elite)
Theme Primal One
Introduced Version 34.0
Description
•Dreadbloon has Lead properties and reduces all incoming damage by 1.
• When each skull is reached, Dreadbloon grows a Ceramic Armor Shell and Dreadrock Bloons will begin spawning at the start of the track.
• When Dreadbloon appears, it is immune to Primary towers. At each skull, this immunity changes to a different tower type: Military, Magic, Support.
• Dreadrock Bloons and the Ceramic Armor Shell also have these immunities.
• Dreadrock Bloons have a Strong taunt, be careful what your towers are targeting!

Dreadbloon, titled Armored Behemoth, is a Boss Bloon in Bloons TD 6, introduced in version 34.0. It is the fourth boss introduced to the game.

Dreadbloon is the slowest Boss with its shell active, but it employs numerous methods to resist attacks. Its main body has the Lead property, and it also reduces the damage of all incoming attacks by a flat amount. Dreadbloon spawns with a Ceramic Armor Shell, which protects its main body and fully regrows at every skull, while slowing its movement. While its Shell is active, Dreadbloon summons Dreadrock Bloons, additional Bloons which are much faster than Dreadbloon and are targeted by all attacks with the Strong target priority over Dreadbloon itself. Dreadbloon is always immune to attacks from one entire tower category, beginning with Primary and cycling to Military, Magic, and Support immunities every time a skull is reached. The Ceramic Armor Shell and Dreadrock Bloons inherit this immunity.

Mechanics

Ceramic Armor Shell

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The editor who added this notice elaborates: Add a list of "bonus Ceramic" damage that applies to and not to shielded Dreadbloon

Dreadbloon starts each encounter with a Ceramic Armor Shell that fully regenerates at each skull. The health of the shield is equal to 50% of its maximum health for the current tier (35% for Elite), including the extra health from Co-op (meaning it also gains 20% more health per additional player). While the shell is active, Normal Dreadbloon's speed is reduced by 70%, while Elite Dreadbloon's speed is reduced by 65%. The shell does not reduce damage and does not have Lead properties, but it does inherit Dreadbloon's category-based immunity. In addition to taking extra damage from sources that deal bonus MOAB-Class damage and boss damage, it also takes extra damage from some, but not all, sources that deal extra damage to Ceramic Bloons. For example, it takes extra damage from Juggernaut, but not Spiked Balls. (An exhaustive list of which towers' bonus Ceramic damage apply and which do not is not yet available.)

Immunities

At the start of the encounter, Dreadbloon is immune to all Primary towers, and its immunity changes to a different category each time it reaches a skull — it is immune to Military after the first skull, Magic after the second, and Support after the third, then cycles back to Primary. Dreadbloon reflects projectiles from towers it is immune to instead of neutralizing them, and it cannot have effects applied to it by immune towers at all. For instance, Super Brittle cannot apply its damage debuff nor remove Dreadbloon's Lead property during the Primary immunity phase. Text that says "IMMUNE" pops up each time Dreadbloon is hit by an immune tower.

Normal Dreadbloon cycles through all four immunities once, and the Elite version cycles through it twice.

Lead property

After the Ceramic shell has been destroyed, towers will start dealing damage to Dreadbloon's primary health until the next skull is reached, when the Ceramic shell regenerates. In this phase, Dreadbloon has Lead properties, such as immunity to sharp, cold, and energy damage. It takes extra Lead bonus damage from sources such as Heavy Shells, Lead to Gold and Ultra-Juggernaut; however, as with bonus Ceramic damage, there may be towers for which the bonus does not apply. Methods of granting lead popping capabilities, such as the Acidic Mixture Dip and Monkey Intelligence Bureau's buffs, work against Dreadbloon. Also, Dreadbloon's lead property may be temporarily removed by debuffs such as from Embrittlement and Glue Strike, provided that the current tower-class immunity doesn’t prevent them from applying.

Damage reduction

While in its Lead body phase, Dreadbloon reduces all damage taken by 1 — projectiles deal 1 less damage per hit and damage over time deals 1 less damage per tick. If Dreadbloon would have taken damage from something but its damage is reduced to zero, it displays text that says "RESIST". Most attacks which deal zero damage to Dreadbloon do not apply secondary effects, such as the damage and Lead-stripping debuffs from Embrittlement. One notable exception is the damage and Lead-stripping debuffs from Glue Strike and Glue Storm.

Tier 1 Normal Dreadbloon does not have a damage reduction effect. Elite Dreadbloon reduces damage by 2 at tier 4 and by 3 at tier 5. The damage reduction is not applied when Dreadbloon is in its Ceramic Armored Shell phase.

