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On April 10 2017 16:39 Bacillus wrote:Show nested quote +On April 10 2017 10:24 Amarok wrote:On April 09 2017 17:55 evanthebouncy! wrote: man everyone and his dog has log... and I don't have one.
Every day I play a lot of game and most of the time I lose I say to myself "I wish I have the log"
Sigh... Barely hanging on to hog mountain atm, and I'm sorely lacking controller legendaries. I have not found ewiz, log, icewiz. This is seriously a problem for me ... Having no Log is not that big of an issue. Fireball, Zap and Log are the 3 best aoe/clear spells and you only really need 2 in your deck as each have strengths/weaknesses. I'm 4.2k and I've never found log. Run a Lavaloon deck and Log will become much less scary. Legendaries in general are overrated. They're often good cards but are never irreplaceable. Your overall deck synergy is more important. Happy to help with some deck advice if you'd like. What kind of decks can you run without legendaries? RG surely works with high level RG and furnace, but after that it gets tricky already. There may be some mortar/xbow stuff that works, but it's pretty hard to experiment properly with the high gold costs for upgrading. I'm not saying there aren't any good options, but it's very hard to find any and I'm not seeing them on ladder either. Log definitely allows so much more flexibility on the deck building. There's only that much of skarmy, tombstone, gob horde and gob barrels you can go through without it.
My 3x Muskies deck got me to 4.2 comfortably and I don't run any legendaries. No epics either.
3x Muskies Knight Ice Golem Rocket Zap Dart Goblin Frost Spirit Cannon
I don't need Log, I wouldn't run it even if I owned it. Golem, Cannon, Ice Spirit and Zap are fine for beating back pushes, while also having application on offense. There are a few effective cards, namely Fireball (I wouldn't bother running 3Ms if the average Fireball level is higher than them) but I've found most ladder games are at least able to be drawn if you're not massively outlevelled. Games without Fireball and possibly Lightning are basically auto wins.
That said I agree about the gold costs. I've been playing this deck for close to 6 months because I'm forced to pour all gold into cards I need for this deck. I have no room to experiment.
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On April 10 2017 20:15 Amarok wrote:Show nested quote +On April 10 2017 16:39 Bacillus wrote:On April 10 2017 10:24 Amarok wrote:On April 09 2017 17:55 evanthebouncy! wrote: man everyone and his dog has log... and I don't have one.
Every day I play a lot of game and most of the time I lose I say to myself "I wish I have the log"
Sigh... Barely hanging on to hog mountain atm, and I'm sorely lacking controller legendaries. I have not found ewiz, log, icewiz. This is seriously a problem for me ... Having no Log is not that big of an issue. Fireball, Zap and Log are the 3 best aoe/clear spells and you only really need 2 in your deck as each have strengths/weaknesses. I'm 4.2k and I've never found log. Run a Lavaloon deck and Log will become much less scary. Legendaries in general are overrated. They're often good cards but are never irreplaceable. Your overall deck synergy is more important. Happy to help with some deck advice if you'd like. What kind of decks can you run without legendaries? RG surely works with high level RG and furnace, but after that it gets tricky already. There may be some mortar/xbow stuff that works, but it's pretty hard to experiment properly with the high gold costs for upgrading. I'm not saying there aren't any good options, but it's very hard to find any and I'm not seeing them on ladder either. Log definitely allows so much more flexibility on the deck building. There's only that much of skarmy, tombstone, gob horde and gob barrels you can go through without it. My 3x Muskies deck got me to 4.2 comfortably and I don't run any legendaries. No epics either. 3x Muskies Knight Ice Golem Rocket Zap Dart Goblin Frost Spirit Cannon I don't need Log, I wouldn't run it even if I owned it. Golem, Cannon, Ice Spirit and Zap are fine for beating back pushes, while also having application on offense. There are a few effective cards, namely Fireball (I wouldn't bother running 3Ms if the average Fireball level is higher than them) but I've found most ladder games are at least able to be drawn if you're not massively outlevelled. Games without Fireball and possibly Lightning are basically auto wins. That said I agree about the gold costs. I've been playing this deck for close to 6 months because I'm forced to pour all gold into cards I need for this deck. I have no room to experiment. Yeah. I've kind of shun away from 3 muskies because of that fireball/lightning scare.
