Robo Monkey (BCS): Difference between revisions

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{{for|other uses|Robo Monkey (disambiguation)}}
{{for|other uses|Robo Monkey (disambiguation)}}
{{Research|Is Defender also double attack?}}
{{BCS monkey info
{{BCS monkey info
|id=RoboMonkey
|id=RoboMonkey
|numeric id=
|numeric id=250


|name      =Robo Monkey
|name      =Robo Monkey
|image      =BCS RoboMonkey CardArt.png
|image      =BCS RoboMonkey CardArt.png
|icon      =BCS RoboMonkey Icon.png
|description='''Temporary'''. '''Defender +10'''. Attacks Twice
|description='''Temporary'''. '''Defender +10'''. Attacks Twice
|flavor    =Part monkey. Part machine. All awesome.
|flavor    =Part monkey. Part machine. All awesome.
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|class    =Magic
|class    =Magic
|rarity    =Super Rare
|rarity    =Super Rare
|keywords  =Defender, Temporary
|keywords  =Defender;Temporary
|exclusive =
|exclusive =
|introduced=5.0
|introduced=5.0
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|charges=1
|charges=1
|type  =Super
|type  =Super
|ammo  =3
|ammo  =2
|power  =40
|power  =50
|reload =
|reload =
}}
}}
The '''Robo Monkey''' is a [[Magic]] [[Monkey (BCS)|Monkey]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|5.0}}. It attacks Bloons twice and has +10 Attack Power when defending. When it runs out of Ammo, it automatically removes itself at the end of the [[turn]].
'''Robo Monkey''' is a [[Magic]] [[Monkey (BCS)|Monkey]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|5.0}}. It is a [[temporary]] [[defender]] that gains +10 ATK during the opponent's [[turn]]. When it attacks, it attacks the target [[Bloon (BCS)|Bloon]] twice. If the first attack reduces the target's health to 0 or lower, the target still takes the second attack before it pops, and it still triggers effects that activate upon dealing damage (such as [[Growth Gas Bloon]]s and [[Extractor Bloon]]s). The second attack cannot be interrupted by being [[stunned]] after the first attack (e.g. targeting a [[Stun Gas Bloon]]).


The card art depicts a [[Robo Monkey]] eagerly aiming towards Bloons on the [[Map (BCS)#Workshop|Workshop map]].
The card art depicts a [[Robo Monkey]] eagerly aiming towards Bloons on the [[Map (BCS)#Workshop|Workshop map]].


==Tips==
==Tips==
{{BCS last updated|5.0|section=y}}
{{BCS last updated|6.2|section=y}}
*Overall, Robo Monkey is a strong anti-aggro Monkey, offering bursts of damage, all for a low cost. Its lack of long-term damage shouldn't be a problem versus aggro or if cycling through multiple Monkey cards during a single turn for damage.
*Robo Monkey is a strong anti-aggro Monkey, offering a big burst of damage for a low cost. Its lack of long-term damage makes it function almost like a Power, being useful to burst down specific targets or save yourself if you are leaking a higher health Bloon.  
*Unlike the standard [[Super Monkey (BCS)|Super Monkey]], the Robo Monkey synergizes twice as well with buffs such as [[Zee Jay (BCS)|Zee Jay]]'s Rad Enhancements but also worse against Armored Bloons. It is also a Defender, allowing it to assist against 0-delay Bloons. Its main drawback is being a Temporary Monkey.
*With double attacks, Robo Monkey synergizes twice as well with buffs such as [[Zee Jay (BCS)|Zee Jay]]'s Rad Enhancements but also worse against Armored Bloons. It is also a Defender, allowing it to assist against 0-delay Bloons. Its main drawback is being a Temporary Monkey.
*Like [[Zee Jay (BCS)|Zee Jay]]'s [[Stylish Finish]], the Doomed status can be used to open up an [[Expert Negotiator]] next turn, as the Monkey that is Doomed will open up a Monkey slot.
**Because it double attacks Bloons even as a Defender, it effectively does up to 40 more damage when used as a Defender.
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*Avoid pre-placing a Robo Monkey more than a turn or two before you need it, or else the opponent may use cards such as [[Whoops]] to remove it. As a Defender, it's also vulnerable to [[Offense Best Defense]], so be cautious if the opponent uses [[Amelia (BCS)|Amelia]].
*Robo Monkey is one of three [[Defender|Defenders]] that can pop two Pink Bloons without any assistance, with the only other ones being [[Elite Defender (BCS)|Elite Defender]], and an [[Even More Tacks (BCS)|Even More Tacks]] that has at least 8 Gold spent on it. That is, without accounting for Health modifiers like Dark Castle and [[Ezili (BCS)|Ezili]]'s passive.
*[[Bionic Boomerang (BCS)|Bionic Boomerang]] has a similar role to Robo Monkey, dealing 20 less damage than Robo when it's using its [[Defender]] bonus, making the choice between the two depend more on long-term sustainability. Robo Monkey can get bigger damage once, whereas [[Bionic Boomerang (BCS)|Bionic Boomerang]] can get big burst damage while continuing to deal damage. If your deck is a faster one, Robo Monkey's downsides over [[Bionic Boomerang (BCS)|Bionic Boomerang]] matter less.
*Like all Temporary Monkeys, a Robo Monkey that has run out of Ammo opens up an [[Expert Negotiator]] next turn.
 
==Update history==
==Update history==
{{BCS change list by name|Robo Monkey}}-->
{{BCS change list by name|Robo Monkey}}


==Development==
==Development==
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|—
|—
|}
|}
During the Version 5.2 playtest, the community proposed a nerf to Robo Monkey by lowering ammo from 3 to 2, but Ninja Kiwi added a buff to its ATK from 40 to 50.


==Gallery==
==Gallery==
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BCS beta RoboMonkey Icon.png|Placeholder icon in the Full Playable test
BCS beta RoboMonkey Icon.png|Placeholder icon in the Full Playable test
BCS beta RoboMonkey.png|Placeholder art in the Firstlook / Full Playable test
BCS beta RoboMonkey.png|Placeholder art in the Firstlook / Full Playable test
BCS Robo Monkey.png|Screenshot (opponent's side)
File:BCS Robo Left.png|Screenshot (player's side)<!--left and right is not the exactly same for SOME Monkeys-->
BCS Robo Shot.png|Attack
BCS Robo Defender.png|Defender
File:BCS Robo No Ammo.png|No Ammo<!--this is possible via Defender ammo depleted, for instance, v5.0-->
</gallery>
</gallery>