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•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 one of the slowest bosses in the game, but it employs numerous methods to resist attacks. Its main body has the Lead property, and 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.
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". Attacks which deal zero damage to Dreadbloon do not apply secondary effects such as the debuff from Embrittlement.
Elite Dreadbloon reduces damage by 2 at tier 4 and by 3 at tier 5.
Immunities
At the start of the encounter, Dreadbloon is immune to all Primary towers, which 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. 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. Text that says "IMMUNE" pops up each time Dreadbloon is hit by an immune tower.
Dreadbloon starts each encounter with a Ceramic Armor Shell. The health of the shield is equal to 50% of its maximum health for the current tier, 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. (There is no consistent pattern to which ones count and which ones do not, it's purely a quirk of the game's programming.) The shield regenerates at each skull.
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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Dreadbloon rounds are the same as normal rounds with the following exceptions:
All 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
Special rounds:
Round 39: Rainbows are replaced with 12 Fortified Leads & 6 Ceramics
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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
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Normal: Speed multiplier when shielded increased ― ×0.2 → ×0.3
Elite: Speed multiplier when shielded increased ― ×0.2 → ×0.35
Dreadbloon will no longer spawn primary immune Rock Bloons when loading a freshly spawned boss save (bug fix)
Dreadbloon Ceramic Shield now correctly scales with playercount (bug fix)
Dreadbloon no longer moves at full speed after loading into a save with an active armored state (bug fix)
Reloading a Dreadbloon save should no longer show ceramic armor visually when the boss is not actually armored (bug fix)
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
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
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
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
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
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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
”
Tier 1 Normal Dreadbloon no longer has damage reduction ― -1 damage → 0
Normal boss speed increased at Tier 2 and above
Tier 1 remains 1.25 units/s
Tier 2 ― 1.25 units/s → 1.3 units/s
Tier 3 ― 1.25 units/s → 1.4 units/s
Tier 4 remains 1.5 units/s
Tier 5 ― 1.25 units/s → 1.6 units/s
Elite boss speed increased at all tiers except Tier 1 and 2
Tier 1 ― 1.3 units/s → 1.25 units/s
Tier 2 remains 1.3 units/s
Tier 3 ― 1.3 units/s → 1.4 units/s
Tier 4 ― 1.5 units/s → 1.5 units/s
Tier 5 ― 1.5 units/s → 1.6 units/s
Spikes from a sold Mega Massive Munitions Factory will no longer ignore Dreadbloon's Support immunity (bug fix)