My 3 Favorite Clash Royale Cards - Minion Horde, Knight and Inferno Dragon
Although I spend most of my time on Roblox and Minecraft, I do play a lot of Clash Royale when I'm on the bus or just killing time. I have three favorite cards in Clash Royale. They are the Minion Horde, the Knight, and the Inferno Dragon. Roar!
The Minion Horde is unlocked from the P.E.K.K.A's Playhouse (Arena 4). It spawns six single- goal -ranged, flying Minions with low hitpoints and moderate damage. A Minion Horde card costs 5 Elixir to deploy.
The Minion Horde is principally used to defend against tower-targeting troops or tanks like the Golem or the Giant, but beware of splash damage just like Arrows or the Wizard! Also remember, the Arrows has a slight cast time, so it's likely ahead of the Arrows arrive to have already ruined the troop.
The player can project the Arrows after placing their units so the Arrows can take out the Minion Horde before they can even touch their unit. This really is a high risk, high-compensation move.
They could be strong but cannot prevent some troops since they don't distract heavy hitters as they're air troops. As an example, they can take out Giant Skeletons or Princes, but they can frequently reach the Arena Tower, dealing enormous departure damage or a strong hit respectively while they're at it. The player should keep that in mind and use troops like Spear Goblins or Skeleton Army to prevent such troops from causing hindrance to their own towers.
The Minion Horde may be used efficiently to support higher hitpoint troops, including Giants, removing distractions and any opposing ground troops for the high hitpoint troops. In the event the Minion Horde is dismissed by the opposing player, it's in a position to devastate the enemy's Crown Tower.
If the opponent is not likely high on Elixir and zaps incoming Minions, a Freeze cast on the tower can efficiently help the hardly living Minions to make short work of the Tower. The Horde might be right countered by Arrows, removing the entire horde of Minions for a 2 Elixir edge.
In the case that Arrows are not in the player's deck, other area damage spells just like the Fireball can be used to efficiently take out the Minions instead for a lesser Elixir edge.
The Zap is a more affordable option, causing each Minion to be removed in one and completely if the Zap is 2 or more levels greater than the Minion Horde removing them.
The Wizard is advantageous as a counter to the horde. Minions can be killed by him up to 3 levels higher than him with one shot. The Witch additionally works, as with assistance from the towers she can kill Minion Hordes in just a few hits, and just 3. Because of her distracting Skeletons that are spawned, generally the horde can't do major damage to her and she can continue to be part of a drive.
A highly effective strategy to use is the Hog Rider and Minion Horde, once they reach the opposing Crown Tower, followed by a Fury. Minion Horde and the Hog Rider can destroy a Crown Tower without difficulty if left undefended.
Using the Minion Horde instead of two batches of Minions saves 1 Elixir, as the standard Minions spawns 3 while Minion Horde costs 5 Elixir and spawns 6 and cost 3 Elixir.
The principal disadvantage with the Minion Horde is while the 3 Elixir Minions can immediately be drawn that it CAn't be played easily in pressing situations.
In addition, the Minions practically never live long enough to stack up with no Mirror to 6 Minions. Playing a Mirror on Minions takes 7 Elixir. They deal less damage but are still strong in threes. Another disadvantage is that both can be killed by Arrows or other spells, but the Minion Horde will cause one to lose more Elixir.
One useful plan would be to use Goblin Barrel and Minion Horde. Both of them are feeble to Arrows, thus use either one deploy the other, and to lure out the Arrows. Whenever an adversary has a splash damage troop like the Poison or Fire Spirits, this may backfire, however. If he's Mirror Howewer, the Arrows can be mirrored by the competition.
The Knight is unlocked in the Training Camp (Tutorial). He is a single-target, melee troop with average damage and high hitpoints. 3 is cost Elixir to deploy by a Knight card. The Knight wields a long sword and has an impressive mustache, as the description states that are official.
Due to medium well-being and his low Elixir price and damage, the Knight is a great choice to work with together with the damage dealing violation. Instead, the Knight may be used to back up higher hitpoint troops, such as the Giant Skeleton or Giant.
Utilize the Knight as a meat shield for troops that are smaller, as it has fairly high hitpoints. The Knight can just target one target at a time. Using cards for example Skeleton Army or Guards will divert and overwhelm the Knight.
With damage and average hitpoints, he may be played both defensively and offensively. He can survive a hit or two although Barbarians continue to be urged over a Knight.
