Long Range Rang: Difference between revisions
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*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 | *Equipping multiple copies of Long Range Rangs is usually not necessary, as this card can return infinitely under the right conditions. | ||
*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. | *Some Bloons, notably Double 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 Yellow Bloon]] takes 1 hit to reach 40 health, which is much easier to deal with on its own. | |||
**[[Double Lead Bloon]] takes two hits to reach 10 Health, needing at least 20 damage to pop the remains, assuming no Health modifiers. | **[[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,<!--220 modulo 70 is 10--> assuming no Health modifiers. | **[[Double Ceramic Bloon]] takes three hits to reach 10 Health,<!--220 modulo 70 is 10--> assuming no Health modifiers. | ||
*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. | *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. | ||
Revision as of 05:28, 3 February 2026
For other uses, see Long Range Rangs (disambiguation).
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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 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.
- 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 copies of Long Range Rangs is usually not necessary, as this card can return infinitely under the right conditions.
- Some Bloons, notably Double 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 Yellow Bloon takes 1 hit to reach 40 health, which is much easier to deal with on its own.
- 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.
- 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
The word "damage" is no longer capitalized in the card description
Gallery
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Icon
In other languages
This section was last updated for: version 4.0
| 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 | — |
| 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 | — |