Sun Temple (BCS): Difference between revisions

No edit summary
Full 5 sacrifices is +125
Line 19: Line 19:
|reload=1
|reload=1
}}
}}
The '''Sun Temple''' is a [[Magic]] [[Monkey (BCS)|Monkey]] [[card]] in ''[[Bloons Card Storm]]''. When it is played, it removes all other [[Monkey (BCS)|Monkey]]s on the player's side and increases its Attack Power by 25 for each Monkey removed.
The '''Sun Temple''' is a [[Magic]] [[Monkey (BCS)|Monkey]] [[card]] in ''[[Bloons Card Storm]]''. When it is played, it removes all other [[Monkey (BCS)|Monkey]]s on the player's side and increases its Attack Power by 25 for each Monkey removed. If the board has all five monkeys before playing the Sun Temple, it will consider that as five monkeys removed, for a total of +125 Attack Power.


==Tips==
==Tips==
{{Research|Interactions with Expert Negotiator}}
{{Research|Interactions with Expert Negotiator}}
*The Sun Temple will remove all monkeys on the player's side, so be certain that removing those monkeys in favor of a Temple is beneficial. Overwhelming a max sacrifice Temple is difficult because it can deal upwards of 600 damage per turn.
*The Sun Temple will remove all monkeys on the player's side, so be certain that removing those monkeys in favor of a Temple is beneficial. Overwhelming a max sacrifice Temple is difficult because it can deal upwards of 675 damage per turn.
*The easiest way of getting rid of a Sun Temple is by using [[Shrink]], [[Expert Negotiator]], [[Return to Sender]] or [[Amelia the Amazing (BCS)|Amelia]]'s Grand Disappearance ability.
*The easiest way of getting rid of a Sun Temple is by using [[Shrink]], [[Expert Negotiator]], [[Return to Sender]] or [[Amelia the Amazing (BCS)|Amelia]]'s Grand Disappearance ability.
*If the deck being utilized lacks any removal option, then the next best option of countering the Sun Temple is deploying bloons in a way where the Sun Temple will eventually only have one ammo if they defend. This will prevent it from reloading, letting the player overrun the opponent with bloons with 1 delay without the Sun Temple popping more than one bloon, assuming that the Sun Temple player lacks sufficient alternative defenses for the impending swarm.
*If the deck being utilized lacks any removal option, then the next best option of countering the Sun Temple is deploying bloons in a way where the Sun Temple will eventually only have one ammo if they defend. This will prevent it from reloading, letting the player overrun the opponent with bloons with 1 delay without the Sun Temple popping more than one bloon, assuming that the Sun Temple player lacks sufficient alternative defenses for the impending swarm.