The Double Red Bloon, a Basic Bloon card

Bloons are a type of card in Bloons Card Storm and are the main way of dealing damage to the opponent's Hero. When played, they appear on the player's Bloon track and start a countdown that lowers at the end of each turn. The opponent can attack the player's Bloons with their Monkeys to reduce their health. If a Bloon's delay reaches zero, the Bloon attacks the opponent's Hero, dealing as much damage as it has health remaining. Each player can have up to 8 Bloons queued on their Bloon track at a time; if the track is full, the player cannot play any more Bloon cards, and new Bloons cannot be added to by any other means, such as by the Storm.

There are a total of 95 Bloon cards. Of these, 4 do not appear in the collection, do not belong to any card sets, and cannot be crafted or added to a normal deck.

Mechanics

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Delay

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Several BFBs of various delay. The player's first BFB (left) is at 0 delay.

The delay of a Bloon is the number of turns it takes for the Bloon to attack the opposing Hero. If a Bloon has zero Delay, it attacks at the end of the controlling player's turn (but after taking On Fire damage if it has the effect). Otherwise, the delay decrements by 1 at the end of their turn. Bloons on the track are ordered by lowest Delay first. If multiple Bloons have the same Delay, they are ordered by the order they were played in, oldest first. This persists if a Bloon's Delay is modified: for example, if the player uses Quick Ready on a Bloon with 2 Delay, it will move ahead of other Bloons with 1 Delay that were placed after it was placed.

If a Bloon is stunned (e.g. Shell Shock Mortar), the Bloon will not be able to naturally decrease its delay for 1 turn, nor attack the opponent's Hero, but can still have its delay reduced by other ways.

Health

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The health of a Bloon is the amount of damage it can take. When its Delay is exhausted, its remaining health is the amount of damage it deals to the opponent's Hero. Bloons can have their health increased with certain Bloons and Powers; if a card says it "gains health" or applies "+<amount> health" (e.g. Steady Growth Bloon or Fortify), then it can increase its health beyond the amount it started with when it was played, but if a card says it "heals" the Bloon (e.g. Healing Bloon or Max Heal), then it cannot increase its health above the starting amount. If a Bloon has more health than it started with when it was played, its health number is displayed in green.

Classes

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Bloons come in three card classes: Basic, Advanced, and Large. There are no clear rules governing how Bloons are classified, though there are some characteristics that are more common among certain classes.

  •   Basic — These Bloons typically have low base health and low costs, and sometimes a basic property.
  •   Advanced — These Bloons tend to have average health and an effect, low health and an effect that increases health, or high health and no effect. Certain types of Advanced Bloon have special properties that are more versatile than those from Basic Bloons.
  •   Large — These Bloons tend to have very high health, high Delay, and high costs. The majority of these Bloons are dirigibles, similar to the MOAB-Class Bloons in other Bloons games, though some are elliptical like typical Bloons.

Certain cards can only affect Bloons with certain classes. For instance:

