![]() Did you know mini Pekka can man handle prince and ebarbs for less elixir ? It can even cause problems for battle ram etc in bridge spam decks. Being brutally honest this card is a straight up butcher. Why is that you wonder ? Much like Pekka and prince he is single target and a glass cannon so to say given that he can deal massive damage but doesn't not have enough hp to be considered a tank. Yet sadly unlike his bigger sis the mini Pekka doesn't quite hit the spotlight so easily. This troop just does so much damage already it is INSANE. One of the best cards for 4 elixir in the early stages of the game. It was also done to make the standard 3 musketeer heal decks slightly less viable so that a new, fresh and healthier meta would be formed. The reason it is such a big problem is because those few decks it is used in most commonly have extraordinary success in competitive play and it is very distasteful to have such a big game changer and neutralizer to a card like poison in big events where every little niche interaction makes a big difference between winning and losing. For 3 elixir this card not only refreshes the hp of troops in its radius but it can neutralize poison for 1 less elixir! Now while the card itself may be very situational and only useful in a handful of situations and decks it goes without saying that it is very unpleasant to say that your odds of winning or losing a match change so dramatically just because you or your opponent chose to run poison while the other has heal. This is another spell which has warranted a number of complaints by the pros of the game. ![]() At the end of the day you usually pair the yard with a tank so the skeletons will still eat away at a tower so you won't even notice the missing calcium! It may make a subtle difference in effectiveness as the damage will no longer be the same but don't fret. In total it spawns 17 skeletons during its duration but because of all the complaints from pro players etc it has been nerfed slightly to last 9 seconds and spawn a total of 15 skeletons instead. It spawns 2 doots at once and lasts for a total of 10 seconds. This card has been among one of the most meta cards where competitive play is concerned. It simply gives the player more time to react to the oncoming ram. This is similar to the royal giant nerf in the sense that it will no longer be an immediate threat although it remains deadly. In order to do so it has received a slight charge time nerf which has not been officially announced just yet. Now it was buffed a while back to give it some more viability as its stats weren't the best and in order to not make it useless because of the fact they just made it viable with some stat upgrades the balancing team decided to simply make it less effective. ![]() If left unchecked it has the potential to deal quite a number on an unguarded tower. In order to make this right the balance team removed 1 bat from her death spawn and gave her a small damage reduction as well as range reduction in hopes that she doesn't provide the boat load of value she usually does without nerfing her counterpart, the bats, making them more useful for their cost when comparing value.Īnother very valuable card which comes at a cost of 4 elixir. Even after killing her she spawns in more bats to mess with you. Now when you think about these mechanics and her stats you will notice how strong the night witch is. This witch also does very decent melee damage with her battle staff which is similar to a prince's lance in the sense that it gives it a slight ranged attack. She is an upgraded version of the regular witch in that she does spawn bats which are like flying skeletons while alive and even upon death. At a price of 4 elixir this troop presented a lot of value. ![]() Relatively new to the game in terms of being the most recent addition to the legendary cards available to players in arena 8 and upwards. Note: These are my opinions and speculations as to why changes were made based on what I have gathered from watching YouTube videos which have discussed the matter in one way or another and from my own personal experiences after dealing with said cards. OK folks so we are now going to analyze why each of these cards would have gotten their respective changes so sit back and have a good read. ![]()
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