When used with proper support, can be absolutely devastating. Does major damage to one unit at a time, including buildings. Strengths: Single target melee troop with high hitpoints. At this level, you'll be able to unlock the mighty P.E.K.K.A., as well as Tesla, Minion Horde, Inferno Tower, Hog Rider, and Freeze. You'll need more than 1,100 trophies to move on to P.E.K.K.A.'s Playhouse, and you'll be demoted back to Barbarian Bowl if your trophy count falls below 1050. Now you're really playing with the big boys. Weaknesses: Takes five seconds to deploy, giving the opponent time to counter with a high hitpoint meat shield, or launch a Rocket or Fireball. Cast a Rage spell to decrease the deploy time and increase it's already fast hit speed, but at the cost of the X-Bow's lifespan. Longer range than Crown Towers, meaning you can get fast, consistent damage on the Crown Tower from your own end of the arena. Can make quick work of groups of low hitpoint troops such as Goblins and Skeletons. Strengths: Long ranged, single target building that can be used offensively or defensively. Make it to this Arena and you're able to unlock Skeletons, Tombstone, Giant Skeleton, Bomb Tower, and Balloon (notice a pattern at all?), as well as Minions. Moving on up, are we? This Arena is unlocked at 400 trophies, but you'll have to continue to improve because you'll be demoted back to Goblin Stadium if your trophy count falls below 350. A well-timed spell (Fireball and Arrows especially) can effectively nullify Barrel Goblins before they're able to deal any damage to Crown Towers. The attack is telegraphed, so the opponent has time to prepare a counter if possible. Weaknesses: The Goblins themselves are easy to take out. Good for flushing out an opponent's spell card, allowing you to rush with Skeleton Army knowing they can't immediately counter. They're able to deal a lot of damage when throwing them right at a Crown Tower or a well-hidden Goblin Hut or Barbarian Hut. Timed right, they can totally frustrate an opponent who blew through their Elixir going on an offensive rush. Strengths: Launches three melee Goblins anywhere on the arena. You'll unlock them in Chests, whether they be Free Chests, Crown Chests, or Chests received in victory. As per the name, this is the Arena which allows you to unlock Spear Goblins, Goblins, Goblin Hut, and Goblin Barrel, as well as Valkyrie and Lightning. This one is n00b central, and unless you're absolutely awful, you should quickly make your way through this arena as you work towards 400 trophies. The first Arena you move on to after the Training Camp. Weaknesses: Can be taken out easily when troops are dropped right on her, or by a Rocket or Lightning spell. Ranged attack can target air troops as well. Her ranged attack makes her a good counter attack against low hitpoint swarms. Best used in tandem with other troops to act as meat shields so she can continue to churn out Skeletons. Try placing the Witch farther back when sending in a Giant or other troops to allow her to spawn Skeletons and effectively use her ranged attack. If a Supercell employee see's this try taking it into consideration because this needs to be fixed.Strengths: Short range, moderate hitpoint ground troop, that also summons three skeletons every three seconds. I understand that this card can also be taken down very well with a tombstone or skeleton army but if you do not have these cards in your deck it could be very bad, but some other good counters are Snow Golem and minions, minion horde, barbarians or even elite barbs. Even though that this card was not so good when it came out Supercell in my opinion did not do enough field test with this card as in its buffed form and if they thought it was ok for a card to take down a left or right tower and do serious damage too the king they need some help. In my opinion this should be dropped down too 1335 HP and an attack of 310 which in my opinion is pretty fair, but we have not had an OP problem before that Supercell has not fixed. But as a lvl thirteen they have stats of 1545 HP and 386 Damage which in my opinion is just a little too much. As lvl one they have 500 HP 125 Damage which are pretty good base stats. In my opinion elite barbarians are as of right now they are the most OP card in the game.
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