BTD6 Round 100 is the final round of CHIMPS and Impoppable. It sends one BAD with 28,000 health in the standard round set, and popping that giant purple shell releases two ZOMGs and three DDTs.
The BAD ignores normal slowing, stunning, freezing and knockback. You need concentrated damage against one target, then a defence that still has Camo and Lead-compatible attacks ready for the DDTs. First Strike Capability or MOAB Eliminator can help break the shell, but neither replaces the cleanup.
How to beat BTD6 Round 100
For BTD6 Round 100, concentrate your strongest MOAB-class damage on the BAD as early as possible. The blimp is slow, so it can spend time inside a well-placed tower’s range, but there is a lot of health to remove. A tower positioned near a long stretch of track gets more useful attack time than one waiting by the exit.
MOAB Eliminator on a 0-4-0 Bomb Shooter adds heavy MOAB damage and a burst-damage ability. First Strike Capability from a 0-4-0 Monkey Sub is another strong finishing tool on a map with water. First Strike Capability is especially useful when the BAD has already taken damage. Do not count on a single First Strike activation to wipe out a full-health BAD. Its activated attack deals a large burst of damage, but the timing matters: do not assume one use at full BAD health will finish the fight.
Remember that BTD6 Round 100 has two stages. Destroying the BAD shell is only the first. The blimps inside must be popped as well. If the shell breaks beside the exit, even a strong defence may have no time left to finish the contents.

Why you cannot slow or stun the BAD
The BAD is immune to most ordinary freeze, glue, knockback and stun effects. MOAB Shove, MOAB Glue and similar control can be useful on other rounds, but they are not the solution for holding the BAD in place.
That means BTD6 Round 100 is mostly a damage problem. If the BAD reaches the exit with its shell still intact, improve sustained single-target damage or placement. Do not keep buying stall upgrades expecting the purple blimp to stop moving.
Support that improves your damage can still matter. Slowing may also help against vulnerable children after the shell has broken, but the main blimp requires enough direct damage to destroy it.
What happens when the BAD pops?
In standard rounds, a BAD releases two ZOMGs and three DDTs. The ZOMGs are large, relatively slow blimps with further layers inside. DDTs move much faster and have Camo, Lead and Black properties. A defence that can pop the BAD may still lose immediately to the DDTs.
Once the shell breaks on BTD6 Round 100, the three DDTs immediately test your Camo and damage-type coverage. They still have Lead and Black properties, so a tower that only damages the BAD may not be able to touch them. Monkey Intelligence Bureau support can help nearby towers hit DDTs. Keep enough MOAB damage for the ZOMGs, and enough group cleanup for the smaller bloons that eventually come out.
If the DDTs escape while the ZOMGs are taking damage, change the targeting or compatible damage rather than increasing your single-target BAD damage again. Diagnose which child actually leaks before spending your final cash.
Should you use First Strike Capability?
First Strike Capability is effective against the BAD, but it requires a suitable water position and an affordable upgrade path. It is particularly useful as a late burst after your other towers have weakened the shell. A badly timed use can still leave the BAD or its children alive.
BTD6 Round 100 can be beaten without a Sub. Your main anti-BAD damage may come from other towers, heroes or abilities. The right choice depends on the map and which upgrades you built to survive earlier rounds. Do not copy an exact ability sequence without checking the damage your own defence is dealing.
How to finish CHIMPS on BTD6 Round 100
CHIMPS removes Continues, Hearts Lost, Income, Monkey Knowledge, Powers and Selling. That means no farms and no selling your old towers to fund a last-minute BAD answer. Plan the BAD damage before the round starts, because you cannot sell off your older towers to fund a last-minute replacement.
Impoppable also ends on Round 100, but its rules allow more economic flexibility. A farming strategy that works in Impoppable will not carry over directly to CHIMPS, so avoid treating the two modes as interchangeable.
Before starting BTD6 Round 100, check three things: your high-damage towers cover the BAD’s route, your defence can still pop the three DDT children, and any ability you need has recharged after Round 99’s nine Fortified DDTs. This short check is more useful than guessing which tower should get one more random upgrade.
BTD6 Round 100 FAQ
Does Round 100 finish CHIMPS?
Yes. Clearing this round completes a standard CHIMPS or Impoppable run.
Can I freeze the BAD?
No ordinary freeze, stun, glue or knockback strategy will stop the BAD. Use damage to destroy the shell.
Why did I lose after the BAD popped?
The BAD releases exactly two ZOMGs and three DDTs, not a Ceramic-only cleanup wave. Those children still need to be destroyed before they reach the exit.
Official game information: Bloons TD 6 by Ninja Kiwi.
