Update history:Bloons Card Storm/Version 6.2: Difference between revisions

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m Pymonkibot moved page Bloons Card Storm v6.2 to Update history:Bloons Card Storm/Version 6.2: Text replacement - "Bloons Card Storm v(.*)" to "Update history:Bloons Card Storm/Version $1"
 
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{{incomplete|Add other balance change info}}
{{BCS update info
{{BCS update info
|version=6.2
| version = 6.2
|prev=6.0
| prev = 6.0
|prev-minor=6.1
| prev minor = 6.1
|release date=<!--unsure, prob 17th dec 2025-->
| release date = {{timestamp|17 December 2025 06:12:41 UTC}}<ref>[https://steamdb.info/app/960090/history/?changeid=32837125 SteamDB]</ref>
|build=1885
| build = 1885
| next minor = 6.3
}}
}}
{{TOC|right|clear=y}}
'''Version 6.2''' is a minor update to ''[[Bloons Card Storm]]'' {{BCS version|6.0}}. It adds balance changes to a variety of Bloons, Monkeys, and Powers, as well as bug fixes.
'''Version 6.2''' is a minor update to ''[[Bloons Card Storm]]'' {{BCS version|6.0}}. It adds balance changes to a variety of Bloons, Monkeys, and Powers, as well as bug fixes.


==Changes==
==Changes==
===[[Bloon (BCS)|Bloon]]s===
===[[Bloon (BCS)|Bloon]]s===
====[[Camo Blue Bloon]]====
{|class="wikitable"
{{BCS changes|version=6.2|names=Camo Blue Bloon
!Card
!Changes
|-
|[[Blooming Bloon (BCS)|Blooming Bloon]]
|{{BCS changes|version=6.2|names=Blooming Bloon|changes 1=*{{nerf|Effects now spawn Swarm Yellow Bloons instead of Yellow Bloons}}}}
|-
|[[Bloontonium Gas Bloon]]
|{{BCS changes|version=6.2|names=Bloontonium Gas Bloon
|changes 1=*{{buff|Health increased|150|160}}
}}
|-
|[[Bolstered Bloon]]
|{{BCS changes|version=6.2|names=Bolstered Bloon
|changes 1=*{{buff|Starting Shield increased|50|75}}
}}
|-
|[[Camo Blue Bloon]]
|{{BCS changes|version=6.2|names=Camo Blue Bloon
|changes 1=*{{buff|Gold cost decreased|3|2}}
|changes 1=*{{buff|Gold cost decreased|3|2}}
*{{nerf|Bloontonium gain decreased|3|2}}
*{{nerf|Bloontonium gain decreased|3|2}}
*{{nerf|Health decreased|110|90}}
*{{nerf|Health decreased|110|90}}
}}
}}
 
|-
====[[Camo Green Bloon]]====
|[[Camo Green Bloon]]
{{BCS changes|version=6.2|names=Camo Green Bloon
|{{BCS changes|version=6.2|names=Camo Green Bloon
|changes 1=
|changes 1=
*{{buff|Health increased|120|130}}
*{{buff|Health increased|120|130}}
}}
}}
 
|-
====[[Camo Lead Bloon]]====
|[[Camo Lead Bloon]]
{{BCS changes|version=6.2|names=Camo Lead Bloon
|{{BCS changes|version=6.2|names=Camo Lead Bloon
|changes 1=
|changes 1=
*{{buff|Health increased|150|200}}
*{{buff|Health increased|150|200}}
}}
}}
 
|-
====[[Regrow Yellow Bloon]]====
|[[Camo Regrow Ceramic Bloon]]
{{BCS changes|version=6.2|names=Regrow Yellow Bloon
|{{BCS changes|version=6.2|names=Camo Regrow Ceramic Bloon
|changes 1=*{{buff|Health increased|250|275}}
*{{nerf|Regrow heal decreased|50|45}}
}}
|-
|[[Camo Regrow Rainbow Bloon]]
|{{BCS changes|version=6.2|names=Camo Regrow Rainbow Bloon
|changes 1=*{{buff|Gold cost reduced|8|7}}
*{{nerf|Bloontonium gain reduced|8|7}}
}}
|-
|[[Emboldened Bloon]]
|{{BCS changes|version=6.2|names=Emboldened Bloon
|changes 1=*{{buff|Health increased|300|350}}
}}
|-
|[[Golden Blimp]]
|{{BCS changes|version=6.2|names=Golden Blimp
|changes 1=*{{nerf|Health bonus per Gold spent decreased|+70|+65}}
}}
|-
|[[Hastening Bloon]]
|{{BCS changes|version=6.2|names=Hastening Bloon|changes 1=*{{buff|On Play effect now ignores Immobile Bloons}}}}
|-
|[[Life Drain Bloon]]
|{{BCS changes|version=6.2|names=Life Drain Bloon
|changes 1=*{{buff|Hero Health drain keyword changed|On Turn Start|On Turn End|note=Allows the Health drain to begin sooner}}
}}
|-
|[[Regrow Yellow Bloon]]
|{{BCS changes|version=6.2|names=Regrow Yellow Bloon
|changes 1=*{{buff|Health increased|120|130}}
|changes 1=*{{buff|Health increased|120|130}}
}}
}}
 
|-
====[[Zombie Rainbow Bloon]]====
|[[Shield Gas Bloon]]
{{BCS changes|version=6.2|names=Zombie MOAB
|{{BCS changes|version=6.2|names=Shield Gas Bloon
|changes 1=*{{buff|Health increased|200|220}}
|changes 1=*{{buff|Health increased|150|160}}
}}
}}
 
