Eerie Lifeforce: Difference between revisions

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Despite having the [[Stunned]] keyword, the Bloon doesn't actually get stunned; this is a remnant of a balance change in version 6.2.
Despite having the [[Stunned]] keyword, the Bloon doesn't actually get stunned; this is a remnant of a balance change in version 6.2.


The card artwork portrays a [[Ninja Monkey]] in a graveyard getting stunned by the ghosts of multiple Bloons.
The card artwork depicts a [[Ninja Monkey]] at a graveyard getting stunned by the ghosts of multiple Bloons during nighttime.


==Tips==
==Tips==
{{BCS last updated|6.1|section=y}}
{{BCS last updated|6.2|section=y}}
*With enough Bloons in the graveyard, Eerie Lifeforce on a friendly Bloon can act as an alternative to [[Improved Fortification]] for less cost, but the affected Bloon will not be able to attack. Using it on the opponent's Bloons can be done, but the Health gain means that doing so should be only as a last resort to stall the Bloon before a card such as [[Return to Sender]].
*With enough Bloons in the graveyard, Eerie Lifeforce on a friendly Bloon can act as an alternative to [[Improved Fortification]] for less cost. Using it on the opponent's Bloons can be done, but the Health gain means that doing so should be only used early or as a last resort to stall the Bloon before a card such as [[Return to Sender]].
*Like with Improved Fortification's extra delay, Immobile Bloons don't care about the stun effect. [[ARBITR]] can be used if the opponent lacks anything strong enough to stop it.
**Eerie Lifeforce can be used early on by decks that don't play many Bloons to stall enemy Bloons.
*Like Improved Fortification, Eerie Lifeforce can be used to make an OTK combination, and Immobile Bloons don't care about delay.
**Similar tactics to strengthen a friendly [[Double Yellow Bloon]] before using two [[Quick Ready]] can be done. Playing a Double Yellow plus those cards would cost 21 Gold;<!--5+2+7*2=21--> decks without mid-round Gold generation or discounts should use [[Double Green Bloon]]. The [[Storm (BCS)|Storm]]'s Double Yellows can also provide this OTK opportunity.
**[[ARBITR]] can be used if the opponent lacks anything strong enough to stop it.
*Eerie Lifeforce can be held for a long period of time to give late game Bloons an obscene amount of health for 2 Gold.
*Control decks that aim to outlast the opponent should not passively wait for the opponent to exhaust their resources. With Eerie Lifeforce, any one-delay Double Bloon with two Quick Ready and Eerie Lifeforce will eventually outscale any amount of [[Shield (BCS)|Shield]] and not require tech cards to counter specific Heroes like [[Adora (BCS)|Adora]] or [[Obyn Greenfoot (BCS)|Obyn Greenfoot]].
*Before using this card, check how many Bloons are currently in your graveyard by tapping the deck icon on the bottom-left corner to view it.
*Before using this card, check how many Bloons are currently in your graveyard by tapping the deck icon on the bottom-left corner to view it.
*Eerie Lifeforce can be held for a long period of time to give late game Bloons an obscene amount of health for 2 gold.


==Update history==
==Update history==
Line 37: Line 41:
This card originally added 10 Health per Bloon in the graveyard, but it was increased to 20 health per Bloon before the update released due to feedback from community playtesters.<ref>{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1o0u89a/60_testing_and_changes/|title=6.0 Testing and Changes|publisher=Reddit|retrieved=6 oct 2025}}</ref> The original amount was displayed in the update video.<ref>{{cite|url=https://www.youtube.com/watch?v=Jzww0shH4DI|title=Bloons Card Storm Update 6.0 - New Hero Ezili, New Cards, & more!|publisher=YouTube|retrieved=6 oct 2025}}</ref>
This card originally added 10 Health per Bloon in the graveyard, but it was increased to 20 health per Bloon before the update released due to feedback from community playtesters.<ref>{{cite|url=https://www.reddit.com/r/bloonscardstorm/comments/1o0u89a/60_testing_and_changes/|title=6.0 Testing and Changes|publisher=Reddit|retrieved=6 oct 2025}}</ref> The original amount was displayed in the update video.<ref>{{cite|url=https://www.youtube.com/watch?v=Jzww0shH4DI|title=Bloons Card Storm Update 6.0 - New Hero Ezili, New Cards, & more!|publisher=YouTube|retrieved=6 oct 2025}}</ref>


Eerie Lifeforce had multiple aspects addressed during its testing in Version 6.2 playtests. The main issue was that stuns were inconsistently applied depending on either the opposing or friendly side. Instead, the stun was changed to a delay increase,<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> considered an overall nerf<ref name="odyssey-6.2-reddit">{{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}}</ref> by community playtesters due to the stun counting as effectively two turns in some cases.<ref name="odyssey-6.2-video" /> This brought another concern that community playtesters noted, which is that the Health gain would be extremely powerful to the point that aggro would unironically use Eerie Lifeforce on their own Bloons,<ref name="odyssey-6.2-video" /> and leaving it as is would make OTK too strong.<ref name="odyssey-6.2-video" />
Eerie Lifeforce had multiple aspects addressed during its testing in Version 6.2 playtests. The main issue was that stun on friendly Bloons lasted effectively two turns, so it would take forever to the Bloon to attack. Instead, the stun was changed to a delay increase,<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> considered an overall buff<ref name="odyssey-6.2-reddit">{{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}}</ref> by community playtesters due to the effect being able to be used with [[Quick Ready]].<ref name="odyssey-6.2-video" /> This brought another development that community playtesters noted, which is that the Health gain was extremely powerful to the point that aggro would use Eerie Lifeforce on their own Bloons,<ref name="odyssey-6.2-video" /> and leaving it as is would make any archetype too strong as the scaling made any deck that ran even a decent amount of Bloons have a very strong win condition.<ref name="odyssey-6.2-video" /> Eerie Lifeforce was then nerfed from +20 -> +10 health per Bloon, which made it into the final game.