List of Bloon cards

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Card Class Rarity Set Cost Charges Health Delay Introduced
ARBITR
Immobile. Enemy Bloons cannot attack
Large Ultra Rare Lead Storm   5 1 250 Version 4.0
Armor Powered Bloon
On Play: Gains Health equal to 5x total friendly Bloon Armor
Advanced Super Rare Lead Storm   5 1 80 3 Version 5.0
Aura of Strength Bloon
Immobile. On Turn Start: Give another random friendly Bloon +50 Health
Basic Rare Classic   3 2 100 Full Playable test
Large Super Rare Classic   7 2 600 4 Firstlook test
Black Bloon
On Destroyed: Draw a card
Advanced Rare Classic   5 2 130 1 Firstlook test
Blooming Bloon
On Popped: Summon a Swarm Yellow Bloon. On Leaked: Summon 3 Swarm Yellow Bloons
Basic Common Lead Storm   4 1 80 1 Version 5.0
Large Super Rare None   1 1 10 1 Version 6.0
Bloontonium Gas Bloon
On Damaged: Gain 1 Bloontonium
Advanced Rare Classic   3 2 160 4 Launch
Basic Common Classic   1 2 60 2 Firstlook test
Bolstered Bloon
Shield 75. Gain 25 Health each time you play a Bloon
Advanced Rare Classic   4 1 50 3 Launch
Bomb Bloon
On Destroyed: Add a Bomb Shooter to your hand
Basic Uncommon Lead Storm   1 2 40 1 Version 4.0
Booster Bloon
On Play: Increase target friendly Bloon's delay by 1. It gains 100 Health
Basic Rare Classic   2 2 50 3 Version 3.0
Buddy Bloon
Shield 150. On Play: Reduce highest enemy Monkey's ATK to 0 while this is in play.
Advanced Uncommon Classic   4 1 75 3 Launch
Basic Common Camo Storm   2 2 90 2 Version 6.0
Basic Uncommon Camo Storm   4 2 130 1 Version 6.0
Camo Lead Bloon
Camo. Armor 10
Advanced Uncommon Camo Storm   4 2 200 3 Version 6.0
Advanced Super Rare Camo Storm   7 1 275 3 Version 6.0
Advanced Rare Camo Storm   7 2 225 3 Version 6.0
Advanced Uncommon Classic   5 2 250 2 Firstlook test
Clever Blue Bloon
On Play: If your last played card was a Monkey, deal 50 damage to first enemy Bloon
Basic Rare Lead Storm   1 2 45 2 Version 4.0
Clever Green Bloon
On Play: If your last played card was a Monkey, draw a card
Basic Rare Lead Storm   3 2 80 1 Version 4.0
Clever Lead Bloon
Armor 10. On Play: If your last played card was a Monkey, this gains Armored 10
Basic Common Lead Storm   2 2 80 2 Version 4.0
Clever Yellow Bloon
On Play: If your last played card was a Monkey, heal your Hero by 70
Basic Rare Lead Storm   3 2 110 1 Version 4.0
Damaged MOAB
On Play: Deal 150 damage to this Bloon
Large Uncommon Classic   4 2 500 4 Launch
DDT
Camo. Armor 20
Large Super Rare Camo Storm   12 2 320 3 Version 6.0
Defense Prep Bloon
Armor 15. On Turn End: Zero Gold: Reload a random friendly Monkey
Advanced Super Rare Lead Storm   4 1 100 3 Version 5.0
Discount Bloon
On Play: Reduce cost of Discount Bloons in hand by 1
Advanced Super Rare Classic   5 4 120 2 Launch
Double Blue Bloon
Double Attack
Basic Uncommon Classic   3 2 60 1 Full Playable test
Advanced Uncommon Classic   7 2 220 2 Full Playable test
Basic Uncommon Classic   4 2 80 1 Full Playable test
Double Lead Bloon
Armor 10. Double Attack
Basic Super Rare Lead Storm   5 2 130 2 Version 4.0
Advanced Super Rare Classic   10 2 330 3 Full Playable test
Double Red Bloon
Double Attack
Basic Uncommon Classic   2 2 40 1 Full Playable test
Basic Uncommon Classic   5 2 110 1 Full Playable test
Draining Bloon
On Play: Drains all Bloontonium, gains 30 Shield per Bloontonium drained.
Advanced Rare Classic   5 1 200 3 Launch
Emboldened Bloon
Costs 1 less Gold per Bloon you control
Large Rare Classic   8 1 350 3 Full Playable test
Extra Shot Bloon
Shield 50. On Play: Target Monkey gains 1 Temporary Ammo
Basic Uncommon Lead Storm   3 1 75 1 Version 5.0
Extractor Bloon
Shield 50. Gain 10 Health each time an enemy Bloon takes damage
Basic Uncommon Classic   4 1 100 4 Version 3.0
Basic Super Rare Camo Storm   3 1 90 2 Version 6.0
Golden Blimp
On Play: Gain +65 Health per Gold spent
Large Super Rare Camo Storm   0 1 50 4 Version 6.0
Golden Bloon
On Damaged: Gain 1 Gold
Advanced Rare Classic   2 2 70 2 Firstlook test
Basic Common Classic   2 2 90 1 Firstlook test
Growth Gas Bloon
On Damaged: All other friendly Bloons gain 10 Health
Advanced Super Rare Classic   5 2 200 5 Launch
Hastening Bloon
On Play: Reduce the delay of a random other friendly Bloon by 1
Advanced Rare Classic   6 1 150 2 Full Playable test
Healing Bloon
On Play: Heals all friendly Bloons by 50
Advanced Uncommon Classic   6 2 200 2 Launch
Lead Bloon
Armor 10
Basic Common Lead Storm   3 2 140 2 Version 4.0
Lead Coating Bloon