|-
====[[Zombie MOAB]]====
|[[Spooky Bloon]]
{{BCS changes|version=6.2|names=Zombie MOAB
|{{BCS changes|version=6.2|names=Spooky Bloon
|changes 1=*{{buff|Charges increased|1|2}}
|changes 1=*{{neutral|Health gain trigger changed|Opponent's Hero|Own Hero}}
*{{nerf|Health decreased|350|330}}
*{{nerf|Health gain decreased|30|20}}
}}
}}
 
|-
====[[Strike Bloon]]====
|[[Strengthenator]]
{{BCS changes|version=6.2|names=Strike Bloon
|{{BCS changes|version=6.2|names=Strengthenator|changes 1=*{{nerf|Health reduced|150|120}}}}
|-
|[[Strike Bloon]]
|{{BCS changes|version=6.2|names=Strike Bloon
|changes 1=*{{buff|Gold cost decreased|3|2}}
|changes 1=*{{buff|Gold cost decreased|3|2}}
*{{nerf|Bloontonium gain decreased|3|2}}
*{{nerf|Bloontonium gain decreased|3|2}}
*{{nerf|Health decreased|90|80}}
*{{nerf|Health decreased|90|80}}
}}
}}
 
|-
====[[Emboldened Bloon]]====
|[[Zombie Rainbow Bloon]]
{{BCS changes|version=6.2|names=Emboldened Bloon
|{{BCS changes|version=6.2|names=Zombie Rainbow Bloon
|changes 1=*{{buff|Health increased|300|350}}
|changes 1=*{{buff|Health increased|200|220}}
}}
}}
 
|-
====[[Blooming Bloon (BCS)|Blooming Bloon]]====
|[[Zombie MOAB]]
{{BCS changes|version=6.2|names=Blooming Bloon|changes 1=*{{nerf|Blooming Bloon's effects now changed|Yellow Bloon|Swarm Yellow Bloon}}|changes 1 store=*{{nerf|Effect summons changed|Yellow Bloon|Swarm Yellow Bloon}}}}
|{{BCS changes|version=6.2|names=Zombie MOAB
 
|changes 1=*{{buff|Charges increased|1|2}}
====[[Strengthenator]]====
*{{nerf|Health decreased|350|330}}
{{BCS changes|version=6.2|names=Strengthenator|changes 1=*{{nerf|Health reduced|150|120}}}}
 
====[[Spooky Bloon]]====
{{BCS changes|version=6.2|names=Strengthenator
|changes 1=*{{neutral|Health gain trigger changed|Opponent's Hero|Own Hero}}
*{{nerf|Health gain decreased|30|20}}
}}
}}
|}


====[[Camo Regrow Ceramic Bloon]]====
===[[Monkey (BCS)|Monkey]]s===
{{BCS changes|version=6.2|names=Camo Regrow Ceramic Bloon
{|class="wikitable"
|changes 1=*{{buff|Health increased|250|275}}
!Card
*{{nerf|Regrow heal decreased|50|45}}
!Changes
|-
|[[Bloon Master Alchemist (BCS)|Bloon Master Alchemist]]
|{{BCS changes|version=6.2|names=Bloon Master Alchemist|changes 1=
*{{nerf|Gold cost increased|8|10}}
}}
}}
 
|-
====[[Camo Regrow Rainbow Bloon]]====
|[[Boomerang Monkey (BCS)|Boomerang Monkey]]
{{BCS changes|version=6.2|names=Camo Regrow Rainbow Bloon
|{{BCS changes|version=6.2|names=Boomerang Monkey|changes 1=
|changes 1=*{{buff|Gold cost reduced|8|7}}
*{{nerf|ATK decreased|25|20}}
*{{nerf|Bloontonium gain reduced|8|7}}
*{{buff|Back hit damage increased|15|30}}
|changes 2 names=Rang Bloon
|changes 2=*These changes also affect Rang Bloon
|changes 2 store=*{{nerf|ATK decreased|25|20|name=Boomerang Monkey}}
*{{buff|Back hit damage increased|15|30|name=Boomerang Monkey}}
}}
}}
 
|-
====[[Golden Blimp]]====
|[[Bouncing Bullet (BCS)|Bouncing Bullet]]
{{BCS changes|version=6.2|names=Golden Blimp
|{{BCS changes|version=6.2|names=Bouncing Bullet|changes 1=
|changes 1=*{{nerf|Health bonus per Gold spent decreased|70|65}}
*{{buff|ATK increased|80|90}}
}}
}}
 
|-
====[[Bolstered Bloon]]====
|[[Ceramic Glazing Kiln]]
{{BCS changes|version=6.2|names=Bolstered Bloon
|{{BCS changes|version=6.2|names=Ceramic Glazing Kiln|changes 1=
|changes 1=*{{buff|Starting Shield increased|50|75}}
*{{buff|Gold cost decreased|3|2}}
*{{nerf|Health buff to played Bloon decreased|+25|+20}}
}}
}}
 
|-
====[[Bloontonium Gas Bloon]]====
|[[Crossbow Monkey]]
{{BCS changes|version=6.2|names=Bloontonium Gas Bloon
|{{BCS changes|version=6.2|names=Crossbow Monkey|changes 1=
|changes 1=*{{buff|Health increased|150|160}}
*{{buff|ATK increased|40|50}}
}}
}}
 
|-
====[[Shield Gas Bloon]]====
|[[Distraction Ninja]]
{{BCS changes|version=6.2|names=Shield Gas Bloon
|{{BCS changes|version=6.2|names=Distraction Ninja|changes 1=
|changes 1=*{{buff|Health increased|150|160}}
*{{buff|ATK increased|40|55}}
}}
}}
 
|-
====[[Life Drain Bloon]]====
|[[Druid (BCS)|Druid]]
{{BCS changes|version=6.2|names=Life Drain Bloon
|{{BCS changes|version=6.2|names=Druid|changes 1=
|changes 1=*{{buff|Hero Health drain keyword changed|On Turn Start|On Turn End|note=Allows the Health drain to begin sooner}}
*{{buff|Defender bonus increased|+10|+20}}
*{{buff|name=On Play|Hero heal increased|50|75}}
}}
}}
 
|-
====[[Hastening Bloon]]====
|[[Druid of Peace]]
{{BCS changes|version=6.2|names=Hastening Bloon|changes 1=*{{buff|On Play effect: now ignores Immobile Bloons}}}}
|{{BCS changes|version=6.2|names=Druid of Peace|changes 1=
 
