Long Range Rang: Difference between revisions

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Tips: stop adding back tips that are just not useful
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*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, particularly for Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]].
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. 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.
**[[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.