Revision as of 07:03, 1 February 2026 by Qwertyxp2000(talk | contribs)(eternal synergy with self-pop sucks now and should never be revolved around as a strategy)
Long Range Rang is a Basic Powercard in Bloons Card Storm, introduced in version 4.0. It deals 70 damage to a target Bloon. If it does not pop the target, this card returns to the player's hand. Otherwise, it is consumed as normal. It does not return if the player has no cards left in their deck, even if it doesn't pop a Bloon.
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, but should rarely be used for that purpose, unless it's something like chipping Volatile Bloon to follow up with a Hero ability, or unclog one Red Bloon from a Red Bloon Apopalypse.
With max Gold, up to 6 Long Range Rangs can be played, for up to 420 damage.
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, and being a Common it's easy to draw it. That is, unless Long Range Rang is a necessary wincon (especially Deck Manipulation Dreadbloon), or for situations that require fully popping a Bloon, such as finishing off scaling Bloons in a pinch.
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, assuming no Health modifiers.
Stage 1 Dreadbloon at phase 3 and above has Rock Bloons with enough Armor to not be one-shot by Long Range Rang (i.e. 60 HP + 15 Armor = 5 HP). At Phase 3, only 20 damage or more is needed to follow up, 25 damage at phase 4.
Avoid over-using Long Range Rang without anticipating further rushes in future rounds, otherwise it's harder to afford anything costing more than 10 Gold. Only use as many Long Range Rangs as necessary.