How do you deal with RGs on that deck? Are you just having your muskies ready and proceed to gun the giant down? Also, what's the function of dart goblin there?
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Bearded Elder29876 Posts
On April 10 2017 18:14 Bacillus wrote: Hmm, I gotta try that one. Most of the golem decks I've played against have been pretty underwhelming compared to the constant RG and lavaloon barrage at 3.5k.
What exactly are you running in it these days? I'm using 2 main decks.
Golem / BabyDragon / Archers / Tombstone / Knight / Lighting / Zap / MegaMinion Golem / Tornado / Wizard or BabyDragon / Electro Wizard / Zap / Archers / Knight / Minions
Tornado with splash damage like Wiz or BabyD is a monster in double elixir time. Also helps to def a lot especially against another Golem beatdown deck.
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On April 10 2017 20:39 Bacillus wrote:Show nested quote +On April 10 2017 20:15 Amarok wrote:On April 10 2017 16:39 Bacillus wrote:On April 10 2017 10:24 Amarok wrote:On April 09 2017 17:55 evanthebouncy! wrote: man everyone and his dog has log... and I don't have one.
Every day I play a lot of game and most of the time I lose I say to myself "I wish I have the log"
Sigh... Barely hanging on to hog mountain atm, and I'm sorely lacking controller legendaries. I have not found ewiz, log, icewiz. This is seriously a problem for me ... Having no Log is not that big of an issue. Fireball, Zap and Log are the 3 best aoe/clear spells and you only really need 2 in your deck as each have strengths/weaknesses. I'm 4.2k and I've never found log. Run a Lavaloon deck and Log will become much less scary. Legendaries in general are overrated. They're often good cards but are never irreplaceable. Your overall deck synergy is more important. Happy to help with some deck advice if you'd like. What kind of decks can you run without legendaries? RG surely works with high level RG and furnace, but after that it gets tricky already. There may be some mortar/xbow stuff that works, but it's pretty hard to experiment properly with the high gold costs for upgrading. I'm not saying there aren't any good options, but it's very hard to find any and I'm not seeing them on ladder either. Log definitely allows so much more flexibility on the deck building. There's only that much of skarmy, tombstone, gob horde and gob barrels you can go through without it. My 3x Muskies deck got me to 4.2 comfortably and I don't run any legendaries. No epics either. 3x Muskies Knight Ice Golem Rocket Zap Dart Goblin Frost Spirit Cannon I don't need Log, I wouldn't run it even if I owned it. Golem, Cannon, Ice Spirit and Zap are fine for beating back pushes, while also having application on offense. There are a few effective cards, namely Fireball (I wouldn't bother running 3Ms if the average Fireball level is higher than them) but I've found most ladder games are at least able to be drawn if you're not massively outlevelled. Games without Fireball and possibly Lightning are basically auto wins. That said I agree about the gold costs. I've been playing this deck for close to 6 months because I'm forced to pour all gold into cards I need for this deck. I have no room to experiment. Yeah. I've kind of shun away from 3 muskies because of that fireball/lightning scare. How do you deal with RGs on that deck? Are you just having your muskies ready and proceed to gun the giant down? Also, what's the function of dart goblin there?
For RG there are a couple of methods. Ice Golem or Knight to soak up whatever support the RG has. Cannon, Ice Spirit and DG if possible to kill/stall him. It works well for most of the game as blowing Fireball to clear the Cannon leaves them vulnerable to a hard 3M push. That said (overlevelled) RG supported by Fireball is probably the toughest challenge I have.