Armor 30. On Turn End: Your other Bloons gain Armored 5
Advanced Common Lead Storm   5 2 80 3 Version 4.0
Large Ultra Rare Lead Storm   14 1 1,200 5 Version 4.0
Life Drain Bloon
Immobile. On Turn End: Reduce your opponent's max health by 25
Basic Rare Camo Storm   3 1 120 Version 6.0
Large Rare Classic   6 2 500 4 Firstlook test
Nested Blue
On Destroyed: Summons a Red Bloon
Basic Rare Classic   1 1 50 1 Full Playable test
Nested Green
On Destroyed: Summons a Nested Blue
Basic Rare Classic   2 1 80 2 Full Playable test
Nested Yellow
On Destroyed: Summons a Nested Green
Basic Rare Classic   4 1 120 2 Full Playable test
Piñata Bloon
On Damaged: Both players gain 1 Gold
On Popped: Attacking Monkey reloads immediately
Large Rare Classic   4 1 300 3 Version 3.0
Basic Rare Classic   4 1 100 0 Firstlook test
Precursor Bloon
On Leak: Summon a Ceramic Bloon
Basic Uncommon Lead Storm   1 1 20 1 Version 5.0
Rad Bloon
On Turn Start: Gain 1 Rad Token
Large Common None   1 1 60 3 Version 3.0
Advanced Uncommon Classic   8 2 400 3 Firstlook test
Rang Bloon
On Destroyed: Add a Boomerang Monkey to your hand
Basic Common Lead Storm   1 2 40 1 Version 4.0
RAPID
Immobile. Shield 50. On Turn Start: Reduce the delay of the last friendly non-immobile Bloon by 1
Basic Ultra Rare Lead Storm   4 1 150 Version 4.0
Basic Common Classic   0 2 40 2 Firstlook test
Basic Rare Camo Storm   3 2 130 2 Version 6.0
Rock Bloon
Must Pop
Common None   3 1 60 3 Version 4.0
Sentinel Bloon
Must Pop. On Popped: Deal 30 to opponent Hero. On Leak: Deals no damage
Uncommon None   1 1 40 1 Version 5.0
Setup Bloon
On Leak: Reduce cost of a random Bloon in your hand by 1
Basic Super Rare Classic   2 1 20 0 Launch
Shield Gas Bloon
On Damaged: Random friendly Bloon gains 30 Shield
Advanced Uncommon Classic   4 2 160 3 Launch
Signal Bloon
Shield 50. On Play: Draw a Large Bloon from your deck
Basic Rare Classic   3 2 50 2 Version 2.0
Slowing Bloon
On Play: Increase target Bloon's delay by 1
Advanced Common Classic   3 2 140 3 Version 2.0
Soulstealer Bloon
Undead. On Play: Deal 30 damage to all other Bloons, this gains Health equal to the damage dealt
Large Super Rare Camo Storm   8 1 600 4 Version 6.0
Spooky Bloon
Gain +20 Health whenever any of your hero's abilities are triggered
Large Uncommon Camo Storm   4 1 150 3 Version 6.0
Steady Growth Bloon
On Turn Start: Gains 50 Health
Advanced Rare Classic   3 2 100 3 Full Playable test
Strengthenator
Immobile. On Turn Start: Other friendly Bloons gain 20 Health
Large Ultra Rare Classic   2 1 120 Launch
Strike Bloon
On Leak: Heal your Hero the amount of damage dealt
Basic Uncommon Lead Storm   2 2 80 1 Version 4.0
Stun Gas Bloon
On Damaged: Stun attacking Monkey for 1 turn
Basic Common Classic   3 2 100 2 Launch
Basic Uncommon Classic   1 3 50 2 Firstlook test
Basic Uncommon Classic   2 3 75 1 Firstlook test
Basic Uncommon Classic   0 3 25 2 Firstlook test
Basic Uncommon Classic   3 3 110 1 Firstlook test
Target Practice Blimp
Immobile. Must Pop
Large Rare Lead Storm   4 1 200 Version 4.0
Basic Super Rare Lead Storm   2 3 20 2 Version 5.0
The Eternal
On Destroyed: Add a copy of this card to your hand with additional Health
On Leaked: +60. On Popped: +30.
Advanced Ultra Rare Classic   2 1 70 2 Version 3.0
Large Ultra Rare Camo Storm   16 1 1,500 8 Version 6.0
Toxic Bloon
On Popped: Remove attacking Monkey
Advanced Rare Classic   4 1 100 2 Launch
Triple Threat Bloon
Shield 60. Triple Attack. Whenever you play a Monkey or Power, this gains 30 Shield
Basic Super Rare Lead Storm   4 1 80 2 Version 4.0
Volatile Bloon
On Popped: Deal 100 damage to all Bloons
Advanced Uncommon Classic   3 1 200 2 Launch
Weakening Gas Bloon
On Damaged: Reduce attacking Monkey's ATK by 5
Large Rare Classic   6 1 300 4 Launch
Weapon Enhancer Bloon
Immobile. Friendly Monkeys have +10 ATK
Advanced Rare Lead Storm   2 2 100 Version 4.0
White Bloon
On Play: Draw a card
Advanced Rare Classic   5 2 100 1 Firstlook test
Basic Common Classic   3 2 130 1 Firstlook test
Zebra Bloon
On Play: Draw a card
On Destroyed: Draw a card
Advanced Uncommon Classic   7 2 180 2 Full Playable test
Zee Jay Special
On Play: Gain 1 Rad Token
Advanced Super Rare Classic   3 2 80 1 Version 3.0
Zombie Blue Bloon
Undead. Revive
Basic Common Camo Storm   1 1 40 3 Version 6.0
Zombie MOAB
Undead. Revive
Large Rare Camo Storm   6 2 330 7 Version 6.0
Advanced Uncommon Camo Storm   4 1 220 5 Version 6.0
Large Rare Classic   10 1 900 5 Full Playable test
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