4/24/2023 0 Comments Goblin gang vs skeleton army![]() ![]() Goblins are cheaper, and gang has that offensive potential that skarmy lacks. After skeletons got nerfed, it opened the window on which card to replace it, and instead of skarmy, Gang wins (or just Goblins). Similar Decks - Explore deck stats, win rates, best players, similar decks for the Clash Royale deck with Electro Wizard, The Log, Hog Rider, Executioner, Goblin Gang, Skeleton Army, Zap, Elite Barbarians. If you used goblin gang to defend a knight they wouldn’t zap. Any tips, I’m almost done maxing this deck I want to push far over 6k. Half health GG would be stab gobs due to the zap, they also can't stop some cards like the skarmy. It’s still good but that 1 skeleton less does make a difference Goblin giant sparky. Individually weak, they gather in large numbers to torment other creatures. ![]() In the hands of a skilled player, 4 skeletons can do everything you need skarmy to do, and so is clearly better due to the cost difference. So goblin gang is much better both on offense and counterpush, while skarmy is better as an underleveled defensive option. 0:00 / 6:22 SKELETON ARMY Vs GOBLIN GANG - CLASH ROYALE BATTLE 60 32,002 views 993 Dislike Share Save Oddo Gaming 285K subscribers SKELETON ARMY VS GOBLIN GANG Who is the most. Goblins are small, black-hearted humanoids that lair in despoiled dungeons and other dismal settings. Goblins are an effective distraction for high damage, single-target troops, such as the Prince or a Mini Less. One of the big ways I rose from jungle arena to legendary arena was from no longer using Skarmy and instead using skeletons (back when there were 4 skeletons). Combo the gang with Miner and you have a very cheap push that is basically guaranteed to get good tower damage (and if ignored, will take down the entire tower!) A skarmy placed aggressively at the bridge will only ever get damage on the tower if the opponent is bad, whereas a gang will often get some damage thanks to the two spear goblins. Skeleton Army (Elixir 3) Barbarian Barrel (Elixir 2) Musketeer (Elixir 4) Average Elixir Cost: 3.5 Stage 4: Raged Drill Deck This last round will lock the ‘Goblin Gang’, ‘Spear Goblins’, ‘Giant Goblin’ and ‘Goblin Drill’ cards into your deck. However, it has much less hitpoints per unit, making it weak to more spells, its Skeletons. Skeleton Hero isn't breaking new ground, lord knows there are hundred of thousands of other 'game-system' fantasy settings (maybe the main unique trait of this toon, isn't the skeleton part, it's that the story isn't an isekai), but none do this amount of detailed story building with an actual plot that isn't centered around a 'lone hero, who. More importantly, the Goblins will survive a direct hit from a max level zap. Skeleton Army can be used as an alternative to the Goblin Gang. Skarmy is essentially only good for defense. The Goblin Gang (120) runs slightly faster than the Skeleton Army (90) which means that they will reach their target a lot faster than the popular Skarmy. Many different tribes and orders cause havoc with raids and wars between both themselves and the more major cultures. The Aggro Deck: Prince, Hog Rider, Wizard, Baby Dragon, Skeleton Army. Then because I think you can make swarm-like cards work better in this deck, I'd use Archers/Dart Goblin instead of Musketeer, and Minions/Bats instead of Mega Minion-that way, there's even more for your opponent to use spells on, making it more likely that they'll get caught with nothing against a sudden Mighty Miner supported by one troop in the other lane.Īs far as spell support and defense, I'd have to play-test to be sure, but you might not need two spells and you may get some value out of a building (Goblin Cage is the go-to, but don't dismiss Tombstone, Furnace, or Goblin Hut too quickly).If the opponent has a higher level zap, Skarmy becomes much more viable, but the main advantages of gang is how fast they run and how some of them hit range. The Goblin Threats Roaming the Focura outskirts are the Hobgoblins. New cards will be opened in this arena - a Gang of Goblins, a Goblin Hut. That said, having not run anything like this myself, I'd advise you to use The Log instead of Zap. If you've reached the point where it looks "not good enough" but you're stuck on what to do, sometimes the best move is to go back to the drawing board and think more carefully about how the new card works (and what sorts of synergies you're not taking advantage of). When it comes to new cards, especially weird new cards, the best option isn't always to swap them into something familiar.
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