Dreadbloon (BCS): Difference between revisions

 
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{{for|Dreadbloon in general|Dreadbloon}}
{{dreadbloon hat}}
{{lede image|BCS DreadbloonPortrait.png|200px}}
{{lede image|BCS DreadbloonPortrait.png|200px}}
'''Dreadbloon''' is a [[Boss Bloon]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|4.0}}. It primarily focuses on the [[Armor]] mechanic, spawning [[Rock Bloon (BCS)|Rock Bloon]]s, and destroying and disrupting the player's side in other ways. It has three different versions, each with a different [[deck]] and set of Hero Abilities. Its decks mainly contain Bloons with Armor, and it has several exclusive cards. It is accessed only in [[Boss Battle (BCS)|Boss Battle]], with additional rules and skull effects when triggered (e.g. dropping Rock Piles that block the player's playable spaces). All games against Dreadbloon are played on [[Dread Depths]] and use [[List of music in BCS#Primal One|Primal One]] as the theme song.
'''Dreadbloon''' is a [[Boss Bloon]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|4.0}}. It primarily focuses on the [[Armor]] mechanic, spawning [[Rock Bloon (BCS)|Rock Bloon]]s, and destroying and disrupting the player's side in other ways. It has three different versions, each with a different [[deck]] and set of Hero Abilities. Its decks mainly contain Bloons with Armor, and it has several exclusive cards. It is accessed only in [[Boss Battle (BCS)|Boss Battle]], with additional rules and skull effects when triggered (e.g. dropping Rock Piles that block the player's playable spaces). All games against Dreadbloon are played on [[Dread Depths]] and use [[List of music in BCS#Primal One|Primal One]] as the theme song.
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'''Stage 1''' Dreadbloon focuses the most on the [[Armor]] mechanic, and has cards and abilities that increase Health or Armor to its Bloons.
'''Stage 1''' Dreadbloon focuses the most on the [[Armor]] mechanic, and has cards and abilities that increase Health or Armor to its Bloons.
*'''Let's Rock!''' − Passively spawns a [[Rock Bloon (BCS)|Rock Bloon]] at the start of each [[turn]] and grants it [[Armor]] equal to 5 times the current Phase number.
*'''Let's Rock!''' − Passively spawns a [[Rock Bloon (BCS)|Rock Bloon]] at the start of each [[turn]] and grants it [[Armor]] equal to 5 times the current Phase number.
*'''Armor Up''' − Grants a target Bloon Armor equal to 10 times the current Phase number.
*'''Armor Up''' − Grants a target Bloon Armor equal to 10 times the current Phase number. At Phase 4, the target gains +40 Armor.
*'''Crushing Time''' — Grants 40 Health to all of Dreadbloon's Bloons that have Armor.
*'''Crushing Time''' — Grants 40 Health per phase to all of Dreadbloon's Bloons that have Armor. At Phase 4, each target gains +160 health.