*{{nerf|Gold cost increased|3|5}}
===[[Monkey (BCS)|Monkey]]===
*{{nerf|No longer has an Ammo stat and gains keyword Can't Attack|note=Attack is formerly 1 ammo, 1 delay, 20 ATK}}
====[[Extra-Super Monkey]]====
*{{change|Description changed|Bloons can't attack on the turn they are summoned|Can't Attack. Bloons can't attack on the turn they are summoned}}
{{BCS changes|version=6.2|names=Extra-Super Monkey|quote=Monkeys with Per Gold Spent abilities ('''Even More Tacks''' and '''Extra Super Monkey''') now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost.|changes 1=
*{{neutral|Now retains Gold value after playing|note=Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)}}
}}
}}
 
|-
====[[Even More Tacks (BCS)|Even More Tacks]]====
|[[Even More Tacks (BCS)|Even More Tacks]]
{{BCS changes|version=6.2|names=Even More Tacks|quote=Monkeys with Per Gold Spent abilities ('''Even More Tacks''' and '''Extra Super Monkey''') now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost.|changes 1=
|{{BCS changes|version=6.2|names=Even More Tacks|changes 1=
*{{buff|ATK increased|35|40}}
*{{buff|ATK increased|35|40}}
*{{neutral|Now retains Gold value after playing|note=Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)}}
}}
}}
 
|-
====[[Extra Range Tack Shooter]]====
|[[Extra Range Tack Shooter]]
{{BCS changes|version=6.2|names=Extra Range Tack Shooter|changes 1=
|{{BCS changes|version=6.2|names=Extra Range Tack Shooter|changes 1=
*{{buff|ATK increased|30|35}}
*{{buff|ATK increased|30|35}}
}}
}}
 
|-
====[[Distraction Ninja]]====
|[[Fireball Wizard]]
{{BCS changes|version=6.2|names=Distraction Ninja|changes 1=
|{{BCS changes|version=6.2|names=Fireball Wizard|changes 1=
*{{buff|ATK increased|40|55}}
*{{buff|ATK increased|90|100}}
}}
}}
 
|-
====[[Fireball Wizard]]====
|[[MOAB Construction Facility]]
{{BCS changes|version=6.2|names=Fireball Wizard|changes 1=
|{{BCS changes|version=6.2|names=MOAB Construction Facility|changes 1=
*{{buff|ATK increased|90|100}}
*{{nerf|Gold cost increased|4|6}}
*{{buff|Ammo increased|3|4}}
}}
}}
 
|-
====[[Druid (BCS)|Druid]]====
|[[Super Monkey (BCS)|Super Monkey]]
{{BCS changes|version=6.2|names=Druid|changes 1=
|{{BCS changes|version=6.2|names=Super Monkey|changes 1=
*{{buff|Defender bonus increased|10|20}}
*{{nerf|Gold cost increased|8|9}}
*{{buff|On Play: Hero heal increased|50|75}}
}}
}}
 
|}
====[[Druid of Peace]]====
{{quote|Monkeys with Per Gold Spent abilities ('''Even More Tacks''' and '''Extra Super Monkey''') now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost.|Update notes}}
{{BCS changes|version=6.2|names=Druid of Peace|changes 1=
{|class="wikitable"
*{{nerf|Gold cost increased|3|5}}
!Card
*{{nerf|No longer has an Ammo stat and gains keyword Can't Attack|note=Attack is formerly 1 ammo, 1 delay, 20 ATK}}
!Changes
|-
|[[Extra-Super Monkey]] / [[Even More Tacks (BCS)|Even More Tacks]]
|{{BCS changes|version=6.2|names=Extra-Super Monkey;Even More Tacks|quote=Monkeys with Per Gold Spent abilities ('''Even More Tacks''' and '''Extra Super Monkey''') now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost.|hide quote=y|changes 1=
*{{neutral|Now retains Gold value after playing|note=Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)}}
}}
}}
 
|}
====[[Super Monkey (BCS)|Super Monkey]]====
{{quote|'''Shell Shock Mortar''' can now use Temporary Ammo even if it was reloading when it was given it, just fire away!|Update notes}}
{{BCS changes|version=6.2|names=Super Monkey|changes 1=
{|class="wikitable"
*{{nerf|Gold cost increased|8|9}}
!Card
!Changes
|-
|[[Shell Shock Mortar]]
|{{BCS changes|version=6.2|names=Shell Shock Mortar|quote='''Shell Shock Mortar''' can now use Temporary Ammo even if it was reloading when it was given it, just fire away!|hide quote=y|changes 1=
*{{buff|Now can use Temporary Ammo even while it is reloading|fix=y}}
}}
}}
 
