Quick Break: Difference between revisions

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→Tips: redid the tips based on info smart persan posted about in the bcs tourney discord.
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==Tips==
==Tips==
{{BCS last updated|4.4|section=y}}
{{BCS last updated|6.2|section=y}}
*Quick Break is guaranteed healing that, unlike most healing cards, is cheap and does not depend on Monkeys.
*Quick Break is guaranteed healing that, unlike most healing cards, does not depend on Monkeys and only costs Gold to cycle out of hand. Most other healing cards require a monkey to use or have other weaknesses that limit potential healing.
**Quick Break is better than [[Jungle's Bounty Druid]] before Round 10, and has no risk of wasting Gold in case of monkey removal cards.
**[[Clever Yellow Bloon]], [[Jungle's Bounty Druid]] and [[Monkey Priestess]] all require a monkey and offer less or similar healing in the case of Priestess.
**[[Monkey Priestess]] gives the same health heal at once but requires a full Monkey setup with one spare Monkey to activate the heal.
**[[Strike Bloon]] can be damaged to lower its healing capabilities.
*Compared to [[Mana Shield (BCS)|Mana Shield]], it's less cost-efficient and only usable if the Hero has already taken damage, but it lets Heroes take much more damage, making it better later in the game where Gold is less relevant.
*Compared to [[Mana Shield (BCS)|Mana Shield]], it's less cost-efficient and requires more gold to cycle out of hand, but it lets Heroes take much more damage, making it useful in control decks or decks that generate lots of gold like [[Striker Jones (BCS)|Striker Jones]] with [[War Bonds]].
*The extra charge allows the player to gain up to 200 HP, in 100 HP intervals.
*The extra charge allows the player to gain up to 200 HP, in 100 HP intervals. This is enough healing in most scenarios to survive against aggro decks consistently.
*Compared to [[Strike Bloon]], Quick Break is a Common and has an immediate effect, though the health gain is constant.


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