An army of Discount Bloons

Bloons are a type of card in Bloons Card Storm and are the main way of dealing damage to the opponent's Hero. When played, they appear on the player's Bloon track and start a countdown that lowers at the end of each turn. The opponent can attack the player's Bloons with their Monkeys to reduce their health. If a Bloon's delay reaches zero, the Bloon attacks the opponent's Hero, dealing as much damage as it has health remaining. Each player can have up to 8 Bloons queued on their Bloon track at a time; if the track is full, the player cannot play any more Bloon cards, and new Bloons cannot be added to by any other means, such as by the Storm.

Bloons are the only cards that can have Double Attack, On Damaged, or On Destroyed effects.

Mechanics

Delay

 
Several BFBs of various delay. The player's first BFB (left) is at 0 delay.

The Delay of a Bloon is the number of turns it takes for the Bloon to attack the opposing Hero. If a Bloon has zero Delay, it attacks at the end of the controlling player's turn (but after taking On Fire damage if it has the effect). Otherwise, the delay decrements by 1 at the end of their turn. Bloons on the track are ordered by lowest Delay first. If multiple Bloons have the same Delay, they are ordered by the order they were played in, oldest first. This persists if a Bloon's Delay is modified: for example, if the player uses Quick Ready on a Bloon with 2 Delay, it will move ahead of other Bloons with 1 Delay that were placed after it was placed.

If a Bloon is stunned (e.g. Shell Shock Mortar), the Bloon will not be able to naturally decrease its delay for 1 turn, nor attack the opponent's Hero, but can still have its delay reduced by other ways.

Health

The health of a Bloon is the amount of damage it can take. When its Delay is exhausted, its remaining health is the amount of damage it deals to the opponent's Hero. Bloons can have their health increased with certain Bloons and Powers; if a card says it "gains health" or applies "+<amount> health" (e.g. Steady Growth Bloon or Fortify), then it can increase its health beyond the amount it started with when it was played, but if a card says it "heals" the Bloon (e.g. Healing Bloon or Max Heal), then it cannot increase its health above the starting amount. If a Bloon has more health than it started with when it was played, its health number is displayed in green.

Charge

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The charge of a card indicates how many of this card can be played before it is fully used up. These are indicated by coin icons on the top-left of a card. Bloon cards can have between 1 to 4 charges (Discount Bloon having the most). Swarm Bloons (e.g. Swarm Red Bloon) have an extra charge compared to their non-swarm counterparts.

Classes

Bloons come in three card classes: Basic, Advanced, and Large. There are no clear rules governing how Bloons are classified, though there are some characteristics that are more common among certain classes.

  •   Basic — These Bloons typically have low base health and low costs, and sometimes a basic property.
  •   Advanced — These Bloons tend to have average health and an effect, low health and an effect that increases health, or high health and no effect. Certain types of Advanced Bloon have special properties that are more flexible than those from Basic Bloons.
  •   Large — These Bloons tend to have very high health, high Delay, and high costs. The majority of these Bloons are dirigibles, similar to the MOAB-Class Bloons in other Bloons games, though some are elliptical like typical Bloons.

Certain cards can only affect Bloons with certain classes. For instance:

Keywords

 
Black Bloon on the queue with its card selected, showing its On Destroyed keyword

Bloons that contain keyword(s) have special properties, many of which require activation under certain conditions. Any keywords of a Bloon are displayed on its card information, and is usually formatted as "<keyword>: <information>" or "<keyword>" on the card text. Most keywords are also displayed by icons that represent them.

Currently, Bloons may possess the following keywords:

  •   Armor
  •   Double Attack
  •   Immobile
  •   Immobile
  •   On Damaged
  •   On Destroyed
  •   On Fire
  •   On Leak
  •   On Play
  •   On Popped
  •   On Reload
  •   On Turn End
  •   On Turn Start
  •   Stunned
  •   Triple Attack
  •   Unique

