Quick Ready

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Revision as of 23:53, 31 December 2024 by Qwertyxp2000 (talk | contribs) (→Tips)
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Quick Ready
Card art of Quick Ready
Reduces the delay on target Bloon by 1
5, 4, 3, 2, Go!
Class Exotic Exotic
Card Pack
Rarity Rare
Keywords —
Introduced Firstlook test
Stats
Cost Gold 6 Charges 1

Quick Ready is a Rare Power card in Bloons Card Storm. It reduces the Delay of the target Bloon on either player's side by 1, at a minimum of 0.

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, and can be discounted by Amelia's Act of Power.
    • Quick Ready can be combined with other powerful finishers to boost total damage. Fortify is especially effective on Double Bloons, and Double Trouble is an expensive but powerful boost to total damage. Certain combos require more than 20 Gold on a single turn; Quincy Action Figure is a reliable method of supplying more Gold in a single turn.
    • Having max Gold (or more precisely 18 Gold) allows all 3 Quick Readies to be used in a single turn.
  • 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.

Update history

Version 0.8 (build 144)

  • Nerf Cost increased ― 3 → 4

Version 0.8 (build 177)

  • Nerf Cost increased ― 4 → 6
  • Description changed
Before Reduces the delay on target Bloon by 1
After Reduce the delay on target Bloon by 1
  • Nerf Cost increased ― 6 → 7
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