Bloons Card Storm Full Playable test: Difference between revisions

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====[[Crossbow Monkey]]====
====[[Crossbow Monkey]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=Crossbow Monkey
|name=Crossbow Monkey
|changes=
|changes=
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====[[Boomerang (BCS)|Boomerang]]====
====[[Boomerang (BCS)|Boomerang]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=Boomerang
|name=Boomerang
|changes=
|changes=
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====[[Sniper Monkey (BCS)|Sniper Monkey]]====
====[[Sniper Monkey (BCS)|Sniper Monkey]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=Sniper Monkey
|name=Sniper Monkey
|changes=
|changes=
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====[[Super Monkey (BCS)|Super Monkey]]====
====[[Super Monkey (BCS)|Super Monkey]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=Super Monkey
|name=Super Monkey
|changes=
|changes=
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==== [[Sharp Shooter (BCS)|Sharp Shooter]] ====
==== [[Sharp Shooter (BCS)|Sharp Shooter]] ====
{{BCS changes|names=Sharp Shooter|changes=*{{nerf|Added the Unique keyword|undoc=y}}}}
{{BCS changes
|version=0.8
|version note=build 144
|names=Sharp Shooter|changes=*{{nerf|Added the Unique keyword|undoc=y}}}}


====[[Banana Farm (BCS)|Banana Farm]]====
====[[Banana Farm (BCS)|Banana Farm]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=Banana Farm
|name=Banana Farm
|changes=
|changes=
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====[[Golden Bloon (BCS)|Golden Bloon]]====
====[[Golden Bloon (BCS)|Golden Bloon]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=Golden Bloon
|name=Golden Bloon
|changes=
|changes=
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====[[Rainbow Bloon (BCS)|Rainbow Bloon]]====
====[[Rainbow Bloon (BCS)|Rainbow Bloon]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=Rainbow Bloon
|name=Rainbow Bloon
|changes=
|changes=
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====[[Quick Ready]]====
====[[Quick Ready]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=Quick Ready
|name=Quick Ready
|changes=
|changes=
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====[[Map (BCS)#Dark Castle|Dark Castle]]====
====[[Map (BCS)#Dark Castle|Dark Castle]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=Dark Castle
|name=Dark Castle
|changes=
|changes=
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====[[Map (BCS)#High Finance|High Finance]]====
====[[Map (BCS)#High Finance|High Finance]]====
{{BCS changes
{{BCS changes
|version=0.8.144
|version=0.8
|version note=build 144
|name=High Finance
|name=High Finance
|changes=
|changes=
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====[[Dart Monkey (BCS)|Dart Monkey]]====
====[[Dart Monkey (BCS)|Dart Monkey]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Dart Monkey
|names  =Dart Monkey
|quote  =Dart Monkey is in a tricky spot because of limited monkey spots and deck slots there are almost always better options. Making it cost 0 to play will hopefully encourage it being added to some decks as an early defense.
|quote  =Dart Monkey is in a tricky spot because of limited monkey spots and deck slots there are almost always better options. Making it cost 0 to play will hopefully encourage it being added to some decks as an early defense.
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====[[Spike-o-Pult (BCS)|Spike-o-Pult]]====
====[[Spike-o-Pult (BCS)|Spike-o-Pult]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Spike-o-Pult
|names  =Spike-o-Pult
|quote  =We love the potential of Spike, especially in Dart Monkey combo decks, but at 5 cost it’s just too difficult to get into play and start ramping its’ AP.
|quote  =We love the potential of Spike, especially in Dart Monkey combo decks, but at 5 cost it’s just too difficult to get into play and start ramping its’ AP.
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====[[Bionic Boomerang (BCS)|Bionic Boomerang]]====
====[[Bionic Boomerang (BCS)|Bionic Boomerang]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Bionic Boomerang
|names  =Bionic Boomerang
|quote  =Boomer was actually designed as Reload 2 but Reload 1 somehow slipped into the Full Playable test. 80 DPT with 160 on play was always going to be too strong for 6 gold, so we’ve reverted it to the intended Reload 2. Still should be a strong pick for that initial burst.
|quote  =Boomer was actually designed as Reload 2 but Reload 1 somehow slipped into the Full Playable test. 80 DPT with 160 on play was always going to be too strong for 6 gold, so we’ve reverted it to the intended Reload 2. Still should be a strong pick for that initial burst.
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====[[Glaive Ricochet (BCS)|Glaive Richochet]]====
