Long Range Rang: Difference between revisions

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==Tips==
==Tips==
{{BCS last updated|4.0|section=y}}
{{BCS last updated|5.0|section=y}}
*Long Range Rang is helpful for doing more damage if Gold is not too much a concern, and as a Power it is not affected by Bloons with Must Pop (especially [[Target Practice Blimp]]). To keep it, ensure it never pops a Bloon; the reverse is true.
*Long Range Rang is helpful for doing more damage if Gold is not too much a concern, and as a Power it is not affected by Bloons with Must Pop (especially [[Target Practice Blimp]]). To keep it, ensure it never pops a Bloon; the reverse is true.
*Long Range Rang can also target own Bloons. It can be used for popping or damaging [[The Eternal]], or also unclog one [[Red Bloon (BCS)|Red Bloon]] from a [[Red Bloon Apopalypse]]. It's not strictly better than [[Quincy (BCS)|Quincy]]'s Arrow Shot, however, as he's better for triggering [[Growth Gas Bloon]]s.
*Long Range Rang can also target own Bloons. It can be used for popping or damaging [[The Eternal]], or also unclog one [[Red Bloon (BCS)|Red Bloon]] from a [[Red Bloon Apopalypse]]. It's not strictly better than [[Quincy (BCS)|Quincy]]'s Arrow Shot, however, as he's better for triggering [[Growth Gas Bloon]]s.
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*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 Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless some situations require it to fully pop a Bloon, such as opening space for [[The Eternal]], or against most enemy scaling Bloons.
*Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless some situations require it to fully pop a Bloon, such as opening space for [[The Eternal]], or against most enemy scaling Bloons.
*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). Thus, if wanting to get rid of Rock Bloons with splash damage or board clear that does at least 20 damage (e.g. [[Spike Storm!]]), Long Range Rang can be used this way.


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