Bionic Boomerang (BCS): Difference between revisions
Qwertyxp2000 (talk | contribs) it's not only good with ZJ, it's good with all decks too. User "planteorfemboy" from Discord says aggro without fright night "sucks". exneg interaction with bioboomer is stupidly irrelevant. I'll still wait for more users to give their consensus on bioboomer, though... also... "i think unless youre playing burn/aggro or maybe zj ninjas its like a requirement to have 3x bioboomer in the deck" |
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==Tips== | ==Tips== | ||
{{BCS last updated|6. | {{BCS last updated|6.2|section=y}} | ||
*Bionic Boomerang's On Play effect gives it very strong burst damage. It is very effective for shutting down opponent's rushes during the early-to-midgame, especially with [[Zee Jay (BCS)|Zee Jay]]'s Rad Enhancements. | *Bionic Boomerang's On Play effect gives it very strong burst damage. It is very effective for shutting down opponent's rushes during the early-to-midgame, especially with [[Zee Jay (BCS)|Zee Jay]]'s Rad Enhancements. | ||
*Bionic Boomerang has the second highest burst damage from the 1–6 cost range, making it one of the best methods for countering Aggro or early Tempo strategies. The only card with more damage is [[Robo Monkey (BCS)|Robo Monkey]] with its [[Defender]] bonus. | *Bionic Boomerang has the second highest burst damage from the 1–6 cost range, making it one of the best methods for countering Aggro or early Tempo strategies. The only card with more damage is [[Robo Monkey (BCS)|Robo Monkey]] with its [[Defender]] bonus. | ||
**Aggro users should add Gold sabotage cards such as [[Fright Night]] or [[Eco Drain]] if wanting to avoid an opponent's Bionic Boomerang. | **Aggro users should add Gold sabotage cards such as [[Fright Night]] or [[Eco Drain]] if wanting to avoid an opponent's Bionic Boomerang. | ||
*Bionic Boomerang's high ammo on play enables flexible targeting, allowing it to do things like pop two [[Sentinel Bloon|Sentinel Bloons]] and a [[Blooming Bloon (BCS)|Blooming Bloon]] by itself, even on [[Map (BCS)|Dark Castle]]. | *Bionic Boomerang's high ammo on play enables flexible targeting, allowing it to do things like pop two [[Sentinel Bloon|Sentinel Bloons]] and a [[Blooming Bloon (BCS)|Blooming Bloon]] by itself, even on [[Map (BCS)|Dark Castle]]. | ||
*After its initial burst of damage, it remains | *After its initial burst of damage, it remains a strong Monkey that is worth keeping on the field. For instance, it has 5 more ATK than [[Crossbow Monkey]], which also has 2 ammo and 2 delay. | ||
*In [[Boss Battle (BCS)|Boss Battle]]s against [[Dreadbloon (BCS)|Dreadbloon]], Bionic Boomerang does great burst damage if Armor is not present. One Bionic Boomerang plus [[Berserker Brew (BCS)|Berserker Brew]] does enough damage to one-shot [[Rock Bloon (BCS)|Rock Bloon]]s, including Stage 1 Dreadbloon's Rock Bloons from up to phase 3 if they don't have extra Armor, and does enough damage to one-shot Rock Bloons with only [[Mass Lead Production]]. | *In [[Boss Battle (BCS)|Boss Battle]]s against [[Dreadbloon (BCS)|Dreadbloon]], Bionic Boomerang does great burst damage if Armor is not present. One Bionic Boomerang plus [[Berserker Brew (BCS)|Berserker Brew]] does enough damage to one-shot [[Rock Bloon (BCS)|Rock Bloon]]s, including Stage 1 Dreadbloon's Rock Bloons from up to phase 3 if they don't have extra Armor, and does enough damage to one-shot Rock Bloons with only [[Mass Lead Production]]. | ||