It's possible for him to be supported with Skeletons and Goblins to deal damage that was great and fast. This combo is not just inexpensive but versatile. It also gives you Elixir to defend against your competition and enough time. A dash troop like the Bomber in the event the combo fails.
He is good for taking out glass cannons as a result of his good damage and quick attack speed. The Knight is really a great counter to the Miner due to Elixir, DPS, and his higher well-being advantage and the Dark Prince.
Since he can really deal great damage, the Knight should not be ignored by the player. They ought to use troops that are inexpensive to pull him towards the center like Archers and Spear Goblins, therefore the Knight gets diverted and can't get to towers easily.
The Inferno Dragon is unlocked in the P.E.K.K.A.'s Playhouse (Arena 4). This is a single- objective -ranged, flying troop with both damage and high hitpoints.
4 is cost Elixir to deploy by an Inferno Dragon card. The Inferno Dragon's damage increases over time as it stays focused on one goal, just like the Inferno Tower.
He seems to be wearing a barrel full of an unknown substance on his back which resembles a jetpack. The substance could maybe be fuel.
In many ways, its look on the card resembles a Baby Dragon having a Helmet and its in-game look looks like a Barrel on its back and a slightly bigger Baby Dragon having a Helmet which looks like a jetpack.
Coupling the Inferno Dragon together with the Baby Dragon might be an excellent strategy since they cover each other's weaknesses. This is referred to as the Double Dragon combo, that is the air troop analogue of the Double Prince combo (single target high damage area damage).
It's recommended to never allow the Inferno Dragon lock onto a Crown Tower, when defending. If it does manage to attack a tower, one of the greatest methods to stall its attack is by utilizing the Ice Spirit or Freeze. From dealing huge DPS for a few seconds, which could easily save most of the well-being of a Crown Tower, they can prevent it.
A Zap also works, as it'll reset the Inferno Dragon's beam and can induce it to shift objectives.
A Minion Horde can also easily destroy an Inferno Dragon but. However, the opponent will need to counter the rest of the Minions to prevent a lot of damage from being dealt upon the Crown Tower, which will put the opponent with an Elixir disadvantage.
Minions can do the exact same task for a 1 Elixir gain as the Inferno Dragon takes relatively long to re-target after killing one of them, but you will be left with few, if any, minions to make a counter push.
The Mega Minion is more ineffective at dealing less general damage per second in comparison with three Minions, together with coping with Inferno Dragon due to it being a single troop.
An incoming Inferno Dragon might be countered using an Inferno Tower, but also at a 1 Elixir loss.
But, the Inferno Tower will attack first, on account of the longer range.
Little groups of weak troops like even Skeletons or Goblins are helpful for deflecting an Inferno Dragon because of the low base damage and slow re-targeting.
Any spawner or a Tombstone may be very valuable to stall an Inferno Dragon.
A Witch may be used to similar effect, and if placed accurately, the Inferno Dragon will lock on to the Skeletons while the Witch does damage to the Inferno Dragon. Nonetheless, note that this will also result in an Elixir loss. You can still make use of the surviving Witch in a counterattack, yet.
An Inferno Dragon could be an edge since it can be utilized to produce a push, and can take out tanks, for example Giants and Golems. But, the player should make sure you take out any counters to the Inferno Dragon if it prevents killing the tanks or if they want to produce a push with it.
It deals enough damage to empower a tower before its maximum damage can be dealt by it, to get rid of the Inferno Dragon even though Arrows do little damage on the Inferno Dragon. When the player doesn't possess the Zap charm it can prove to be a practical alternative. It saves about 1500 damage to your tower.
It WOn't go once the Inferno Dragon has locked on to some target. The Inferno Dragon may move to keep up with it, but by doing this will reset the damage progression, if the target moves out of range. Make use of this fact and make sure to deploy your Inferno Dragon close to your towers or troops to make sure that the target will be damaged by it for provided that possible.
The damage of the Inferno Dragon functions almost the same as the Inferno Tower. For the initial two seconds, it deals 9% damage (Tier 1). For the next two seconds, it combusts at 20% damage (Tier 2). After that, it will incinerate the enemy with its complete 100% damage (Tier 3).
The best time to stun, on account of the 1 second server delay /freeze before it reaches Tier 3 damage the Inferno Dragon is at 3 seconds, right.
As a result of fact that it cannot pull earth or building -targeting troops, it is not a replacement for the Inferno Tower.
