Long Range Rang: Difference between revisions

From Blooncyclopedia, the independent Bloons knowledge base
Jump to navigation Jump to search
Qwertyxp2000 (talk | contribs)
Qwertyxp2000 (talk | contribs)
No edit summary
Line 24: Line 24:
==Tips==
==Tips==
{{BCS last updated|6.2|section=y}}
{{BCS last updated|6.2|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]]) 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.
*Long Range Rang can also target own Bloons, but should rarely be used for that purpose, unless it's something like chipping [[Volatile Bloon]] to follow up with a Hero ability, or unclog one [[Red Bloon (BCS)|Red Bloon]] from a [[Red Bloon Apopalypse]].
*Long Range Rang can also target own Bloons, but should rarely be used for that purpose, unless it's something like chipping [[Volatile Bloon]] to follow up with a Hero ability, or unclog one [[Red Bloon (BCS)|Red Bloon]] from a [[Red Bloon Apopalypse]].
*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.

Revision as of 07:15, 1 February 2026

Long Range Rang
Card art of Long Range Rang
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 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) 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.
  • Long Range Rang can also target own Bloons, but should rarely be used for that purpose, unless it's something like chipping Volatile Bloon to follow up with a Hero ability, or unclog one Red Bloon from a Red Bloon Apopalypse.
  • 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, and being a Common it's easy to draw it. That is, unless Long Range Rang serves as a wincon, specifically 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.
    • Buddy Bloon takes three hits to reach 15 Health, assuming no Health modifiers.
    • Stage 1 Dreadbloon at phase 3 and above has Rock Bloons with enough Armor to not be one-shot by Long Range Rang (i.e. 60 HP + 15 Armor = 5 HP). At Phase 3, only 20 damage or more is needed to follow up, 25 damage at phase 4.
  • Avoid over-using Long Range Rang without anticipating further rushes in future rounds, otherwise it's harder to afford anything costing more than 10 Gold. Only use as many Long Range Rangs as necessary.

Update history

  • Change The word "damage" is no longer capitalized in the card description
Scoop's Tall Tale icon This article or section needs more screenshots.
See the screenshot guidelines for more information on what screenshots are needed and how to add them.

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 —