Quick Ready: Difference between revisions
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'''Quick Ready''' is an [[Power (BCS)|Exotic Power]] [[card]] in ''[[Bloons Card Storm]]''. It reduces the Delay of the target [[Bloon (BCS)|Bloon]] on either player's side by 1, to a minimum of 0. The affected bloon moves towards the queue in order of recentness (i.e. oldest go first). | '''Quick Ready''' is an [[Power (BCS)|Exotic Power]] [[card]] in ''[[Bloons Card Storm]]''. It reduces the Delay of the target [[Bloon (BCS)|Bloon]] on either player's side by 1, to a minimum of 0. The affected bloon moves towards the queue in order of recentness (i.e. oldest go first). | ||
The card artwork depicts a [[Green Bloon (BCS)|Green Bloon]] finishing a race in first place, competing against a [[Blue Bloon (BCS)|Blue Bloon]] and [[Red Bloon (BCS)|Red Bloon]]. Only the Green is depicted to be moving, a nod to BCS turn mechanics. The race track is showered with confetti, and many of the Bloons in the spectator crowd have [[Bloon Decal]]s from ''[[Bloons TD Battles 2]]''. | The card artwork depicts a [[Green Bloon (BCS)|Green Bloon]] finishing a race in first place, competing against a [[Blue Bloon (BCS)|Blue Bloon]] and [[Red Bloon (BCS)|Red Bloon]]. Only the Green is depicted to be moving, a nod to ''BCS'' turn mechanics. The race track is showered with confetti, and many of the Bloons in the spectator crowd have [[Bloon Decal]]s from ''[[Bloons TD Battles 2]]''. | ||
==Tips== | ==Tips== | ||
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*Keeping Quick Readies in your hand for mid-to-late rounds is important, as it allows you to break a stalemate, or save yourself from an opponent's rush by killing them first. | *Keeping Quick Readies in your hand for mid-to-late rounds is important, as it allows you to break a stalemate, or save yourself from an opponent's rush by killing them first. | ||
** Storing multiple Quick Readies are recommended when approaching the late-game, especially if there are already lots of high-HP Bloons on your side. The [[Storm (BCS)|Storm]] may also provide opportunities to use multiple Quick Readies. | ** Storing multiple Quick Readies are recommended when approaching the late-game, especially if there are already lots of high-HP Bloons on your side. The [[Storm (BCS)|Storm]] may also provide opportunities to use multiple Quick Readies. | ||
** If the opponent does not have a protective aura ([[Hero Protection]], [[Corvus Academy of Arts]]) active, a single leaking Bloon with 500+ damage can OTK them. Account for Defenders, Shields, | ** If the opponent does not have a protective aura ([[Hero Protection]], [[Corvus Academy of Arts]]) active, a single leaking Bloon with 500+ damage can OTK them. Account for Defenders, Shields, [[Adora (BCS)|Adora]]'s passive, and 0-delay stoppers (e.g. [[Druid of Peace]], [[ARBITR]]) before using Quick Ready. | ||
** Quick Ready + [[Double Trouble]] is a very effective combo that breaks through [[Defender|Defenders]] and [[Hero Protection]] if used on a higher health Bloon. Make sure to be aware of your Gold, as this combo is expensive and may require a card like Quincy Action Figure to afford. | ** Quick Ready + [[Double Trouble]] is a very effective combo that breaks through [[Defender|Defenders]] and [[Hero Protection]] if used on a higher health Bloon. Make sure to be aware of your Gold, as this combo is expensive and may require a card like Quincy Action Figure to afford. | ||
**As a countermeasure to multiple Quick Readies, players may divide their damage among large crowds of bloons, making the effectiveness of Quick Ready reduced on a singular Bloon. | **As a countermeasure to multiple Quick Readies, players may divide their damage among large crowds of bloons, making the effectiveness of Quick Ready reduced on a singular Bloon. | ||