BTD6 Rounds


These pages contain detailed information about every fixed round in BTD6. See also: income calculator.

This includes:

XP
XP for completing this round.
Cash
Maximum available cash per round, ie from both pops and end of round cash (100 + round).
Red Bloon Equivalent (RBE)
The total health of a round.
Time to spawn
How long, in seconds, it takes for everything to spawn.
Each wave of Bloons
Bloon types, counts, and spawn times.

For XP, cash, and RBE, the total so far is also shown (in brackets).

General Information

XP

The XP gained from a given round increases linearly depending on the round:

  • Rounds 1-20: +20 per round (round * 20 + 20)
  • Rounds 21-50: +50 per round (round * 50 - 380)
  • Rounds 51+: +90 per round (round * 90 - 2880)

The same number is actually used for 3 different types of XP: Hero XP, Tower XP, and Rank XP.

After completing a mode and choosing to continue in freeplay, Rank XP and Tower XP gains are reduced to 30% of the round XP. After round 100, it is 10% of the round XP instead. Hero XP is not scaled.

Cash scaling

In later rounds, the cash per pop is reduced as follows:

  • Rounds 51-60: 50%
  • Rounds 61-85: 20%
  • Rounds 86-100: 10%
  • Rounds 101+: 2%

Blimp health scaling

Blimps get gradually more health per round after 80:

  • Rounds 81-100: +2% per round (1 + (round - 80) * 0.02)
  • Rounds 101-124: +5% per round (1.4 + (round - 100) * 0.05)
  • Rounds 125-151: +15% per round (2.6 + (round - 124) * 0.15)
  • Rounds 152+: +35% per round (6.65 + (round - 151) * 0.35)

Speed scaling

All bloons also become faster for each round past 80: mostly 2% per round, but with some sudden jumps.

  • Rounds 81-100: 1 + (round - 80) * 0.02
  • Rounds 101-150: 1.6 + (round - 101) * 0.02
  • Rounds 151-200: 3.0 + (round - 151) * 0.02
  • Rounds 201-250: 4.5 + (round - 201) * 0.02
  • Rounds 252+: 6.0 + (round - 252) * 0.02

Bloons in freeplay

A one-off change is made to regular (non-blimp) Bloons for rounds 81+:

  • All Bloons have only one child.
  • In exchange, ceramics are replaced by "superceramics" with 60 health (120 when fortified).
  • Superceramics also give an extra $86 when popped (scaled according to the round), which compensates exactly for the reduced number of children.