ARBITR (short for Aerial Response Bloon Invasion Target Restrictor[1][2]) is a Large Blooncard in Bloons Card Storm, introduced in version 4.0. It is immobile, and while in play, it causes the opponent's Bloons at zero delay to remain at zero delay at the end of their turn instead of attacking the player. Affected Bloons have a red hand sign icon on top of them.
If the opponent is about to win next turn, ARBITR can prevent it, assuming the opponent lacks burst damage or removals against the ARBITR. Use it to temporarily stop the opponent's board, gain turns to defend, and send your own counterrushes if possible.
Don't get complacent with the ARBITR; the opponent may still try to pop or remove it. For instance, Sticky Bomb is a cheap counter, and Robo Monkey with damage buffs can pop it in one turn. Long Range Rang can chip its HP gradually but consistently.
Some decks, including aggro decks, may add ARBITR as an anti-aggro Bloon. Have some Monkeys in a deck to avoid losing all aggression.
Ezili's Hex ability is a hard counter to the ARBITR, even if it's extremely Armored.
In a pinch versus the Storm, you can use ARBITR just before the round that many Pink Bloons would spawn.
ARBITR can be added in a deck as a bait to force the opponent to use up their board clears (especially Super Monkey Storm) and Bloon removers.
Adding Target Practice Blimp and multiple standard Large Bloons (e.g. BFBs) can force the opponent to mutually exclusively focus on getting rid of either or the ARBITR.
Not having a board clear may cause certain Bloons with On Turn End/Start effects (e.g. Steady Growth Bloon, Lead Coating Bloon) to actually benefit from the opposing ARBITR.