Robo Monkey (BCS): Difference between revisions
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'''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| | {{BCS last updated|6.2|section=y}} | ||
*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. | |||
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*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. | *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. | ||
**Because it double attacks Bloons even as a Defender, it effectively does up to 40 more damage when used as a Defender. | **Because it double attacks Bloons even as a Defender, it effectively does up to 40 more damage when used as a Defender. | ||
*Avoid pre-placing a Robo Monkey or | *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. | *Like all Temporary Monkeys, a Robo Monkey that has run out of Ammo opens up an [[Expert Negotiator]] next turn. | ||
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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== | ||