Quick Ready: Difference between revisions

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m Text replacement - "Double Trouble" to "Double Trouble"
 
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** 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, [[Adora (BCS)|Adora]]'s passive, and 0-delay stoppers (e.g. [[Druid of Peace]], [[ARBITR]]) before using Quick Ready.
** 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 (BCS)|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.
*Quick Ready is crucial to keep until it kills or puts your opponent in such a bad situation that recovery is near impossible. Do not use Quick Ready to just speed up Bloons, but instead use them as a finisher.
*Quick Ready is crucial to keep until it kills or puts your opponent in such a bad situation that recovery is near impossible. Do not use Quick Ready to just speed up Bloons, but instead use them as a finisher.