Double Ceramic Bloon is an Advanced Blooncard in Bloons Card Storm. It attacks twice if it hits the opposing Hero. Double Ceramic Bloons can naturally spawn from the Storm, always spawning in fours starting from Round 31 (Player 2) and Round 32 (Player 1).
The card artwork depicts a Double Ceramic Bloon created from a Ceramic Glazing Kiln that summoned from below a city road. Several Monkeys panic.
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: Verify if 6.4's sent Dceramic is strong against human players (other than more of a hassle against Dreadbloon)
Double Ceramic deals a high amount of damage if allowed to leak. Its 460 damage and less delay than BFB makes Double Ceramic paramount to defend, as nearly any health buff will make it lethal.
Double Ceramic can be combined with Fortify and two Quick Ready as an OTK (provided a lack of Defenders, shields, Adora's passive, or 0-delay stoppers), but requires 3 more Gold. The easiest solution is to use Amelia's Act of Power to discount one of the Quick Readies, making that combo only cost 19 Gold.
Zee Jay gives enough health that the Double Ceramic can do 500 damage. At max Gold, he only needs something to gain 1 Gold from another source for it to be able to OTK with just two Quick Readies. Or, if the queue allows, a Hastening Bloon + Quick Ready.
Double Yellow Bloon generally is considered better for OTK in most instances, as it is easier to afford if it has to be played earlier, it is a better Eerie Lifeforce target, and it requires the same amount of cards to have the combo work.
Double Ceramic is ill-fitted for use in a Tempo deck, as its very low amount of health for 7 Gold makes it very easy to pop. If Adora uses Double Ceramic in Tempo, though, she may use Quick Ready + Max Heal as a 10 gold combo for 1 delay Double Ceramics to deal a huge amount of health or kill in one turn.
If the player can reach the point where storm Double Ceramics spawn, they can combine Quick Ready with Double Trouble on the healthiest 1-delay Ceramic for getting as much damage through as possible.
Eerie Lifeforce can be used on late storm Double Ceramic spawns to finish off games.
Three Long Range Rangs are needed to break down Double Ceramic Bloons to 20 Health.
Because the Doubles are just so weak in terms of health, and they didn't even do more damage than their counterparts. [...] Of course, you're supposed to use the health buffers to make it do more damage, but the fact that double Bloons did less damage was always kind of strange. [...] And then Double Ceramic is now 230, which definitely helps with its viability in general, because for a long time Double Ceramic has just kind of been worse 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. Having them be a little stronger closes out games quicker. — u/No-Appearance1780's commentary, 1:22–3:41 (with most disfluencies removed)
”
Health increased ― 220 → 230
Development
For Version 6.4, Double Red, Double Blue, Double Green, and Double Ceramic all had their health increased by 10 in order to improve their viability without dependence on health buffs.[1] Specific to Double Ceramic, the health buff increases the danger of infinite Double Ceramics in the Storm and makes the card itself better as an alternative to Double Yellow.[1] While not stated in the commentary by OdysseyTOS, the new 230 Health Double Ceramic allows Zee Jay to bump up the Health to 250, enough to OTK a Hero in most modes if given delay reducers (assuming no shields or anything else to chip or stop the Bloon).
Gallery
Icon
Screenshot
Double Ceramic hits Gwen
Model render
Trivia
Double Ceramic Bloons debuted in the Firstlook Test as only a card from the Storm. It as a card only debuted in the Full Playable Test. This trait is shared by Double Rainbow Bloon and Stunned.