The Dart Goblin is essentially for reach and a cheap anti air option. If you drop it at the bridge it will get 4 (3 if underlevelled) shots on the tower and it's very difficult to properly counter. With Rocket this gives you a reach of 1k rather than 600. It's also a good defensive option against Lavaloon (backed by Fireball), which 3M is really vulnerable to. Its range also makes it flexible for defense. You can defend your right side and have it attack into your left (and vice versa) which not many units can do. It's "countered" by Log but it's fast enough to usually do what you need it to do before it's killed.
The Lightning/Fireball thing is interesting. They both punish different positioning of your Muskies. Thing with Lightning is if you drop an Ice Golem and Knight in the middle of them, it only kills 1 of them and about 1/4 of your tank HP ends up surviving. Lightning punishes you (hard) if you split your Muskies, while Fireball punishes you if you keep them together. It means that Lavaloon/Golem decks backed by Lightning aren't that threatening, but only after you know they're running Lightning over Fireball. I've lost loads of games because I guessed they were running the wrong removal and went a tower down instantly.
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Yeah, I really love the dart goblin and tried to run it, but felt like it got logged or even arrowed whenever I needed it for any kind of defensive duty. Had to go musketeer for that slot to keep lavaloon at bay.
Maybe I'll try something like minions + dart goblin + miner at some point. Usually the opponent has only a log or arrows, not both, leaving either darter or minions free to combine with miner in counterattack.
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Oh man didn't realize people still posted in this thread COOL
I updated my mortar deck. Woody's original one was ice wiz, princess, miner, mortar, zap, minion horde, tombstone, min pek. but with all the changes in the meta, it was obsolete. unfortunately i had spent too much gold on card levels to abandon. I could still get into 4k (i dropped 1k trophies everytime for clan chest) but it was getting harder to. so many easy ways to counter mortar and it was frustrating. Protip - counter mortar by dropping a tank, best is on other side, and watch as mortar uselessly fires at it. ice golem is best for drawing fire. OR drop a tombstone or furnace and spam laugh as mortar uselessly fires at the spawns.
So I was playing around when I lost to another mortar player. I copied his deck, with only one change: swapping out giant rocket for lightning because i find i prefer lightning (im old and the giant radius is more forgiving):
mortar, fern tower, knight, mega minion, arrows, log, lightning, skarmy
the only downside to this deck is sometimes you have a shitty opening hand like three spells and a fern tower. but shit happens. with this deck i did a lot better even though my cards weren't as high level. i open with a knight or mega in the back. if they drop a tank, i wait for them to get close and defend with fern tower, drop a skarmy if they zap. with arrow AND log AND skarmy, the zap bait decks aren't a problem. with my godlike defense, i then drop a mortar to support my surviving troops on a counter push. or instead of dropping the mortar, if they offer juicy targets i'll lightning their defense. very satisfying to slowly chip them down
furnace still gives me issue, RG is annoying, and shit barbs (my name for e barbs) are total BS, but i can still draw. sometimes shit barb users get lucky even if i'm winning all game long with a huge lead in HP. a lapse in concentration leads to a loss on my part. shrug. in general though, this deck if played correctly will not lose to shit barbs as there are plenty of defensive options. but i got into silver league, with mortar, one of the worst cards in the game. feels good man. but i love the style of zoning, reactive play, and chip damage. i'll wait for supercell to come to its senses an undo its ridiculous nerf a year ago
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On April 13 2017 09:08 fishjie wrote: swapping out giant rocket for lightning because i find i prefer lightning (im old and the giant radius is more forgiving):
Heh, this is so true. One of the best feelings with Rocket is when someone drops an Elixir Collector behind a tower for a juicy kill + 500 free dmg. The worst feeling is when your finger slips and you miss the collector... You need to quickly hit the emote suppression after that.
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Anyone have strategies for defending against EBarbs? My deck rn is
Zap / Ice Golem / Archers / Skeletons / Tombstone / Musketeer / Giant / Poison
And I usually try and bait the EBarbs with Skele or Tombstone but once they see it the first time, The Log always comes down the next times and it's a bad day. Looking for tips about placement or avoiding The Log/Zap counters to the skeletons, or other effective counters?
