Long Range Rang: Difference between revisions

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*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.
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless some situations require it to fully pop a Bloon, such as opening space for [[The Eternal]], or against most enemy scaling Bloons.
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless some situations require it to fully pop a Bloon, such as opening space for [[The Eternal]], or against most enemy scaling Bloons.
*Some Bloons can be chipped to barely above 0 Health with Long Range Rang.
*Some Bloons can be chipped to barely above 0 Health with Long Range Rang. Thus, a player can use a low-damage attack yo finish off it.
**[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains. That is assuming no other Health modifiers.
**[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains. That is assuming no other Health modifiers.
**Stage 1 [[Dreadbloon (BCS)|Dreadbloon]] at phase 3 and above has [[Rock Bloon (BCS)|Rock Bloon]]s with enough Armor to not be one-shot by Long Range Rang (i.e. 60 HP + 15 Armor = 5 HP). Thus, if wanting to get rid of Rock Bloons with splash damage or board clear that does at least 20 damage (e.g. [[Spike Storm!]]), Long Range Rang can be used this way.
**Stage 1 [[Dreadbloon (BCS)|Dreadbloon]] at phase 3 and above has [[Rock Bloon (BCS)|Rock Bloon]]s with enough Armor to not be one-shot by Long Range Rang (i.e. 60 HP + 15 Armor = 5 HP). Only 20 damage or more is needed to follow up.


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