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The extra Gold gained per hit can discourage an opponent from feeding Gold to the player, especially if the opponent is human and suspects an aggressive early-game. It's a weak option for many archetypes, provided the opponent knows to avoid hitting it during early-game, and is a bad draw for late-game.
It's not suitable for pure aggro, which prefers spending the 4 Gold early on for either a single strong 4-Gold Bloon (e.g. Blooming Bloon), two Green Bloons, or several Swarm Blue Bloons, the Golden Bloon itself is a weak Bloon, and human players running Monkey swarms will likely avoid attacking them.
The Golden Bloon itself is a weak threat, equal to a +10 Health Blue Bloon that costs 1 Gold more, or a Swarm Green Bloon with 2 delay and 5 less Health.
Mortars have no control over attacking a Bloon at the end of a turn. If only Golden Bloons are on screen, you can force the opponent to give you more Gold. Defenders that have not spent ammo on other Bloons are also affected, but easier to avoid.
Against Quincy, his Perceptive Shot passive will activate the On Damaged effect. When played this way, it essentially costs 1 Gold plus the same amount of Bloontonium.
Tank Golden Bloons, or delay attacking them, but only if you know the opponent won't be able to afford anything that would save themselves.
Attacks that deal at least the Gold Bloon's health will ensure that the sender will only get 1 Gold, no more.
For board clears, Firestorm one-shots Golden Bloons if not playing on Dark Castle.
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