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 art depicts a [[Green Bloon (BCS)|Green Bloon]], [[Blue Bloon (BCS)|Blue Bloon]], and [[Red Bloon (BCS)|Red Bloon]] starting a race on a race track. Many of the Bloons in the background 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==
{{Strategy needed|Check the viability of Camo rushes to sneak through a tempo Bloon rush}}
{{BCS last updated|6.2|section=y}}
{{BCS last updated|5.2|section=y}}
*Quick Ready is a powerful finisher, especially when used on a high health Bloon that is at one delay. Unlike [[Hastening Bloon]], which costs 1 less Gold, Quick Ready can target any Bloon at the will of the player and can be discounted by [[Amelia the Amazing (BCS)|Amelia]]'s Act of Power. Quick Ready is a vital card to many archetypes and decks, and knowing how to use and play around it is essential.
*This card can be a powerful finisher option, especially when used on a high health Bloon that is at one delay. Unlike [[Hastening Bloon]], which costs 1 less Gold, Quick Ready can target any Bloon at the will of the player, and can be discounted by [[Amelia the Amazing (BCS)|Amelia]]'s Act of Power.
*For Aggro, it typically is not necessary to run Quick Ready as it is expensive and most Bloons that you run do not benefit especially from Quick Ready.
** Quick Ready can be combined with other powerful finishers to boost total damage. [[Fortify]] is especially effective on Double Bloons, and [[Double Trouble]] is an expensive but powerful boost to total damage. Certain combos require more than 20 Gold on a single turn; [[Quincy Action Figure]] is a reliable method of supplying extra Gold.
*For Burn, Quick Ready can be used on [[Double Yellow Bloon|Double Yellow Bloons]] or [[Storm (BCS)|Storm]] Bloons to deal immediate chip damage to the opponent. This is typically better with Amelia, as Act of Power makes a combo like Double Yellow + Quick Ready cost less than 10 Gold.
** To use all 3 Quick Readies in a single turn requires more setup. Have max Gold (20 Gold) and use Amelia's Act of Power, or any cash-generating card to get all 3 (21 Gold).
*For Tempo, Quick Ready is immensely powerful at finishing off games by reducing high health 1 or 2 delay Bloons to 0 delay. It is highly reccomended to run Quick Ready in nearly every Tempo deck, as the efficiency of which it wins games is unmatchable. Combining it with [[MOAB Construction Facility]] can make very fast large Bloons that can kill very quickly. Common recipients are [[Golden Blimp]], [[Soulstealer Bloon]], and [[BFB (BCS)|BFB]].
*Keeping at least one Quick Ready for mid-to-late rounds could allow you to break a stalemate, or even save you from an opponent's rush.
*For OTK, Quick Ready is practically required for nearly all combos. [[Double Yellow Bloon]] and [[Triple Threat Bloon]] OTK require Quick Ready, and [[Rad Bloon]] OTK is heavily boosted by running Quick Ready. To afford expensive combos, the OTK user must run a card like [[Quincy Action Figure]] or [[Favored Trade]] to be able to play over 20 gold in one turn.
*For Control, Quick Ready is useful at finishing off the game with [[Eerie Lifeforce]], or Storm Bloons such as [[Double Ceramic Bloon|Double Ceramic]]. Quick Ready is essential for Control decks to finish out games against opponents.
*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.
*** Double Ceramics are often strong candidates for Quick Ready targets from the Storm, and Double Rainbows if healthy enough. Pinks from the Storm also open up more total damage.
** 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, and [[Adora (BCS)|Adora]]'s passive.
** 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.
**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 the only card in the game that is worth running in every single archetype. It's beneficial for aggro when paired with 1-delay cards such as [[Double Yellow Bloon]] or a high-HP Rad Bloon, versatile on all midrange decks (especially combo and OTK), and for control decks with a heavy focus on monkey removal. However, it is not suited for aggro decks that only focus on swarms, passive control decks that aim to outlast the opponent more than preying on their weaknesses, and most [[Boss Battle (BCS)|Boss Battle]] (since most Bloons except [[The Eternal]] have diminished value as rushing cards).
*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.
* Multiple [[Rare Power]]s can accelerate the process of acquiring Quick Ready, if Quick Ready is the deck's win condition.
* Multiple [[Rare Power]]s can accelerate the process of acquiring Quick Ready, if Quick Ready is the deck's win condition. For [[Striker Jones (BCS)|Striker Jones]], many Military Monkeys aren’t rare, allowing [[Rare Power]] to be more useful in getting Quick Ready for him.
* Quick Ready can be used alongside a [[MOAB Construction Facility]] to OTK with ZJ's [[Rad Bloon]] from his major ability.


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