Long Range Rang: Difference between revisions
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**[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains, assuming no Health modifiers. | **[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains, assuming no Health modifiers. | ||
**[[Double Ceramic Bloon]] takes three hits to reach 10 Health,<!--220 modulo 70 is 10--> assuming no Health modifiers. | **[[Double Ceramic Bloon]] takes three hits to reach 10 Health,<!--220 modulo 70 is 10--> assuming no Health modifiers. | ||
**[[Buddy Bloon]] takes three hits to reach 15 Health, assuming no 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). At Phase 3, only 20 damage or more is needed to follow up, 25 damage at phase 4. | **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). At Phase 3, only 20 damage or more is needed to follow up, 25 damage at phase 4. | ||
*Avoid over-using Long Range Rang without anticipating further rushes in future rounds, otherwise it's harder to afford anything costing more than 10 Gold. Only use as many Long Range Rangs as necessary. | *Avoid over-using Long Range Rang without anticipating further rushes in future rounds, otherwise it's harder to afford anything costing more than 10 Gold. Only use as many Long Range Rangs as necessary. | ||