Opened up my Arena 7 Super Magical Chest (random drop) yesterday, received a crazy haul from it:
https://www.youtube.com/watch?v=IXQOLuPr37o
Been consistently staying in Arena 7 as a level 8, using the following deck:
Hog lvl5
Bomb Tower lvl5
Spear Goblins lvl8
Barbarians lvl8
Minion Horde Lvl8
Ice Wizard lvl1
Zap lvl8
Fireball lvl5
Hovering around 2350-2650.
I used to use freeze+hog, but I feel an imminent nerf coming soon, and the playstyle got stale, so I've tried using other spells to compensate/experiment with.
There is a member in the clan NeoGaf who does not have an account here. He is also harassing me, kindly remove him please.
Thanks, will do.PM Remy?
I'm assuming its kawsi or whoever you were talking about yesterday? I only saw half the chat.
how do you use zap? i don't really ever find it useful but think im using it wrong
I cannot fucking get out of Arena 3. I'm stuck in an endless loop of winning one and losing one or drawing. And then there's the streaks of getting WRECKED game after game. I got to Arena 4 ONCE and then never again, never got any new cards other than Minion Horde, and all my cards are just too expensive to level up.
It's super frustrating. :/
Yup, absolutly love zap, Skeleton army is absolutely useless against my tank, minions have no chance of attacking my towers. Love it.Zap can gain you an immense elixir advantage when used on minion horde: it leaves them with just enough health to be one-shotted and picked off by your towers. You spend 2 elixir to take out their 5 elixir horde: +3 elixir advantage.
Its built-in stun can save you a tower, or secure a tower kill:
-Stun a prince/dark prince's charge
-Stun a pekka, hog or balloon from getting that last hit in before it dies
-Clear out, if well casted, an entire skeleton army
-Clear out goblins/spear goblins/skeletons spawned to distract and maim your prince/dark prince/hog from reaching and hitting tower hard.
Zap also makes x-bows and mortars reacquire new targets when stunned: so when they hit your tower, spawn a fodder troop like giant or barbs, ahead of the targeted tower, zap the mortar/x-bow and they'll refocus on the troops instead.
Zap's low elixir cost also allows you to quickly cycle through your deck: it trades well with any other low elixir troop so it takes some effort to actually spend it ineffectively.
Zap is extremely versatile in the right hands, and with its low elixir cost and quick cast, can finish off towers in overtime.
I cannot fucking get out of Arena 3. I'm stuck in an endless loop of winning one and losing one or drawing. And then there's the streaks of getting WRECKED game after game. I got to Arena 4 ONCE and then never again, never got any new cards other than Minion Horde, and all my cards are just too expensive to level up.
It's super frustrating. :/
I'm there too. Can't break 1000 trophy mark.
I broke out of Arena 3 with a back to basics deck.
Dragon (or whatever value epic you have)
Spear Goblin
Minions
Giant
Musketeer
Arrow
Goblin Hut/Bomb Tower
Valkyrie
I found I was losing more when trying out my latest cards like Barbarians, Barbarian Hut and Balloon.
Following the advice of posters here I leveled up Musketeer who is truly a star. Many of my games were off of a double Musketeer push hiding behind Giant or Dragon.
there is no hacking going on right? Just got completely demolished (which happens all the time) but it felt like the other side had too many elixir. Even after a pause - so assume full elixir, they threw a mini pekka, barbarians, a balloon, then followed up quickly with a hog rider and dragon. Just seemed way OTT compared to anything I've seen before.
edit: nah, just watched the replay, he just timed it really well
I cannot fucking get out of Arena 3. I'm stuck in an endless loop of winning one and losing one or drawing. And then there's the streaks of getting WRECKED game after game. I got to Arena 4 ONCE and then never again, never got any new cards other than Minion Horde, and all my cards are just too expensive to level up.
It's super frustrating. :/
I'm there too. Can't break 1000 trophy mark.
Would you guys recommend always keeping a Rocket/Arrows/Fireball in your deck for that last bit of damage to knock out a tower when required?
You're in my GAF clan, can you post replay pls?
Only when I absolutely have to (3 seconds left on the clock, tower at 50 health, killing it would nab me the win).
The way I play, I'm actually happy to sacrifice some of my tower HP to create an elixer advantage. As long as the tower isn't dangerously low, losing 100-200 HP for 3-4 elixer is not a big deal at all. This is why I only use Arrows. Fireball is for people who divide their time between nuking high hp units and towers. Rocket is for tower turtle builds. Arrow is the most proactive of the bunch and is all about creating elixer advantages so you can build a push with your real troops. If someone rockets my tower without hitting anything else, I consider that a win for me.
Would you guys recommend always keeping a Rocket/Arrows/Fireball in your deck for that last bit of damage to knock out a tower when required?
Tried it, and still getting the same resultsWe have a similar deck. Only three cards are different.
I have:
Barbs 8
Baby drag 2
Minion horde 8
Skeleton Army 2
Arrows 7
Bomb Tower 5
Goblin Hut 5
Giant 5
I sit comfortably at 2100-2300 trophies with this deck. I could probably push to 2400 or even 2500 on a good day.
In my opinion you don't need the valkyrie because you already have the baby dragon and the arrows and the barbs, so its kinda redundant. The same goes for the musketeer. And a goblin hut is the better alternative to spear goblins.
