Quick Ready: Difference between revisions

huh. How is the future template still there?
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→Tips: some people say quick ready is only a must for midrange, and not for control, but i say full control uses no quick ready
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==Tips==
==Tips==
*This card can be used as a powerful finisher option, especially when used on a high health Bloon that is at one delay. Unlike [[Hastening Bloon]], Quick Ready can target any Bloon at the will of the player.
*This card can be used as a powerful finisher option, especially when used on a high health Bloon that is at one delay. Unlike [[Hastening Bloon]], Quick Ready can target any Bloon at the will of the player, and can be discounted by [[Amelia the Amazing (BCS)|Amelia]]'s Wand Over Wallet.
*Quick Ready is generally best on midrange and control decks. It is too expensive to be reliable for full aggro decks.
*Keeping at least one Quick Ready for mid-to-late rounds could allow you to break a stalemate, or even save you from an opponent's rush.
*Keeping at least one Quick Ready for mid-to-late rounds could allow you to break a stalemate, or even save you from an opponent's rush.
** Storing multiple Quick Readies are recommended when approaching the late-game, especially if there are already lots of high-HP Bloons on your side. The [[Storm (BCS)|Storm]] may also provide opportunities to use multiple Quick Readies.
** If the opponent does not have a [[Hero Protection]] active, a single bloon with 500+ damage can OTK them, if accounting for Defenders, Shields, and [[Adora (BCS)|Adora]]'s passive.
**As a countermeasure to multiple Quick Readies, players may divide their damage among large crowds of bloons.
*Quick Ready is generally best on midrange decks. It is too expensive to be reliable for full aggro decks, and full control decks aim to outlast the opponent more than preying on their weaknesses.


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