Long Range Rang: Difference between revisions
Qwertyxp2000 (talk | contribs) Trust me, you'll hate this but if you're at 0 cards left (not quite game over but you run out of new cards, pretty sure 1 card and above still works) then uhoh that long range rang aint gonna come back. Sorry, pal. |
Qwertyxp2000 (talk | contribs) Plantation? Nope |
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{{BCS power info | {{BCS power info | ||
|id=LongRangeRang | |id=LongRangeRang | ||
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==Tips== | ==Tips== | ||
{{BCS last updated| | {{BCS last updated|6.1|section=y}} | ||
*Long Range Rang is helpful for doing more damage if Gold is not too much a concern, and as a Power it is not affected by Bloons with Must Pop (especially [[Target Practice Blimp]]). To keep it, ensure it never pops a Bloon; the reverse is true. | *Long Range Rang is helpful for doing more damage if Gold is not too much a concern, and as a Power it is not affected by Bloons with Must Pop (especially [[Target Practice Blimp]]). To keep it, ensure it never pops a Bloon; the reverse is true. | ||
*Long Range Rang can also target own Bloons. | *Long Range Rang can also target own Bloons. For instance, popping or damaging [[The Eternal]], chipping a [[Volatile Bloon]] to follow up with a Hero ability, or unclog one [[Red Bloon (BCS)|Red Bloon]] from a [[Red Bloon Apopalypse]]. It's not strictly better than [[Quincy (BCS)|Quincy]]'s Arrow Shot, however, as he's better for triggering [[Growth Gas Bloon]]s. | ||
*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. | ||
*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. | *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 some situations require it to fully pop a Bloon, such as opening space for [[The Eternal]], or against most enemy scaling Bloons. | *Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless some situations require it to fully pop a Bloon, such as opening space for [[The Eternal]], or against most enemy scaling Bloons. | ||
*Stage 1 [[Dreadbloon (BCS)|Dreadbloon]] at phase 3 and above has [[Rock Bloon (BCS)|Rock Bloon]]s with enough Armor to not be one-shot by Long Range Rang (i.e. 60 HP + 15 Armor = 5 HP). Thus, if wanting to get rid of Rock Bloons with splash damage or board clear that does at least 20 damage (e.g. [[Spike Storm!]]), Long Range Rang can be used this way. | *Some Bloons can be chipped to barely above 0 Health with Long Range Rang. | ||
**[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains. That is assuming no other Health modifiers. | |||
**Stage 1 [[Dreadbloon (BCS)|Dreadbloon]] at phase 3 and above has [[Rock Bloon (BCS)|Rock Bloon]]s with enough Armor to not be one-shot by Long Range Rang (i.e. 60 HP + 15 Armor = 5 HP). Thus, if wanting to get rid of Rock Bloons with splash damage or board clear that does at least 20 damage (e.g. [[Spike Storm!]]), Long Range Rang can be used this way. | |||
==Update history== | ==Update history== | ||