List of Bloon cards

Art Text Class Rarity Cost Charges Health Delay
  Rock Bloon
Must Pop
Common 3 1 60 3
  Sentinel Bloon
Must Pop. On Popped: Deal 30 to opponent Hero. On Leak: Deals no damage
Uncommon 1 1 40 1
  Blooming Bloon
On Popped: Summon a Swarm Yellow Bloon. On Leaked: Summon 3 Swarm Yellow Bloons
  Basic Common 4 1 80 1
  Blue Bloon   Basic Common 1 2 60 2
  Camo Blue Bloon
Camo
  Basic Common 2 2 90 2
  Clever Lead Bloon
Armor 10. On Play: If your last played card was a Monkey, this gains Armored 10
  Basic Common 2 2 80 2
  Green Bloon   Basic Common 2 2 90 1
  Lead Bloon
Armor 10
  Basic Common 3 2 140 2
  Rang Bloon
On Destroyed: Add a Boomerang Monkey to your hand
  Basic Common 1 2 40 1
  Red Bloon   Basic Common 0 2 40 2
  Stun Gas Bloon
On Damaged: Stun attacking Monkey for 1 turn
  Basic Common 3 2 100 2
  Yellow Bloon   Basic Common 3 2 130 1
  Zombie Blue Bloon
Undead. Revive
  Basic Common 1 1 40 3
  ZombieBloon.Name   Basic Common 2 1 45 1
  Bomb Bloon
On Destroyed: Add a Bomb Shooter to your hand
  Basic Uncommon 1 2 40 1
  Camo Green Bloon
Camo
  Basic Uncommon 4 2 130 1
  Double Blue Bloon
Double Attack
  Basic Uncommon 3 2 60 1
  Double Green Bloon
Double Attack
  Basic Uncommon 4 2 80 1
  Double Red Bloon
Double Attack
  Basic Uncommon 2 2 40 1
  Double Yellow Bloon
Double Attack
  Basic Uncommon 5 2 110 1
  Extra Shot Bloon
Shield 50. On Play: Target Monkey gains 1 Temporary Ammo
  Basic Uncommon 3 1 75 1
  Extractor Bloon
Shield 50. Gain 10 Health each time an enemy Bloon takes damage
  Basic Uncommon 4 1 100 4
  Precursor Bloon
On Leak: Summon a Ceramic Bloon
  Basic Uncommon 1 1 20 1
  Strike Bloon
On Leak: Heal your Hero the amount of damage dealt
  Basic Uncommon 2 2 80 1
  Swarm Blue Bloon   Basic Uncommon 1 3 50 2
  Swarm Green Bloon   Basic Uncommon 2 3 75 1
  Swarm Red Bloon   Basic Uncommon 0 3 25 2
  Swarm Yellow Bloon   Basic Uncommon 3 3 110 1
  Aura of Strength Bloon
Immobile. On Turn Start: Give another random friendly Bloon +50 Health
  Basic Rare 3 2 100
  Booster Bloon
On Play: Increase target friendly Bloon's delay by 1. It gains 100 Health
  Basic Rare 2 2 50 3
  Clever Blue Bloon
On Play: If your last played card was a Monkey, deal 50 damage to first enemy Bloon
  Basic Rare 1 2 45 2
  Clever Green Bloon
On Play: If your last played card was a Monkey, draw a card
  Basic Rare 3 2 80 1
  Clever Yellow Bloon
On Play: If your last played card was a Monkey, heal your Hero by 70
  Basic Rare 3 2 110 1
  Life Drain Bloon
Immobile. On Turn End: Reduce your opponent's max health by 25
  Basic Rare 3 1 120
  Nested Blue
On Destroyed: Summons a Red Bloon
  Basic Rare 1 1 50 1
  Nested Green
On Destroyed: Summons a Nested Blue
  Basic Rare 2 1 80 2
  Nested Yellow
On Destroyed: Summons a Nested Green
  Basic Rare 4 1 120 2
  Pink Bloon   Basic Rare 4 1 100 0
  Regrow Yellow Bloon
Regrow 30
  Basic Rare 3 2 130 2
  Signal Bloon
Shield 50. On Play: Draw a Large Bloon from your deck
  Basic Rare 3 2 50 2
  Double Lead Bloon
Armor 10. Double Attack
  Basic Super Rare 5 2 130 2
  Fortified Regrow Camo Red Bloon
Camo. Regrow 50
  Basic Super Rare 3 1 90 2
  Setup Bloon
On Leak: Reduce cost of a random Bloon in your hand by 1
  Basic Super Rare 2 1 20 0
  Taunting Bloon
Must Pop
  Basic Super Rare 2 3 20 2
  Triple Threat Bloon
Shield 60. Triple Attack. Whenever you play a Monkey or Power, this gains 30 Shield
  Basic Super Rare 4 1 80 2
  RAPID
Immobile. Shield 50. On Turn Start: Reduce the delay of the last friendly non-immobile Bloon by 1
  Basic Ultra Rare 4 1 150
  Lead Coating Bloon
Armor 30. On Turn End: Your other Bloons gain Armored 5
  Advanced Common 5 2 80 3
  Slowing Bloon
On Play: Increase target Bloon's delay by 1
  Advanced Common 3 2 140 3
  Buddy Bloon
Shield 150. On Play: Reduce highest enemy Monkey's ATK to 0 while this is in play.
