Long Range Rang: Difference between revisions

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{{BCS last updated|6.2|section=y}}
{{BCS last updated|6.2|section=y}}
*Long Range Rang is helpful for doing more damage if Gold is not too much a concern, and as a Power it is not affected by Bloons with Must Pop (especially [[Target Practice Blimp]]). To keep it, ensure it never pops a Bloon; the reverse is true.
*Long Range Rang is helpful for doing more damage if Gold is not too much a concern, and as a Power it is not affected by Bloons with Must Pop (especially [[Target Practice Blimp]]). To keep it, ensure it never pops a Bloon; the reverse is true.
*Long Range Rang can also target own Bloons, but should rarely be used for that purpose, unless it's something like chipping [[Volatile Bloon]] to follow up with a Hero ability, or unclog one [[Red Bloon (BCS)|Red Bloon]] from a [[Red Bloon Apopalypse]], or for situations that require fully popping a Bloon, such as finishing off scaling Bloons in a pinch.
*Long Range Rang can also target own Bloons, but should rarely be used for that purpose, unless it's something like chipping [[Volatile Bloon]] to follow up with a Hero ability, or unclog one [[Red Bloon (BCS)|Red Bloon]] from a [[Red Bloon Apopalypse]].
*With max Gold, up to 6 Long Range Rangs can be played, for up to 420 damage.
*With max Gold, up to 6 Long Range Rangs can be played, for up to 420 damage.
*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.