====[[Glaive Ricochet (BCS)|Glaive Richochet]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Glaive Ricochet
|names  =Glaive Ricochet
|quote  =Ricochet is an Ultra Rare and as such should be an impactful card, but it’s a little too powerful at the moment and easy to use. Switching reload to 2 will mean you’ll want to time your glaive bursts more.
|quote  =Ricochet is an Ultra Rare and as such should be an impactful card, but it’s a little too powerful at the moment and easy to use. Switching reload to 2 will mean you’ll want to time your glaive bursts more.
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====[[Crippling Sniper]]====
====[[Crippling Sniper]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Crippling Sniper
|names  =Crippling Sniper
|quote  =Not seeing play beyond theory crafting yet, but the reload is way too long. Further buffs might come but not for this patch!
|quote  =Not seeing play beyond theory crafting yet, but the reload is way too long. Further buffs might come but not for this patch!
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====[[Burny Stuff Mortar]]====
====[[Burny Stuff Mortar]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Burny Stuff Mortar
|names  =Burny Stuff Mortar
|quote  =The value of setting things on fire wasn’t properly being considered with Burny Stuff, and the sheer efficiency of 80 damage per turn + possible ongoing damage is a little too much for 4 cost. We considered playing with the reload time here but didn’t want to try anything too drastic at this point. Even at 40 AP this will still represent great value.
|quote  =The value of setting things on fire wasn’t properly being considered with Burny Stuff, and the sheer efficiency of 80 damage per turn + possible ongoing damage is a little too much for 4 cost. We considered playing with the reload time here but didn’t want to try anything too drastic at this point. Even at 40 AP this will still represent great value.
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====[[Mortar Monkey (BCS)|Mortar Monkey]]====
====[[Mortar Monkey (BCS)|Mortar Monkey]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Mortar Monkey
|names  =Mortar Monkey
|quote  =At 2 cost, Mortar Monkey is ever so slightly too efficient, and the random downside is not offsetting that enough to matter.
|quote  =At 2 cost, Mortar Monkey is ever so slightly too efficient, and the random downside is not offsetting that enough to matter.
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====[[Wizard Monkey (BCS)|Wizard Monkey]]====
====[[Wizard Monkey (BCS)|Wizard Monkey]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Wizard Monkey
|names  =Wizard Monkey
|quote  =Much like Spike, there’s potential with the Wizard but it scales too slowly. Starting it out slightly higher so it doesn’t take as many turns to feel strong.
|quote  =Much like Spike, there’s potential with the Wizard but it scales too slowly. Starting it out slightly higher so it doesn’t take as many turns to feel strong.
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====[[Yellow Bloon (BCS)|Yellow Bloon]]====
====[[Yellow Bloon (BCS)|Yellow Bloon]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Yellow Bloon
|names  =Yellow Bloon
|quote  =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
|quote  =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
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====[[Swarm Yellow Bloon]]====
====[[Swarm Yellow Bloon]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Swarm Yellow Bloon
|names  =Swarm Yellow Bloon
|quote  =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
|quote  =Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
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====[[Double Yellow Bloon]]====
====[[Double Yellow Bloon]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Double Yellow Bloon
|names  =Double Yellow Bloon
|quote  =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. Double yellow gets a slightly higher nerf because of its’ 1 delay.
|quote  =These Bloons are just too efficient for their costs and delays, so reducing their health slightly. Double yellow gets a slightly higher nerf because of its’ 1 delay.
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====[[Double Green Bloon]]====
====[[Double Green Bloon]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Double Green Bloon
|names  =Double Green Bloon
|quote  =These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
|quote  =These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
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====[[Double Ceramic Bloon]]====
====[[Double Ceramic Bloon]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Double Ceramic Bloon
|names  =Double Ceramic Bloon
|quote  =These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
|quote  =These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
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====[[MOAB (BCS)|MOAB]]====
