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}} | ||
*Against opponents who can properly manage resources, Long Range Rang is not a strong card. | *Long Range Rang relies on excess Gold and is subpar without it, dealing only 70 damage for 3 Gold. Its only strength compared to any other card is its infinite card generation. Use it sparingly after building a stable Monkey defense, and don't spend too much or else it's harder to afford expensive cards and combinations. | ||
**Most cards for 3 Gold do more burst damage (e.g. [[Sniper Monkey (BCS)|Sniper Monkey]] does 90 damage), long-term damage (e.g. three [[Barrel of Monkeys]] does 60 damage per turn), or protection (e.g. [[Wall Of Trees (BCS)|Wall Of Trees]] protects 120 health). | |||
**Against opponents who can properly manage resources, Long Range Rang is not a strong card. Long Range Rang has many weaknesses; it falls flat to aggro, can lose tempo due to the constant investment, and it encourages a full hand, making the user vulnerable to opposing tempo and control decks. | |||
*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. | ||