Dreadrock Bloons

Main article: Dreadrock Bloon

Each time Dreadbloon reaches a skull, Dreadrock Bloons start spawning from the entrances. It keeps spawning them at regular intervals until Dreadbloon's Ceramic Armor Shell is destroyed, and spawns a certain number of Dreadrock Bloons within the first five seconds (so the time between spawns is 5 seconds divided by the amount). The two spawns happen at the same time. Dreadrock Bloons have the same category-based immunity as Dreadbloon and have the highest priority bracket for strong targeting, meaning all towers that target strong will target them before anything else. Dreadrock Bloons take extra MOAB damage and boss damage, but are not MOAB-Class Bloons. The health, spawning rate, and number of lives lost when they leak increases at higher tiers.

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The editor who added this notice elaborates: Elaborate more specifics of Boss Rush variant of Dreadbloon
This article is in need of research. You can help out by editing this article or discussing your findings on the talk page.
The editor who added this notice elaborates: How much health do Dreadrock bloons take at certain tiers?

In Boss Rush, Dreadbloon's Ceramic Armor Shell starts at 70 health and its Dreadrock Bloons start at 40 health, both of which scale at the same rate as Dreadbloon's health. Each time the player pops Dreadbloon, it re-shields and spawns 6 Dreadrock Bloons. It does not have any damage resistance, though it still has damage type immunities. Dreadbloon moves at a speed value of 0.625 (0.025x Red Bloon speed), reduced by 10% while shielded. Every 10 pops, Dreadbloon's tower category immunity switches (Primary, Military, Magic, Support).

Stats

Normal

Base health
Tier 1-player 2-player 3-player 4-player
1 7,500 9,000 10,500 12,000
2 25,000 30,000 35,000 40,000
3 120,000 144,000 168,000 192,000
4 260,000 312,000 364,000 416,000
5 1,000,000 1,200,000 1,400,000 1,600,000
Ceramic Armor Shell health
Tier 1-player 2-player 3-player 4-player
1 3,750 4,500 5,250 6,000
2 12,500 15,000 17,500 20,000
3 60,000 72,000 84,000 96,000
4 130,000 156,000 182,000 208,000
5 500,000 600,000 700,000 800,000
Speed
Tier Base speed Red Bloon speed
1 1.25 0.05×
2 1.3 0.052×
3 1.4 0.056×
4 1.5 0.06×
5 1.6 0.064×

Dreadrock Bloons

Base health
Tier 1-player 2-player 3-player 4-player
1 250 300 350 400
2 500 600 700 800
3 750 900 1,050 1,200
4 8,000 9,600 11,200 12,800
5 20,000 24,000 28,000 32,000
Spawning and lives lost
Tier Extra # in first 5s Spawn cooldown Lives lost
1 5 4s 5
2 7 3s 10
3 10 3s 15
4 14 2.5s 20
5 19 2s 25

Elite

Base health
Tier 1-player 2-player 3-player 4-player
1 15,000 18,000 21,000 24,000
2 90,000 108,000 126,000 144,000
3 650,000 780,000 910,000 1,040,000
4 2,625,000 3,150,000 3,675,000 4,200,000
5 12,500,000 15,000,000 17,500,000 20,000,000
Ceramic Armor Shell health
Tier 1-player 2-player 3-player 4-player
1 5,250 6,300 7,350 8,400
2 31,500 37,800 44,100 50,400
3 227,500 273,000 318,500 364,000
4 918,750 1,102,500 1,286,250 1,470,000
5 4,375,000 5,250,000 6,125,000 7,000,000
Speed
Tier Base speed Red Bloon speed
1 1.25 0.05×
2 1.3 0.052×
3 1.4 0.056×
4 1.5 0.06×
5 1.6 0.064×

Dreadrock Bloons

Base health
Tier 1-player 2-player 3-player 4-player
1 500 600 700 800
2 2,200 2,640 3,080 3,520
3 8,000 9,600 11,200 12,800
4 19,500 23,400 27,300 31,200
5 40,000 48,000 56,000 64,000
Spawning and lives lost
Tier Extra # in first 5s Spawn cooldown Lives lost
1 5 3s 20
2 7 2.5s 30
3 10 2s 50
4 14 1.5s 75
5 19 1s 100

Rounds

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The editor who added this notice elaborates: This should be a proper comparison between the normal round set and modified round set instead of just a list

Outside of the specific changed rounds listed below, Dreadbloon rounds receive the following changes:

