

They are also extremely difficult to slow down and impossible to push back, rendering upgrades like Knockback, Downdraft, Druid of the Storm, and Distraction completely useless against them. Hyper Ceramics are the most dangerous base variant of Ceramic in the game, boasting superior speed, defense, and health. Glue can't slow them down but Corrosive Glue can eat through their layer effectively. It appears around Round 40 and players can lose a large chunk of their lives if one slips through. By extension, MOABs, BFBs, and DDTs followed similar optimi zations. Ceramic Bloons take 10 hits to pop and carries two Rainbow Bloons within. With this change, the Regime continued their swarm tactics involving Ceramics, but this time focusing on sheer numbers of Ceramics with superior individual strength to that of Super Ceramics, instead of relying on the large amounts of children spawned by Super Ceramics, and to a greater extent Normal Ceramics. In-universe, Hyper Ceramics were developed by the Bloon Regime as a layer modification and optimization of the Super Ceramic concept after realizing that the strongest Monkey Empire weapons involved the use of projectile penetration, area effect, and plasma-based attacks, so the Regime modified all the Ceramic Bloons in and around their homeworld Terra Bloonus to revolve around defensive properties, high mobility, and far tougher outer shells than Super Ceramics in exchange for min-maxing the children layers inside, with a Zebra and a Purple - both basic properties which gave Monkey defenses the most hassle - instead of a Rainbow. Since it has a Zebra and a Purple as children instead of a Rainbow, its' layer cracking animation reveals a Zebra and Purple bundled together behind the Ceramic layer instead of a Rainbow. Moreover, destroying the Hyper Ceramic layer grants $13 instead of $1 to compensate for the large reduction in children compared to the Super Ceramic.
CERAMIC BLOON PLUS
Their purpose is a step further into the concept behind the Super Ceramic: the idea of reducing lag, plus shifting the metagame to ensure that Ceramic Bloons remain still a notable threat in face of the huge powercreeps in the late game. Furthermore, they receive 50% less damage from sharp, heat-based, and energy-based attacks, and are immune to knockback and most forms of speed reduction.

Towers players can use include: Dart Monkeys with the Juggernaut (4/-/-) upgrade. Players will want to use explosive towers or towers with fire damage. Lead Bloons are also immune to Energy/Magic attacks as well as Ice. These Bloons also spawn only 1 White Bloon and 1 Pink Bloon respectively. Lead Bloons are immune to sharp attacks, usually meaning Darts, Thorns, Shurikens, etc. These Bloons are special as their ceramic shell can withstand 10 hits before breaking, along with being immune to slowing by glue. They each have 186 HP, 12 Defense, travel at the speed of a Yellow Bloon, and spawn a Zebra Bloon and a Purple Bloon upon popping. First appearance: Round 31 (BTD3) 40 (BTD4 and BTD5) Ceramic Bloons are ceramic-shelled bloons that appear in Bloons Tower Defense 5 and Bloons Tower Defense 5 Deluxe. Hyper Ceramics appear after Round 100 in Track Mode, and Chapter 10 in Story Mode, entirely replacing the Super Ceramic.
