Long Range Rang: Difference between revisions

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Qwertyxp2000 (talk | contribs)
Tips: yes it encourages full hand
Qwertyxp2000 (talk | contribs)
Tips: something about why llr earlygame is bad (admittingly so)
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{{BCS last updated|6.2|section=y}}
{{BCS last updated|6.2|section=y}}
*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. Additionally, Long Range Rang encourages a full hand, which is opposite of the ideal for control decks.
*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. Additionally, Long Range Rang encourages a full hand, which is opposite of the ideal for control decks.
**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; your aggression slows down and loses time to build up resources. 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]]).
*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.
*To keep it, ensure it never pops a Bloon; the reverse is true.

Revision as of 06:32, 3 February 2026

Long Range Rang
Long Range Rang card art
Deal 70 damage to a Bloon. If that doesn't destroy it, return this card to your hand
It does come back eventually
Class Basic Basic
Card Pack Lead Storm
Rarity Common
Keywords
Introduced Version 4.0
Stats
Cost Gold 3 Charges 1

Long Range Rang is a Basic Power card in Bloons Card Storm, introduced in version 4.0. It deals 70 damage to a target Bloon. If it does not pop the target, this card returns to the player's hand. Otherwise, it is consumed as normal. It does not return if the player has no cards left in their deck, even if it doesn't pop a Bloon.

Tips

This section was last updated for: version 6.2
  • 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. Additionally, Long Range Rang encourages a full hand, which is opposite of the ideal for control decks.
    • Don't rely on this card to deal damage. It's only going to make it harder to afford anything later on; your aggression slows down and loses time to build up resources. 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.
  • 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.
  • 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.
  • 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 Ceramic Bloon takes three hits to reach 10 Health, assuming no Health modifiers.
  • Although it can target your own Bloons, there's little practical reason to do that.

Update history

  • Change The word "damage" is no longer capitalized in the card description
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In other languages

This section was last updated for: version 4.0
Name
Language Text Notes
Danish Langtrækkende B'rang
German Langstrecken-Bumerang
Spanish (Latin America) Búmeran de largo alcance
French Boomerang à longue portée
Italian Boomerang a lungo raggio
Japanese 長距離ブーメラン
Korean 원거리 부메랑
Norwegian Langkast-'rang
Polish Bumerang dalekiego zasięgu
Portuguese (Brazil) Bumerangue de Longo Alcance
Russian Дальнобойный бумеранг
Swedish Långdistansbumerang
Chinese (traditional) 長射程迴旋鏢
Flavor
Language Text Notes
Danish Det kommer tilbage til sidst
German Irgendwann kommt er zurück.
Spanish (Latin America) Con el tiempo vuelve.
French Il finit par revenir
Italian Prima o poi tornerà da te.
Japanese そのうち戻って来る。
Korean 언젠가는 돌아옵니다.
Norwegian Den kommer tilbake til slutt
Polish Ostatecznie kiedyś wróci
Portuguese (Brazil) Eventualmente ele volta.
Russian Когда-нибудь вернется
Swedish Det kommer tillbaka så småningom
Chinese (traditional) 它遲早會回來