Long Range Rang: Difference between revisions

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'''Long Range Rang''' is a [[Power (BCS)|Basic Power]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|4.0}}. It deals 70 damage to a target [[Bloon (BCS)|Bloon]]. If it does not pop the target, this card returns to the player's hand. Otherwise, it is consumed as normal. It does not return if the player has no cards left in their [[deck]], even if it doesn't pop a Bloon.
'''Long Range Rang''' is a [[Power (BCS)|Basic Power]] [[card]] in ''[[Bloons Card Storm]]'', introduced in {{BCS version|4.0}}. It deals 70 damage to a target [[Bloon (BCS)|Bloon]]. If it does not pop the target, this card returns to the player's hand. Otherwise, it is consumed as normal. It does not return if the player has no cards left in their [[deck]], even if it doesn't pop the target.


==Tips==
==Tips==
{{BCS last updated|6.2|section=y}}
{{BCS last updated|6.2|section=y}}
*Long Range Rang demands a lot of Gold to ever be considered for a deck. At 3 Gold for 70 damage, it fails to fully pop even 2 cost Bloons such as [[Strike Bloon]] or [[Swarm Green Bloon]] and also requires monkeys to finish them off.
*Long Range Rang relies on excess Gold and is subpar without it, dealing only 70 damage for 3 Gold. Its only strength compared to any other card is its infinite card generation. Use it sparingly after building a stable Monkey defense, and don't spend too much or else it's harder to afford expensive cards and combinations.
**Don't rely on this card to deal damage. It's only going to make it harder to afford anything later on. Use it sparingly for later rounds, when Gold is less of a problem.
**Most cards for 3 Gold do more burst damage (e.g. [[Sniper Monkey (BCS)|Sniper Monkey]] does 90 damage), long-term damage (e.g. three [[Barrel of Monkeys]] does 60 damage per turn), or protection (e.g. [[Wall Of Trees (BCS)|Wall Of Trees]] protects 120 health).
*As a Power it is not affected by Bloons with Must Pop (especially [[Target Practice Blimp]]) or anything that affects only Monkeys (e.g. [[Stun Gas Bloon]], [[Weakening Gas Bloon]], [[Toxic Bloon]]). To keep it, ensure it never pops a Bloon; the reverse is true.
**Against opponents who can properly manage resources, Long Range Rang is not a strong card. Long Range Rang has many weaknesses; it falls flat to aggro, can lose tempo due to the constant investment, and it encourages a full hand, making the user vulnerable to opposing tempo and control decks.
*Although it can target your own Bloons, there's little practical reason to do that.
*As a Power, it is not affected by Bloons with [[Must Pop]] (especially [[Target Practice Blimp]]) or anything that affects only Monkeys (e.g. [[Stun Gas Bloon]], [[Weakening Gas Bloon]], [[Toxic Bloon]]).
*Long Range Rang can also target own Bloons, but should rarely be used for that purpose, unless it's something like chipping [[Volatile Bloon]] to follow up with a Hero ability, or unclog one [[Red Bloon (BCS)|Red Bloon]] from a [[Red Bloon Apopalypse]].
*To keep it, ensure it never pops a Bloon; the reverse is true.
*With max Gold, up to 6 Long Range Rangs can be played, for up to 420 damage.
*Cycling through Long Range Rang usages is time-consuming, about 5 seconds per use, which includes the time needed to grab the card and pick a target.
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions, and being a Common it's easy to draw it. That is, unless Long Range Rang serves as a wincon, particularly for Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]].
*Some Bloons can be chipped to barely above 0 Health with Long Range Rang. Thus, a player can use a low-damage attack to finish it off.
*Some Bloons can be chipped to barely above 0 Health with Long Range Rang. Thus, a player can use a low-damage attack to finish it off.
**[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains, assuming no Health modifiers.
**[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains, assuming no Health modifiers.
**[[Double Ceramic Bloon]] takes three hits to reach 10 Health,<!--220 modulo 70 is 10--> assuming no Health modifiers.
**[[Double Ceramic Bloon]] takes three hits to reach 10 Health,<!--220 modulo 70 is 10--> assuming no Health modifiers.
**[[Buddy Bloon]] takes three hits to reach 15 Health, assuming no Health modifiers.
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless Long Range Rang serves as a wincon, such as Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]].
**Stage 1 [[Dreadbloon (BCS)|Dreadbloon]] at phase 3 and above has [[Rock Bloon (BCS)|Rock Bloon]]s with enough Armor to not be one-shot by Long Range Rang (i.e. 60 HP + 15 Armor = 5 HP). At Phase 3, only 20 damage or more is needed to follow up, 25 damage at phase 4.
*Assuming max Gold, 6 Long Range Rangs deal up to 420 damage in a single turn.
*Cycling through Long Range Rang usages is time-consuming, about 5 seconds per use, which includes the time needed to grab the card and pick a target.
*Although it can target your own Bloons, there's little practical reason to do that.


==Update history==
==Update history==
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