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;War deck against boat |
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* A deck I've seen that looked effective: witch - giant - electro dragon - firecracker - tesla - princess - lumberjack - ?. First push with giant front, sorcerer, E dragon, firecracker. Took a full tower down. Tesla on the other side to protect. |
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=== Clan wars - boat defense === |
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=== Clan wars - boat defense === |
Revision as of 20:36, 19 September 2021
Links
Advises
- Play rather defensively than aggressively.
- Find the right time to build a counter push.
- Try to estimate the elixir of the opponent (did he play lot of cards, etc).
- Try to estimate the hand of the opponent (what cards does he play, what did he play, etc).
- Don't waste elixir, like putting a single troop at the bridge that will be killed by tower.
- Make sure that when defending, troops are still alive after defending.
- Wait to reach 10 elixir before playing a troop at the bottom of the map.
- Play cards fast, and together, so that they can all attack at the same time.
- Typically, do not play one card, then wait for elixir, then play a second card. Better wait for elixir to play both at the same time.
- Play card at the right spot, like:
- musketeer on the side of towers so that they can shoot but are not shot at.
- Use giant to protect weak but powerful troops (like bomber or musketeer).
- Always play meteor with value, like against an enemy tower + enemy troop.
- Don't play the goblin hut too close to river, but close enough to our tower so that tower can shoot.
- When defending, play card at the right spot to aim at the correct enemy troop (like play gargoyle on baby dragon).
- Against Prince:
- play Knight at the last sec to prevent opponent to play a spell (like meteor or arrows).
- or pl:ay Knight before the Prince is charging.
- Play a Giant in front, then musketeer / bomber behind. If musketeer is alive after a defense, add the Giant at the front for the counter push.
- Can play arrows, fireball, barbarian barrel, skeleton army, baby dragon.
- Defend against Giant skeleton:
- Eg: A Valkyrie at bridge junction (square right below the bridge) when Skeleton Giant passed that line, and a bomber at 5th square from river, and 5 to 6 square away from Valkyrie.
- Eg. against Wizard close to a tower, that we attack with a Lava Hound + Mega-Minion: don't aim the Wizard but slightly above, so that when fireball explodes, the blow pushes the Wizard towards our Mega-minion, killing the Wizard (otherwise, the Wizard would have killed the Mega-minion likely). Because the tower spotted the Lava Hound, our Mega-minion still alive can deal a lot of damage to the tower.
General advises
- Request card every day (eg. card from deck), and give also every day (to gain gold).
Deck advises
- Keep deck speed < 4.
- Keep two spells in deck (like arrow and meteor).
Things I learned
- Don't activate King castle (with arrows, fireball). Note that opponent may play cards to trigger his castle (eg. tornado, fisherman that brings our troop close to castle and start attacking it).
- Against furnace + tesla:
- Opp was playing furnace + tesla on one side, couldn't go through with Lava Hound. On second push, played LH bottom left, then after he play furnace + tesla, played Inferno D bottom right, then Miner before P tower spotted the dragon. Opp played skel army, killing miner, but could counter with arrows, hence Inferno D could take the tower.
- Against DIOS (lvl 8, challenge)
- Opponent play first card badly, 7 elixir, next to king castle. Should play it really bottom of the map, and behind the king castle.
- We play a Zappy, really bottom. They'll meet at bridge on our side. When ennemy at bridge, play dragon to freeze it (to protect Zappy, making sure it takes no damage).
- Opponent plays a sorcerer and some giant, we play a mega pekka like giant, still to protect Zappy. Then a Miner, to kill the sorcerer.
- We have lot of elixir still alive, when opponent has nothing.
- We play a fire archer, to protect against aerial stuff if any.
- Commented game - Against Dinho (lvl 5, arena 4, battle)
- I play Musketeer as first card, ok.
- Opponent play Goblin Barrel, we kill with Arrows, ok (but could we have let the Musketeer do the kill?)
- We play Giant at bridge, not good. Should have let Musketer continue. Now we spent lot of elixir, and are weak against counter push.
- Opp. play Pekka behind giant, and Knight.
- We play Minions, but too far. Should have waited for ennemy to come closer to tower.
TV Royale
- Miscellaneous
- Bomber: Play in front on king castle, in particular when other building in the middle. Very effective to defend.
- Tornada: to break apart some defensive troop (eg. disconnect a inferno dragon), or to concentrate troop when there is bomber that can attack.
