Long Range Rang: Difference between revisions

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Tips: some tips are outright redundant
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==Tips==
==Tips==
{{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 demands a lot of Gold to ever be considered for a deck. 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 them off.
**Using it multiple times on a single Bloon amplifies the problem and simply wastes gold for little payoff.
**Don't rely on this card to deal damage. It's only going to make it harder to afford anything later on. Use it sparingly for later rounds, when Gold is less of a problem.
*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.
*Although it can target your own Bloons, there's little practical reason to do that.
*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.
*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 copies of Long Range Rangs is usually not necessary, as this card can return infinitely under the right conditions.
*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, particularly for Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]].
*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.
*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 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.
**[[Buddy Bloon]] takes three hits to reach 15 Health, assuming no 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). At Phase 3, only 20 damage or more is needed to follow up, 25 damage at phase 4.


==Update history==
==Update history==