==Gallery==
==Gallery==

Latest revision as of 02:53, 7 April 2026

Eerie Lifeforce
Eerie Lifeforce card art
Increase delay of target Bloon by 1, it gains +10 Health per Bloon in your graveyard
It's good for you, I promise!
Class Exotic Exotic
Card Pack Camo Storm
Rarity Rare
Keywords Stunned
Introduced Version 6.0
Stats
Cost Gold 2 Charges 1

Eerie Lifeforce is an Exotic Power card in Bloons Card Storm, introduced in version 6.0. It increases the Delay of the selected Bloon by 1 and gives it +10 health per Bloon in the player's graveyard. If there are no Bloons in the player's graveyard, it still adds delay to the target, but does not add any health.

Despite having the Stunned keyword, the Bloon doesn't actually get stunned; this is a remnant of a balance change in version 6.2.

The card artwork depicts a Ninja Monkey at a graveyard getting stunned by the ghosts of multiple Bloons during nighttime.

This section was last updated for: version 6.2
  • With enough Bloons in the graveyard, Eerie Lifeforce on a friendly Bloon can act as an alternative to Improved Fortification for less cost. Using it on the opponent's Bloons can be done, but the Health gain means that doing so should be only used early or as a last resort to stall the Bloon before a card such as Return to Sender.
    • Eerie Lifeforce can be used early on by decks that don't play many Bloons to stall enemy Bloons.
  • Like Improved Fortification, Eerie Lifeforce can be used to make an OTK combination, and Immobile Bloons don't care about delay.
    • Similar tactics to strengthen a friendly Double Yellow Bloon before using two Quick Ready can be done. Playing a Double Yellow plus those cards would cost 21 Gold; decks without mid-round Gold generation or discounts should use Double Green Bloon. The Storm's Double Yellows can also provide this OTK opportunity.
    • ARBITR can be used if the opponent lacks anything strong enough to stop it.
  • Eerie Lifeforce can be held for a long period of time to give late game Bloons an obscene amount of health for 2 Gold.
  • Control decks that aim to outlast the opponent should not passively wait for the opponent to exhaust their resources. With Eerie Lifeforce, any one-delay Double Bloon with two Quick Ready and Eerie Lifeforce will eventually outscale any amount of Shield and not require tech cards to counter specific Heroes like Adora or Obyn Greenfoot.
  • Before using this card, check how many Bloons are currently in your graveyard by tapping the deck icon on the bottom-left corner to view it.

Update history

[edit | edit source]
  • Neutral Additional debuff changed ― Stun → Increase delay by 1
  • Nerf Health bonus per Bloon in Graveyard reduced ― +20 → +10

Development

[edit | edit source]

This card originally added 10 Health per Bloon in the graveyard, but it was increased to 20 health per Bloon before the update released due to feedback from community playtesters.[1] The original amount was displayed in the update video.[2]

Eerie Lifeforce had multiple aspects addressed during its testing in Version 6.2 playtests. The main issue was that stun on friendly Bloons lasted effectively two turns, so it would take forever to the Bloon to attack. Instead, the stun was changed to a delay increase,[3] considered an overall buff[4] by community playtesters due to the effect being able to be used with Quick Ready.[3] This brought another development that community playtesters noted, which is that the Health gain was extremely powerful to the point that aggro would use Eerie Lifeforce on their own Bloons,[3] and leaving it as is would make any archetype too strong as the scaling made any deck that ran even a decent amount of Bloons have a very strong win condition.[3] Eerie Lifeforce was then nerfed from +20 -> +10 health per Bloon, which made it into the final game.

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In other languages

[edit | edit source]
This section was last updated for: version 6.0
Name
Language Text Notes
Danish Uhyggelig livskraft
German Unheimliche Lebenskraft
Spanish (Latin America) Vida espeluznante
French Énergie vitale inquiète
Italian Forza vitale spettrale
Japanese 不気味な生命力
Korean 섬뜩한 생명력
Norwegian Uhyggelig livskraft
Polish Upiorna siła życia
Portuguese (Brazil) Força Vital Assombrosa
Russian Жуткая жизненная сила
Swedish Spöklik livskraft
Chinese (traditional) 詭異生命力
Flavor
Language Text Notes
Danish Det er godt for dig, det lover jeg.
German Es ist gut für dich, das verspreche ich dir!
Spanish (Latin America) ¡Es bueno para ti, te lo prometo!
French C'est bon pour toi, je te le promets !
Italian È buono per te, te lo prometto!
Japanese 君のためになる、約束するよ!
Korean 너한테는 좋을 거야, 약속할게!
Norwegian Det er bra for deg, jeg lover!
Polish To dla ciebie dobre, obiecuję!
Portuguese (Brazil) É bom para você, eu prometo!
Russian Это будет полезно для тебя, обещаю!
Swedish Det är bra för dig, jag lovar!
Chinese (traditional) 我向你保證,這對你有好處!

References

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