===Deck===
===Deck===
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==Stage 2==
==Stage 2==
{{BCS hero info
{{BCS hero info
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|ability 3 type=Active
|ability 3 type=Active
}}
}}
'''Stage 2''' Dreadbloon focuses on sabotaging the player's deck with [[Avalanche (BCS)|Avalanche]] cards, which deal damage while held in the hand until the player spends [[Gold (BCS)|Gold]] to remove them, and includes cards that sabotage the player's Monkeys. Despite being named Stage 2, it's the third stage since the first few events.
'''Stage 2''' Dreadbloon focuses on sabotaging the player's deck with [[Avalanche (BCS)|Avalanche]] cards, which deal damage while held in the hand until the player spends [[Gold (BCS)|Gold]] to remove them, and includes cards that sabotage the player's Monkeys. Despite being named Stage 2, it's not always the second stage.
*'''Bring it Down''' − Passively spawns a [[Rock Bloon (BCS)|Rock Bloon]] at the start of each [[turn]], then inserts an Avalanche card into the player's deck.
*'''Bring it Down''' − Passively spawns a [[Rock Bloon (BCS)|Rock Bloon]] at the start of each [[turn]], then inserts an Avalanche card into the player's deck.
*'''More Cards Now!''' − Causes both the player and Dreadbloon to draw cards equal to the current Phase number.
*'''More Cards Now!''' − Causes both the player and Dreadbloon to draw cards equal to the current Phase number.
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|ability 3 type=Active
|ability 3 type=Active
}}
}}
'''Stage 3''' Dreadbloon focuses on removing the opponent's Monkeys and Bloons and punishing the player for playing cards. Despite being named Stage 3, it's the second stage since the first few events.
'''Stage 3''' Dreadbloon focuses on removing the opponent's Monkeys and Bloons and punishing the player for playing cards. Despite being named Stage 3, it's not always the third stage.
*'''Rock, Pop and Awe''' − Spawns a [[Rock Bloon (BCS)|Rock Bloon]], then triggers an additional effect depending on the turn number. On even-numbered turns, it causes Dreadbloon to deal 20 damage per phase to the first enemy Bloon. On odd-numbered turns, it permanently reduces the ATK of the enemy Monkey with the highest ATK by 5 per phase. If no target exists for the second effect, it does not trigger.
*'''Rock, Pop and Awe''' − Spawns a [[Rock Bloon (BCS)|Rock Bloon]], then triggers an additional effect depending on the turn number. On even-numbered turns, it causes Dreadbloon to deal 20 damage per phase to the first enemy Bloon. On odd-numbered turns, it permanently reduces the ATK of the enemy Monkey (oldest first) with the highest ATK by 5 per phase. If no target exists for the second effect, it does not trigger.
*'''Bloon Removal Time''' − Removes the first enemy Bloon. If there's no enemy Bloons, the opponent instead loses 2 Gold per phase.
*'''Bloon Removal Time''' − Removes the first enemy Bloon. If there's no enemy Bloons, the opponent instead loses 2 Gold per phase. At Phase 4, the Gold loss is 8.
*'''Monkey Removal Time''' — Removes the enemy Monkey with the highest cost. If there's a tiebreaker, the oldest is removed. If no enemy Monkeys are present, it summons a [[Lead Zeppelin]] instead.
*'''Monkey Removal Time''' — Removes the enemy Monkey with the highest cost. If there's a tiebreaker, the oldest is removed. If no enemy Monkeys are present, it summons a [[Lead Zeppelin]] instead.


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==Exclusive cards==
==Exclusive cards==
{{BCS card list|exclusive=Dreadbloon}}
{{BCS card list|exclusive=Dreadbloon}}
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==Strategy==
==Strategy==
{{Strategy needed}}
{{Strategy needed}}
 
{{BCS last updated|6.2|section=y}}
Overall, Dreadbloon focuses on self-protection, summoning of [[Rock Bloon (BCS)|Rock Bloon]]s every round, and swarming Bloons, and occasionally sabotaging the player's Bloons and Monkeys. Depending on its stage, change your deck to focus on countering Dreadbloon's decks.  
Overall, Dreadbloon focuses on self-protection, summoning of [[Rock Bloon (BCS)|Rock Bloon]]s every round, and swarming Bloons, and occasionally sabotaging the player's Bloons and Monkeys. Depending on its stage, change your deck to focus on countering Dreadbloon's decks.  


Aim to build a control deck to sustain across many rounds and Dreadbloon phases, but if the budget doesn't allow due to crafting costs, a midrange or basic aggro deck can be used to ensure at least some score against Dreadbloon. Choose a Hero that is reliably defensive, such as [[Gwendolin (BCS)|Gwendolin]] or [[Adora (BCS)|Adora]]. High damage board clears and relatively cheap Monkeys are recommended to bring for decks.  
Aim to build a control deck to sustain across many rounds and Dreadbloon phases, but if the budget doesn't allow due to crafting costs, a midrange or basic aggro deck can be used to ensure at least some score against Dreadbloon. Choose a Hero that is reliably defensive and/or can buff Monkeys, notably [[Striker Jones (BCS)|Striker Jones]] (with Ammo Stores active). High damage board clears and relatively cheap Monkeys are recommended to bring for decks.  


