Strategy:Impoppable (BTD6)
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Impoppable has 100 rounds, significantly more than Hard Standard. This leads to Super Ceramics on Rounds 81+ and exceedingly difficult rounds such as 95 and 98 appearing in standard gameplay, making the late-game far more difficult. In addition, all towers are ~11.1% more expensive than in Hard Standard. Therefore, farming greatly assists in beating Impoppable by allowing high-cost, high-power setups that coast through the late-game to be afforded. The Round 6 start and 1 life greatly increase the early game's difficulty, thus requiring a proper early-game strategy as well.
For purposes of clarity, the following definitions will be made for this article:
Early-game = Rounds 6-40
Mid-game = Rounds 41-80
Late-game = Rounds 81-100
General tips
Preparation
The most challenging rounds in Impoppable
| Round # | Bloons spawned | Reasoning |
|---|---|---|
| 40 | MOAB ×1 | The MOAB is the final challenge of the early-game, and the player can easily succumb to over-greeding on this round. Without a proper setup to deal good single-target damage and clean up the tight, high-RBE ceramics, this round could pose severe challenges. |
| 63 | This infamous round has 3 tight Ceramic waves with 40, 40, and 42 Ceramics respectively. One ability cannot handle all 3 waves, so if using abilities, 3 ability towers or selling & rebuying is needed. Towers that excel in grouped damage are required to beat this round. | |
| 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 can stumble many strategies that cannot deal both strong single-target damage and solid grouped popping power. | |
| 78 | Without a solid Camo popping power or reliable decamo, the densely packed Camo Ceramics will easily cause a sudden loss. | |
| 90 | The 3 DDTs can easily catch new players off-guard, due to them being fast-moving blimps as opposed to slow-moving ones with Super Ceramics as the main threat. Not noticing them while without towers that can pop Camo, Black, and Lead will cause a sudden loss. | |
| 95 |
Fortified Camo Regrow Lead ×500 |
The extreme amount of DDTs presents a massive challenge to many strategies. The Fortified MOABs and their Super Ceramic insides consume the pierce of projectiles that would have damaged the DDTs, posing further challenges. |
| 98 | This round has the highest RBE out of any round in pre-Freeplay CHIMPS. The high health of the fortified BFBs and ZOMGs, but especially the absurd amount of Super Ceramics (including Fortified) that they contain, make this round exceedingly difficult. | |
| 99 | Many strategies that beat 95 fail due to having grouped DDT damagers that fail as DDTs gain 2x health on this round. MOABs and their insides continue to consume pierce. Unlike 95, ability cooldowns can be fatal, with DDTs spawning right after the notorious Round 98. | |
| 100 | BAD ×1 | 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. |
Gameplay
Towers & heroes suited for most maps
| Name | Portrait | Reasoning & how to use |
|---|---|---|
| Monkeyopolis | Usually obtained in the 40s or 50s, Monkeyopolis's Monkey Commerce discounts, Monkey Town granting more cash per Bloon pop, Monkey City buffs to surrounding money-makers, and production of $1200 per round when absorbing one 0-0-0 Banana Farm make it the most efficient money-maker and allows for a trivial late-game. Once Monkeyopolis is obtained, attempt to place all damaging towers and farms in its range, and the 2-0-5 cross-path is optimal to increase its range and grant Jungle Drums. The best way to obtain it is to first buy 3 0-0-2 Monkey Commerces close together, buy a Monkey City discounted by all 3, sell one Monkey Commerce, get a 0-0-0 Banana Farm discounted all 3 villages left, sell the other two Monkey Commerces, and finally upgrade the Monkey City into Monkeyopolis. |