![]() 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. Once you have made the first move, defend the counterpush without worrying much about the elixir.Remember that there is no chance of you winning unless you apply constant pressure and control your opponent's elixir. When the game first starts, you will almost always be making the first move.Spear Goblins: The Spear Goblins hold a similar role to the Goblins, providing support on defense and rolling together small pushes. They hold very high value on both defense and offence. Goblins: The Goblins are mainly paired with the Hog Rider for a small push. ![]() Balloons used to cause me lots of trouble before I added the Archers. Archers: Archers are mostly for defense, as well as rolling up a small push. Paired with a Hog Rider, it can kill a tower if not countered correctly. Goblin Barrel: The Goblin Barrel is your secondary win condition and last resort defense. Combined with the Mini Pekka, it takes out Sparky, as well as being a great stop to swarm and huts alike. Zap: The Zap is your primary defensive tool and only spell. Wizard: The Wizard's job is to slow the advance of huts, Witches, and swarm troops. Mini P.E.K.K.A.: The Mini Pekka is a reliable tank killer and counters most ground cards. Deck Information Deck Created by: Hayden977 Minimum Recommended King Level: 6 Maximum Recommended King Level: 9 Arena Required: P.E.K.K.A's Playhouse (Wrong?) Average Elixir Cost: 3.1 (Wrong?) More Statistics: Go to Deck Builder Card Roles Hog Rider: The Hog Rider is your main win condition and can be used as a defense in specific situations.
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