Internal name The name "ZOMG (BSM2 Mobile)" is derived from internal data. It has not been named by official sources (e.g. Ninja Kiwi Blog). |
The ZOMG appears as a boss in level 82 that only appears in Bloons Supermonkey 2 Mobile. It has 80,000 health, containing 60 Green Bloons, 20 Black Bloons, and 10 Ceramic Bloons in its main body. In addition, it has two magnets attached to its sides which will pull in and force most projectiles to constantly move towards them. A few seconds after the boss is destroyed, these magnets, along with its two girders on each side connecting the magnets, release 20 Green Bloons, 10 Black Bloons, and 5 Ceramic Bloons each, for a total of an additional 120 green, 60 black, and 30 ceramic bloons. In total, the ZOMG releases 180 Green Bloons, 80 Black Bloons, and 40 Ceramic Bloons.
Mechanics[]
When the boss initially spawns, it spawns from the top of the screen. Its magnets continuously move left and right and can cause projectiles to move towards them.
The magnets can attract any projectile within a radius that encompasses 30% of the screen's width. Any projectile caught will continuously gravitate towards the magnets and will only expire when its lifespan does, including any explosive projectile. This includes Thunder Wings and Double Doom, which actually shoot projectiles and thus, can be caught by the magnets. The magnets and the girders attached to them will not consume pierce from any weapon that collides with them, despite technically being bloons that have their own child bloons.
The boss will stay on the top of the screen, before moving to the right side of the screen after 25 seconds, at which point it will leave the screen before reappearing.
It will then reappear on the top right corner of the screen, and will similarly hover on the top part of the screen for 30 seconds. After that, the ZOMG will start to move downwards, and after 10 seconds, it will leave for the final time if it is not popped, causing the level to fail.
The ZOMG has multiple damage phases to indicate how weak it is. The first damage phase is the default one. The second damage phase has the ZOMG expose some of its scaffolding near its bottom left eye. The third damage phase of the boss depicts the eye on its skull pattern burst into flame alongside a bandaid below it, providing a good indicator of when it is about to pop.
Strategy[]
The ZOMG is one of the toughest bosses in the game. Not only does it have 80,000 health, the fourth highest in the game, but it also has magnets that can redirect projectiles away from the boss. While the magnets do have a very large range, there is a way around it, though. By going up to the ZOMG's turbines/engines, the Supermonkey is far enough from the magnet where they cannot pull projectiles, while the projectiles are still able to still damage the boss. Going up to the boss's turbines makes it extremely easy to deal damage to the ZOMG.
This is not enough on its own, though. Like all bosses, good single-target DPS is required. This can be accomplished by using Elemental Arc and Solid Doom, with Doom Gauntletss as epics. If the player only has Bloon Busters or Spikey Shots to handle normal levels, they can instead opt for Neva Miss Targeting and Turbo Boost. While on paper, homing sounds useless, because of the way homing is coded in the BSM2 series, it causes weapons with unused pierce to reuse excess pierce on Blimps, turning weapons best suited for hordes into powerful weapons against bosses. Using a meta boss damage loadout while staying on the boss's turbines at all time should be able to pop the ZOMG.
Gallery[]
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Trivia[]
- The ZOMG never appears as a basic enemy, despite the MOAB and BFB appearing as basic enemies in later levels in the mobile version.