Monkey (BCS)

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For Monkeys in general, see Monkey.
The Tack Shooter, a Primary Monkey card

Monkeys are a type of card in Bloons Card Storm and the main way of defending the player's Hero from the opponent's Bloons. When played, they appear between the player's Hero and the Bloon track. Each player can have up to five Monkeys on their side of the board at a time, and if all of a player's spaces are full, that player can play new Monkeys on top of existing Monkeys to replace them.

The player can use most Monkeys during their turn to attack opposing Bloons by dragging from a Monkey to a target. Attacking a Bloon deals damage equal to the Monkey's ATK and consumes one unit of the Monkey's Ammo. When a Monkey runs out of Ammo, its Reload stat determines the number of turns it takes for the Monkey to restore its Ammo.

There are a total of 81 Monkey 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

ATK

 
Dart Monkey Twins buffing each other's ATK by being placed next to each other

The ATK (Attack Power or AP prior to version 4.4) of a Monkey is the amount of damage it deals to the target Bloon each time it attacks. Most Monkey card effects that deal damage, such as the Boomerang Monkey's second hit, the Thunder Druid's On Play effect, or the Blade Maelstrom's On Turn End effect, are independent of their ATK and are not affected by buffs or debuffs to their ATK. The exceptions are Splash Damage effects, which deal damage equal to the Monkey's ATK, and effects that are referred to as "attacks" in card text, such as the Arcane Master's additional projectiles and the Mortar Monkey's On Turn End effect. Monkeys cannot have their ATK lowered below zero.

Ammo

A Monkey's ammo is the number of times it can attack a Bloon before it has to reload. Each attack consumes one Ammo. All Monkeys start with full Ammo when played.

Reload

The reload of a Monkey is the number of rounds it takes for the Monkey to reload its Ammo. If a Monkey has no Ammo at the start of the player's turn, the Reload counter decreases by 1, and if it reaches zero, the Monkey gains Ammo equal to its maximum Ammo.

Class

Monkeys come in four card classes: Primary, Military, Magic, and Support. Monkeys that are based on towers and upgrades from Bloons TD 6 use the same classifications as in that game. The card class is listed alongside the Monkey's type (e.g. Primary – Bomb), as well as their respective class icon on the lefthand side of the card.

Type

The type of a Monkey is a secondary classification system unique to Monkeys. Some cards have effects that depend on the type (such as Super Monkey Fan Club applying a buff to Dart-type Monkeys only or Mine Supervisors generating more Bloontonium per Miner-type Monkey), but most Monkey types have no interactions. With the exception of Agent-type Monkeys, all Monkeys of the same type also belong to the same class.

Non-keyword additional properties

Does not attack normally

Monkeys with the term "Does not attack normally" in their card text do not allow the player to aim their attacks at Bloons. All Monkeys with this property have some other means of attacking on their own, such as Mortar Monkey's ability to attack a random target at the end of the player's turn and Even More Tacks attacking as a Defender.

Can't Attack

Monkeys with the term "Can't Attack" in their card text are unable to attack by any means. Monkeys with this property have no ATK, ammo (except for Factories), or reload stat, and are considered to have an ATK of 0 for the purposes of card effects that depend on ATK, such as Bed Time. Monkeys with this property have square-shaped plates beneath them instead of circular plates.

Attacks Twice

Monkeys with the term "Attacks Twice" in their card text attack their target two times per ammo instead of one, in rapid succession. If the first attack reduces the target's health to 0 or lower, the target still takes the second attack before it pops, and it still triggers effects that activate upon dealing damage (such as Growth Gas Bloons and Extractor Bloons). The second attack cannot be interrupted by being stunned after the first attack (e.g., targeting a Stun Gas Bloon). When targeting a Bloon, a Monkey that Attacks Twice displays the amount of damage it will deal when factoring in the second attack.

