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[Lowkey Shitpost] Reasons why you will prefer (2 elixir spells)

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(I don't have anything to do at the moment so I'll just compare some dumbass spells)

(Summary at the bottom)

zap > snowball:

  • Zap stuns/reset/reaggro

  • It has more damage (both to troops and crown towers)

  • It can be cast faster (and by faster I mean, instantly)

zap > log:

  • Zap stuns/reset/reaggro

  • It can be cast faster (again it can be cast instantly. Just drop it and boom your golem will no longer be roasted by the tier 3 inferno tower attack)

  • It can target flying units

  • It is common ; e.g less rare, you can overlevel it easily

zap > barbarian barrel:

  • Zap stuns/reset/reaggro

  • It can be cast faster (should I be using the term instantly by now?)

  • It can target flying units and crown towers

  • It is less rare

log > zap

  • Log has more damage; better counter to log bait.

  • Log has knockback

  • Log has larger range

log > snowball

  • Log has more damage

  • Log can knockback anything, even the big boys like giant, giant skeleton, goblin giant, or EVEN GOLEM!!! Unlike the snowball which knockbacks only small (if it doesn't kill them) to medium-sized unit

  • Log has larger range

log > barbarian barrel

  • Log has larger range

  • It can knockback troops (of course it can't knockback spells and towers, but yeah just imagine if it can knockback spells)

barbarian barrel > zap

  • Barbarrel has larger range than zap

  • It has an all-around barbarian in it; you can use it to distract that musketeer or to snipe that furnace across the river.

  • It has more damage; it can one shot goblins and dart goblins (and archers, I think) and is definitely better at logbait

  • It is epic LI🅱TARD STYLE😎😎

barbarian barrel > log

  • Barbarrel has higher damage; the only significant interaction change though is barbarians barrel's ability to one-shot archers

  • It has a mini tank/ mini hitter (it's like a heavy hitter, but mini)

  • It is less rare, although with the introduction of tokens having higher chance of dropping legendary tokens than epic I think you'll be more able to upgrade your log than barbarrel

barbarian barrel > snowball

  • Barbarian barrel has higher damage (seriously this is getting ridiculous)

  • It also has a mini tank/ mini hitter

  • It has a larger area of denial (I think)

snowball > zap

  • It has larger radius

  • It has knockback

  • It has slow effect

snowball > log

  • It can damage flying troops (and flying buildings * insert eye emoji here *)

  • It can knockback flying troops (your log won't save your mega knight from inferno dragon, and neither can snowball, but at least you prolong the inevitable)

  • It turns white and slow anything it touches (idk why but here you go anyway ( ͡° ͜ʖ ͡°))

snowball > barbarian barrel

  • Snowball can (again) damage air troops and knock them back, and slow them of course.

  • It slows ground units.

  • It can damage your foe's crown tower.

  • It knockbacks.

Summary (or tl;dr):

Zap is the most overused, great versatile spell, it can be cast instantly anywhere and ranks the second as crown-tower-damage-dealer with log being the first, snowball being the third, and barbarrel lagging behind at 0 impact damage (now that I mentioned it I remembered the goblin barrel back then). It can reset a raging inferno, be it a tower on the ground or a dragon flying around, or just reaggro that princess tower to your miner instead of your musketeer)

The Log is also a great card, although again might be a bit overused, but not as overused as zap (although nerfing it would be a dick move since bait's not dead) and is very vital at those clutch wins, where every bit of damage to crown tower matters. It is the best counter to log bait, and it can knockback even the mightiest golem.

Barbarian Barrel is overpowered. Enough said. Nah just kidding it might be a bit overpowered (brace for a minor nerf in the next update) but the thing is it performs it's role; being a decent counter to goblin gang, or just log bait in general, next to log, and having a 1.5 elixir knight with 2 second deployment time.

Snowball is by far the weakest of these four, having the lowest usage rates (just guessed lol) and to be honest it doesn't have any appearance in the Top 200's deck, nor in legendary arena TV. I think this is due to it's mechanic — knockback. Yes this knockback is good when used alone, but when paired with fireball (the required spell to counter royal hogs and three musketeer properly), one of the two is definitely going to miss.

That's it I hope you enjoyed reading. This took me around 30 minutes lol and the summary might be long and more of my opinion on the current state of meta than actual facts but I guess it generalise this subreddit's opinion (you guys)

edit:
a real tl;dr:
(Disclaimer: The pros and cons are in relation to the other spells in this post, and not to among every other spells/cards in the game)

ZAP!

Pros:

  • Stuns

  • Can target both ground and air

  • Instant cast (no "travel time")

  • Second highest damage dealer to crown towers among the four

  • Common card (very easy to find in chests)

Cons:

  • No knockback

  • Soft counter to log bait (meaning it's not the best counter, but it helps on maybe slowing down troops or reducing the damage taken)

  • No slow effect

  • No wild barbaric knight to spawn

THE LOG!

Pros:

  • Highest damage dealer to crown towers (impact damage)

  • Knocks anything back by not just 0.25, not even 0.5, nor 0.75, but 1.0 tile! (Yeah can you imagine that?)

  • Hard counter to log bait (meaning on it's own it can stop it)

  • Largest area of effect

Cons:

  • Targets only ground units

  • Can only be cast on your arena side; can't reach the back of princess towers

  • No reset/can't reaggro

  • No slow effect

  • Does not spawn a barbarian

  • Has travel time

BARBARIAN BARREL!

Pros:

  • This card deals the most damage among the four; can one-shot archers

  • Spawns a barbarian (fun fact: he's Knight's cousin) after the barrel explodes, which can attack a support troop, distraction, or to snipe buildings across the river

  • Hard counters log bait

  • When ignored the barbarian can deal the most damage to the crown tower, if you deploy it to its maximum range.

Cons:

  • Shorter range than the log

  • Can only be cast on your side of the arena, e.g it can't reach anywhere more than a few tiles across the river, except when a tower is down

  • Cannot stun anything

  • Does not have slow effect

  • Targets only ground units

  • No knockback effect

  • Has travel time

GIANT SNOWBALL!

Pros:

  • Larger radius than zap

  • Can target both air and ground units (btw all cards can either target ground only or both ground and air, there's no such card as air only)

  • Knocks small to medium sized units back

  • Slows enemies not only for 2.0 seconds, not even 3.0 seconds, 4.0 seconds? Not close, but 2.5 seconds. Yeah.

  • Can be cast anywhere on the map

  • Common card (very easy to be found on chests)

Cons:

  • Has travel time

  • Knocks enemies back (I explained this in the summary why this is sometimes a 'con')

  • Does not stun nor reaggro like zap

  • Can't knockback the big buffy troops like giant, goblin giant, or giant skeleton like the log.

  • Does not spawn a barbarian

Edit 2:

Commonality among these four spells are:

First, they deal splash damage. Second, they are light spells. (Arrows is also a light spell, but it is three elixir so I didn't included it) Light spells are almost always required in a deck and when paired with a heavy spell, such as fireball or poison, can take out most fireballies (cute nickname for troops who survive fireballs or poison with a sliver of health more or less).

In my opinion picking one of these four spells are the third step in creating a deck (with first choosing your fighter wincon and second a heavy spell that pairs up with your win con, e.g- fireball for hog rider while poison for giant,).

Also speaking of fireballies Night Witch is waifu

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