Long Range Rang: Difference between revisions

Qwertyxp2000 (talk | contribs)
https://www.reddit.com/r/bloonscardstorm/comments/1uciao2/i_hate_long_range_rang_it_gets_so_much_value_for/ Btw, no you cannot convince me that this card is not straight up bad, it's just many other cards just do a better job against competent players. Thus, we must state signs where people can use LLR to its fullest and actually do "well" at the game due to opponent incompetence
Qwertyxp2000 (talk | contribs)
 
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*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless Long Range Rang serves as a wincon, such as Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]].
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless Long Range Rang serves as a wincon, such as Deck Manipulation [[Dreadbloon (BCS)|Dreadbloon]].
*Assuming max Gold, 6 Long Range Rangs deal up to 420 damage in a single turn.
*Assuming max Gold, 6 Long Range Rangs deal up to 420 damage in a single turn.
*Assuming max Eco, 3 Long Range Rangs can be afforded in a single turn, which deal up to 210 damage per turn. Every 3rd turn would allow an extra Long Range Rang, depending on Gold left over.
*Assuming max Eco, 3 Long Range Rangs can be afforded in a single turn, which deal up to 210 damage per turn. Every 3rd turn would allow an extra Long Range Rang, depending if Gold left over per turn is at most 10 out of 20.
*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.  
*Although it can target your own Bloons, there's little practical reason to do that.
*Although it can target your own Bloons, there's little practical reason to do that.