![]() ![]() Spam troops down to pull the Giant Skeleton around.Once the Hog lands, they will resume targeting it and follow the Hog back to the tower. Then, the Hog will jump and the unit will lose sight of it. Once the Hog is deployed, the troop will begin to target it and walk towards it. The closer you move the Hog to the bridge, the slower the unit should be. This way, you can pull medium to slow moving troops back to their side. Using the Hog Rider deployed in front of the King, but at the bridge.Here are two creative ways I have used on defenses turned into offenses:. ![]() That way, you can take them out within 30 seconds, then defending, taking the other tower if need be. If not you should have chipped down both towers to about 1/3 of their original health. You should be able to take out a tower before 1:08.Once you shut down a push, you should use as much of your defense into offense, stopping you from wasting Elixir. The reason I avoided putting in a building was to prevent Elixir from decaying once a Cannon, Inferno, whatever has served it's use. During Double Elixir, Hog Riders and other tanks pose a deadly threat.This is so you have extra elixir to deploy the Wizard, as Double Elixir is mayhem and you will need to stop bridge spam, huts, deathballs, etc before they reach your tower. Around 1:30, you will, ideally, try to conserve your elixir as much as possible.The same goes for the Mini Pekka, but you should be able to gain 4-7 elixir to stop a Golem in the back. You shouldn't deploy the Wizard before Double Elixir, unless they deploy a Minion Horde, Witch, or Wizard and you don't have Archers or Spear Gobs. ![]() It is fine to deploy Archers and Spear Gobs to defend a Skeleton Army, as long as you are confident in defending a balloon in the other lane.
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