|}
====[[Shinobi Tactics Ninja]]====
{{quote|<ul><li>'''Shinobi''' no longer breaks the rules of Temporary and cannot reload itself.
{{BCS changes|version=6.2|names=Shinobi Tactics Ninja|quote=<br />
[...]</li>
*'''Shinobi''' no longer breaks the rules of Temporary and cannot reload itself.
<li>'''Shinobi''' buff no longer requires a witness, and now applies even if the target Bloon was popped.</li></ul>|Update notes}}
[...]
{|class="wikitable"
*'''Shinobi''' buff no longer requires a witness, and now applies even if the target Bloon was popped.|changes 1=
!Card
!Changes
|-
|[[Shinobi Tactics Ninja]]
|{{BCS changes|version=6.2|names=Shinobi Tactics Ninja|quote=<ul><li>'''Shinobi''' no longer breaks the rules of Temporary and cannot reload itself.
[...]</li>
<li>'''Shinobi''' buff no longer requires a witness, and now applies even if the target Bloon was popped.</li></ul>|hide quote=y|changes 1=
*{{nerf|ATK decreased|35|30}}
*{{nerf|ATK decreased|35|30}}
*{{nerf|No longer reloads if its ammo was drained on the opponent's turn|fix=y}}
*{{nerf|No longer reloads if its ammo was drained on the opponent's turn|fix=y}}
*{{buff|No longer fails to activate its On Attack effect if the attack pops a Bloon|fix=y}}
*{{buff|No longer fails to activate its On Attack effect if the attack pops a Bloon|fix=y}}
}}
}}
 
|}
====[[MOAB Construction Facility]]====
{{quote|'''Triple Shot''' can now hit Camo Bloons when they are the only target, just like every other monkey could.|Update notes}}
{{BCS changes|version=6.2|names=MOAB Construction Facility|changes 1=
{|class="wikitable"
*{{nerf|Gold cost increased|4|6}}
!Card
*{{buff|Ammo increased|3|4}}
!Changes
|-
|[[Triple Shot (BCS)|Triple Shot]]
|{{BCS changes|version=6.2|names=Triple Shot|quote='''Triple Shot''' can now hit Camo Bloons when they are the only target, just like every other monkey could.|hide quote=y|changes 1=
*{{buff|Now can target Camo Bloons if they're the only Bloons on screen|fix=y}}
}}
}}
|}


====[[Ceramic Glazing Kiln]]====
===[[Power (BCS)|Power]]s===
{{BCS changes|version=6.2|names=Ceramic Glazing Kiln|changes 1=
{|class="wikitable"
*{{buff|Gold cost decreased|3|2}}
!Card
*{{nerf|Health buff to played Bloon decreased|25|20}}
!Changes
|-
|[[Bloonsday Device (BCS)|Bloonsday Device]]
|{{BCS changes|version=6.2|names=Bloonsday Device|changes 1=
*{{nerf|Gold cost increased|15|18}}
}}
}}
 
|-
====[[Boomerang Monkey (BCS)|Boomerang Monkey]]====
|[[Eerie Lifeforce]]
{{BCS changes|version=6.2|names=Boomerang Monkey|changes 1=
|{{BCS changes|version=6.2|names=Eerie Lifeforce|changes 1=
*{{nerf|ATK decreased|25|20}}
*{{neutral|Additional debuff changed|Stun|Increase delay by 1}}
*{{buff|Back hit damage increased|15|30}}
*{{nerf|Health bonus per Bloon in Graveyard reduced|+20|+10}}
}}
}}
 
|-
====[[Crossbow Monkey]]====
|[[Enhanced Reflexes]]
{{BCS changes|version=6.2|names=Crossbow Monkey|changes 1=
|{{BCS changes|version=6.2|names=Enhanced Reflexes|changes 1=
*{{buff|ATK increased|40|50}}
*{{buff|Damage increased|50|60}}
}}
 
====[[Bouncing Bullet (BCS)|Bouncing Bullet]]====
{{BCS changes|version=6.2|names=Bouncing Bullet|changes 1=
*{{buff|ATK increased|80|90}}
}}
}}
 
|-
====[[Shell Shock Mortar]]====
|[[Heartstopper]]
{{BCS changes|version=6.2|names=Shell Shock Mortar|quote='''Shell Shock Mortar''' can now use Temporary Ammo even if it was reloading when it was given it, just fire away!|changes 1=
|{{BCS changes|version=6.2|names=Heartstopper|changes 1=
*{{buff|Now can use Temporary Ammo even while it is reloading|fix=y}}
}}
 
====[[Triple Shot (BCS)|Triple Shot]]====
{{BCS changes|version=6.2|names=Triple Shot|quote='''Triple Shot''' can now hit Camo Bloons when they are the only target, just like every other monkey could.|changes 1=
*{{buff|Now can target Camo Bloons if they're the only Bloons on screen|fix=y}}
}}
 
===[[Power (BCS)|Power]]===
====[[Heartstopper (BCS)|Heartstopper]]====
{{BCS changes|version=6.2|names=Heartstopper|changes 1=
*{{buff|Now deals 40 damage to target}}
*{{buff|Now deals 40 damage to target}}
*{{buff|Can now target any Bloon instead of just targets with only Camo, Regrow, and/or Armored}}
*{{buff|Can now target any Bloon instead of just targets with Camo, Regrow, and/or Armored}}
}}
}}
 
|-
====[[Bloonsday Device (BCS)|Bloonsday Device]]====
|[[Hero Protection]]
{{BCS changes|version=6.2|names=Bloonsday Device|changes 1=
|{{BCS changes|version=6.2|names=Hero Protection|changes 1=
*{{nerf|Gold cost increased|15|18}}
*{{nerf|Gold cost increased|3|5}}
}}
}}
 
|-
====[[Bloon Amalgam]] / [[Bloon Amalgamation]]====
|[[Red Bloon Storm]]
{{BCS changes|version=6.2|names=Bloon Amalgam|changes 1=*{{buff|Summoned Bloon now gains Must Pop}}}}
|{{BCS changes|version=6.2|names=Red Bloon Storm|changes 1=
{{BCS changes|version=6.2|names=Bloon Amalgamation|quote=Bloon Amalgam is '''LARGE''', and will behave as such.|changes 1=*{{buff|Now gains Must Pop}}
*{{neutral|Now will always count as a Large Bloon, because it has the Large Bloon class|fix=y}}|hide=true}}
 
