Long Range Rang: Difference between revisions

Qwertyxp2000 (talk | contribs)
Tips: yes it encourages full hand
Qwertyxp2000 (talk | contribs)
Tips: something about why llr earlygame is bad (admittingly so)
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{{BCS last updated|6.2|section=y}}
{{BCS last updated|6.2|section=y}}
*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. Additionally, Long Range Rang encourages a full hand, which is opposite of the ideal for control decks.
*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. Additionally, Long Range Rang encourages a full hand, which is opposite of the ideal for control decks.
**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.
**Don't rely on this card to deal damage. It's only going to make it harder to afford anything later on; your aggression slows down and loses time to build up resources. 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]]).
*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.
*To keep it, ensure it never pops a Bloon; the reverse is true.