Revision as of 14:22, 17 October 2025 by Planterror(talk | contribs)(→Tips: dread killer no more, this now will cost the most and get remove by reprocussions and dread's third ability. Also uncommented update history section.)
This article is in need of research. You can help out by editing this article or discussing your findings on the talk page. The editor who added this notice elaborates: 6.1 changed how these cards operate. Does it still count as the lowest cost Monkey when in play?
The card artwork depicts an Extra-Super Monkey posing for a smartphone selfie with two Super Monkey Fan Club leaders, signing an autograph at the same time. In the background are office buildings, plus a flying Super Monkey looking curious at the Extra-Super Monkey. The foreground is set at a sidewalk.
Extra-Super Monkey is a strong one-reload Monkey that is better than the Wizard Monkey in situations where a lot of Gold may sit around. It's good for anti-aggro and control decks, however early on it still requires supports to handle stronger Bloons.
With 14 Gold spent, Extra-Super Monkey starts with 90 ATK, giving the same DPT as Super Monkey. At max Gold, it starts with 120 ATK, the one of the highest DPT stats for any one-reload Monkey. A Sun Temple, The Big One, and infinitely scaled Wizard Monkeys are the only 1 reload monkeys that deal more DPT, and Total Transformation ties.
Buying at 10 Gold, the max Gold earning that can be earned from eco alone, Extra-Super Monkey starts with 70 ATK.
Using ammo buffing sources is highly recommended with Extra Super Monkey, as its low ammo and low reload makes it a great target for ammo buffs. Consider running this in Striker Jones decks to get use out of ammo stores, or using Try This! In other decks.
Notably, despite not being a Military, this Monkey has great synergy with Striker Jones in general, functioning as a cheap anti-Aggro support while also being a great target for Ammo Stores.
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Note: Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)
Development
This card originally had 3 ammo and 3 reload, but it was changed to 1 ammo and 1 reload before the update released due to feedback from community playtesters. Nerfing its base ATK to 15 was also tested, but reverted.[1] One playtester noted that the main reason for the ammo and reload rework was to limit the burst damage of this card, which would otherwise make it too strong for anti-aggro and control decks.[2] The original ammo and reload amounts were displayed in the update video.[3]
Gallery
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