With Bandits dash and Magic Archer’s arrows buildings or the opponents ground units can be destroyed plus Bandit provides a good defensive usage to stop mini tanks such as Knights and Mini Pekkas. Always use Fireball when you know they’re going to play air troops like Minions, Mega Minion, Skeleton Dragons because this deck doesn’t have many splashers and the magic archer does not kill these air troops in 1 tick. You can predict play Fireball if the opponent has Barbarians, Wizards, Musketeer any buildings as their defensive troops will be destroyed by the Fireball and cleaned up by your supporting units. Placed card by your opponent in form of tower damage because of magic archer’s range. While attacking with Lumberjack or Ram Rider, always play the Magic Archer on the river line as to get building damage (if the opponent has one), for their swarms as his arrow pierces skeleton army, goblin gang and you can always use the power of GEOMERTY and take advantage of a wrongly You can aggress with the ram rider on one lane with the counter-attacking troops and play Bandit on the other lane to put pressure on the opponent to counter it, and if he fails you get good tower damage. REMEMBER, bridge spam is all about double lane attacking and putting pressure on the opponent to win. When the game progresses, use Lumberjack, Inferno Dragon and Bandit for defence and then use Ice Golem as a mini tank for the remaining troops and aggress with playing the ram rider. You can Start passively or aggressively according to your play style if you play passive you can play a Magic Archer at the back or ice golem to see what the opponent’s cards are or you can always rush the bridge with the 3-elixir Bandit to see what counters he has for your cards. Bandit: A major bridge spam card, it is hard for the opponent to react in time to counter it when placed on the bridge.Barbarian Barrel: For that nasty goblin barrel or that skeleton army, a great defensive card overall.Fireball: For supporting the ram rider to connect to the tower by damaging the opponent’s defensive troops and valued for defence if required.Magic Archer: His piercing ability is one of the finest in the game and drives him truly exceptional, a perfect defensive card if placed correctly MELTS everything by his geometry.Inferno Dragon: MELTS tanks in seconds with the dominant lava beam falling from its mouth, fatal if engaged on troops with massive hit points.Can be utilized when needed as counter-attack as it drops the rage spell for the new troops while dying. Lumberjack: A great offensive and defensive arm, melts the tanks because of its better damage and hit speed.Ram Rider: A stronger variant of a hog rider having to snare ability and as lethal as a hog rider if it’s on the tower!.Ice Golem: The best damage absorbing and defensive card in the game, can also kite ground units like Knights, Mini Pekkas and even mama Pekkas.
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