- X-Arc:
- how to counter? a ice golem to distract then a barbarian barrel. Hunter can also attack. The Log + Earthquake + eg. bomber.
- 3 musketeer: countered by a tesla in the middle, shot by P tower and 3 skeletons on them to distract.
- P tower finish cycle: royal hogs, earthquake, log, skel, hogs, earthquake, bomber, log,
- saed - playing with hound/miner/inferno D, barbarian, skel D, zap, arrows.
- Direct push balloon then hound.
- Push Inferno D in the back, then add barbarian at bridge.
- Skel D to defend.
Decks
Battle decks
Ladder deck (current decck since 2021-09-14)
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- Barbarians (5) - Lava hound (7) - Miner (3) - Inferno dragon (4) - FLying machine (4) - Skeleton dragons (4) - Tombstone (3) - Arrows (3)
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- Very offensive deck (4.1 avg).
- Tombstone against Prince.
- Q?: Can we put tombstone close to castle so that to force activation of castle (eg. if opponent uses fireball or executioner?).
- Miner: Use Miner before LH split in puppies, to get spot from tower, and tank damage for puppies. Miner can be used in a lot of mini-counter push to tank damage before defending troop gets to towers. Can also be used to defend in emergencies.
- Arrows: Ideally to destroy distracting troop in a push / counter push. Better not use it against arrow baits (like Goblin barrel). For these, use dragons or barbarians.
- Skeleton dragon: lot of damage, but very weak. DO NOT USE Skel D AGAINST WIZARD OR EXECUTIONER AND ALIKE.
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Ladder deck (played until 2021-09-12)
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- Minions (3) - Balloon (5) - Barbarians (5) - Lava Hound (7) - Mega Minion (3) - Tombstone (3) - Fireball (4) - Zap (2)
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- Zap against Inferno D or T. However requires another offensive aerial troop (like minion).
- Was a bit hard to play.
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Ladder deck (played since 2021-09-01)
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- Minions (3) - Balloon (5) - Valkyrie (4) - Bomber (2) - Lava hound (7) - Mega-Minion (3) - Fireball (4) - Arrows (3)
- Gargouilles (3) - Ballon (5) - Valkyrie (4) - Bombardier (2) - Molosse de lave (7) - Méga gargouille (3) - Boule de feu (4) - Flèches (3)
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- Goal is to build a push. Lava hound must be at front, tanking the damage. Behind, a Balloon to deal damage to tower, and/or other troops to defend against Wizard, etc.
- Be able to take damage on our tower to build a counter push (eg. wait the Lava hound to reach our tower before putting a defensive troop, like Mega minion, to defend our tower). The idea is that our defensive troop must stay alive, behind the Lava hound.
- Push / counter-push
- Main push: lava hound and balloon behind.
- Bomber + mega-minion or Bomber + valkyrie may also do lot of damage.
- Lava hound + minions also deadly. Minions could be used to defend then catch up LH for counter-push.
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Ladder deck (played since 2021-08-21)
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- Skeleton Army (3) - Baby Dragon (4) - Giant Skeleton (6) - Mega-Minion (3) - Goblin Cage (4) - Fireball (4) - Goblin Barrel (3) - Barbarian Barrel (2)
- Armée de squelettes (3) - Bébé dragon (4) - Squelette géant (6) - Méga gargouilles (3) - Cage gobline (4) - Boule de feu (4) - Fût à gobelins (3) - Fût à barbare (2)
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- Play mainly defensively.
- Goal is to distract ennemy, making sure ennemy towers are aiming at eg. Giant Skeleton, then throw Goblin Barrel on same tower (who will then do lot of damage until giant is killed).
- Watch what kind of defense any has against Goblin Barrel.
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Ladder deck (last played 2021-08-19)
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- Giant (5) - Minions (3) - Skeleton Army (3) - Bomber (2) - Musketeer (4) - Goblin Cage (4) - Fireball (4) - Arrows (3)
- Géants (5) - Gargouilles (3) - Armée de Squelettes (3) - Bombardier (2) - Mousquetaire (4) - Cage gobeline (4) - Boule de feu (4) - Flèches (3)
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- Play mainly defensively.
- Put a giant at the bottom of the map. Giant may slow down an ennemy attack by taking damage, and/or build a counter-push by putting behind a Musketeer.
