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{{quote|All of these Bloons had +10 Health, all 13 of these guys. So, Blues got buffed by +10 because every single Blue... was pretty weak. They were just slow and you actually had to pay money for them, which made them a lot worse than Red in basically every situation. So all of them got +10 Health to make them... a little more viable. Specifically for Camo Blue, it's a pretty big deal. Camo Blue at 100 makes it a lot stronger, and it makes it stronger than something like a Green so have... more of a potential reward if it hits. Double Red, Double Blue, Double Green, and Double Ceramic all got buffed. Because the Doubles are just... so weak in terms of health - they didn't even do more damage than their counterparts like Double Red at 40 Health dealt less damage than just a normal Green. And of course you're supposed to use the health buffers to make it do more damage but the fact Double Bloons... did less damage was always kind of... strange. Double Green is 90, Double Blue is 70 [...] And then Double Ceramic is now 230, which definitely helps with its viability in general, because for a long time Double Ceramic has kind of been worse than a Double Yellow. Specifically for infinite Storm spawns during tournaments that matters quite a lot because Double Ceramic comes in waves of four, every single wave. Have them be a little stronger to close games quicker.|[https://www.reddit.com/r/bloonscardstorm/comments/1w09bnv/bloons_card_storm_version_64_tester_commentary/ u/No-Appearance1780's commentary], 1:22- (with most disfluencies removed)}}
=BCS 6.2 updation testings=
===[[Monkey (BCS)|Monkey]]s===
{{BCS changes table|column 1 name=Card
| quote=Armor Powered Bloon mainly got buffs from the amount of armored cards that got buffed, but it did get a buff in its own right. It got its health increased from 80 to 100 to make it slightly more survivable if you only have a couple armored cards and you need to play Armor Powered Bloon early.|use quote for all names=y
| quote ref=
| version = 6.2
|changes 1 label=[[Bloon Master Alchemist (BCS)|Bloon Master Alchemist]]|changes 1 names=Bloon Master Alchemist
*{{nerf|Gold cost increased|8|10}}
}}
|changes 2 label=[[Boomerang Monkey (BCS)|Boomerang Monkey]]|changes 2 names=Boomerang Monkey
*{{nerf|ATK decreased|25|20}}
*{{buff|Back hit damage increased|15|30}}
|changes 3 names=Rang Bloon
|changes 3=*These changes also affect Rang Bloon
|changes 3 store=*{{nerf|ATK decreased|25|20|name=Boomerang Monkey}}
*{{buff|Back hit damage increased|15|30|name=Boomerang Monkey}}
}}
|-
|[[Bouncing Bullet (BCS)|Bouncing Bullet]]
|{{BCS changes|version=6.2|names=Bouncing Bullet|changes 1=
*{{buff|ATK increased|80|90}}
}}
|-
|[[Ceramic Glazing Kiln]]
|{{BCS changes|version=6.2|names=Ceramic Glazing Kiln|changes 1=
*{{buff|Gold cost decreased|3|2}}
*{{nerf|Health buff to played Bloon decreased|+25|+20}}
}}
|-
|[[Crossbow Monkey]]
|{{BCS changes|version=6.2|names=Crossbow Monkey|changes 1=
*{{buff|ATK increased|40|50}}
}}
|-
|[[Distraction Ninja]]
|{{BCS changes|version=6.2|names=Distraction Ninja|changes 1=
*{{buff|ATK increased|40|55}}
}}
|-
|[[Druid (BCS)|Druid]]
|{{BCS changes|version=6.2|names=Druid|changes 1=
*{{buff|Defender bonus increased|+10|+20}}
*{{buff|name=On Play|Hero heal increased|50|75}}
}}
|-
|[[Druid of Peace]]
|{{BCS changes|version=6.2|names=Druid of Peace|changes 1=
*{{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}}
*{{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}}
}}
|-
|[[Even More Tacks (BCS)|Even More Tacks]]
|{{BCS changes|version=6.2|names=Even More Tacks|changes 1=
*{{buff|ATK increased|35|40}}
}}
|-
|[[Extra Range Tack Shooter]]
|{{BCS changes|version=6.2|names=Extra Range Tack Shooter|changes 1=
*{{buff|ATK increased|30|35}}
}}
|-
|[[Fireball Wizard]]
|{{BCS changes|version=6.2|names=Fireball Wizard|changes 1=
*{{buff|ATK increased|90|100}}
}}
|-
|[[MOAB Construction Facility]]
|{{BCS changes|version=6.2|names=MOAB Construction Facility|changes 1=
*{{nerf|Gold cost increased|4|6}}
*{{buff|Ammo increased|3|4}}
}}
|-
|[[Super Monkey (BCS)|Super Monkey]]
|{{BCS changes|version=6.2|names=Super Monkey|changes 1=
*{{nerf|Gold cost increased|8|9}}
}}
|}
{{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}}
{|class="wikitable"
!Card
!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)}}
}}
|}
{{quote|'''Shell Shock Mortar''' can now use Temporary Ammo even if it was reloading when it was given it, just fire away!|Update notes}}
{|class="wikitable"
!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}}
}}
|}
{{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>|Update notes}}
{|class="wikitable"
!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|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}}
}}
|}
{{quote|'''Triple Shot''' can now hit Camo Bloons when they are the only target, just like every other monkey could.|Update notes}}
{|class="wikitable"
!Card
!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}}
}}
|}
 
