Long Range Rang: Difference between revisions
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==Tips== | ==Tips== | ||
{{BCS last updated|6.2|section=y}} | {{BCS last updated|6.2|section=y}} | ||
* | *If Gold is not too much a concern, Long Range Rang does a considerable burst of damage, and as a Power it is not affected by Bloons with Must Pop (especially [[Target Practice Blimp]]) or anything that affects only Monkeys (e.g. [[Stun Gas Bloon]], [[Weakening Gas Bloon]], [[Toxic Bloon]]). 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]]. | *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. | ||
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions, and being a Common it's easy to draw it. That is, unless Long Range Rang serves as a wincon, | *Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions, and being a Common it's easy to draw it. That is, unless Long Range Rang serves as a wincon, particularly for Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]]. | ||
*Some Bloons can be chipped to barely above 0 Health with Long Range Rang. Thus, a player can use a low-damage attack to finish it off. | *Some Bloons can be chipped to barely above 0 Health with Long Range Rang. Thus, a player can use a low-damage attack to finish it off. | ||
**[[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. | ||