List of Monkey cards

Art Text Pack Class Rarity Cost Charges Type Ammo ATK Reload
  Baby Monkey None 0 1
  Transformed Monkey
On Attack: Summon an Acid Pool on target Bloon space
None Common 3 1 1 50 2
  Wolf None Common 0 1 1 30 1
  Dire Wolf
On Attack: Deal Splash Damage
None Common 0 1 Wolf 1 50 1
  Bomb Shooter
Armor-Piercing
Lead Storm   Primary Common 2 1 Bomb Shooter 1 80 3
  Dart Monkey Classic   Primary Common 0 1 Dart 1 25 1
  Tack Shooter
Defender +10
Classic   Primary Common 2 1 Tack Shooter 2 25 2
  Frag Bomb Shooter
On Attack: Deal Splash Damage.
Lead Storm   Primary Uncommon 7 1 Bomb Shooter 3 30 3
  Bionic Boomerang
On Play: Gain 2 Temporary Ammo
Classic   Primary Uncommon 6 1 Boomerang 2 55 2
  Boomerang Monkey
On Attack: Deal 30 damage to the next adjacent Bloon
Classic   Primary Uncommon 3 1 Boomerang 1 20 1
  Barrel of Monkeys Lead Storm   Primary Uncommon 1 4 Dart 1 20 1
  Crossbow Monkey Classic   Primary Uncommon 4 1 Dart 2 50 2
  Dart Monkey Twins
Gains +10 ATK while next to a Dart Monkey Twin
Classic   Primary Uncommon 1 2 Dart 1 15 1
  Super Monkey Fan Club
During your Turn: All Dart Monkeys gain 10 ATK
Classic   Primary Uncommon 6 1 Dart 1 30 1
  Triple Shot
On Attack: Deal Splash Damage
Classic   Primary Uncommon 3 1 Dart 1 20 1
  Extra Range Tack Shooter
Defender +5. On Turn End: Zero Gold: Gain Defender 20 until the start of your next turn
Camo Storm   Primary Uncommon 3 1 Tack Shooter 2 35 2
  Missile Launcher
Armor-Piercing. Attacks Twice
Lead Storm   Primary Rare 5 1 Bomb Shooter 1 60 2
  MOAB Mauler
Armor-Piercing. Deals +50 damage to Large Bloons
Lead Storm   Primary Rare 7 1 Bomb Shooter 2 60 2
  Spike-o-Pult
On Pop: Gain 20 ATK
Classic   Primary Rare 4 1 Dart 1 50 2
  Even More Tacks
Temporary. Defender. Does not attack normally. Add 1 ammo per 2 Gold spent
Camo Storm   Primary Rare 0 1 Tack Shooter 1 40
  Tack Sprayer
Defender +20
Classic   Primary Rare 4 1 Tack Shooter 3 30 3
  Bloon Impact
Temporary. Armor Piercing. On Attack: Increase the delay of target Bloon by 2
Camo Storm   Primary Super Rare 9 1 Bomb Shooter 2 45
  MOAB Eliminator
On Attack: If target is a Large Bloon, destroy it
Lead Storm   Primary Ultra Rare 16 1 Bomb Shooter 1 150 3
  Glaive Ricochet
On Attack: Deal 10 Damage to all next Bloons in line
Classic   Primary Ultra Rare 12 1 Boomerang 4 40 2
  MOAB Dominator
On Play: Increase target Large Bloon's delay by 2.
Classic   Primary Ultra Rare 10 1 Boomerang 3 70 2
  Sharp Shooter
Double ATK while at full ammo
Classic   Primary Ultra Rare 9 1 Dart 3 40 2
  Blade Maelstrom
Defender +10. On Turn End: Deal 30 damage to all enemy Bloons
Classic   Primary Ultra Rare 8 1 Tack Shooter 3 20 4
  Mortar Monkey
Does not attack normally. On Turn End: Randomly attacks an enemy Bloon
Classic   Military Common 2 1 Mortar 1 40 1
  Sniper Monkey Classic   Military Common 3 1 Sniper 1 90 2
  Burny Stuff Mortar
Does not attack normally. On Turn End: Randomly attacks an enemy Bloon. Hit Bloon is set on fire
Classic   Military Uncommon 4 1 Mortar 1 40 1
  Cash Drop Sniper