====[[Red Bloon Storm]]====
{{BCS changes|version=6.2|names=Red Bloon Storm|changes 1=
*{{buff|Gold cost decreased|6|4}}
*{{buff|Gold cost decreased|6|4}}
}}
}}
 
|}
====[[Eerie Lifeforce]]====
{{quote|Bloon Amalgam is '''LARGE''', and will behave as such.|Update notes}}
{{BCS changes|version=6.2|names=Eerie Lifeforce|changes 1=
{|class="wikitable"
*{{neutral|Additional debuff changed|Stun|Increase delay by 1}}
!Card
*{{nerf|Health buff reduced|20|10}}
!Changes
}}
|-
 
|[[Bloon Amalgamation]] / [[Bloon Amalgam]]
====[[Hero Protection]]====
|{{BCS changes|version=6.2|changes 1 names=Bloon Amalgamation|quote=Bloon Amalgam is '''LARGE''', and will behave as such.|hide quote=y|changes 1=*{{buff|Bloon Amalgam now has Must Pop}}
{{BCS changes|version=6.2|names=Hero Protection|changes 1=
*{{change|Description added "[...] and Must-Pop"}}
*{{nerf|Gold cost increased|3|5}}
|changes 2 names=Bloon Amalgam|changes 2=*{{neutral|Bloom Amalagam now properly counts as a Large Bloon|fix=y}}
|changes 2 store=*{{buff|Now has Must Pop}}
*{{neutral|Now properly counts as a Large Bloon|fix=y}}
}}
}}
 
|}
====[[Enhanced Reflexes]]====
{{quote|'''Salvation''' will now always trigger Orbs of Light, can’t be saving those Monkeys for nothing.|Update notes}}
{{BCS changes|version=6.2|names=Enhanced Reflexes|changes 1=
{|class="wikitable"
*{{buff|Damage increased|50|60}}
!Card
}}
!Changes
 
|-
====[[Salvation]]====
|[[Salvation]]
{{research|What about that weird case of gaining Bloontonium? It's patched, right? Is it now independent from the Bloontonium gage and abilities panel?}}
|{{BCS changes|version=6.2|names=Salvation|quote='''Salvation''' will now always trigger Orbs of Light, can’t be saving those Monkeys for nothing.|hide quote=y|changes 1=
{{BCS changes|version=6.2|names=Salvation|quote='''Salvation''' will now always trigger Orbs of Light, can’t be saving those Monkeys for nothing.|changes 1=
*{{buff|When played, it will always trigger Orbs of Light under any condition|fix=y}}
*{{buff|When played, it will always trigger Orbs of Light under any condition|fix=y}}
*{{nerf|No longer gains and spends the Bloontonium to trigger Orbs of Light when conditions are met|fix=y|undoc=y}}
*{{nerf|No longer gains and spends the Bloontonium to trigger Orbs of Light when conditions are met|fix=y|undoc=y}}
}}
}}
|}


===[[Hero (BCS)|Hero]]es===
===[[Hero (BCS)|Hero]]es===
====[[Mountain Obyn (BCS)|Mountain Obyn]]====
{|class="wikitable"
{{BCS changes|version=6.2|names=Mountain Obyn|changes 1=
!Hero
*{{nerf|Sentinel Bloon ability: Bloontonium cost increased|5|6}}
!Changes
*{{buff|Rise! ability: Bloontonium cost decreased|8|6}}
|-
*{{nerf|Rise! ability: Damage decreased|30|25}}
|[[Obyn Greenfoot (BCS)|Obyn Greenfoot]]
|{{BCS changes|version=6.2|names=Obyn Greenfoot|changes 1=
*{{buff|name=Nature's Shield|Shield gain increased|10|15}}
}}
}}
 
|-
====[[Obyn Greenfoot (BCS)|Obyn Greenfoot]]====
|[[Mountain Obyn (BCS)|Mountain Obyn]]
{{BCS changes|version=6.2|names=Obyn Greenfoot|changes 1=
|{{BCS changes|version=6.2|names=Mountain Obyn|changes 1=
*{{buff|Nature's Shield passive: Shield gain increased|10|15}}
*{{nerf|name=Sentinel Bloon|Bloontonium cost increased|5|6}}
*{{buff|name=Rise!|Bloontonium cost decreased|8|6}}
*{{nerf|name=Rise!|Damage decreased|30|25}}
}}
}}
|}


