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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 bit 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. Camo Green is also a little stronger; Camo Green we initially didn't put it at 140 because we tested out 140 last balance update and thought "Uhh, maybe it's a little too strong". But looking at Camo Greens, like, viability post-6.2, doesn't seem to be doing quite the highest so it's 140, making it stronger than Yellow. Lead is 150|[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)}}
==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 (multiplatform only, due to a bug in Level 5+ Bomb MK not allowing its Black immunity bypass to work)
*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.


<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" />