Long Range Rang: Difference between revisions
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Qwertyxp2000 (talk | contribs) you're supposed to do the almost-kill when you do llr, llr actually falls flat to aggro, more like. the reason why against dready seems "good" with llr is that dready can be exploited to screw up its ai such that the tempo of dready is completely gone, leaving opportunity to use excess Gold gained across rounds. The key that makes llr good/bad: "needs excess gold" and "bad against competently resourceful players" which is like the majority of actually skilled players |
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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 | '''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. | {{BCS last updated|6.3|section=y}} | ||
* | *Long Range Rang's damage is inefficient for the cost, and its only strength compared to any other Power card is having infinite card generation. However, if the opponent cannot make a sufficiently big or fast push, the player will always have a way to slowly chip health of enemy Bloons and use excess Gold during max Eco to keep spending for guaranteed damage. | ||
*Long Range Rang | **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). | ||
*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. Competent players who can properly manage resources will be able to outpace the slow damage and high spending requirements of this card. Additionally, it is helpless against instantaneous damage. | |||
**Against the early-game and mid-game, Long Range Rang cannot keep ever up with more than 3 high-health Bloons at a time without additional support such as [[Super Monkey Storm (BCS)|Super Monkey Storm]] or placed Monkeys. | |||
**During the late-game, Long Range Rang users may continuously use it on [[Storm (BCS)|Storm]] Bloons, such as the [[Double Ceramic Bloon]]s. If your deck focuses on late-game, add cards that bypass it with cards such as [[Eerie Lifeforce]] and [[Quick Ready]]. | |||
*Avoid overspending on Long Range Rangs, or else it will become difficult to build long-term resources. Use it sparingly after building a stable Monkey defense. | |||
*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]]). | *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. | *To keep it, ensure it never pops a Bloon; the reverse is true. | ||
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*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]]. | *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]]. | ||
*Assuming max Gold, 6 Long Range Rangs deal up to 420 damage in a single turn. | *Assuming max Gold, 6 Long Range Rangs deal up to 420 damage in a single turn. | ||
*Assuming max Eco, 3 Long Range Rangs can be afforded in a single turn, which deal up to 210 damage per turn. Every 3rd turn would allow an extra Long Range Rang, depending if Gold left over per turn is at most 10 out of 20. | |||
*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. | *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. | *Although it can target your own Bloons, there's little practical reason to do that. | ||
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==Navigation== | ==Navigation== | ||
{{BCS power nav}} | {{BCS power nav}} | ||
{{boomerang monkey nav}} | |||
Latest revision as of 06:46, 24 June 2026
For other uses, see Long Range Rangs (disambiguation).
Long Range Rang
| Deal 70 damage to a Bloon. If that doesn't destroy it, return this card to your hand |
| It does come back eventually |
| Class | ||
|---|---|---|
| Card Pack | ||
| Rarity | Common | |
| Keywords | — | |
| Introduced | Version 4.0 | |
| Stats | |||||||||
|---|---|---|---|---|---|---|---|---|---|
| Cost | Charges | 1 | |||||||
Long Range Rang is a Basic Power card in Bloons Card Storm, introduced in version 4.0. It deals 70 damage to a target 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
[edit | edit source]This section was last updated for: version 6.3
- Long Range Rang's damage is inefficient for the cost, and its only strength compared to any other Power card is having infinite card generation. However, if the opponent cannot make a sufficiently big or fast push, the player will always have a way to slowly chip health of enemy Bloons and use excess Gold during max Eco to keep spending for guaranteed damage.
- Most cards for 3 Gold do more burst damage (e.g. 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 protects 120 health).
- 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. Competent players who can properly manage resources will be able to outpace the slow damage and high spending requirements of this card. Additionally, it is helpless against instantaneous damage.
- Against the early-game and mid-game, Long Range Rang cannot keep ever up with more than 3 high-health Bloons at a time without additional support such as Super Monkey Storm or placed Monkeys.
- During the late-game, Long Range Rang users may continuously use it on Storm Bloons, such as the Double Ceramic Bloons. If your deck focuses on late-game, add cards that bypass it with cards such as Eerie Lifeforce and Quick Ready.
- Avoid overspending on Long Range Rangs, or else it will become difficult to build long-term resources. Use it sparingly after building a stable Monkey defense.
- 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.
- 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 Ceramic Bloon takes three hits to reach 10 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.
- Assuming max Gold, 6 Long Range Rangs deal up to 420 damage in a single turn.
- Assuming max Eco, 3 Long Range Rangs can be afforded in a single turn, which deal up to 210 damage per turn. Every 3rd turn would allow an extra Long Range Rang, depending if Gold left over per turn is at most 10 out of 20.
- 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
[edit | edit source]The word "damage" is no longer capitalized in the card description
Gallery
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Icon
In other languages
[edit | edit source]This section was last updated for: version 4.0
| Language | Text | Notes |
|---|---|---|
| Danish | Langtrækkende B'rang | — |
| German | Langstrecken-Bumerang | — |
| Spanish (Latin America) | Búmeran de largo alcance | — |
| French | Boomerang à longue portée | — |
| Italian | Boomerang a lungo raggio | — |
| Japanese | 長距離ブーメラン | — |
| Korean | 원거리 부메랑 | — |
| Norwegian | Langkast-'rang | — |
| Polish | Bumerang dalekiego zasięgu | — |
| Portuguese (Brazil) | Bumerangue de Longo Alcance | — |
| Russian | Дальнобойный бумеранг | — |
| Swedish | Långdistansbumerang | — |
| Chinese (traditional) | 長射程迴旋鏢 | — |
| Language | Text | Notes |
|---|---|---|
| Danish | Det kommer tilbage til sidst | — |
| German | Irgendwann kommt er zurück. | — |
| Spanish (Latin America) | Con el tiempo vuelve. | — |
| French | Il finit par revenir | — |
| Italian | Prima o poi tornerà da te. | — |
| Japanese | そのうち戻って来る。 | — |
| Korean | 언젠가는 돌아옵니다. | — |
| Norwegian | Den kommer tilbake til slutt | — |
| Polish | Ostatecznie kiedyś wróci | — |
| Portuguese (Brazil) | Eventualmente ele volta. | — |
| Russian | Когда-нибудь вернется | — |
| Swedish | Det kommer tillbaka så småningom | — |
| Chinese (traditional) | 它遲早會回來 | — |
Navigation
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