![]() Here again, Tornado can be used to clump all the enemy troops and kill them with your splash troops, regardless of the number of enemy troops, and get damage on the enemy tower at the same time. The reason being that you can get a lot of your splash troops on the arena and can repeatedly Tornado the enemy troops, so they won’t be getting near your towers anytime soon.Īt the same time, you can also do a lot of GY Poison pushes and have a strong support/tankage with it and deal a lot of damage. In triple elixir, your deck becomes extremely strong. Try to have enough elixir to defend stuff like that. Usually, apply pressure with a GY push, opponents spend a decent chunk of elixir on defence, but often can send a something like say, a sneaky Hog rider on the opposite lane. This might seem confusing, so let me explain. Start actively going for GY pushes and applying pressuring, yet always have enough elixir to defend against enemy pushes. Play passively and defend, don’t generally go for Graveyard pushes unless the opponent overcommits and you get a good counter push going or if the opponent places a heavy unit in the back and you need to pressure the opposite lane. In any other case, play anyone of the remaining four cards with the priority as follows: If you’re really desperate, then play Bomb Tower and hope that you can defend the enemy push. Here, you can’t make any play without wasting elixir and putting you at a disadvantage. Like the other splash cards, it has amazing synergy with tornado. Bomb tower provides amazing ground defense with its splash and high health, and its death damage can come in clutch a lot of times, even working against air troops. It is one of the strongest defensive buildings in the meta, or rather one of the only good defensive buildings in the meta. A lot of your matches would be dependent on getting a Baby drag lock on enemy towers and a good tornado. His fiery breaths can deal serious damage without seeming to be threatening. It has quite good HP for a troop meant to be splash support. Baby Dragon:īaby drag can be considered to be a secondary mini-tank if this deck. It is also a decent tank for your GY, as even though its only Firebally, it only costs 3 elixir and his slowing ability effectively increases his survivability and thus his ability to tank. Couple it with Tornado, and enemy troops are gonna have an extremely hard time reaching to your Princess Tower. Ice Wizard is an amazing defending card with his slowing ability. On offense, you can bring enemy troops from outside the Poison spell into it, or to clump all the enemy troops near the Princess Tower so that your splash troops can hit them as well as the tower simultaneously. You can also use it for King Tower activations. Tornado is the best card to use with the amount of splash available in this deck. With GY however, you can also use it as a cheap tank with your GY, if you don’t have other cards available or you wanna apply some opposite lane pressure without losing your defensive cards. You can use it to clear swarms and take care of support troops at the same time. As I said, use it to tank for GY, as an assassin to kill support troops (if barb barrel is not available/ isn’t enough) or just take care of win-condition and threat cards. For 3 elixir, Knight provides a lot of value and is an underrated card among casuals. Knight is the main Mini-tank for your GY. Even though GY and Poison form a strong pairing, try to use Poison when you can get good value out of it and not just for the sake of it, as an over-commitment can bite you back. Poison is GY’s best friend as well as it’s worst enemy when in the opponent’s hand. It can deal a lot of damage very easily and it’s near impossible to completely defend against a Graveyard. It’s one of the top 5 win-conditions in the current meta. Graveyard is the win-condition of this deck. ![]()
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