Long Range Rang: Difference between revisions
Planterror (talk | contribs) →Tips: I need to set the record straight here, qwerty does not seem to understand |
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{{BCS last updated|6.2|section=y}} | {{BCS last updated|6.2|section=y}} | ||
*Long Range Rang is not recommended for many decks as it is very weak for its power, at 3 gold for 70 damage it fails to fully pop even 2 cost Bloons such as [[Strike Bloon]] or [[Swarm Green Bloon]] and also requires monkeys to finish off. | *Long Range Rang is not recommended for many decks as it is very weak for its power, at 3 gold for 70 damage it fails to fully pop even 2 cost Bloons such as [[Strike Bloon]] or [[Swarm Green Bloon]] and also requires monkeys to finish off. | ||
**Using it multiple times on a single Bloon amplifies the problem and simply wastes gold for little payoff. | |||
*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. | *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]]. | ||