  • All normally spawned Leads & Ceramics become Fortified
  • All Zebras are replaced with Leads
  • All Rainbows are replaced with Ceramics
  • After round 40, every other MOAB that spawns becomes Fortified
  • After round 70, every MOAB is Fortified
Round Change
39 Rainbow Bloons replaced by 12 Fortified Lead Bloons and 6 Ceramic Bloons
40 MOAB replaced by 10 Fortified Lead Bloons and 8 Fortified Ceramic Bloons
43 Rainbow Bloons replaced by Fortified Lead Bloons
46 Round replaced by 1 Fortified MOAB
48 All Rainbow Bloons and Fortified Ceramics replaced by 20 Fortified Ceramic Bloons
49 Rainbow Bloons replaced by Fortified Regrow Ceramic Bloons
60 BFB replaced by 3 Fortified MOABs and 2 groups of 20 Fortified Leads
80 Repeats Round 75

Strategy

For more in-depth strategies, see Strategy:Dreadbloon (BTD6).
Old Timey MOAB-class Bloons icon This article or section is outdated and needs to be updated to reflect recent updates or newly available information. You can help out by editing this article.
The editor who added this notice elaborates: Update for Elite v54.0 rework with now Primary no longer cheesable (i.e. there's Primary Rocks now, and no Herald cheese MMMF not receiving immunity issues)
This section was last updated for: version 54.2

Dreadbloon is a boss that forces the players to diversify their defensive setups to handle not only it and its immunities, but also the Rock Bloons that are constantly traveling across the map.

Strategies in the early game rely on having a primary source of damage that will quickly defeat the boss plus a secondary defense to handle the immunity phase of your main source of damage, options from all categories include:

Selling the defenses to switch to a different category during the immunity phases is also a common strategy.

Going into Tier 3, the usual strategy is preparing a Paragon, specially one from the Primary category. In this case the player may conserve the Tier 2 defense to remove the Primary immunity and sell the towers to quickly purchase an Apex Plasma Master or Glaive Dominus that will defeat the boss pretty quickly. For the final Tiers, having Paragons of different categories will be enough to defeat Dreadbloon.

Primary Towers are the best option to defend the Rock Bloons in Boss Events and Boss Challenge mode outside of Elite version. Common option on the early tiers include a few MOAB Maulers / MOAB Assassin, Turbo Charge while using its ability or Overdrives with all of them also being useful against Dreadbloon itself. Their upgraded versions an The Bloon Solver also become viable options for Tier 2. After Tier 3 they will require support from other towers but is recommended to set-up a primary Paragon at that point. A degree 20 Paragon will handle the Rock Bloons for the rest of the game.

Be extremely careful with the targeting option of your towers; they will prioritize hitting Rock Bloons over Dreadbloon if given the chance.

In Boss Rush, early Dreadbloon can be damaged quickly with towers like Sauda, 2-2-0 Monkey Aces, MOAB SHREDR, Spiked Balls, Dragon's Breath, Cannon Ship or Destroyer. Once the immunity switches to Military, the boss itself and the Rock Bloons can be handled with Turbo Charge, M.O.A.R Glaives, Overdrive + Embrittlement / Berserker Brew. During the mid-game the defense transitions into the upgrades of the mentioned towers. Heading into the late game, the best moment to get a Paragon is just after the immunity phase for that type of tower is passed (for example, a common time to place a Primary Paragon is at 90 pops, right after the third primary immunity phase). Make sure to sell the towers that are not damaging the boss for other defenses.