Use heavy hitpoint troops to be taken out by an Inferno Dragon. Use another card with the Inferno Dragon to begin a push after the hitpoint troop that is high is taken out.
The Minion Horde
The Minion Horde is unlocked from the P.E.K.K.A's Playhouse (Arena 4). It spawns six single- goal -ranged, flying Minions with low hitpoints and moderate damage. A Minion Horde card costs 5 Elixir to deploy.
The Minion Horde is principally used to defend against tower-targeting troops or tanks like the Golem or the Giant, but beware of splash damage just like Arrows or the Wizard! Also remember, the Arrows has a slight cast time, so it's likely ahead of the Arrows arrive to have already ruined the troop.
The player can project the Arrows after placing their units so the Arrows can take out the Minion Horde before they can even touch their unit. This really is a high risk, high-compensation move.
They could be strong but cannot prevent some troops since they don't distract heavy hitters as they're air troops. As an example, they can take out Giant Skeletons or Princes, but they can frequently reach the Arena Tower, dealing enormous departure damage or a strong hit respectively while they're at it. The player should keep that in mind and use troops like Spear Goblins or Skeleton Army to prevent such troops from causing hindrance to their own towers.
The Minion Horde may be used efficiently to support higher hitpoint troops, including Giants, removing distractions and any opposing ground troops for the high hitpoint troops. In the event the Minion Horde is dismissed by the opposing player, it's in a position to devastate the enemy's Crown Tower.
If the opponent is not likely high on Elixir and zaps incoming Minions, a Freeze cast on the tower can efficiently help the hardly living Minions to make short work of the Tower. The Horde might be right countered by Arrows, removing the entire horde of Minions for a 2 Elixir edge.
In the case that Arrows are not in the player's deck, other area damage spells just like the Fireball can be used to efficiently take out the Minions instead for a lesser Elixir edge.
The Zap is a more affordable option, causing each Minion to be removed in one and completely if the Zap is 2 or more levels greater than the Minion Horde removing them.
The Wizard is advantageous as a counter to the horde. Minions can be killed by him up to 3 levels higher than him with one shot. The Witch additionally works, as with assistance from the towers she can kill Minion Hordes in just a few hits, and just 3. Because of her distracting Skeletons that are spawned, generally the horde can't do major damage to her and she can continue to be part of a drive.
A highly effective strategy to use is the Hog Rider and Minion Horde, once they reach the opposing Crown Tower, followed by a Fury. Minion Horde and the Hog Rider can destroy a Crown Tower without difficulty if left undefended.
Using the Minion Horde instead of two batches of Minions saves 1 Elixir, as the standard Minions spawns 3 while Minion Horde costs 5 Elixir and spawns 6 and cost 3 Elixir.
The principal disadvantage with the Minion Horde is while the 3 Elixir Minions can immediately be drawn that it CAn't be played easily in pressing situations.
In addition, the Minions practically never live long enough to stack up with no Mirror to 6 Minions. Playing a Mirror on Minions takes 7 Elixir. They deal less damage but are still strong in threes. Another disadvantage is that both can be killed by Arrows or other spells, but the Minion Horde will cause one to lose more Elixir.
One useful plan would be to use Goblin Barrel and Minion Horde. Both of them are feeble to Arrows, thus use either one deploy the other, and to lure out the Arrows. Whenever an adversary has a splash damage troop like the Poison or Fire Spirits, this may backfire, however. If he's Mirror Howewer, the Arrows can be mirrored by the competition.
The Knight
The Knight is unlocked in the Training Camp (Tutorial). He is a single-target, melee troop with average damage and high hitpoints. 3 is cost Elixir to deploy by a Knight card. The Knight wields a long sword and has an impressive mustache, as the description states that are official.
Due to medium well-being and his low Elixir price and damage, the Knight is a great choice to work with together with the damage dealing violation. Instead, the Knight may be used to back up higher hitpoint troops, such as the Giant Skeleton or Giant.
Utilize the Knight as a meat shield for troops that are smaller, as it has fairly high hitpoints. The Knight can just target one target at a time. Using cards for example Skeleton Army or Guards will divert and overwhelm the Knight.
With damage and average hitpoints, he may be played both defensively and offensively. He can survive a hit or two although Barbarians continue to be urged over a Knight.
It's possible for him to be supported with Skeletons and Goblins to deal damage that was great and fast. This combo is not just inexpensive but versatile. It also gives you Elixir to defend against your competition and enough time. A dash troop like the Bomber in the event the combo fails.
