Long Range Rang: Difference between revisions
Qwertyxp2000 (talk | contribs) →Tips: something about why llr earlygame is bad (admittingly so) |
Qwertyxp2000 (talk | contribs) you're supposed to do the almost-kill when you do llr, llr actually falls flat to aggro, more like. the reason why against dready seems "good" with llr is that dready can be exploited to screw up its ai such that the tempo of dready is completely gone, leaving opportunity to use excess Gold gained across rounds. The key that makes llr good/bad: "needs excess gold" and "bad against competently resourceful players" which is like the majority of actually skilled players |
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==Tips== | ==Tips== | ||
{{BCS last updated|6.2|section=y}} | {{BCS last updated|6.2|section=y}} | ||
*Long Range Rang | *Against opponents who can properly manage resources, Long Range Rang is not a strong card. It falls flat against aggro, dealing only 70 damage for 3 Gold instead of buying cheap early-game Monkeys. Long Range Rang can lose tempo due to the constant investment, and it encourages a full hand, making the user vulnerable to opposing tempo and control decks. | ||
* | *Long Range Rang relies on excess Gold and is too weak without it. Don't rely on this card until later rounds, when Gold is less of a problem, and use it sparingly so you don't end up losing time and resources to build a wincon. | ||
*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. | ||
*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. | ||
*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, such as Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]]. | |||
*Assuming max Gold, 6 Long Range Rangs deal up to 420 damage in a single turn. | |||
*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. | |||
*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. | ||