====[[MOAB (BCS)|MOAB]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =MOAB
|names  =MOAB
|quote  =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out!
|quote  =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out!
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====[[BFB (BCS)|BFB]]====
====[[BFB (BCS)|BFB]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =BFB
|names  =BFB
|quote  =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. . . . This will also affect the Storm Bloons so watch out!
|quote  =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. . . . This will also affect the Storm Bloons so watch out!
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====[[ZOMG (BCS)|ZOMG]]====
====[[ZOMG (BCS)|ZOMG]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =ZOMG
|names  =ZOMG
|quote  =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out!
|quote  =Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out!
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====[[Emboldened Bloon]]====
====[[Emboldened Bloon]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Emboldened Bloon
|names  =Emboldened Bloon
|quote  =Another card that wasn’t working as designed. So we’ve fixed the bugs (hopefully!) but the design itself on second look wasn’t particularly strong (without the bugs), so we’ve reduced the cost further and increased the health, but kept delay at 3. The idea is this is a strong threat that you can add to your swarm decks, but it’s a looming threat more than instant damage. At best it’s 600 damage on the board for 3 gold which is pretty decent!
|quote  =Another card that wasn’t working as designed. So we’ve fixed the bugs (hopefully!) but the design itself on second look wasn’t particularly strong (without the bugs), so we’ve reduced the cost further and increased the health, but kept delay at 3. The idea is this is a strong threat that you can add to your swarm decks, but it’s a looming threat more than instant damage. At best it’s 600 damage on the board for 3 gold which is pretty decent!
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====[[Quick Ready]]====
====[[Quick Ready]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Quick Ready
|names  =Quick Ready
|quote  =Surprise damage is a core part of any card game and Quick Ready is an important part of this. We’ve seen tons of great suggestions about other designs for this card, and some of those match with ideas we’ve had for cards in the future, but we feel the basic idea of “reduce delay by 1” still has a place in the launch set. At cost 6, it’s now on a par with Hastening Bloon, but gives you guaranteed targeting in exchange for the body you get with Hastening. No changes to Hastening just yet but we’ve seen some fun ideas around it as well!
|quote  =Surprise damage is a core part of any card game and Quick Ready is an important part of this. We’ve seen tons of great suggestions about other designs for this card, and some of those match with ideas we’ve had for cards in the future, but we feel the basic idea of “reduce delay by 1” still has a place in the launch set. At cost 6, it’s now on a par with Hastening Bloon, but gives you guaranteed targeting in exchange for the body you get with Hastening. No changes to Hastening just yet but we’ve seen some fun ideas around it as well!
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====[[Ceasefire]]====
====[[Ceasefire]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Ceasefire
|names  =Ceasefire
|quote  =[T]his was a bug, as ceasefire and whoops should be functionally identical. Having it add one to reloads is definitely an interesting option and something we’ll no doubt explore in future cards!
|quote  =[T]his was a bug, as ceasefire and whoops should be functionally identical. Having it add one to reloads is definitely an interesting option and something we’ll no doubt explore in future cards!
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====[[Obyn Greenfoot (BCS)|Obyn Greenfoot]]====
====[[Obyn Greenfoot (BCS)|Obyn Greenfoot]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Obyn Greenfoot
|names  =Obyn Greenfoot
|quote  =The shield isn’t impactful enough at the moment and having to wait an entire turn to get any value out of it also doesn’t feel good. Shifting it to be immediate and bumping up the value should make it much more meaningful in longer games.
|quote  =The shield isn’t impactful enough at the moment and having to wait an entire turn to get any value out of it also doesn’t feel good. Shifting it to be immediate and bumping up the value should make it much more meaningful in longer games.
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====[[Gwendolin (BCS)|Gwendolin]]====
====[[Gwendolin (BCS)|Gwendolin]]====
{{BCS changes
{{BCS changes
|version=0.8.177
|version=0.8
|version note=build 177
|names  =Gwendolin
|names  =Gwendolin
|changes=
|changes=