Do retry the battle occasionally if RNG doesn't favor you. Sometimes, the cards draw at the wrong time. Dreadbloon may sometimes be more lucky enough to obtain cards that easily dispatch your cards.
Do retry the battle occasionally if RNG doesn't favor you. Sometimes, the cards draw at the wrong time. Dreadbloon may sometimes be more lucky enough to obtain cards that easily dispatch your cards.
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<!--order in terms of importance?-->
<!--order in terms of importance?-->
*[[Missile Launcher (BCS)|Missile Launcher]]: Very synergetic with buffs to ammo and ATK. [[Berserker Brew (BCS)|Berserker Brew]], reload cards (e.g. [[Orders Received]]), and [[Striker Jones (BCS)|Striker Jones]]' Ammo Stores are recommended synergies.
*[[Missile Launcher (BCS)|Missile Launcher]]: Very synergetic with buffs to ammo and ATK. [[Berserker Brew (BCS)|Berserker Brew]], reload cards (e.g. [[Orders Received]]), and [[Striker Jones (BCS)|Striker Jones]]' Ammo Stores are recommended synergies.
*[[The Eternal]]: As Dreadbloon's playstyle de-incentivizes Bloon-focused decks (especially due to [[Wrath of Dread]] and [[Immunity (card)|Immunity]]), The Eternal's endless scaling and near-unlimited draw (unless deck is full) is a powerful asset to beating all tiers.
*[[Bloonsday Device (BCS)|Bloonsday Device]]: If all goes poorly, Bloonsday Device can reset the entire Bloon queues.
*[[Bloonsday Device (BCS)|Bloonsday Device]]: If all goes poorly, Bloonsday Device can reset the entire Bloon queues.
*[[Long Range Rang]]: Consistent high damage to a small amount of Bloons with 75 or more HP.
*[[Long Range Rang]]: Consistent high damage to a small amount of Bloons with 75 or more HP.
*[[Jungle's Bounty Druid]]: A renewable source of life healing that no other card can do. It's preferred for Stages 2 and 3, less so Stage 1.
*[[Jungle's Bounty Druid]]: A renewable source of life healing that no other card can do. It's preferred for Stages 2 and 3, less so Stage 1.
*[[Super Monkey Storm (BCS)|Super Monkey Storm]]: At least one of them should be equipped to deal with large swarms of rushes.
*[[Super Monkey Storm (BCS)|Super Monkey Storm]]: At least one of them should be equipped to deal with large swarms of rushes.
*[[Clever Yellow Bloon]]: Ignoring the Bloon damage, Clever Yellow provides immediate healing in a monkey-centric deck, and almost all stages need consistent healing, due to Dreadbloon's early-game aggression.
*[[The Eternal]]: As Dreadbloon's playstyle de-incentivizes Bloon-focused decks (especially due to [[Wrath of Dread]] and [[Immunity (card)|Immunity]]), The Eternal's endless scaling and near-unlimited draw (unless deck is full) can be used to assist alongside Monkey-focused defense.


===Stage 1===
===Stage 1===
Armor Piercing is very important on this stage. Cards such as [[Bomb Bloon (BCS)|Bomb Bloon]] are important for chipping in Dreadbloon's HP while also providing ways to counter Dreadbloon's habits of bricking your deck by building Armor on [[ARBITR]] and/or [[Target Practice Blimp]]. [[Lead to Gold Monkey]] is efficient at making Gold and dealing with Rocks.
Armor Piercing is very important on this stage. Cards such as [[Bomb Bloon (BCS)|Bomb Bloon]] are important for chipping in Dreadbloon's HP while also providing ways to counter Dreadbloon's habits of bricking your deck by building Armor on [[ARBITR]] and/or [[Target Practice Blimp]]. [[Lead to Gold Monkey]] is efficient at making Gold and dealing with Rocks. Bloons to watch out for include [[Swarm Yellow Bloon]]s (×3), [[Double Ceramic Bloon]] (×2), and [[Lead Zeppelin]] (×2).


