Long Range Rang: Difference between revisions

Tips: stop adding back tips that are just not useful
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*Long Range Rang demands a lot of Gold to ever be considered for a deck. At 3 Gold for 70 damage, it fails to fully pop even 2 cost Bloons such as [[Strike Bloon]] or [[Swarm Green Bloon]] and also requires monkeys to finish them off.
*Long Range Rang demands a lot of Gold to ever be considered for a deck. At 3 Gold for 70 damage, it fails to fully pop even 2 cost Bloons such as [[Strike Bloon]] or [[Swarm Green Bloon]] and also requires monkeys to finish them off.
**Don't rely on this card to deal damage. It's only going to make it harder to afford anything later on. Use it sparingly for later rounds, when Gold is less of a problem.
**Don't rely on this card to deal damage. It's only going to make it harder to afford anything later on. Use it sparingly for later rounds, when Gold is less of a problem.
*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.
*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.
*Although it can target your own Bloons, there's little practical reason to do that.
*Although it can target your own Bloons, there's little practical reason to do that.
*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.