Quick Ready

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Revision as of 05:14, 11 March 2026 by Qwertyxp2000 (talk | contribs) (Obligatory "0-delay stoppers" mention because obviously account for this when you do a finisher on a Bloon that has yet to already decrease its delay)
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Quick Ready
Quick Ready card art
Reduces the delay on target Bloon by 1
5, 4, 3, 2, Go!
Class Exotic Exotic
Card Pack Classic
Rarity Rare
Keywords
Introduced Firstlook test
Stats
Cost Gold 7 Charges 1

Quick Ready is an Exotic Power card in Bloons Card Storm. It reduces the Delay of the target Bloon on either player's side by 1, to a minimum of 0. The affected bloon moves towards the queue in order of recentness (i.e. oldest go first).

The card artwork depicts a Green Bloon finishing a race in first place, competing against a Blue Bloon and Red Bloon. Only the Green is depicted to be moving, a nod to BCS turn mechanics. The race track is showered with confetti, and many of the Bloons in the spectator crowd have Bloon Decals from Bloons TD Battles 2.

Tips

This section was last updated for: version 6.2
  • Quick Ready is a powerful finisher, especially when used on a high health Bloon that is at one delay. Unlike Hastening Bloon, which costs 1 less Gold, Quick Ready can target any Bloon at the will of the player and can be discounted by Amelia's Act of Power. Quick Ready is a vital card to many archetypes and decks, and knowing how to use and play around it is essential.
  • For Aggro, it typically is not necessary to run Quick Ready as it is expensive and most Bloons that you run do not benefit especially from Quick Ready.
  • For Burn, Quick Ready can be used on Double Yellow Bloons or Storm Bloons to deal immediate chip damage to the opponent. This is typically better with Amelia, as Act of Power makes a combo like Double Yellow + Quick Ready cost less than 10 Gold.
  • For Tempo, Quick Ready is immensely powerful at finishing off games by reducing high health 1 or 2 delay Bloons to 0 delay. It is highly reccomended to run Quick Ready in nearly every Tempo deck, as the efficiency of which it wins games is unmatchable. Combining it with MOAB Construction Facility can make very fast large Bloons that can kill very quickly. Common recipients are Golden Blimp, Soulstealer Bloon, and BFB.
  • For OTK, Quick Ready is practically required for nearly all combos. Double Yellow Bloon and Triple Threat Bloon OTK require Quick Ready, and Rad Bloon OTK is heavily boosted by running Quick Ready. To afford expensive combos, the OTK user must run a card like Quincy Action Figure or Favored Trade to be able to play over 20 gold in one turn.
  • For Control, Quick Ready is useful at finishing off the game with Eerie Lifeforce, or Storm Bloons such as Double Ceramic. Quick Ready is essential for Control decks to finish out games against opponents.
  • Keeping Quick Readies in your hand for mid-to-late rounds is important, as it allows you to break a stalemate, or save yourself from an opponent's rush by killing them first.
    • 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.
    • If the opponent does not have a protective aura (Hero Protection, Corvus Academy of Arts) active, a single leaking Bloon with 500+ damage can OTK them. Account for Defenders, Shields, Adora's passive, and 0-delay stoppers (e.g. Druid of Peace, ARBITR) before using Quick Ready.
    • Quick Ready + Double Trouble is a very effective combo that breaks through Defenders and Hero Protection if used on a higher health Bloon. Make sure to be aware of your Gold, as this combo is expensive and may require a card like Quincy Action Figure to afford.
    • As a countermeasure to multiple Quick Readies, players may divide their damage among large crowds of bloons, making the effectiveness of Quick Ready reduced on a singular Bloon.
  • Quick Ready is crucial to keep until it kills or puts your opponent in such a bad situation that recovery is near impossible. Do not use Quick Ready to just speed up Bloons, but instead use them as a finisher.
  • Multiple Rare Powers can accelerate the process of acquiring Quick Ready, if Quick Ready is the deck's win condition. For Striker Jones, many Military Monkeys aren’t rare, allowing Rare Power to be more useful in getting Quick Ready for him.

Update history

Version 0.8 (build 144)

  • Nerf Cost increased ― 3 → 4

Version 0.8 (build 177)

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

In other languages

Name
Language Text Notes
Danish Hurtigt klar
German Schnell bereit
Spanish (Latin America) Listo para arrancar
French Préparation rapide
Italian Partenza velocizzata
Japanese さっさと準備完了
Korean 빠른 준비
Norwegian Raskt klar
Polish Szybki odpoczynek
Portuguese (Brazil) Ativação Rápida
Russian Быстрая подготовка
Swedish Snabbt redo
Chinese (traditional) 快速備戰
Flavor
Language Text Notes
Danish 5, 4, 3, 2, i gang!
German 5, 4, 3, 2, los!
Spanish (Latin America) 5, 4, 3, 2, ¡vamos!
French 5, 4, 3, 2, partez !
Italian 5, 4, 3, 2, via!
Japanese 5、4、3、2、ゴー!
Korean 5, 4, 3, 2, 1, 땡!
Norwegian 5, 4, 3, 2, start!
Polish 5, 4, 3, 2, start!
Portuguese (Brazil) 5, 4, 3, 2, vai!
Russian 5, 4, 3, 2, вперед!
Swedish 5, 4, 3, 2, kör!
Chinese (traditional) 5、4、3、2、衝!