Update history

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The forced slowdown of Dreadbloon during the ceramic shielded phase has caused a lot more games to end due to running out of time, with average players seeing this as a rest period. We are reducing the amount of slowdown at all tiers to raise up the threat level more in this phase.
— Update notes
  • Buff Normal: Speed multiplier when shielded increased ― ×0.2 → ×0.3
  • Buff Elite: Speed multiplier when shielded increased ― ×0.2 → ×0.35
  • Nerf Dreadbloon will no longer spawn primary immune Rock Bloons when loading a freshly spawned boss save (bug fix)
  • Buff Dreadbloon Ceramic Shield now correctly scales with playercount (bug fix)
  • Nerf Dreadbloon no longer moves at full speed after loading into a save with an active armored state (bug fix)
  • Nerf Reloading a Dreadbloon save should no longer show ceramic armor visually when the boss is not actually armored (bug fix)
  • Resolved an issue that could count Dreadbloon’s timer incorrectly after boss death (bug fix)
  • Buff Bosses on spawn will now clear the map of all existing projectiles
  • Nerf Dealing damage to Dreadbloons armor now counts correctly towards tower damage (bug fix)
  • Buff Cripple MOAB can no longer debuff Dreadbloon during Military Immune Phase (bug fix)
  • Nerf Resolved an issue where subtowers did not correctly track damage done to Dreadbloon/Phayze shields (bug fix)
Rock Bloons in the higher tiers of Normal Dreadbloon are very outscaled, and so their health values are being increased.
— Update notes
  • Buff Normal tier 4: Dreadrock Bloon health increased ― 5000 → 9000
  • Buff Normal Tier 5: Dreadrock Bloon health increased ― 12000 → 22500
Previously we scaled Rock Bloon HP in Boss Rush faster than Dreadbloon in order to keep them relevant from start to finish within a rough 100 tier expectation. Players pushing beyond this expected range were finding obvious annoyance with this as the Rock Bloons would eventually outscale the Boss, so we’re reducing their scale to match in line with Dreadbloon but increasing the number of Rock Bloons that spawn.
— Update notes
  • Nerf Dreadrock Bloon (Boss Rush): Health scaling reduced ― ×1.07 → ×1.055
  • Buff Dreadrock Bloon (Boss Rush): Dreadrock Bloons per spawn increased ― 3 → 6
  • Nerf Dreadrock Bloon (Elite tier 3): Health reduced ― 10,000 → 9,000
  • Neutral Dreadrock Bloon: Health now scales with boss health/speed modifiers
Dreadbloon’s difficulty has been due too much to the Rock Bloons, so their strength is being reduced in favour of a more linear speed increase on the boss itself. Also Tier 1 Normal Dreadbloon’s damage reduction is being removed as we felt this hitting immediately was far too limiting to starting strategies, particularly in Rush game modes
— Update notes
  • Nerf Dreadrock Bloon speed decreased ― 22 units/s → 18 units/s
  • Nerf Normal Dreadrock Bloon health decreased at all tiers
    • Tier 1 ― 300 → 250
    • Tier 2 ― 600 → 500
    • Tier 3 ― 900 → 750
    • Tier 4 ― 9,000 → 8,000
    • Tier 5 ― 22,500 → 20,000
  • Nerf Elite Dreadrock Bloon health decreased at all tiers
    • Tier 1 ― 600 → 500
    • Tier 2 ― 2,500 → 2,200
    • Tier 3 ― 9,000 → 8,000
    • Tier 4 ― 22,000 → 19,500
    • Tier 5 ― 45,000 → 40,000
  • Buff Blimp instakills (XXXL Trap, Monkey Pirates, Pirate Lord) no longer target Rock Bloons (undocumented)
    • Note: This fixed a bug in Rogue Legends with the Discord Artifact when interacting with x4x and x5x Buccaneer
Dreadbloon’s difficulty has been due too much to the Rock Bloons, so their strength is being reduced in favour of a more linear speed increase on the boss itself. Also Tier 1 Normal Dreadbloon’s damage reduction is being removed as we felt this hitting immediately was far too limiting to starting strategies, particularly in Rush game modes
— Update notes
  • Nerf Tier 1 Normal Dreadbloon no longer has damage reduction ― -1 damage → 0
  • Buff Normal boss speed increased at Tier 2 and above
    • Neutral Tier 1 remains 1.25 units/s
    • Buff Tier 2 ― 1.25 units/s → 1.3 units/s
    • Buff Tier 3 ― 1.25 units/s → 1.4 units/s
    • Neutral Tier 4 remains 1.5 units/s
    • Buff Tier 5 ― 1.25 units/s → 1.6 units/s
  • Neutral Elite boss speed increased at all tiers except Tier 1 and 2
    • Nerf Tier 1 ― 1.3 units/s → 1.25 units/s
    • Neutral Tier 2 remains 1.3 units/s
    • Buff Tier 3 ― 1.3 units/s → 1.4 units/s
    • Buff Tier 4 ― 1.5 units/s → 1.5 units/s
    • Buff Tier 5 ― 1.5 units/s → 1.6 units/s
  • Buff Spikes from a sold Mega Massive Munitions Factory will no longer ignore Dreadbloon's Support immunity (bug fix)
  • Neutral Dreadrock Bloon: Should now be correctly affected by Boss Challenge rule modifiers (bug fix)
  • Nerf Eclipse of Fimbulwinter ability from Herald of Everfrost can now skip the first skull (undocumented)
  • Buff Elite: Number of skulls increased ― 3 → 7
    • Note: It will now cycle through all immunities twice
  • Nerf Elite: Health of Ceramic Armor Shield reduced ― 50% → 35% of current Tier HP
    • Tier 1 ― 7,500 → 5,250
    • Tier 2 ― 45,000 → 31,500
    • Tier 3 ― 325,000 → 227,500
    • Tier 4 ― 1,312,000 → 918,750
    • Tier 5 ― 6,250,000 → 4,375,000
  • Buff Eclipse of Fimbulwinter ability from Herald of Everfrost should no longer skip Dreadbloon's Skulls while in Primary immunity

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