He is good for taking out glass cannons as a result of his good damage and quick attack speed. The Knight is really a great counter to the Miner due to Elixir, DPS, and his higher well-being advantage and the Dark Prince.
Since he can really deal great damage, the Knight should not be ignored by the player. They ought to use troops that are inexpensive to pull him towards the center like Archers and Spear Goblins, therefore the Knight gets diverted and can't get to towers easily.
The Inferno Dragon
The Inferno Dragon is unlocked in the P.E.K.K.A.'s Playhouse (Arena 4). This is a single- objective -ranged, flying troop with both damage and high hitpoints.
4 is cost Elixir to deploy by an Inferno Dragon card. The Inferno Dragon's damage increases over time as it stays focused on one goal, just like the Inferno Tower.
He seems to be wearing a barrel full of an unknown substance on his back which resembles a jetpack. The substance could maybe be fuel.
In many ways, its look on the card resembles a Baby Dragon having a Helmet and its in-game look looks like a Barrel on its back and a slightly bigger Baby Dragon having a Helmet which looks like a jetpack.
Coupling the Inferno Dragon together with the Baby Dragon might be an excellent strategy since they cover each other's weaknesses. This is referred to as the Double Dragon combo, that is the air troop analogue of the Double Prince combo (single target high damage area damage).
It's recommended to never allow the Inferno Dragon lock onto a Crown Tower, when defending. If it does manage to attack a tower, one of the greatest methods to stall its attack is by utilizing the Ice Spirit or Freeze. From dealing huge DPS for a few seconds, which could easily save most of the well-being of a Crown Tower, they can prevent it.
A Zap also works, as it'll reset the Inferno Dragon's beam and can induce it to shift objectives.
A Minion Horde can also easily destroy an Inferno Dragon but. However, the opponent will need to counter the rest of the Minions to prevent a lot of damage from being dealt upon the Crown Tower, which will put the opponent with an Elixir disadvantage.
Minions can do the exact same task for a 1 Elixir gain as the Inferno Dragon takes relatively long to re-target after killing one of them, but you will be left with few, if any, minions to make a counter push.
The Mega Minion is more ineffective at dealing less general damage per second in comparison with three Minions, together with coping with Inferno Dragon due to it being a single troop.
An incoming Inferno Dragon might be countered using an Inferno Tower, but also at a 1 Elixir loss.
But, the Inferno Tower will attack first, on account of the longer range.
Little groups of weak troops like even Skeletons or Goblins are helpful for deflecting an Inferno Dragon because of the low base damage and slow re-targeting.
Any spawner or a Tombstone may be very valuable to stall an Inferno Dragon.
A Witch may be used to similar effect, and if placed accurately, the Inferno Dragon will lock on to the Skeletons while the Witch does damage to the Inferno Dragon. Nonetheless, note that this will also result in an Elixir loss. You can still make use of the surviving Witch in a counterattack, yet.
An Inferno Dragon could be an edge since it can be utilized to produce a push, and can take out tanks, for example Giants and Golems. But, the player should make sure you take out any counters to the Inferno Dragon if it prevents killing the tanks or if they want to produce a push with it.
It deals enough damage to empower a tower before its maximum damage can be dealt by it, to get rid of the Inferno Dragon even though Arrows do little damage on the Inferno Dragon. When the player doesn't possess the Zap charm it can prove to be a practical alternative. It saves about 1500 damage to your tower.
It WOn't go once the Inferno Dragon has locked on to some target. The Inferno Dragon may move to keep up with it, but by doing this will reset the damage progression, if the target moves out of range. Make use of this fact and make sure to deploy your Inferno Dragon close to your towers or troops to make sure that the target will be damaged by it for provided that possible.
The damage of the Inferno Dragon functions almost the same as the Inferno Tower. For the initial two seconds, it deals 9% damage (Tier 1). For the next two seconds, it combusts at 20% damage (Tier 2). After that, it will incinerate the enemy with its complete 100% damage (Tier 3).
The best time to stun, on account of the 1 second server delay /freeze before it reaches Tier 3 damage the Inferno Dragon is at 3 seconds, right.
As a result of fact that it cannot pull earth or building -targeting troops, it is not a replacement for the Inferno Tower.
Use heavy hitpoint troops to be taken out by an Inferno Dragon. Use another card with the Inferno Dragon to begin a push after the hitpoint troop that is high is taken out.
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