Revision as of 00:20, 6 March 2025

The Bloons Card Storm Full Playable test, also known as version 0.8, was the second beta test for Bloons Card Storm, following the Firstlook test. It was released as a software update for the Firstlook build on Steam on 20 August 2024[1] and was available for both Windows and macOS. This build introduced new cards and a new Hero, deck-building, currencies, and quests, and included balance changes, updated graphics, and changes to the Adventure mode. Duel mode was available from 20 August 2024 to 30 August 2024 (later extended to 11 September 2024),[2] and it could be played offline at any time until all pre-release Steam keys were revoked on 26 September 2024.[3]

There are two builds of the Full Playable test: build 144 and build 177. The latter was released as an update on 27 August 2024[4] and introduced bug fixes and balance changes.

Differences from version 1.0

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The editor who added this notice did not specify a reason.
  • Daily Quests give different amounts of Monkey Money in this build. In version 1.0, all Daily Quests reward 20 Monkey Money.
Type Monkey Money
Win 3 Games 40
Complete 5 Games 30
Play 30 Bloon Cards 30
Play 20 Monkey Cards 30
Play 20 Power Cards 30
Play 12 Basic Bloon Cards 35
Play 10 Advanced Bloon Cards 35
Play 6 Large Bloon Cards 35
Play 5 Primary Monkey Cards 35
Play 5 Magic Monkey Cards 35
Play 5 Support Monkey Cards 35
Play 5 Military Monkey Cards 35
Play 10 Basic Power Cards 35
Play 8 Advanced Power Cards 35
Play 5 Exotic Power Cards 35
Deal 1200 Damage to Opposing Heroes 40
Pop 60 Bloons 40

New cards

Card Class Rarity
Basic Bloon Rare
Monkey
Advanced Power Uncommon
Primary Monkey Uncommon
Basic Power Common
Basic Power Common
Military Monkey Ultra Rare
Military Monkey Uncommon
Military Monkey Uncommon
Basic Power Super Rare
Military Monkey Ultra Rare
Basic Bloon Uncommon
Advanced Bloon Uncommon
Basic Bloon Uncommon
Advanced Bloon Super Rare
Basic Bloon Uncommon
Basic Bloon Uncommon
Military Monkey Rare
Large Bloon Rare
Advanced Power Rare
Basic Power Common
Primary Monkey Ultra Rare
Advanced Bloon Rare
Basic Power Uncommon
Support Monkey Ultra Rare
Basic Power Super Rare
Support Monkey Uncommon
Military Monkey Common
Magic Monkey Rare
Basic Bloon Rare
Basic Bloon Rare
Basic Bloon Rare
Basic Power Uncommon
Magic Monkey Ultra Rare
Basic Power Rare
Primary Monkey Rare
Advanced Bloon Rare
Exotic Power Rare
Basic Power Uncommon
Primary Monkey Uncommon
Exotic Power Rare
Advanced Power Rare
Advanced Power Uncommon
Magic Monkey Uncommon
Monkey Common
Advanced Bloon Uncommon
Large Bloon Common
Basic Bloon Common
Large Bloon Rare

Adventure

This build features two Adventure campaigns: the tutorial, which is identical to the final version, and Getting Started, which has different opponents from the Firstlook test. This campaign does not exist in the final game.