On Reload: Gain 3 Gold
Classic   Military Uncommon 5 1 Sniper 1 65 2
  Leeching Shot Sniper
On Attack: Gain 2 Bloontonium
Classic   Military Uncommon 2 1 Sniper 1 50 2
  Elite Defender
Defender +15
Classic   Military Rare 7 1 Sniper 4 35 3
  Night Vision Sniper
Detect
Camo Storm   Military Rare 4 1 Sniper 1 100 2
  Bloontonium Saboteur
On Play: Opponent loses 4 Bloontonium
Classic   Military Super Rare 3 1 Agent 1 30 1
  Shell Shock Mortar
Does not attack normally. On Turn End: Randomly attacks an enemy Bloon. On Attack: Stun target for 1 turn
Lead Storm   Military Super Rare 3 1 Mortar 1 60 2
  The Big One
Does not attack normally. On Turn End: Randomly attacks an enemy Bloon
Classic   Military Ultra Rare 11 1 Mortar 1 140 1
  Bouncing Bullet
On Attack: Deal 30 damage to a random other Bloon three times
Classic   Military Ultra Rare 8 1 Sniper 1 90 2
  Crippling Sniper
On Attack: Targeted Large Bloons have their delay increased by 1
Classic   Military Ultra Rare 7 1 Sniper 1 150 3
  Alchemist Monkey
On Attack: Summon an Acid Pool on target Bloon space
Lead Storm   Magic Common 2 1 Alchemist 1 25 2
  Druid
Defender +20. On Play: Heal your Hero 75 Health
Classic   Magic Common 4 1 Druid 1 50 2
  Ninja Monkey
Detect. Defender
Camo Storm   Magic Common 2 2 Ninja 2 25 2
  Acidic Mix Alchemist
On Play: Target other friendly Monkey gains Armor-Piercing
Lead Storm   Magic Uncommon 2 1 Alchemist 2 25 2
  Berserker Brew
On Play: Target other friendly Monkey gains 3 Temporary Ammo, +20 ATK and is Doomed
Lead Storm   Magic Uncommon 6 1 Alchemist 1 30 1
  Monkey Priestess
On Replace: Heal your Hero 200
Classic   Magic Uncommon 3 1 Priestess 2 20 2
  Fireball Wizard
On Attack: Set target Bloon on fire
Camo Storm   Magic Uncommon 6 1 Wizard 1 100 2
  Wall of Fire Monkey
Defender +5. On Play: First enemy Bloon is set on fire
Classic   Magic Uncommon 5 1 Wizard 1 40 1
  Wizard Monkey
On Turn Start: Gain 5 ATK
Classic   Magic Uncommon 4 1 Wizard 1 25 1
  Lead to Gold Monkey
Armor-Piercing. On Attack: If target has Armor, gain 2 gold
Lead Storm   Magic Rare 3 1 Alchemist 1 60 2
  Heart of Vengeance Druid
On Leak: Gain 5 ATK
Classic   Magic Rare 3 1 Druid 2 15 2
  Jungle's Bounty Druid
Heal your Hero by 10 for each Gold gained
Classic   Magic Rare 7 1 Druid 1 15 1
  Thunder Druid
On Play: Deal 80 damage to all enemy Bloons
Classic   Magic Rare 7 1 Druid 1 25 2
  Shinobi Tactics Ninja
Detect. Temporary. On Attack: Your other Ninjas gain +5 ATK
Camo Storm   Magic Rare 4 1 Ninja 3 30
  Extra-Super Monkey
Gain +5 ATK per Gold spent
Camo Storm   Magic Rare 0 1 Super 1 20 1
  Super Monkey Classic   Magic Rare 9 1 Super 3 90 3
  Necromancer
Can't Attack. On Turn End: Summon a Zombie Blue Bloon.
On Turn Start: Heal a random friendly Bloon for 25
Classic   Magic Rare 5 1 Wizard
  Druid of Peace
Can't Attack. Bloons can't attack on the turn they are summoned
Camo Storm   Magic Super Rare 5 1 Druid
  Distraction Ninja
Detect. On Attack: 50% chance to increase target Bloon's delay by 1
Camo Storm   Magic Super Rare 6 1 Ninja 2 55 3
