Bionic Boomerang's On Play effect gives it strong burst damage. It is very effective for shutting down opponent's rushes during the early-to-midgame, especially with Zee Jay's Rad Enhancements.
Bionic Boomerang has the second highest burst damage from the 1–6 cost range, making it one of the best methods for countering Aggro or early Tempo strategies. The only card with more damage is Robo Monkey with its Defender bonus.
Aggro users should add Gold sabotage cards such as Fright Night or Eco Drain if wanting to avoid an opponent's Bionic Boomerang. If they do not have these cards, being wary and not fully committing if the opponent has or will have 6 Gold is the next best option.
Bionic Boomerang's high ammo on play enables flexible targeting, allowing it to do things like pop two Sentinel Bloons and a Blooming Bloon by itself, even on Dark Castle.
After its initial burst of damage, it remains a decent Monkey that is worth keeping on the field. It deals 5 less damage per turn in comparison to something like Night Vision Sniper, but it still does a solid enough 50 DPT.
In Boss Battles against Dreadbloon, Bionic Boomerang does great burst damage if Armor is not present. One Bionic Boomerang plus Berserker Brew does enough damage to one-shot Rock Bloons, including Stage 1 Dreadbloon's Rock Bloons from up to phase 3 if they don't have extra Armor.
Bionic Boomerang will need a little more support to pop a RAPID in one turn, such as having another shot from a Monkey or being on Game Night.
Bionic Boomerang has had its damage decreased from 55 to 50. Although this is a pretty good tower for aggro, the thing about Bionic Boomerang that pushed it over the edge was how good of its burst damage it was to the point where you could use it in pretty much every deck for any thing. 220 burst for 6 was just an insane amount of burst damage that made it really easy to run in whatever deck in whatever archetype, because even in super late-game situations it would still be incredibly useful, and although that's still the case, 200 burst is a lot easier of a health to manage than 220, which was just that little bit extra that made Bionic Boomerang a little too much. — u/No-Appearance1780's commentary, 39:28-40:05 (with most disfluencies removed)
On Attack: Deal 10 Damage to the next Bloon in line
Rare
6
20
3
1
Full Playable test
On Play: Gain 2 Ammo
Uncommon
6
40
2
1
Version 6.4 reduced the Bionic Boomerang's ATK, due to how versatile it was as anti-aggro and for a variety of deck archetypes.[2] According to OdysseyTOS, the user who posted their test commentary, the 220 damage burst instead of 200 was a little too much.[2] It should be noted that RAPID was also buffed and a Bionic Boomerang can no longer destroy it in one turn without any ATK bonus.[2]