=dfdasdf=
 
==Terrain stuff==
Avoid playing Monkey Teams on Arrows and Mirage. Otherwise, the tracks are easy enough that any strategy can work if given at least one sufficient damager for Bloons and MOAB-class.
 
When playing other types of Monkey Teams in other days, prioritize capturing Desert Terrain tiles when planning in advance for the following unviable Monkey Teams combo: Ice-Glue-Spike. Every other combo is fine without the restricted towers.
 
All of the tracks are doable, but Tunnels and Pistol can be difficult for some weaker combos. All available combos are possible on all Grass Terrain tracks but any combo with Ace or Chipper will be much easier, generally speaking.
 
All of the tracks are doable, but YMY is not recommended for weaker combos. All available loadouts are possible on all Forest Terrain tracks, but hardest on Tack-Ace.
 
Avoid playing Monkey Teams on Butterfly, and only Dartling-Chipper (multiplatform only) is recommended if playing this track with Monkey Teams is a must. Every other Heavy Forest track is doable with most loadouts.
 
When playing other types of Monkey Teams in other days, prioritize capturing Heavy Forest Terrain tiles when planning in advance for the following unviable Monkey Teams loadout: Sub-Chipper-Heli. Tack-Ace is difficult but not impossible.
 
Y Hills and Mustache are not recommended unless using a loadout that is strong enough on its own.
 
When playing other types of Monkey Teams in other days, prioritize capturing Hill Terrain tiles when planning in advance for the following unviable Monkey Teams loadouts:
*Dart-Sniper
*Dart-Spike-Sub
*Dart-Bomb
*Dart-Super
 
This is one of the easiest Monkey Teams terrains due to the lack of difficult tracks for this terrain, ignoring tower restrictions.
 
When playing other types of Monkey Teams in other days, prioritize capturing Hill Terrain tiles when planning in advance for the following unviable Monkey Teams loadouts:
*Dartling-Chipper
*Sub-Chipper-Heli
 
<!--NOTE: this is still relevant for some players who have the closer-to-city snow terrain seed-->
Avoid playing Monkey Teams on Pickaxe and Pretzel. All other tracks are easy enough for most combos. Any combo with Ice and any other available tower is viable on this terrain.
 
When playing other types of Monkey Teams in other days, prioritize capturing Snow Terrain tiles when planning in advance for the following unviable Monkey Teams loadouts:
*Dartling-Chipper
*Dart-Sniper
*Dart-Spike-Sub
*Dart-Bomb (multiplatform only, due to a bug in Level 5+ Bomb MK not allowing its Black immunity bypass to work)
*Dart-Super
*Dart-Engineer-Chipper
*Engineer-Super
 
All River Terrain tiles are viable for most loadouts, except those that heavily rely on Ninja.
 
When playing other types of Monkey Teams in other days, prioritize capturing River Terrain tiles when planning in advance for the following unviable Monkey Teams loadout: Ninja-Bomb (multiplatform only, due to a bug in Level 5+ Bomb MK not allowing its Black immunity bypass to work). Every other available Monkey Teams loadout is still doable without Ninja, but Engineer-Super is challenging.
 
Avoid playing Monkey Teams on Totems, though in the multiplatform it is still doable (without consumables) with loadouts that have Glue and self-sufficient MOAB damage such as Ace-Ninja-Glue. Every other track is doable with most loadouts. The only available loadout to avoid on this terrain is Apprentice-Ice-Super, and other loadouts should capture Jungle tiles.
 
Most of the tracks are doable for all Monkey Teams loadouts, but best avoided on Bad Mirror and Percent if there's no Buccaneer or Sub. There is only one available loadout to avoid (and other loadouts should prioritize Lake tiles): Ninja-Bomb.


<section begin="banana" />The quick [[brown]] [[fox]] jumps over the lazy [[dog]].<section end="banana" />
<section begin="banana" />The quick [[brown]] [[fox]] jumps over the lazy [[dog]].<section end="banana" />