  Robo Monkey
Temporary. Defender +10. Attacks Twice
Lead Storm   Magic Super Rare 4 1 Super 2 50
  Arcane Master
On Attack: Attack 2 other enemy Bloons.
On Reload: Add a Yellow Bloon to your hand.
Classic   Magic Super Rare 9 1 Wizard 2 50 3
  Dart Arts Wizard
Whenever a friendly Undead Bloon is summoned, it gains +30 Health
Camo Storm   Magic Super Rare 4 1 Wizard 2 35 2
  Bloon Master Alchemist
On Play: Convert target Bloon into a Red Bloon. On Attack: Summon a Strong Acid Pool on target Bloon space
Lead Storm   Magic Ultra Rare 10 1 Alchemist 1 15 2
  Total Transformation Monkey
On Play: Transform all other friendly Monkeys into transformed Monkeys
Lead Storm   Magic Ultra Rare 12 1 Alchemist 2 60 1
  Grand Saboteur
Detect. Enemy Bloons are summoned with 50 less Health
Camo Storm   Magic Ultra Rare 15 1 Ninja 1 75 1
  Dark Champion
During Opponent's Turn: Defenders gain 10 ATK
Classic   Magic Ultra Rare 12 1 Super 3 100 3
  Sun Temple
On Play: Remove all friendly Monkeys, gain 25 ATK for each removed Monkey
Classic   Magic Ultra Rare 18 1 Super 3 100 1
  Prince of Darkness
Can't Attack. On Play: Summon a Zombie MOAB.
On Turn Start: Heal your Bloons for 50
Classic   Magic Ultra Rare 10 1 Wizard
  Quincy Action Figure
Can't Attack. On Replace: Gain gold equal to your Economy
Classic   Support Common 2 1 Agent
  Banana Farm
Can't Attack. On Turn Start: Gain 2 Gold
Classic   Support Common 4 1 Banana Farm
  Bloontonium Miner
On Play: Gain 1 Bloontonium
On Turn Start: Gain 1 Bloontonium
Classic   Support Common 1 1 Miner 1 10 1
  Monkey Investigator
On Play: Draw a random Bloon from your deck
Classic   Support Uncommon 3 1 Agent 1 35 1
  Sharpened Darts Lab
Temporary. Can't Attack. When you play a Primary Monkey, it immediately attacks a random enemy Bloon. Use 1 ammo
Lead Storm   Support Uncommon 1 1 Factory 3
  Monkey Village
Can't Attack. Adjacent Monkeys have +20 ATK
Classic   Support Uncommon 4 1 Village
  Radar Scanner Village
Can't Attack. Adjacent Monkeys gain Detect and +10 ATK
Camo Storm   Support Uncommon 5 1 Village
  Banana Plantation
Can't Attack. When an opponent draws a card: Gain 1 Gold
Classic   Support Rare 3 1 Banana Farm
  Ceramic Glazing Kiln
Temporary. Can't Attack. When you play a Bloon, give it +20 Health. Use 1 ammo
Lead Storm   Support Rare 2 1 Factory 5
  Corvus Academy of Arts
Temporary. Can't Attack. When your Hero would take damage, they take no damage. Use 1 ammo
Lead Storm   Support Rare 8 1 Factory 2
  MOAB Construction Facility
Temporary. Can't Attack. When you play a Large Bloon, reduce its delay by 1 and deal 50 damage to it. Use 1 ammo
Lead Storm   Support Rare 6 1 Factory 4
  Mine Supervisor
On Turn Start: Gain 1 Bloontonium per friendly Miner in play
Classic   Support Rare 4 1 Miner 1 40 1
  Lead Coating Factory
Temporary. Can't Attack. When you play a Bloon, give it Armored 10. Use 1 ammo
Lead Storm   Support Super Rare 2 1 Factory 4
  Marketplace
Can't Attack. On Turn Start: Gain 1 Gold per friendly Monkey
Classic   Support Ultra Rare 6 1 Banana Farm