You need a proper tank(giant) to really put the smaller troops to good use offensively and you need buildings in order to be able to defend against hog/freeze and loon/freeze as well as dirty mortar/xbow users.
The deck I use is a pretty flexible deck. Play conservatively. Start off with buildings. Try to always encounter enemy troops on your side of the map(don't be scared, place your buildings in a smart way and fighting close to your tower is no problem), that way you will be able to effectively defend against much higher troops. If the enemy has too many counters to your offensive strategy(inferno is good counter against the giant, arrows are good counter against minion horde, aswell as the fireball and the wizard), they its often smart not to waste elixir on offensive pushes and rather go for the draw.
When I play it smart I rarely lose, somethings it takes me 4 or 5 draws before I get a win, but at least I'm not losing trophies.
Some tips for this deck:
-If someone is pushing with a tank in front and dmg dealers behind, never engage the tank first, always wait until the troops have passed the bridge and then place your barbs(or if there are no area dmg dealers your skeleton army) onto the dmg dealers.
If the tank reaches a defensive tower or a crown tower thats not too bad, shouldn't be too much dmg, but if you attack the tank first the enemy dmg dealers will kill you're troops and its not a good elixir trade for you.
-If you encounter a spawner deck remember that the bomb tower can easily defend a lane on its own. So when the enemy is heavily invested in one lane, let the bomb tower do its job and push down the other lane. Like 95% of my wins against spawner decks are because the enemy focusses too much on one lane that I can cheaply defend with a bomb tower, and that allows me to start big pushes on the other lane.
-If you see that the enemy has a loon or a hog, start placing your goblin hut in front of your towers instead of the back. Make sure that you always have two buildings up when facing these decks.
-Trigger arrows or fireballs with the skeleton army, then start a push with the minion horde.
Place the giant all the way in the back, once he reached the bridge place the army, once the enemy arrowed or fireballed the army its time for the minion horde. If you reach a tower with the minion horde its usually the end of that tower, even whe the giant just barely makes it to the tower and dies.
Always keep in mind for how long the counters to your minon horde (arrows, fireball, wizard) are in rotation. If you know that the enemy has a counter on his hand it doesn't make sense to drop the minion horde. It cost you 5 elixir and the other guy only 3 or 4 to counter. Bad trade.
So always make sure that the enemy doesn't have a counter on his hand.
Can I get an invite to one of the neogaf clans? My ign is Dayfut.
Send a request to GAF clan tag #QYYQCQ, make sure you put you're from GAF
Yeah they have to punish ultra Defensive playstyles, simply not fun to play against.At Arena 7, I've had plenty of games where players just sit on their base with every defense imaginable and only attack by whittling my towers with goblin barrel and rockets. It's incredibly tough to beat.
Made A5 in two weeks of F2P-ing. Is this considered fast or slow?
Made A5 in two weeks of F2P-ing. Is this considered fast or slow?
Extremely slow. You should've already made it to legendary after 2 weeks of F2P.
can't tell if you're serious, i wouldn't have said slow at all, about normal really.
At Arena 7, I've had plenty of games where players just sit on their base with every defense imaginable and only attack by whittling my towers with goblin barrel and rockets. It's incredibly tough to beat.
I think it's pretty common, as for now there's only more Arena with unlocks available, so I think the designers will want to slow progress as not to burn through all the content (and churn out of the game) before they can come up with new stuff. I've been around ~1800 for two weeks now, but slowly feeling that the next Arena is within reach if I can just play well and maybe improve my deck.i've hit a serious wall at 1700 - now i've dropped right down to 1500 again, hog and freeze is decent but leaves me too exposed, Pekka builds seem to get squashed pretty quick.
Not sure if i'm missing something here, or i just need to level up my cards a bit more
Been losing a ton lately so I switched to a full annoying deck and have just been overwhelming enemies early on.
Goblin But
Goblins
Spear Goblins
Minions
Minion Horde
Skeleton Army
Tombstone
Rage
I doubt I'll continue having success with this, but it's working so far.
We have two spots open in NeoGAF (#2OY9PQ). You must include your GAF handle (and I'd recommend posting in this thread) to be considered.
As a general note, you cannot be accepted into a clan if you're already in another clan.
I only use Arrows to get rid of Minions/Horde, Goblins, and Skeletons. I think I've managed to use it once to knock out a tower in OT because it had so little health. I think you need at least one thing to stop large groups of enemies, not necessarily for taking out towers.
Any chance I could get a clan invite?
I just started about 2 weeks ago.
Name is
Kor
#2J8PUVJ9
Tried it, and still getting the same results
Tried different strategies too. Kiting, pulling, only won like 30% of the matches
Im of the think of using Valkyrie instead of arrows, she can take out the skeleton hordes with easy and then use still available to damage other unit or towers, with the arrows it just a 1 time use and thats it
You need arrows (or wizard) for Minion hoard, otherwise a well placed one will wreck a Tower easily. For more versatility you can use zap but remember that you don't one shot Minions that way.Im of the think of using Valkyrie instead of arrows, she can take out the skeleton hordes with easy and then use still available to damage other unit or towers, with the arrows it just a 1 time use and thats it
Yeeeeah, I'm done with this shit. I'm getting rolled by Arena 3 by people with level 4 Witches and level 6 Minion Hordes. How the FUCK am I supposed to complete with that without paying huge bucks?