Update history:Bloons Card Storm/Version 6.2

Version 6.2
Build №1885
Steam17 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

Card Changes
Blooming Bloon
  •   Blooming Bloon's effects now changed ― Yellow Bloon → Swarm Yellow Bloon
Bloontonium Gas Bloon
  •   Health increased ― 150 → 160
Bolstered Bloon
  •   Starting Shield increased ― 50 → 75
Camo Blue Bloon
  •   Gold cost decreased ― 3 → 2
  •   Bloontonium gain decreased ― 3 → 2
  •   Health decreased ― 110 → 90
Camo Green Bloon
  •   Health increased ― 120 → 130
Camo Lead Bloon
  •   Health increased ― 150 → 200
Camo Regrow Ceramic Bloon
  •   Health increased ― 250 → 275
  •   Regrow heal decreased ― 50 → 45
Camo Regrow Rainbow Bloon
  •   Gold cost reduced ― 8 → 7
  •   Bloontonium gain reduced ― 8 → 7
Emboldened Bloon
  •   Health increased ― 300 → 350
Golden Blimp
  •   Health bonus per Gold spent decreased ― +70 → +65
Hastening Bloon
  •   On Play effect now ignores Immobile Bloons
Life Drain Bloon
  •   Hero Health drain keyword changed ― On Turn Start → On Turn End
    • Note: Allows the Health drain to begin sooner
Regrow Yellow Bloon
  •   Health increased ― 120 → 130
Shield Gas Bloon
  •   Health increased ― 150 → 160
Spooky Bloon
  •   Health gain trigger changed ― Opponent's Hero → Own Hero
  •   Health gain decreased ― 30 → 20
Strengthenator
  •   Health reduced ― 150 → 120
Strike Bloon
  •   Gold cost decreased ― 3 → 2
  •   Bloontonium gain decreased ― 3 → 2
  •   Health decreased ― 90 → 80
Zombie Rainbow Bloon
  •   Health increased ― 200 → 220
Zombie MOAB
  •   Charges increased ― 1 → 2
  •   Health decreased ― 350 → 330
Card Changes
Bloon Master Alchemist
  •   Gold cost increased ― 8 → 10
Boomerang Monkey
  •   ATK decreased ― 25 → 20
  •   Back hit damage increased ― 15 → 30
Bouncing Bullet
  •   ATK increased ― 80 → 90
Ceramic Glazing Kiln
  •   Gold cost decreased ― 3 → 2
  •   Health buff to played Bloon decreased ― +25 → +20
Crossbow Monkey
  •   ATK increased ― 40 → 50
Distraction Ninja
  •   ATK increased ― 40 → 55
Druid
  •   Defender bonus increased ― +10 → +20
  •   On Play: Hero heal increased ― 50 → 75
Druid of Peace
  •   Gold cost increased ― 3 → 5
  •   No longer has an Ammo stat and gains keyword Can't Attack
    • Note: Attack is formerly 1 ammo, 1 delay, 20 ATK
  • Description changed ― Bloons can't attack on the turn they are summoned → Can't Attack. Bloons can't attack on the turn they are summoned
Even More Tacks
  •   ATK increased ― 35 → 40
Extra Range Tack Shooter
  •   ATK increased ― 30 → 35
Fireball Wizard
  •   ATK increased ― 90 → 100
MOAB Construction Facility
  •   Gold cost increased ― 4 → 6
  •   Ammo increased ― 3 → 4
Super Monkey
  •   Gold cost increased ― 8 → 9
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
Card Changes
Extra-Super Monkey / Even More Tacks
  •   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)
Shell Shock Mortar can now use Temporary Ammo even if it was reloading when it was given it, just fire away!
— Update notes
Card Changes
Shell Shock Mortar
  •   Now can use Temporary Ammo even while it is reloading (bug fix)
  • 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
Card Changes
Shinobi Tactics Ninja
  •   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)
Triple Shot can now hit Camo Bloons when they are the only target, just like every other monkey could.
— Update notes
Card Changes
Triple Shot
  •   Now can target Camo Bloons if they're the only Bloons on screen (bug fix)
Card Changes
Bloonsday Device
  •   Gold cost increased ― 15 → 18
Eerie Lifeforce
  •   Additional debuff changed ― Stun → Increase delay by 1
  •   Health bonus per Bloon in Graveyard reduced ― +20 → +10
Enhanced Reflexes
  •   Damage increased ― 50 → 60
Heartstopper
  •   Now deals 40 damage to target
  •   Can now target any Bloon instead of just targets with Camo, Regrow, and/or Armored
Hero Protection
  •   Gold cost increased ― 3 → 5
Red Bloon Storm
  •   Gold cost decreased ― 6 → 4
Bloon Amalgam is LARGE, and will behave as such.
— Update notes
Card Changes
Bloon Amalgamation / Bloon Amalgam
  •   Bloon Amalgam now has Must Pop
  • Description added "[...] and Must-Pop"
  •   Bloom Amalagam now properly counts as a Large Bloon (bug fix)
Salvation will now always trigger Orbs of Light, can’t be saving those Monkeys for nothing.
— Update notes
Card Changes
Salvation
  •   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)
Hero Changes
Obyn Greenfoot
  •   Nature's Shield: Shield gain increased ― 10 → 15
Mountain Obyn
  •   Sentinel Bloon: Bloontonium cost increased ― 5 → 6
  •   Rise!: Bloontonium cost decreased ― 8 → 6
  •   Rise!: Damage decreased ― 30 → 25

Other changes

Soulstealer no longer steals its own soul (gains too many buffs) when Double Trouble’d.
— Update notes
  •   Double Trouble no longer causes Soulstealer Bloon to regain its original health buff (bug fix)
Fixed an issue with Quincy’s passive ability being counted as triggered even when it wasn’t.
— Update notes
  •   Quincy's Perceptive Shot passive now more consistently counts as "triggered" (bug fix)
Amelia’s Adventure decks no longer have stray “Undead” Bloons in them. They’re Zombie Bloons, it’s different.. Right?
— Update notes
  •   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)
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
  •   Archer's Instinct and Hex of Power can now be played when they're at one charge left
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
  • Fixed Bloons being harder to select when an Acid Pool is placed below it (bug fix)
Season 7 Avatar should now be awarded correctly.
— Update notes
  • 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

  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)

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]
  • Camo Lead Bloon The initial proposed buff by Ninja Kiwi was proposed to buff it from 150 to 170 Health,[3] then changed to 220 Health by Ninja Kiwi,[4] but was reduced to 200 Health by community testers.[3] The health buff is reduced because it made Camo Lead Bloon too annoying to play against without specific anti-Camo tech.[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:

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!

References

  1. SteamDB
  2. 2.0 2.1 u/SmartPersan. "6.2 Beta Changes That Didn't Make It Into The Game (w/ tester notes)". Reddit, r/bloonscardstorm.
  3. 3.0 3.1 3.2 u/No-Apperance1780. "BCS 6.2 Development Changes". Reddit, r/bloonscardstorm.
  4. 4.0 4.1 4.2 4.3 4.4 OdysseyTOS. "BCS 6.2 Tester Commentary". YouTube.