  Advanced Uncommon 4 1 75 3
  Camo Lead Bloon
Camo. Armor 10
  Advanced Uncommon 4 2 200 3
  Ceramic Bloon   Advanced Uncommon 5 2 250 2
  Double Ceramic Bloon
Double Attack
  Advanced Uncommon 7 2 220 2
  Healing Bloon
On Play: Heals all friendly Bloons by 50
  Advanced Uncommon 6 2 200 2
  Rainbow Bloon   Advanced Uncommon 8 2 400 3
  Shield Gas Bloon
On Damaged: Random friendly Bloon gains 30 Shield
  Advanced Uncommon 4 2 160 3
  Volatile Bloon
On Popped: Deal 100 damage to all Bloons
  Advanced Uncommon 3 1 200 2
  Zebra Bloon
On Play: Draw a card
On Destroyed: Draw a card
  Advanced Uncommon 7 2 180 2
  Zombie Rainbow Bloon
Undead. Revive
  Advanced Uncommon 4 1 220 5
  Black Bloon
On Destroyed: Draw a card
  Advanced Rare 5 2 130 1
  Bloontonium Gas Bloon
On Damaged: Gain 1 Bloontonium
  Advanced Rare 3 2 160 4
  Bolstered Bloon
Shield 75. Gain 25 Health each time you play a Bloon
  Advanced Rare 4 1 50 3
  Camo Regrow Rainbow Bloon
Camo. Regrow 40
  Advanced Rare 7 2 225 3
  Draining Bloon
On Play: Drains all Bloontonium, gains 30 Shield per Bloontonium drained.
  Advanced Rare 5 1 200 3
  Golden Bloon
On Damaged: Gain 1 Gold
  Advanced Rare 2 2 70 2
  Hastening Bloon
On Play: Reduce the delay of a random other friendly Bloon by 1
  Advanced Rare 6 1 150 2
  Steady Growth Bloon
On Turn Start: Gains 50 Health
  Advanced Rare 3 2 100 3
  Toxic Bloon
On Popped: Remove attacking Monkey
  Advanced Rare 4 1 100 2
  Weapon Enhancer Bloon
Immobile. Friendly Monkeys have +10 ATK
  Advanced Rare 2 2 100
  White Bloon
On Play: Draw a card
  Advanced Rare 5 2 100 1
  Armor Powered Bloon
On Play: Gains Health equal to 5x total friendly Bloon Armor
  Advanced Super Rare 5 1 80 3
  Camo Regrow Ceramic Bloon
Camo. Regrow 45
  Advanced Super Rare 7 1 275 3
  Defense Prep Bloon
Armor 15. On Turn End: Zero Gold: Reload a random friendly Monkey
  Advanced Super Rare 4 1 100 3
  Discount Bloon
On Play: Reduce cost of Discount Bloons in hand by 1
  Advanced Super Rare 5 4 120 2
  Double Rainbow Bloon
Double Attack
  Advanced Super Rare 10 2 330 3
  Growth Gas Bloon
On Damaged: All other friendly Bloons gain 10 Health
  Advanced Super Rare 5 2 200 5
  Zee Jay Special
On Play: Gain 1 Rad Token
  Advanced Super Rare 3 2 80 1
  The Eternal
On Destroyed: Add a copy of this card to your hand with additional Health
On Leaked: +60. On Popped: +30.
  Advanced Ultra Rare 2 1 70 2
  Rad Bloon
On Turn Start: Gain 1 Rad Token
  Large Common 1 1 60 3
  Zombie MOAB   Large Common 4 1 500 4
  Damaged MOAB
On Play: Deal 150 damage to this Bloon
  Large Uncommon 4 2 500 4
  Spooky Bloon
Gain +20 Health whenever any of your hero's abilities are triggered
  Large Uncommon 4 1 150 3
  Emboldened Bloon
Costs 1 less Gold per Bloon you control
  Large Rare 8 1 350 3
  MOAB   Large Rare 6 2 500 4
  Piñata Bloon
On Damaged: Both players gain 1 Gold
On Popped: Attacking Monkey reloads immediately
  Large Rare 4 1 300 3
  Target Practice Blimp
Immobile. Must Pop
  Large Rare 4 1 200
  Weakening Gas Bloon
On Damaged: Reduce attacking Monkey's ATK by 5
  Large Rare 6 1 300 4
  Zombie MOAB
Undead. Revive
  Large Rare 6 2 330 7
  ZOMG   Large Rare 10 1 900 5
  BFB   Large Super Rare 7 2 600 4
  Bloon Amalgam
Undead
  Large Super Rare 1 1 10 1
  DDT
Camo. Armor 20
  Large Super Rare 12 2 320 3
  Golden Blimp
On Play: Gain +65 Health per Gold spent
  Large Super Rare 0 1 50 4
  Soulstealer Bloon
Undead. On Play: Deal 30 damage to all other Bloons, this gains Health equal to the damage dealt
  Large Super Rare 8 1 600 4
  ARBITR
Immobile. Enemy Bloons cannot attack
  Large Ultra Rare 5 1 250
  Lead Zeppelin
Armor 20
  Large Ultra Rare 14 1 1,200 5
  Strengthenator
Immobile. On Turn Start: Other friendly Bloons gain 20 Health
  Large Ultra Rare 2 1 120
  The Regenerator
Regrow 100
  Large Ultra Rare 16 1 1,500 8