Quick Break: Difference between revisions
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==Tips== | ==Tips== | ||
{{BCS last updated| | {{BCS last updated|4.4|section=y}} | ||
*Quick Break guarantees health healing, which unlike most healing cards, is cheap and does not depend on Monkeys. | *Quick Break guarantees health healing, which unlike most healing cards, is cheap and does not depend on Monkeys. | ||
**Quick Break is better than [[Jungle's Bounty Druid]] before Round 10, and has no risk of wasting Gold in case of monkey removal cards. | **Quick Break is better than [[Jungle's Bounty Druid]] before Round 10, and has no risk of wasting Gold in case of monkey removal cards. | ||
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*Compared to [[Mana Shield (BCS)|Mana Shield]], it's less cost-efficient and only usable if the Hero has already taken damage, but it lets Heroes take much more damage, making it better later in the game where Gold is less relevant. | *Compared to [[Mana Shield (BCS)|Mana Shield]], it's less cost-efficient and only usable if the Hero has already taken damage, but it lets Heroes take much more damage, making it better later in the game where Gold is less relevant. | ||
*The extra charge allows the player to gain up to 200 HP, in 100 HP intervals. | *The extra charge allows the player to gain up to 200 HP, in 100 HP intervals. | ||
*Compared to [[Strike Bloon]], Quick Break is a Common and has an immediate effect, though the health gain is constant. | |||
==Update history== | ==Update history== | ||