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's Act of Power.
Combining a Quick Ready with Fortify (especially on Double Bloons) and/or Double Trouble can output more potential damage to the opponent.
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 may also provide opportunities to use multiple Quick Readies.
Double Rainbows and Double Ceramics are often strong candidates for Quick Ready targets from the Storm. Pinks from the Storm also open up more total damage.
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'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, as well as control decks with a heavy focus on monkey removal. It is too expensive to be reliable for full aggro decks, and passive control decks aim to outlast the opponent more than preying on their weaknesses.