Getting Started

Frost Fire
Monkeys (0)
    Bloons (0)
      Powers (0)
        Total: 0
        Hero: Gwendolin
        Spikebyn
        Monkeys (0)
          Bloons (0)
            Powers (0)
              Total: 0
              Hero: Obyn Greenfoot
              Druid Of The Dead
              Monkeys (0)
                Bloons (0)
                  Powers (0)
                    Total: 0
                    Hero: Obyn Greenfoot
                    Late Game Gwen
                    Monkeys (0)
                      Bloons (0)
                        Powers (0)
                          Total: 0
                          Hero: Gwendolin
                          Storm Of Swarm
                          Monkeys (0)
                            Bloons (0)
                              Powers (0)
                                Total: 0
                                Hero: Quincy
                                Double Up
                                Monkeys (0)
                                  Bloons (0)
                                    Powers (0)
                                      Total: 0
                                      Hero: Quincy

                                      Build changes

                                      Build 144

                                      • Buff Cost reduced ― 5 → 4
                                      • Buff Attack Power increased ― 30 → 35
                                      • Buff Attack Power increased ― 15 → 25
                                      • Nerf Ammo reduced ― 2 → 1
                                      • Buff Attack Power increased ― 50 → 70
                                      • Buff Attack Power increased ― 60 → 75
                                      • Buff Reload reduced ― 4 → 3
                                      • Nerf Added the Unique keyword (undocumented)
                                      • Nerf Cost increased ― 3 → 4
                                      • Neutral Effect / description changed ― "On Popped: Gain 3 Gold" → "On Damaged: Gain 1 Gold"
                                      • Neutral Rarity reduced ― Ultra Rare → Rare (undocumented)
                                      • Nerf Cost increased ― 3 → 4
                                      • Neutral Modifier / description changed ― "Monkey Cards cost 1 Gold extra to play." → "Bloons gain +5 Health."
                                      • Neutral Extra starting Gold reduced ― 3 → 2

