Version 6.2
| Build № | 1885 |
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| Steam | 17 December 2025[1] |
Version 6.2 is a minor update to Bloons Card Storm version 6.0. It adds balance changes to a variety of Bloons, Monkeys, and Powers, as well as bug fixes.
Changes
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Monkeys with Per Gold Spent abilities (Even More Tacks and Extra Super Monkey) now retain their gold value after being played, this improves their synergy with multiple game mechanics related to cost. — Update notes
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| Card
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Changes
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| Extra-Super Monkey / Even More Tacks
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Now retains Gold value after playing - Note: Overall buff versus human opponents, but a nerf versus computer opponents (which target the highest Gold Monkeys when using removals)
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Shell Shock Mortar can now use Temporary Ammo even if it was reloading when it was given it, just fire away! — Update notes
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| Card
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Changes
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| Shell Shock Mortar
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Now can use Temporary Ammo even while it is reloading (bug fix)
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- Shinobi no longer breaks the rules of Temporary and cannot reload itself.
[...]
- Shinobi buff no longer requires a witness, and now applies even if the target Bloon was popped.
— Update notes
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| Card
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Changes
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| Shinobi Tactics Ninja
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ATK decreased ― 35 → 30
No longer reloads if its ammo was drained on the opponent's turn (bug fix)
No longer fails to activate its On Attack effect if the attack pops a Bloon (bug fix)
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Triple Shot can now hit Camo Bloons when they are the only target, just like every other monkey could. — Update notes
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| Card
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Changes
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| Triple Shot
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Now can target Camo Bloons if they're the only Bloons on screen (bug fix)
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Bloon Amalgam is LARGE, and will behave as such. — Update notes
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| Card
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Changes
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| Bloon Amalgamation / Bloon Amalgam
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Bloon Amalgam now has Must Pop
- Description added "[...] and Must-Pop"
Bloom Amalagam now properly counts as a Large Bloon (bug fix)
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Salvation will now always trigger Orbs of Light, can’t be saving those Monkeys for nothing. — Update notes
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| Card
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Changes
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| Salvation
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When played, it will always trigger Orbs of Light under any condition (bug fix)
No longer gains and spends the Bloontonium to trigger Orbs of Light when conditions are met (undocumented) (bug fix)
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| Hero
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Changes
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| Obyn Greenfoot
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Nature's Shield: Shield gain increased ― 10 → 15
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| Mountain Obyn
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Sentinel Bloon: Bloontonium cost increased ― 5 → 6
Rise!: Bloontonium cost decreased ― 8 → 6
Rise!: Damage decreased ― 30 → 25
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Other changes
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Soulstealer no longer steals its own soul (gains too many buffs) when Double Trouble’d. — Update notes
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Double Trouble no longer causes Soulstealer Bloon to regain its original health buff (bug fix)
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Fixed an issue with Quincy’s passive ability being counted as triggered even when it wasn’t. — Update notes
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Quincy's Perceptive Shot passive now more consistently counts as "triggered" (bug fix)
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Amelia’s Adventure decks no longer have stray “Undead” Bloons in them. They’re Zombie Bloons, it’s different.. Right? — Update notes
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Undead Bloons and Undead MOABs no longer appear in Amelia's Adventure, now being replaced by their respective successors (bug fix)
Amelia's Prologue achievement can now be earned again (bug fix)
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Hex of Power and Archer’s Instinct 2nd charge can now be played when you have 8 cards in hand. 8 - 1 + 1 = 8 :) — Update notes
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Archer's Instinct and Hex of Power can now be played when they're at one charge left
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Bloons no longer have the benefit of cover from acid pools on the same space, and can be selected as easily as any Bloon again. — Update notes
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- Fixed Bloons being harder to select when an Acid Pool is placed below it (bug fix)
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Season 7 Avatar should now be awarded correctly. — Update notes
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- Now correctly awards the Season 7 Avatar (bug fix)
- Fixed a common crash that accounts for "about 80% of crashes occurring in 6.1".
Development
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This section is incomplete. You can help out by expanding it. The editor who added this notice elaborates: Fill the rest of the development section akin to how v6.0 page does it, and add commentary of it (recommend that the comm testers themselves do this section)
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Multiple community testers of Bloons Card Storm for Version 6.2 have shared results of the tests for the update. A complete list of changes during development of version 6.0 were released by community testers who worked on the update behind the scenes:[2][3][4]
- Camo Blue Bloon and Camo Green Bloon: While initially proposed to have the Health of Camo Blue increased from 110 to 130, Ninja Kiwi stated that they didn't want Camo Blues to have equal or more Health than Camo Greens, so instead the Camo Blue was reworked to cost less but have less Health.[4]
- Camo Green initially had its Health increased to 140, but reduced to 130 after playtesters were unsatisfied with its balance.[4]
Some community playtesters noted that aggro vs control is an important balance change consideration; although aggro was deemed overpowered by average players, nerfs to control cards that doubled as anti-aggro were prioritized more than nerfing aggro in general.[2]
Notes
- Ninja Kiwi mentions that there are still "some remaining elusive crashes" that they'll "keep investigating".
- Ninja Kiwi stated in their Version 6.2 patch notes that a lot of balance changes were done with the help of the community testing team:
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This is a massive balance pass we worked on in conjunction with the community testing team!
Several rounds of testing, long discussions and even a few crazy ideas helped put this list together!
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References
External links
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