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On April 13 2017 14:25 Plume wrote: Anyone have strategies for defending against EBarbs? My deck rn is
Zap / Ice Golem / Archers / Skeletons / Tombstone / Musketeer / Giant / Poison
And I usually try and bait the EBarbs with Skele or Tombstone but once they see it the first time, The Log always comes down the next times and it's a bad day. Looking for tips about placement or avoiding The Log/Zap counters to the skeletons, or other effective counters?
Maybe trade the Poison for Fireball? Fireball/Zap should go neutral with EBarbs for no damage if you time/place your Fireball correctly.
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If you are a pro (i suck and am too old), you can drop an ice golem in the center so that it heads to the opposite side. If done correctly, the ebarbs will uselessly chase the ice golem to the other side all while being shot at.
Tombstone is good. Wait for them to log the tombstone, then drop your skellies. Or when the ebarbs are barelling down, drop skellies to the side. What happens is, if they pre emptive log, it fails because it whiffs. If they don't pre emptive log, then the ebarbs uselessly target skellies, and they lose precious time trying to log it (wouldn't even be worth it at that point). If they zap however you're in trouble. So you have to chain your defenses together depending how many counters to your counter they play. Eg, they play ebarbs, you play tombstone, they log it, now you play skellies, they zap your skellies, you play ice golem. you'll end up ahead in elixer.
of course since shit barbs are a stupid card, sometimes your reaction is slow and your entire tower blows up anyway
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I'm not sure that pulling both Ebarbs to the opposite side is possible. The outer one doesn't aggro the golem as far as I'm aware. I guess you could pull the middle one and use your skellies on the outer one and still come up ahead in elixir. You'll still have to kill the one that got pulled too. If a few tower shots did the trick they wouldn't be such a problem card.
Best answer I've found to Ebarbs is Knight. As long as you place him to target the unit the Tower is attacking he'll actually solo them if even levelled. Throw in skelly or Ice Spirit and it ends up being pretty comfortable.
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Tombstone is good. Wait for them to log the tombstone, then drop your skellies. Or when the ebarbs are barelling down, drop skellies to the side. What happens is, if they pre emptive log, it fails because it whiffs.
This is working for me thanks! Although now they are nerfing ebarbs :O.
Best answer I've found to Ebarbs is Knight. As long as you place him to target the unit the Tower is attacking he'll actually solo them if even levelled. Throw in skelly or Ice Spirit and it ends up being pretty comfortable.
I'll try this when I get some gold to lvl up my knight!
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i've had my ebarbs pulled to the opposite side with ice golem before. perhaps that was my fault for placing them wrong - i've noticed that the ebarb furthest away often doesnt aggro to center. i have no idea how those players managed to do it to me.
i actually use knight and never thought to drop on the one that was already being targeted. lol, good idea thanks!
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FFS, 30k gold poured into those bloody Ebarbs in the last fortnight and they get nerfed
I know I know, I should have known better but damn I hate this game sometimes.
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I think I'd still like to see skarmy at 4 elixir rather than any other nerfs to it. Right now it's a card that can easily stop and kill 5+ elixir troops rapidly and still require you to have a 2 elixir spell to counter.
I do like cards that allow very favourable trades, but it still feels so powerful in many situations, especially early game when you're still shuffling your hand into better order and all that. Too often it feels like you get heavily punished for trying to do anything active in the game.
Obviously there are decks that are less affected by such cards, but do find it shuts down quite a lot of more interesting approaches nevertheless.
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This game has begun to frustrate me like no other, lol.
The only cards I am missing are log, miner, ewiz, and bandit... but it seems log/miner/ewiz are the 3 key cards in the meta that you see at least 1-2 in EVERY deck.
Been trying to break 3k, and it seems rigged lol. Every time I make it to 2900-2950, they start putting me vs 3 accounts higher lvl than me consecutively whos cards are average 1-2 levels higher than me (where I am only a fresh 9 - only been playing a few months) and end up hitting a losing streak.
