This article or section is outdated and needs to be updated to reflect recent updates or newly available information. You can help out by editing this article. The editor who added this notice elaborates:Delay nerf in v3.2 significantly affects its usefulness on turn 1, also bolstered feed is worse in v3.2
As the only 0-cost bloon alongside Swarm Red Bloon, the Red Bloons are useful for rushing against the opponent on turn 1, when they will likely be uncontested. Having large amounts of them can be a considerable threat if the opponent lacks Spike Storm! or Firestorm.
However, note that opponent will have 4 Gold (P1) or 5 Gold (P2) by the time that Reds become a real threat, enough to afford two Spike Storm!, Firestorm, or at least 2 cards worth of Dart Monkey Twins.
Against control players or if going second in an Aggro mirror, the Red Bloon is also useful for boosting the Bolstered Bloon's health. However, note its higher delay than Green Bloons and Yellow Bloons.
If using Bloon Embiggen or Growth Gas Bloon, saving Red Bloons for buffing them later may be worth doing if the opponent's field clear is not a concern.