Blooming Bloon is STILL way too strong

Discussion

I really wish we got more balance patches cause this card is just obnoxious. It's not that you pretty much instantly lose if you can't pop it, its not THAT hard. But its so incredibly disruptive that whoever plays it on curve gets a massive tempo advantage.

It has just enough health to be awkward for most monkeys to pop cleanly, three darts/twins leave it at 5 HP, and most of the other low cost monkeys either have scaling, 2 turn reload (which is especially punishing as either they sneak the Blooming in during reload or you pop the Bloom but now have to reload with the yellow on board), or they need external help to deal enough damage (Ninjas with ZJ or whatever) or some other downside that makes it just really inefficient.

You have to not only make sure you have the gold to deal with it, because you will almost certainly lose if you dont, but the person who played it can now keep pressing offense as they have MORE immediate damage when you pop it.

I really dont what to see this card killed off, there's more than enough unusable cards as-is, but it is just too game warping. It's either got a total health value of 240 (just 10 shy of a Damaged MOAB!!) or 470. Oh, and if ZJ or Ezili play it, it's actually more.

I'd rather not see the delay go up as then it'll never get played for being too slow, and 5 cost makes it just way too easy to deal with consistently, so Im really not sure what the move is. I saw someone suggest it spawn Swarm Yellows instead of regular Yellows, which would help, but its not really the immediate threat that makes the card so good, its that you HAVE to deal with it immediately, which gives your opponent time to set up a farm, save up for a high cost, whatever it is they need.

It may just need some kind of rework, but maybe it would be better if it was less investment to pop (say, 40 HP) but went back to 3 cost. This would be a "buff" but also a nerf - under normal circumstances (i.e. without buffs), 2 gold worth of monkeys can pop it just fine with pretty much anything - Twins, Ninjas, Barrel, even two Miners. If you have 3 gold, you can save a gold to not fall too far behind, but you'll still be fairly behind on tempo. If they buff it a la ZJ, Ezili, or Amelia, then you have to put in a bit more, but most heroes should(?) be capable of finding a bit of extra chip damage.

I think the only concern with this is specifically ZJ, as his 25 HP buff puts it at 65, which is not impossible but effectively does the same thing it does now at 4 gold, but muuuuch better as its a turn earlier.

Thanks if you read it - this isnt a hate post, I actually really like almost every card, but so many of them I've never even seen played because they're so comparatively bad to cards like Bloom. Why even have card sets if everyones just gonna spam basic bloons and Bloom?

Posted Dec 13, 2025, 10:47 AM UTC

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