Quite discouraging on top of that when every single opponent I lose to always has at least 1 card in their deck from the 3 key ones I am missing that I mentioned earlier, usually using 2 of them.
The deck I enjoyed most was a Pekka/Cyclone deck, but I've researched it quite a bit, and the only ones that are viable in high rank all have either wiz/miner/log in there somewhere. Without those cards, more than half of my games end up being stalemates, where they can't push to my tower, but I can't push to theirs without those missing cards.
Since then I've tried hog decks, ebarbs, bait decks, and always get to that same rank wehre I'm almost 3k, then drop down...
And again, its very discouraging, as I face similar decks to my own, and then lose at the buzzer because their log was not only able to take out my squishies but also does a fair amount of damage to my tower - which is a strategy I can not incorporate myself due to no damn log.
Recently tried a lavaloon deck, since that's one of the few taht is viable without the cards I'm missing, despite the fact that I hate lavaloon since I find it very boring to play, and it seems to just not fit my playstyle, Only win about 3/10 with that deck...
So I guess it's back to spell bait or ebarbs, but ebarbs just caught a nerf and spell bait feels so unfair vs those who have ewiz/log as when it comes down to the buzzer, those are gamechangers.
If I look through my losses, those who have the cards I have? Wins vs them. I look at every loss? Every single one of them has cards I do not own....
Just hoping to get over this 3k hump, then I will just do challenges and watch shop until I get 1-2 of those legendaries so I can enjoy the game again... but the fact that the meta is so reliant on 3 key legendaries and not having any of them just seems so unfair... But instead of doing something about those cards that are so strong their used in literally every deck, they are doing things like nerfing furnace and ebarbs....? Cards that are pretty easy to counter, and some of the few options that are actually somewhat viable against log/miner/ewiz...?
Just don't seem right.... I progressed extremely fast at first, caught up to all my co workers who started playing before me in a matter of weeks... but once getting to mid-high 2000's, end up facing cards I do not have, and now I've hit a wall.
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On April 21 2017 03:47 Spyridon wrote: This game has begun to frustrate me like no other, lol.
The only cards I am missing are log, miner, ewiz, and bandit... but it seems log/miner/ewiz are the 3 key cards in the meta that you see at least 1-2 in EVERY deck.
Been trying to break 3k, and it seems rigged lol. Every time I make it to 2900-2950, they start putting me vs 3 accounts higher lvl than me consecutively whos cards are average 1-2 levels higher than me (where I am only a fresh 9 - only been playing a few months) and end up hitting a losing streak.
I'm hovering around 3200 (ups and downs +- 100). I'm also lvl 9, but I've also been around this rank for a while (I was lvl 8 when i broke 3k at the start of December). I also don't have log/miner/ewiz (well I recently got ewiz but havent gotten around to learning how to use him). The deck I run works pretty well and it does alright at this elo. Furthermore my levels are pretty standard for my level, so I'll post my deck and ask you to try it.
skeletons - lvl 9 zap - lvl 10 (the lvl is relevant when facing goblin barrel, but still works) ice golem - lvl 7 (this lvl is kind of important, as it can counter skarmy with the correct lvl) tombstone - lvl 7 archers - lvl 10 (just leveld up! as long as they dont die to log it's ok) musketeer - lvl 7 giant - lvl 7 poison - lvl 5 (used to have fireball lvl 7 but then skarmy and goblin gang got super popular)
I've had a lot of success with this deck, I've also basically only used variations of this deck so I might just be super used to it. Yeah the game is kinda rigged when you face accounts with higher tower levels and card levels, but that's just how this game is... :| I really like the drafts that pop up so I've been playing less ladder recently, maybe check those out.
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On April 28 2017 13:27 Plume wrote:Show nested quote +On April 21 2017 03:47 Spyridon wrote: This game has begun to frustrate me like no other, lol.
