Revision as of 06:45, 24 June 2026 by Qwertyxp2000(talk | contribs)(https://www.reddit.com/r/bloonscardstorm/comments/1uciao2/i_hate_long_range_rang_it_gets_so_much_value_for/ Btw, no you cannot convince me that this card is not straight up bad, it's just many other cards just do a better job against competent players. Thus, we must state signs where people can use LLR to its fullest and actually do "well" at the game due to opponent incompetence)
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 the target.
Long Range Rang's damage is inefficient for the cost, and its only strength compared to any other Power card is having infinite card generation. However, if the opponent cannot make a sufficiently big or fast push, the player will always have a way to slowly chip health of enemy Bloons and use excess Gold during max Eco to keep spending for guaranteed damage.
Most cards for 3 Gold do more burst damage (e.g. Sniper Monkey does 90 damage), long-term damage (e.g. three Barrel of Monkeys does 60 damage per turn), or protection (e.g. Wall Of Trees protects 120 health).
Long Range Rang has many weaknesses; it falls flat to aggro, can lose tempo due to the constant investment, and it encourages a full hand, making the user vulnerable to opposing tempo and control decks. Competent players who can properly manage resources will be able to outpace the slow damage and high spending requirements of this card. Additionally, it is helpless against instantaneous damage.
Against the early-game and mid-game, Long Range Rang cannot keep ever up with more than 3 high-health Bloons at a time without additional support such as Super Monkey Storm or placed Monkeys.
During the late-game, Long Range Rang users may continuously use it on Storm Bloons, such as the Double Ceramic Bloons. If your deck focuses on late-game, add cards that bypass it with cards such as Eerie Lifeforce and Quick Ready.
Avoid overspending on Long Range Rangs, or else it will become difficult to build long-term resources. Use it sparingly after building a stable Monkey defense.
To keep it, ensure it never pops a Bloon; the reverse is true.
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.
Equipping multiple Long Range Rangs are usually not necessary, as this card can return infinitely under the right conditions. That is, unless Long Range Rang serves as a wincon, such as Deck Manipulation Dreadbloon.
Assuming max Gold, 6 Long Range Rangs deal up to 420 damage in a single turn.
Assuming max Eco, 3 Long Range Rangs can be afforded in a single turn, which deal up to 210 damage per turn. Every 3rd turn would allow an extra Long Range Rang, depending on Gold left over.
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.
Although it can target your own Bloons, there's little practical reason to do that.