Dreadbloon doesn't have many removal cards on this stage, except [[Bed Time]] (×3), [[Bombs Away]] (×3), [[Pre-emptive Strike (BCS)|Pre-emptive Strike]] (×3), and [[Shrink]] (×2). Therefore, a Monkey-focused control deck is recommended.
Dreadbloon doesn't have many removal cards on this stage, except [[Bed Time]] (×3), [[Bombs Away]] (×3), [[Pre-emptive Strike (BCS)|Pre-emptive Strike]] (×3), and [[Shrink]] (×2). Therefore, a Monkey-focused control deck is recommended.
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===Stage 2===
===Stage 2===
Stage 2 is more difficult, due to the inevitable Avalanches, greater amounts of Monkey removals, and the variety of Bloons. Draw is less important, as the main strategy to avoid Avalanches is to not draw anything. A lot of its Bloons are slow high-Health Large Bloons (e.g. [[MOAB (BCS)|MOAB]], [[BFB (BCS)|BFB]], [[ZOMG (BCS)|ZOMG]]), Monkey-neutralizing cards (e.g. [[Buddy Bloon]], [[Stun Gas Bloon]]), or relatively slow dangerous Bloons (e.g. [[Triple Threat Bloon]]). It also has the most Wraths of Dread (×5), [[Return to Sender]] (×2), [[Stunned (card)|Stunned]] (×2), and [[Ceasefire]] (×2).
Stage 2 is more difficult, due to the inevitable Avalanches, greater amounts of Monkey removals, and the variety of Bloons. Draw is less important, as the main strategy to avoid Avalanches is to not draw anything. A lot of its Bloons are slow high-Health Large Bloons (e.g. [[MOAB (BCS)|MOAB]], [[BFB (BCS)|BFB]], [[ZOMG (BCS)|ZOMG]]), Monkey-neutralizing cards (e.g. [[Buddy Bloon]], [[Stun Gas Bloon]]), or relatively slow dangerous Bloons (e.g. [[Triple Threat Bloon]]). It also has the most Wraths of Dread (×5), [[Shrink]] (×2), [[Return to Sender]] (×2), [[Stunned (card)|Stunned]] (×2), and [[Ceasefire]] (×2).


Life healing is important versus Stage 2. [[Quick Break]], [[Strike Bloon]], and [[Jungle's Bounty Druid]] are helpful on this stage.
Life healing is important versus Stage 2. [[Quick Break]], [[Strike Bloon]], and [[Jungle's Bounty Druid]] are helpful on this stage. Towards the final phase, it's recommended to have at least one Jungle's Bounty Druid active after Dreadbloon has used up its Shrinks and Returns to Sender. [[Long Range Rang]] is especially helpful, since casual gameplay against this stage mostly focuses on slowly attritioning Dreadbloon's resources more than fighting the Boss quickly.


===Stage 3===
===Stage 3===
Stage 3 has an aggressive deck with many Monkey removals and various ways to lose lives. It's the hardest of the stages for most players, if not for Stage 2's constant Avalanches. It has [[Repercussions]] (×5), [[Return to Sender]] (×2), [[Bed Time]] (×3), and [[Bombs Away]] (×3). Removals aside, it has many Double Bloons (specifically [[Double Yellow Bloon]]s, [[Double Ceramic Bloon]]s, and [[Double Lead Bloon]]s), delay-health boosters ([[Booster Bloon]] and [[Improved Fortification]]), and three [[Fortify]].
Stage 3 has an aggressive deck with many Monkey removals and various ways to lose lives. It's the hardest of the stages for most players, if not for Stage 2's constant Avalanches. It has [[Repercussions]] (×5), [[Return to Sender]] (×2), [[Bed Time]] (×3), and [[Bombs Away]] (×3). Removals aside, it has many Double Bloons (specifically [[Double Yellow Bloon]]s, [[Double Ceramic Bloon]]s, and [[Double Lead Bloon]]s), delay-health boosters ([[Booster Bloon]] and [[Improved Fortification]]), and three [[Fortify]].


Generally, the way to beat Stage 3 is to use a deck that has a variety of priced Monkeys to bait the sub-optimal removal of Monkeys, have healing cards to offset lost lives once the battle stabilizes, and drain Dreadbloon's resources while still surviving the initial aggression.
Generally, the way to beat Stage 3 is to use a deck that has a variety of priced Monkeys to bait the sub-optimal removal of Monkeys, bait sub-optimal use of its second ability, have healing cards to offset lost lives once the battle stabilizes, and drain Dreadbloon's resources while still surviving the initial aggression.


==="Highest score"===
==="Highest score"===
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==="Any damage"===
==="Any damage"===
For purposes of reaching the leaderboards or gaining the daily reward, players seeking to do any point of damage to Dreadbloon should use an aggro deck consisting of many cheap cards such as [[Bloontonium Miner]] and [[Bomb Bloon (BCS)|Bomb Bloon]].
For purposes of reaching the leaderboards or gaining the daily reward, players seeking to do any point of damage to Dreadbloon should use an aggro deck consisting of many cheap cards such as [[Bloontonium Miner]] and [[Bomb Bloon (BCS)|Bomb Bloon]]. If the event currently has a Hero damage per round, simply enter the game and resign immediately on the first turn.


===Cards to watch out===
===Cards to watch out===