===Other changes===
===Other changes===
{{BCS changes|version=6.2|names=Soulstealer Bloon;Double Trouble|quote='''Soulstealer''' no longer steals its own soul (gains too many buffs) when Double Trouble’d.|changes 1=
{{BCS changes|version=6.2|names=Soulstealer Bloon;Double Trouble|quote='''Soulstealer''' no longer steals its own soul (gains too many buffs) when Double Trouble’d.|changes 1=
*{{nerf|Double Trouble no longer causes Soulstealer Bloon to re-trigger its On Play effects|fix=y}}
*{{nerf|Double Trouble no longer causes Soulstealer Bloon to regain its original health buff|fix=y}}
}}
}}
{{BCS changes|version=6.2|names=Quincy|quote=Fixed an issue with '''Quincy’s''' passive ability being counted as triggered even when it wasn’t.|changes 1=
{{BCS changes|version=6.2|names=Quincy|quote=Fixed an issue with '''Quincy’s''' passive ability being counted as triggered even when it wasn’t.|changes 1=
*{{neutral|Quincy's Perceptive Shot passive now more consistently counts as "triggered"|fix=y}}
*{{neutral|Quincy's Perceptive Shot passive now more consistently counts as "triggered"|fix=y}}
}}
}}
{{BCS changes|version=6.2|names=Amelia's Adventure<!--whatever the name is-->; Undead Bloon; Undead MOAB|quote=Amelia’s Adventure decks no longer have stray “Undead” Bloons in them. They’re Zombie Bloons, it’s different.. Right?|changes 1=
{{BCS changes|version=6.2|names=Amelia's Adventure<!--whatever the name is-->;Undead Bloon;Undead MOAB|quote=Amelia’s Adventure decks no longer have stray “Undead” Bloons in them. They’re Zombie Bloons, it’s different.. Right?|changes 1=
*{{neutral|Undead Bloons and Undead MOABs no longer appear in Amelia's Adventure|fix=y}}
*{{neutral|Undead Bloons and Undead MOABs no longer appear in Amelia's Adventure, now being replaced by their respective successors|fix=y}}
}}
}}
*{{buff|Amelia's Prologue achievement can now be earned again|fix=y}}
*{{buff|Amelia's Prologue achievement can now be earned again|fix=y}}
{{BCS changes|version=6.2|names=Hex of Power;Archer's Instinct|quote='''Hex of Power''' and '''Archer’s Instinct''' 2nd charge can now be played when you have 8 cards in hand. 8 - 1 + 1 = 8 :) |changes 1=
{{BCS changes|version=6.2|names=Hex of Power;Archer's Instinct|quote='''Hex of Power''' and '''Archer’s Instinct''' 2nd charge can now be played when you have 8 cards in hand. 8 - 1 + 1 = 8 :) |changes 1 = *{{buff|Archer's Instinct and Hex of Power can now be played when they're at one charge left}} |changes 1 store=
*{{buff|Can now be played when it's at one charge left|fix=y}}
*{{buff|Can now be played when it's at one charge left|fix=y}}
}}
}}
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==Development==
==Development==
{{incomplete|Fill the development section akin to how v6.0 page does it, and add commentary of it (recommend that the comm testers themselves do this section)}}
{{incomplete|Fill the rest of the development section akin to how v6.0 page does it, and add commentary of it (recommend that the comm testers themselves do this section)}}
Multiple community testers of ''Bloons Card Storm'' for Version 6.2 have shared results of the tests for the update. A complete list of changes during development of version 6.0 were released by community testers who worked on the update behind the scenes:<ref name="smartpersan-6.2">https://www.reddit.com/r/bloonscardstorm/comments/1pok1pk/62_beta_changes_that_didnt_make_it_into_the_game/</ref><ref name="noappearance1780-6.2">https://www.reddit.com/r/bloonscardstorm/comments/1pok2de/bcs_62_development_changes/</ref><ref name="noappearance1780-6.2 commentary">https://www.reddit.com/r/bloonscardstorm/comments/1pojd8e/bcs_62_tester_commentary/</ref>
Multiple community testers of ''Bloons Card Storm'' for Version 6.2 have shared results of the tests for the update. A complete list of changes during development of version 6.0 were released by community testers who worked on the update behind the scenes:<ref name="smartpersan-6.2">{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1pok1pk/62_beta_changes_that_didnt_make_it_into_the_game/|title=6.2 Beta Changes That Didn't Make It Into The Game (w/ tester notes)|publisher=Reddit, r/bloonscardstorm|author=u/SmartPersan}}</ref><ref name="noappearance1780-6.2">{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1pok2de/bcs_62_development_changes/|title=BCS 6.2 Development Changes|publisher=Reddit, r/bloonscardstorm|author=u/No-Apperance1780}}</ref><ref name="odyssey-6.2-video">{{cite|url=https://www.youtube.com/watch?v=oTs-Rj9TCVw|title=BCS 6.2 Tester Commentary|publisher=YouTube|author=OdysseyTOS}}</ref>
 
*[[Camo Blue Bloon]] and [[Camo Green Bloon]]: While initially proposed to have the Health of Camo Blue increased from 110 to 130, Ninja Kiwi stated that they didn't want Camo Blues to have equal or more Health than Camo Greens, so instead the Camo Blue was reworked to cost less but have less Health.<ref name="odyssey-6.2-video" />
**Camo Green initially had its Health increased to 140, but reduced to 130 after playtesters were unsatisfied with its balance.<ref name="odyssey-6.2-video" />
*[[Camo Lead Bloon]] The initial proposed buff by Ninja Kiwi was proposed to buff it from 150 to 170 Health,<ref name="noappearance1780-6.2" /> then changed to 220 Health by Ninja Kiwi,<ref name="odyssey-6.2-video" /> but was reduced to 200 Health by community testers.<ref name="noappearance1780-6.2" /> The health buff is reduced because it made Camo Lead Bloon too annoying to play against without specific anti-Camo tech.<ref name="odyssey-6.2-video" />
 
Some community playtesters noted that aggro vs control is an important balance change consideration; although aggro was deemed overpowered by average players, nerfs to control cards that doubled as anti-aggro were prioritized more than nerfing aggro in general.<ref name="smartpersan-6.2" />


==Notes==
==Notes==
Line 300: Line 369:
==External links==
==External links==
*[https://www.reddit.com/r/bloonscardstorm/comments/1poigry/bloons_card_storm_v62_patch_notes/ Official update notes on Reddit]
*[https://www.reddit.com/r/bloonscardstorm/comments/1poigry/bloons_card_storm_v62_patch_notes/ Official update notes on Reddit]
*Version 6.2 tester commentary on Reddit
*Tester commentary:
**[https://www.reddit.com/r/bloonscardstorm/comments/1pok2de/bcs_62_development_changes/ Tester commentary by u/No-Appearance1780]
**[https://www.reddit.com/r/bloonscardstorm/comments/1pok2de/bcs_62_development_changes/ Tester commentary by u/No-Appearance1780 on Reddit]
**[https://www.reddit.com/r/bloonscardstorm/comments/1pok1pk/62_beta_changes_that_didnt_make_it_into_the_game/ Tester commentary by u/SmartPersan]
**[https://www.reddit.com/r/bloonscardstorm/comments/1pok1pk/62_beta_changes_that_didnt_make_it_into_the_game/ Tester commentary by u/SmartPersan on Reddit]
*[https://www.reddit.com/r/bloonscardstorm/comments/1pojd8e/bcs_62_tester_commentary/ Tester commentary by u/No-Appearance1780 on YouTube]
**[https://www.youtube.com/watch?v=oTs-Rj9TCVw Tester commentary by u/No-Appearance1780 on YouTube]