- Against Barbarian Barrel: Bomber, Arrows, Minions, Skeleton Army.
- Skeleton Army ideal against Knight. But it opponent plays Knight a mass area defender (eg. Valkyrie or Baby dragon), play first Minions to get the spot, then the army on the Knight.
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Ladder deck (last played 2021-08-13)
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- Knight (3) - Archers (3) - Giant (5) - Minions (3) - Musketeer (4) - Mini P.E.K.K.A (4) - Fireball (4) - Arrows (3)
- Chevalier (3) - Archers (3) - Géant (5) - Gargouilles (3) - Mousquetaire (4) - Mini P.E.K.K.A (4) - Boule de feu (4) - Flèches (3)
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Mini-challenge deck (2021-08-21)
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- Guards (3) - Princess (3) - Miner (3) - Sparky (6) - Mega Knight (7) - Electro Dragon (5) - Tornado (3) - Barbarian Barrel (2)
- Guards (3) - Princesse (3) - Mineur (3) - Zappy (6) - Méga Chevalier (7) - Electro-Dragon (5) - Tornado (3) - Fût à barbare (2)
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- Rationale: pick mainly legendary to have at least lvl 9 cards, and have two cards against aerial attacks.
- Princess: very handy to attack towers from a long distance (tower can't reach her). MUST BE DEFENDED because dies quickly, so play her very far. Also very good against Skeleton Army.
- Usually start with a Sparky at the bottom of the map, and protect it with a Mega-Knight before it reaches the bridge. Use Tornado to group/attract ennemy troop, and one-shoot them.
- Play Electro-Dragon by spotting the correct troop. Very useful to slow down an ennemy, making sure it is shot by towers, or to reset a ennemy Inferno Tower.
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Clan Wars - War deck
Deck 1 |
Deck 2 |
Deck 3 |
Deck 4 |
Comments
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- Updated deck following few tips from Isma.
- Played once.
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- Played until 20210918.
- Deck 1 was best deck on ladder.
- Mostly lose.
- In duel, start with 4 (aka "worst"), then 1 then 3. Won twice during training days.
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- Lava hound
- Minions
- Mega Minion
- Fireball
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- Zap
- Barbarians
- Balloon
- Tombstone
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- PEKKA
- Skel army
- Ram rider
- Goblin cage
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- Poison
- Inferno dragon
- Bats
- Arrows
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- Guards
- E dragon
- Witch
- Spear goblins
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- Hog rider
- Wall breaker
- Bomb Tower
- Barb barrel
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- Skel giant
- Royal hogs
- Baby dragon
- Dart goblin
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- Knight
- Skel dragons
- Inferno tower
- Battle ram
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- War deck against boat
- A deck I've seen that looked effective: witch - giant - electro dragon - firecracker - tesla - princess - lumberjack - ?. First push with giant front, sorcerer, E dragon, firecracker. Took a full tower down. Tesla on the other side to protect.
Clan wars - boat defense
General information
Card upgrade cost
Card upgrade (# cards / cost / king level)
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Type |
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level 6 |
Level 7 |
Level 8 |
Level 9 |
Level 10 |
Level 11 |
Level 12 |
Level 13
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Common |
- |
2 / 5 / +4 |
4 / 20 / +5 |
10 / 50 / +6 |
20 / 150 / +10 |
50 / 400 / +25 |
100 / 1K / ? |
200 / 2K / ? |
400 / 4K / +200 |
800 / 8K / ? |
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Rare |
- |
- |
- |
2 / 50 / +6 |
4 / 150 / +10 |
10 / 400 / +25 |
20 / 1K / +50 |
50 / 2K / ? |
100 / 4K / +200 |
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Epic |
- |
- |
- |
- |
- |
- |
2 / 400 / +25 |
4 / 2K / ? |
10 / 4K / +200 |
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Legendary |
- |
- |
- |
- |
- |
- |
- |
- |
- |
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4 / 20K / 600 |
10 / 50K / +800 |
20 / 100K / ?
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Clan Wars
- Battle medal rewards
Battle |
Victory medals |
Defeat medals
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PvP battle |
250 |
100
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Duels (each battle) |
250 |
100
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Boat battle |
125 |
75
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Duels include special events (regular, double elixir, triple elixir...).
- Battle gold reward
- Gold rewards depend on current Clan League (Bronze I, II or III...).