Strategy:Bloons TD 6
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General recommendations
Preparation
Important rounds
| Round # | Bloons Spawned | Reasoning |
|---|---|---|
| 4 | In Hard Mode, it is hard to avoid losing lives from the dense clump of Blues without having sufficient pierce. | |
| 10 | Instead of just spaced out Greens, Blues, and Reds, this round contains a dense clump of Blues near the end of the round. Sufficient pierce is important on this round; many towers that defeat the previous rounds lose to the Blue clump at the end due to lacking pierce. | |
| 15 | The spaced out swarms of Yellows and Pinks are problematic; most early-game defenses attempt to chase the bloons, or simply fail to keep up with them. This round is far more difficult than all rounds preceding it, making many players come to it unprepared. | |
| 24 |
|
The Camo Green is relatively easy to deal with, but not having a Camo tower and having no money to buy one could cost the entire game. |
| 28 | Without reliable Lead popping and enough money, this round could become a dead-end. | |
| 33 | There are many more Camo Bloons than Round 24, requiring much more proper defense against them. Make sure to buy it before-hand or save enough money for one. | |
| 36 | The three sudden Pink rushes may overwhelm defenses that rely heavily on slow-firing or stockpiling attacks. Camo Regrow Greens may pose minor difficulty for Camo detectors to focus on them. | |
| 40 | The MOAB is the hardest challenge of the early game. Without the entire early-game setup being prepared to deal good single-target damage and clean up the tight, high-RBE ceramics, this round could very easily be a dead-end. | |
| 54 |
|
The constant, fairly packed ceramics with the two MOABs make it arguably the toughest round in the early part of mid game. |
| 59 | This is the first Camo Lead round. While many options exist to defeat this round, forgetting to give Camo detection to a lead-popper or put down a lead-popper that sees Camo is a common cause of defeat on round 59. | |
| 63 |
|
This infamous round has 3 extremely tight Ceramic waves with 40, 40, and 42 Ceramics respectively. Unless the defense has been set up very adequately to deal with very dense Bloons, this round can pose massive troubles. |
| 64 | Nine MOABs, including 3 Fortified MOABs, spawn rapidly and can easily overwhelm defenses. Without reliable damage to groups of MOAB-class, this round can be a struggle, especially if all abilities are on cooldown from round 63. | |
| 75 | The 6 BFBs in 3 separate packs, especially the last dense pack of 3 BFBs, the fortified MOABs, and the Leads blocking many projectiles give this round a strong case of being the hardest mid-game round. | |
| 76 | This round can become a dead-end if all abilities are on cooldown after being used to beat the difficult Round 75. | |
| 78 | Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will simply pass through unscathed. | |
| 82 | The latter 5 fortified BFBs are difficult to break, but it is the fortified Super Ceramics from those BFBs that pose the greatest challenge, especially for towers that fall off against them, such as Crossbow Master and Bomb Blitz. | |
| 89 | The unprecedented amount of Fortified blimps and especially the Fortified Super Ceramics underneath them can become a significant roadblock. | |
| 90 |
|
With preparations, the 3 DDTs are simple, but they still pose an unprecedented challenge to defenses, due to fast-moving blimps as opposed to slow-moving ones with Super Ceramics as the main threat. They could easily brick a run if no towers that can pop Camo, Black, and Lead have been placed before-hand. |
| 91 | This round is usually simple, but difficult on maps with very separate Bloon & MOAB lanes, especially Cargo and Dark Dungeons. On maps containing them, the Bloons-only lane(s) are the hardest out of any pre-Freeplay CHIMPS round, due to towers falling behind the spaced Super Ceramics when placed to deal with the BFBs first. | |
| 92 | Defenses that struggle to non-stop Fortified MOABs and especially their Super Ceramic insides will have severe trouble against this round. The Fortified MOABs could also divert attention from the ZOMGs, making towers not focus on them until it is too late. | |
| 93 | The extra DDTs can pose extra challenge to towers that can beat Round 90. The Fortified BFBs may also take a long time to break and are especially problematic when towers spend a long time to deal with DDTs and let them get far. | |
| 95 | The extreme amount of DDTs on this round is a monumental challenge to many strategies, making many runs a dead-end. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges. | |
| 97 | Defenses that lack single-target damage will often fail to pop the Fortified ZOMG layers soon enough to deal with the insides. Commonly used towers that struggle against this round specifically include Prince of Darkness and Ultra-Juggernaut. | |
| 98 |
|
This round has the highest RBE out of any round in pre-Freeplay CHIMPS. The high amounts of health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round completely stumble many strategies. |
| 99 | Many strategies that beat Round 95 fail here due to them based on group-popping powers that falls off, as the DDTs gain 2x on this round, with MOABs and their Super Ceramic insides still consuming pierce. Unlike Round 95, ability cooldowns are a severe issue, due to the DDTs spawning right after the notorious Round 98. | |
| 100 | Many strategies that revolve around stalling and/or grouped popping powers completely fail to Round 100 due to the BAD being immune to all slowdowns from towers and requiring single-target damage options to be dealt with. |