

This helps slow progress of the bloons so that the defenses will get less overwhelmed. If on a low budget, adding a low-level Ice Monkey is a good option for countering Round 63, even with a 0-0-0 Ice Monkey.

0-2-4 Icicles on the other hand helps apply large damage to the clumps of Ceramics while also freezing them in place. 2-0-4 Icicles helps beat the Leads while also being able to apply Permafrost effects to the clumps of Ceramics, slowing the Ceramics down immensely. The best single counter to Round 63 is an Icicles.Round 63 is a very popular round in custom challenges, including several Advanced Challenges, which often involves a solution involving a set of strong towers, usually with Glue and/or Ice. Charging abilities before the round starts is very helpful, as the first wave of dense Ceramics come in quite quickly, and most activated abilities in this game have initial cooldowns. Try making use of the selected hero in the game to assist with beating this round. Many of these countermeasures often involve abilities.

The use of slowdowns help reduce the speed of the rushed bloons, adding time for the defense to handle the bloons, while high-pierce towers such as the Recursive Cluster destroy the extremely dense groups of Ceramics and the bloons underneath. The best low-cost countermeasures against Round 63 is a combination of high pierce and reliable slowdown. The best combination of counters to this round are generally those that hybridize high pierce and stalling, such as Icicles, but very high pierce towers such as properly timed Blade Maelstrom abilities work too. Towers that slow down the Ceramic clumps, such as Ice Monkeys, are also helpful. Due to the density of the Ceramics, and especially of their children, high-pierce towers are recommended. Usually, the Ceramics are the most problematic part of the round, but the Leads are equally as dangerous too, making it harder for sharp-based towers to destroy the Ceramics. Round 63 is one of the most dangerous mid-game rounds in the whole of BTD6 due to how densely packed the Ceramic waves are at such an early stage of the game, making this round quite difficult to pass through on many CHIMPS games. The third and final wave is very slightly stronger, with a wave of 42 Ceramics, and will spawn in after ~16 seconds from when the second wave appears. The second wave of 40 Ceramics will spawn in after ~16 seconds from when the first wave appears. The first wave of 40 Ceramics will spawn in after ~3.9 seconds from when the round starts. There will be a constant wave of Leads followed by each wave of super dense Ceramic Bloons.
