Blooming Bloon (BCS): Difference between revisions

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{{for|Blooming Bloons in general|Blooming Bloon}}
{{blooming bloon hat}}
{{BCS bloon info
{{BCS bloon info
|id=BloomingBloon
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'''Blooming Bloon''' is a [[Bloon (BCS)|Basic Bloon]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|5.0}}. If it pops, it summons one [[Swarm Yellow Bloon (BCS)|Swarm Yellow Bloon]]. If it leaks to the opponent's Hero, it summons up to three Swarm Yellow Bloons, with a minimum of one depending on remaining board space. Leaking a Blooming Bloon will not decrease delay of its summoned Bloons.
'''Blooming Bloon''' is a [[Bloon (BCS)|Basic Bloon]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|5.0}}. If it pops, it summons one [[Swarm Yellow Bloon]]. If it leaks to the opponent's Hero, it summons up to three Swarm Yellow Bloons, with a minimum of one depending on remaining board space. Leaking a Blooming Bloon will not decrease delay of its summoned Bloons.


The card artwork depicts a Blooming Bloon near a crowd of [[Yellow Bloon]]s and Orange Bloons, the two latter creating flower shapes with five petals each. In the background are more Blooming Bloons.
The card artwork depicts a Blooming Bloon near a crowd of [[Yellow Bloon]]s and Orange Bloons, the two latter creating flower shapes with five petals each. In the background are more Blooming Bloons.
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*Without [[Cash Drop (BCS)|Cash Drop]], Player 2 can begin a Blooming Bloon on Round 2, or Round 1 on High Finance, or Round 3 or 2 respectively for Player 1.
*Without [[Cash Drop (BCS)|Cash Drop]], Player 2 can begin a Blooming Bloon on Round 2, or Round 1 on High Finance, or Round 3 or 2 respectively for Player 1.
**By Round 3, Player 1 has a budget of 6 Gold,<!--1+2+3--> enough for a variety of counters, or 5 Gold<!--3+2--> on Round 2 at High Finance. On the other hand, on the same rounds, Player 2 would have 7 Gold,<!--2+2+3--> or 6 Gold at High Finance.<!--4+2-->
**By Round 3, Player 1 has a budget of 6 Gold,<!--1+2+3--> enough for a variety of counters, or 5 Gold<!--3+2--> on Round 2 at High Finance. On the other hand, on the same rounds, Player 2 would have 7 Gold,<!--2+2+3--> or 6 Gold at High Finance.<!--4+2-->
**Cash Drop to begin earlier Blooming Bloon is risky, especially against aggro mirrors that are prepared against Blooming.
*Conveniently, Blooming Bloon (assuming no discounts) produces enough Bloontonium to activate Amelia's Bloon Shield passive.
*Conveniently, Blooming Bloon (assuming no discounts) produces enough Bloontonium to activate Amelia's Bloon Shield passive.
*Note that the spawned Swarm Yellows effectively have 2 delay relative to the opponent. So, as the opponent, saving up to [[Thunder Druid]] or [[Frag Bomb Shooter]] can be done if the Blooming Bloon was sent later than Round 2.
*Note that the spawned Swarm Yellows effectively have 2 delay relative to the opponent. So, as the opponent, saving up to [[Thunder Druid]] or [[Frag Bomb Shooter]] can be done if the Blooming Bloon was sent later than Round 2.
*Some players may add [[Must Pop]] Bloons to deter the player from targeting Blooming Bloon. [[Mountain Obyn (BCS)|Mountain Obyn]]'s [[Sentinel Bloon]] (from either playing on Bloontonium Refinery or using [[Bloontonium Cache]]) is an easy choice early on.
*Some players may add [[Must Pop]] Bloons to deter the player from targeting Blooming Bloon. [[Mountain Obyn (BCS)|Mountain Obyn]]'s [[Sentinel Bloon]] (from sources like Bloontonium Refinery and [[Bloontonium Cache]]) is an easy choice early on.
**If an enemy Mountain Obyn uses Bloontonium Cache to send Sentinel first, it can take damage first from effects that target the first Bloons (e.g. Clever Blue Bloon).
**If an enemy Mountain Obyn uses Bloontonium Cache to send Sentinel first, it can take damage first from effects that target the first Bloons (e.g. Clever Blue Bloon).
*If running Zee Jay, a leaked Blooming Bloon's first Swarm Yellow will count for his Passive Enhancements, thus guaranteeing 1 Rad Token for that round.
*Blooming Bloon falls off past early-game as more Monkeys and stronger combinations can be afforded, and is a bad choice outside of aggro.


==Update history==
==Update history==
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During the Version 5.2 playtest, Ninja Kiwi proposed a nerf to Blooming Bloon on Version 5.2 by lowering the Health from Blooming Bloon from 90 to 80 and Gold cost from 3 to 4, which was added to the update unchanged.
During the Version 5.2 playtest, Ninja Kiwi proposed a nerf to Blooming Bloon on Version 5.2 by lowering the Health from Blooming Bloon from 90 to 80 and Gold cost from 3 to 4, which was added to the update unchanged.


During the Version 6.2 playtest, a community tester proposed for Blooming Bloon to spawn Swarm Yellows instead of normal Yellows and decrease its Health from 80 to 75 (likely to limit a case with Blooming + Zee Jay's Passive + Dark Castle). However, only the Swarm Yellow change was added by Ninja Kiwi in the update.
During the Version 6.2 playtest, a community tester proposed for Blooming Bloon to spawn Swarm Yellows instead of normal Yellows and decrease its Health from 80 to 75 (likely to limit a case with Blooming + Zee Jay's Passive + Dark Castle).<ref name="odyssey-6.2-video">{{cite|url=https://www.youtube.com/watch?v=oTs-Rj9TCVw|title=BCS 6.2 Tester Commentary|publisher=YouTube, Odyssey}}</ref> However, only the Swarm Yellow change was added by Ninja Kiwi in the update,<ref name="odyssey-6.2-video" /> in turn reducing Health of summoned Bloons by 20 each (total of 60 from a leaked Blooming). After playtesting, Blooming Bloon was considered more of a "fair and balanced Bloon" that is still very strong in aggro but not enough to be a total crutch for aggro.<ref name="odyssey-6.2-video" /> It should be noted that casual players considered Blooming Bloon their least favorite card overall.<ref name="odyssey-6.2-video" />


==Gallery==
==Gallery==
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|zh-tw=山丘上處處都是……氣球
|zh-tw=山丘上處處都是……氣球
}}
}}
==References==
{{references}}
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{{clear|right}}
==Navigation==
==Navigation==
{{BCS bloon nav}}
{{BCS bloon nav}}