Long Range Rang: Difference between revisions

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==Tips==
==Tips==
{{BCS last updated|6.3|section=y}}
{{BCS last updated|6.4|section=y}}
*Long Range Rang's damage is inefficient for the cost, and its only strength compared to any other Power card is having infinite card generation. However, if the opponent cannot make a sufficiently big or fast push, the player will always have a way to slowly chip health of enemy Bloons and use excess Gold during max Eco to keep spending for guaranteed damage.
*Long Range Rang's damage is inefficient for the cost, and its only strength compared to any other Power card is having infinite card generation. However, if the opponent cannot make a sufficiently big or fast push, the player will always have a way to slowly chip health of enemy Bloons and use excess Gold during max Eco to keep spending for guaranteed damage.
**Most cards for 3 Gold do more burst damage (e.g. [[Sniper Monkey (BCS)|Sniper Monkey]] does 90 damage), long-term damage (e.g. three [[Barrel of Monkeys]] does 60 damage per turn), or protection (e.g. [[Wall Of Trees (BCS)|Wall Of Trees]] protects 120 health).
**Most cards for 3 Gold do more burst damage (e.g. [[Sniper Monkey (BCS)|Sniper Monkey]] does 90 damage), long-term damage (e.g. three [[Barrel of Monkeys]] does 60 damage per turn), or protection (e.g. [[Wall Of Trees (BCS)|Wall Of Trees]] protects 120 health).
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*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.
*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 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 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.
*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.