==Navigation==
==Navigation==
{{BCS update nav}}
{{BCS update nav}}
[[Category:2025]]
[[Category:2025]]

Latest revision as of 17:22, 21 April 2026

Version 6.2
Build №1885
Steam17 December 2025[1]

Version 6.2 is a minor update to Bloons Card Storm version 6.0. It adds balance changes to a variety of Bloons, Monkeys, and Powers, as well as bug fixes.

Changes

[edit | edit source]
Card Changes
Blooming Bloon
  • Nerf Effects now spawn Swarm Yellow Bloons instead of Yellow Bloons
Bloontonium Gas Bloon
  • Buff Health increased ― 150 → 160
Bolstered Bloon
  • Buff Starting Shield increased ― 50 → 75
Camo Blue Bloon
  • Buff Gold cost decreased ― 3 → 2
  • Nerf Bloontonium gain decreased ― 3 → 2
  • Nerf Health decreased ― 110 → 90
Camo Green Bloon
  • Buff Health increased ― 120 → 130
Camo Lead Bloon
  • Buff Health increased ― 150 → 200
Camo Regrow Ceramic Bloon
  • Buff Health increased ― 250 → 275
  • Nerf Regrow heal decreased ― 50 → 45
Camo Regrow Rainbow Bloon
  • Buff Gold cost reduced ― 8 → 7
  • Nerf Bloontonium gain reduced ― 8 → 7
Emboldened Bloon
  • Buff Health increased ― 300 → 350
Golden Blimp
  • Nerf Health bonus per Gold spent decreased ― +70 → +65
Hastening Bloon
  • Buff On Play effect now ignores Immobile Bloons
Life Drain Bloon
  • Buff Hero Health drain keyword changed ― On Turn Start → On Turn End
    • Note: Allows the Health drain to begin sooner
Regrow Yellow Bloon
  • Buff Health increased ― 120 → 130
Shield Gas Bloon
  • Buff Health increased ― 150 → 160
Spooky Bloon
  • Neutral Health gain trigger changed ― Opponent's Hero → Own Hero
  • Nerf Health gain decreased ― 30 → 20
Strengthenator
  • Nerf Health reduced ― 150 → 120
Strike Bloon
  • Buff Gold cost decreased ― 3 → 2
  • Nerf Bloontonium gain decreased ― 3 → 2
  • Nerf Health decreased ― 90 → 80
Zombie Rainbow Bloon
  • Buff Health increased ― 200 → 220
Zombie MOAB
  • Buff Charges increased ― 1 → 2
  • Nerf Health decreased ― 350 → 330
Card Changes
Bloon Master Alchemist
  • Nerf Gold cost increased ― 8 → 10
Boomerang Monkey
  • Nerf ATK decreased ― 25 → 20
  • Buff Back hit damage increased ― 15 → 30
  • These changes also affect Rang Bloon
Bouncing Bullet
  • Buff ATK increased ― 80 → 90
Ceramic Glazing Kiln
  • Buff Gold cost decreased ― 3 → 2
  • Nerf Health buff to played Bloon decreased ― +25 → +20
Crossbow Monkey
  • Buff ATK increased ― 40 → 50
Distraction Ninja
  • Buff ATK increased ― 40 → 55
Druid
  • Buff Defender bonus increased ― +10 → +20
  • Buff On Play: Hero heal increased ― 50 → 75
Druid of Peace
  • Nerf Gold cost increased ― 3 → 5
  • Nerf No longer has an Ammo stat and gains keyword Can't Attack
    • Note: Attack is formerly 1 ammo, 1 delay, 20 ATK
  • Description changed ― Bloons can't attack on the turn they are summoned → Can't Attack. Bloons can't attack on the turn they are summoned
Even More Tacks
  • Buff ATK increased ― 35 → 40
Extra Range Tack Shooter
  • Buff ATK increased ― 30 → 35
Fireball Wizard
  • Buff ATK increased ― 90 → 100
MOAB Construction Facility
  • Nerf Gold cost increased ― 4 → 6
  • Buff Ammo increased ― 3 → 4
Super Monkey
  • Nerf Gold cost increased ― 8 → 9
Monkeys with Per Gold Spent abilities (Even More Tacks and Extra Super Monkey) now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost.
— Update notes
Card Changes
Extra-Super Monkey / Even More Tacks
  • Neutral Now retains Gold value after playing
    • Note: Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)
Shell Shock Mortar can now use Temporary Ammo even if it was reloading when it was given it, just fire away!
— Update notes
Card Changes
Shell Shock Mortar
  • Buff Now can use Temporary Ammo even while it is reloading (bug fix)
  • Shinobi no longer breaks the rules of Temporary and cannot reload itself. [...]
  • Shinobi buff no longer requires a witness, and now applies even if the target Bloon was popped.