                                      Build 177

                                      Dart Monkey is in a tricky spot because of limited monkey spots and deck slots there are almost always better options. Making it cost 0 to play will hopefully encourage it being added to some decks as an early defense.
                                      — Update notes
                                      • Buff Cost reduced ― 1 → 0
                                      We love the potential of Spike, especially in Dart Monkey combo decks, but at 5 cost it’s just too difficult to get into play and start ramping its’ AP.
                                      — Update notes
                                      • Buff Cost reduced ― 5 → 4
                                      • Buff Attack Power increased ― 20 → 25
                                      Boomer was actually designed as Reload 2 but Reload 1 somehow slipped into the Full Playable test. 80 DPT with 160 on play was always going to be too strong for 6 gold, so we’ve reverted it to the intended Reload 2. Still should be a strong pick for that initial burst.
                                      — Update notes
                                      • Nerf Reload increased ― 1 → 2
                                      Ricochet is an Ultra Rare and as such should be an impactful card, but it’s a little too powerful at the moment and easy to use. Switching reload to 2 will mean you’ll want to time your glaive bursts more.
                                      — Update notes
                                      • Nerf Reload increased ― 1 → 2
                                      Not seeing play beyond theory crafting yet, but the reload is way too long. Further buffs might come but not for this patch!
                                      — Update notes
                                      • Buff Reload reduced ― 4 → 3
                                      The value of setting things on fire wasn’t properly being considered with Burny Stuff, and the sheer efficiency of 80 damage per turn + possible ongoing damage is a little too much for 4 cost. We considered playing with the reload time here but didn’t want to try anything too drastic at this point. Even at 40 AP this will still represent great value.
                                      — Update notes
                                      • Nerf Attack Power reduced ― 50 → 40
                                      At 2 cost, Mortar Monkey is ever so slightly too efficient, and the random downside is not offsetting that enough to matter.
                                      — Update notes
                                      • Nerf Attack Power reduced ― 45 → 40
                                      Much like Spike, there’s potential with the Wizard but it scales too slowly. Starting it out slightly higher so it doesn’t take as many turns to feel strong.
                                      — Update notes
                                      • Buff Attack Power increased ― 15 → 25
                                      Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
                                      — Update notes
                                      • Nerf Health reduced ― 145 → 140
                                      Yellows are ever so slightly too good for their cost. A small tweak to see how that affects aggro in particular.
                                      — Update notes
                                      • Nerf Health reduced ― 120 → 115
                                      These Bloons are just too efficient for their costs and delays, so reducing their health slightly. Double yellow gets a slightly higher nerf because of its’ 1 delay.
                                      — Update notes
                                      • Nerf Health reduced ― 140 → 110
                                      These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
                                      — Update notes
                                      • Nerf Health reduced ― 90 → 80
                                      These Bloons are just too efficient for their costs and delays, so reducing their health slightly.
                                      — Update notes
                                      • Nerf Health reduced ― 250 → 220
                                      Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out!
                                      — Update notes
                                      • Buff Health increased ― 450 → 500
                                      • Buff Charges increased ― 1 → 2
                                      Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. . . . This will also affect the Storm Bloons so watch out!
                                      — Update notes
                                      • Buff Health increased ― 550 → 600
                                      • Buff Charges increased ― 1 → 2
                                      Ooh spicy! Large Bloons in general are under-utilized and not strong enough to warrant space in your deck at the moment. Beefing them up a little while also giving the MOAB and BFB staying power by adding a charge to each. ZOMG stays at 1 charge but gets a larger health bump. This is a BIG Bloon. This will also affect the Storm Bloons so watch out!
                                      — Update notes
                                      • Buff Health increased ― 700 → 800
                                      Another card that wasn’t working as designed. So we’ve fixed the bugs (hopefully!) but the design itself on second look wasn’t particularly strong (without the bugs), so we’ve reduced the cost further and increased the health, but kept delay at 3. The idea is this is a strong threat that you can add to your swarm decks, but it’s a looming threat more than instant damage. At best it’s 600 damage on the board for 3 gold which is pretty decent!
                                      — Update notes
                                      • Buff Cost reduced ― 10 → 8
                                      • Buff Health increased ― 200 → 300
                                      • Buff Cost correctly reduces based on the number of active Bloons (bug fix)
                                      • Bloontonium correctly changes based on the cost when played (bug fix)
                                      • Nerf Delay reduced per turn reduced ― 5 → 1 (bug fix)
                                      Surprise damage is a core part of any card game and Quick Ready is an important part of this. We’ve seen tons of great suggestions about other designs for this card, and some of those match with ideas we’ve had for cards in the future, but we feel the basic idea of “reduce delay by 1” still has a place in the launch set. At cost 6, it’s now on a par with Hastening Bloon, but gives you guaranteed targeting in exchange for the body you get with Hastening. No changes to Hastening just yet but we’ve seen some fun ideas around it as well!
                                      — Update notes
                                      • Nerf Cost increased ― 4 → 6
                                      [T]his was a bug, as ceasefire and whoops should be functionally identical. Having it add one to reloads is definitely an interesting option and something we’ll no doubt explore in future cards!
                                      — Update notes
                                      • Nerf No longer increases the Reload of Monkeys without Ammo by 1 (bug fix)
                                      The shield isn’t impactful enough at the moment and having to wait an entire turn to get any value out of it also doesn’t feel good. Shifting it to be immediate and bumping up the value should make it much more meaningful in longer games.
                                      — Update notes
                                      • Buff Passive Ability shield amount increased ― 10 → 20
                                      • Buff Passive Ability activates On Turn End instead of On Turn Start
                                      • Buff Active Ability now consistently deals 200 damage to On Fire Bloons (bug fix)

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                                      References