Robo Monkey (BCS): Difference between revisions

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==Tips==
==Tips==
{{BCS last updated|6.1|section=y}}
{{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.  
*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.  
*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 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]].
*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 10 Gold spent on it.
*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.
*[[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.