— Update notes
Card Changes
Shinobi Tactics Ninja
  • Nerf ATK decreased ― 35 → 30
  • Nerf No longer reloads if its ammo was drained on the opponent's turn (bug fix)
  • Buff No longer fails to activate its On Attack effect if the attack pops a Bloon (bug fix)
Triple Shot can now hit Camo Bloons when they are the only target, just like every other monkey could.
— Update notes
Card Changes
Triple Shot
  • Buff Now can target Camo Bloons if they're the only Bloons on screen (bug fix)
Card Changes
Bloonsday Device
  • Nerf Gold cost increased ― 15 → 18
Eerie Lifeforce
  • Neutral Additional debuff changed ― Stun → Increase delay by 1
  • Nerf Health bonus per Bloon in Graveyard reduced ― +20 → +10
Enhanced Reflexes
  • Buff Damage increased ― 50 → 60
Heartstopper
  • Buff Now deals 40 damage to target
  • Buff Can now target any Bloon instead of just targets with Camo, Regrow, and/or Armored
Hero Protection
  • Nerf Gold cost increased ― 3 → 5
Red Bloon Storm
  • Buff Gold cost decreased ― 6 → 4
Bloon Amalgam is LARGE, and will behave as such.
— Update notes
Card Changes
Bloon Amalgamation / Bloon Amalgam
  • Buff Bloon Amalgam now has Must Pop
  • Description added "[...] and Must-Pop"
  • Neutral Bloom Amalagam now properly counts as a Large Bloon (bug fix)
Salvation will now always trigger Orbs of Light, can’t be saving those Monkeys for nothing.
— Update notes
Card Changes
Salvation
  • Buff When played, it will always trigger Orbs of Light under any condition (bug fix)
  • Nerf No longer gains and spends the Bloontonium to trigger Orbs of Light when conditions are met (undocumented) (bug fix)
Hero Changes
Obyn Greenfoot
  • Buff Nature's Shield: Shield gain increased ― 10 → 15
Mountain Obyn
  • Nerf Sentinel Bloon: Bloontonium cost increased ― 5 → 6
  • Buff Rise!: Bloontonium cost decreased ― 8 → 6
  • Nerf Rise!: Damage decreased ― 30 → 25

Other changes

[edit | edit source]
Soulstealer no longer steals its own soul (gains too many buffs) when Double Trouble’d.
— Update notes
  • Nerf Double Trouble no longer causes Soulstealer Bloon to regain its original health buff (bug fix)
Fixed an issue with Quincy’s passive ability being counted as triggered even when it wasn’t.
— Update notes
  • Neutral Quincy's Perceptive Shot passive now more consistently counts as "triggered" (bug fix)
Amelia’s Adventure decks no longer have stray “Undead” Bloons in them. They’re Zombie Bloons, it’s different.. Right?
— Update notes
  • Neutral Undead Bloons and Undead MOABs no longer appear in Amelia's Adventure, now being replaced by their respective successors (bug fix)
  • Buff Amelia's Prologue achievement can now be earned again (bug fix)
Hex of Power and Archer’s Instinct 2nd charge can now be played when you have 8 cards in hand. 8 - 1 + 1 = 8 :)
— Update notes
  • Buff Archer's Instinct and Hex of Power can now be played when they're at one charge left
Bloons no longer have the benefit of cover from acid pools on the same space, and can be selected as easily as any Bloon again.
— Update notes
  • Fixed Bloons being harder to select when an Acid Pool is placed below it (bug fix)
Season 7 Avatar should now be awarded correctly.
— Update notes
  • Now correctly awards the Season 7 Avatar (bug fix)
  • Fixed a common crash that accounts for "about 80% of crashes occurring in 6.1".

Development

[edit | edit source]
Half Cash icon This section is incomplete. You can help out by expanding it.
The editor who added this notice elaborates: Fill the rest of the development section akin to how v6.0 page does it, and add commentary of it (recommend that the comm testers themselves do this section)

Multiple community testers of Bloons Card Storm for Version 6.2 have shared results of the tests for the update. A complete list of changes during development of version 6.0 were released by community testers who worked on the update behind the scenes:[2][3][4]

  • Camo Blue Bloon and Camo Green Bloon: While initially proposed to have the Health of Camo Blue increased from 110 to 130, Ninja Kiwi stated that they didn't want Camo Blues to have equal or more Health than Camo Greens, so instead the Camo Blue was reworked to cost less but have less Health.[4]
    • Camo Green initially had its Health increased to 140, but reduced to 130 after playtesters were unsatisfied with its balance.[4]
  • Camo Lead Bloon The initial proposed buff by Ninja Kiwi was proposed to buff it from 150 to 170 Health,[3] then changed to 220 Health by Ninja Kiwi,[4] but was reduced to 200 Health by community testers.[3] The health buff is reduced because it made Camo Lead Bloon too annoying to play against without specific anti-Camo tech.[4]

Some community playtesters noted that aggro vs control is an important balance change consideration; although aggro was deemed overpowered by average players, nerfs to control cards that doubled as anti-aggro were prioritized more than nerfing aggro in general.[2]

Notes

[edit | edit source]
  • Ninja Kiwi mentions that there are still "some remaining elusive crashes" that they'll "keep investigating".
  • Ninja Kiwi stated in their Version 6.2 patch notes that a lot of balance changes were done with the help of the community testing team:

This is a massive balance pass we worked on in conjunction with the community testing team!

Several rounds of testing, long discussions and even a few crazy ideas helped put this list together!

References

[edit | edit source]
  1. SteamDB
  2. 2.0 2.1 u/SmartPersan. "6.2 Beta Changes That Didn't Make It Into The Game (w/ tester notes)". Reddit, r/bloonscardstorm.
  3. 3.0 3.1 3.2 u/No-Apperance1780. "BCS 6.2 Development Changes". Reddit, r/bloonscardstorm.
  4. 4.0 4.1 4.2 4.3 4.4 OdysseyTOS. "BCS 6.2 Tester Commentary". YouTube.
[edit | edit source]
[edit | edit source]