The only cards I am missing are log, miner, ewiz, and bandit... but it seems log/miner/ewiz are the 3 key cards in the meta that you see at least 1-2 in EVERY deck.
Been trying to break 3k, and it seems rigged lol. Every time I make it to 2900-2950, they start putting me vs 3 accounts higher lvl than me consecutively whos cards are average 1-2 levels higher than me (where I am only a fresh 9 - only been playing a few months) and end up hitting a losing streak.
I'm hovering around 3200 (ups and downs +- 100). I'm also lvl 9, but I've also been around this rank for a while (I was lvl 8 when i broke 3k at the start of December). I also don't have log/miner/ewiz (well I recently got ewiz but havent gotten around to learning how to use him). The deck I run works pretty well and it does alright at this elo. Furthermore my levels are pretty standard for my level, so I'll post my deck and ask you to try it. skeletons - lvl 9 zap - lvl 10 (the lvl is relevant when facing goblin barrel, but still works) ice golem - lvl 7 (this lvl is kind of important, as it can counter skarmy with the correct lvl) tombstone - lvl 7 archers - lvl 10 (just leveld up! as long as they dont die to log it's ok) musketeer - lvl 7 giant - lvl 7 poison - lvl 5 (used to have fireball lvl 7 but then skarmy and goblin gang got super popular) I've had a lot of success with this deck, I've also basically only used variations of this deck so I might just be super used to it. Yeah the game is kinda rigged when you face accounts with higher tower levels and card levels, but that's just how this game is... :| I really like the drafts that pop up so I've been playing less ladder recently, maybe check those out. Can you get in consistent tower damage to the enemy or do you rely more on enemy overextending a bit? I always feel like you need another backup win condition to have a shot on winning matches consistently, not to speak of relying on a mildly underleveled giant alone. I guess lvl 5 poison helps a lot though.
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Got tired of my main deck, started experimenting with Elixir Pump + Pekka + Poison based deck.
Right now hovering around 3.2k with 10/7.5/4/1 cards. Still learning quite a bit about reactions, timings and combinations and having way more fun that with the usual deck.
Running right now:
* P.E.K.K.A - Win condition #1. Eats most melee fighters (including ebarbs) for breakfast and is often able to counterattack afterwards. Chops down any giants and golems nicely too. * Hog Rider - Win condition #2. Often hammers down the other tower when the enemy is overcommitting against PEKKA. Handy 2nd punch when enemy buildings are down after PEKKA attack. * Ewiz - Splash, slow, reset for those pesky infernos toasting your PEKKA. Nice all around * Zap - Roughly same as Ewiz. * Tombstone - Cheap building in otherwise pretty elixir heavy deck. Some stability for early game and all that * Elixir pump - When the regular push isn't enough * Wizard - More splash and damage, works nicely with PEKKA. Maybe should replace with excecutioner, but he's not lvled enough atm. * Poison - Compliments PEKKA nicely, kills alls the small clutter that zap baits and such run to distract you. Still experimenting with the lineup, but the present seems quite nice right now. Early game blind all ins still hurt a lot, but I'm still improving quite a bit and getting better in fending those off.
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On April 28 2017 13:27 Plume wrote:Show nested quote +On April 21 2017 03:47 Spyridon wrote: This game has begun to frustrate me like no other, lol.
The only cards I am missing are log, miner, ewiz, and bandit... but it seems log/miner/ewiz are the 3 key cards in the meta that you see at least 1-2 in EVERY deck.
Been trying to break 3k, and it seems rigged lol. Every time I make it to 2900-2950, they start putting me vs 3 accounts higher lvl than me consecutively whos cards are average 1-2 levels higher than me (where I am only a fresh 9 - only been playing a few months) and end up hitting a losing streak.
I'm hovering around 3200 (ups and downs +- 100). I'm also lvl 9, but I've also been around this rank for a while (I was lvl 8 when i broke 3k at the start of December). I also don't have log/miner/ewiz (well I recently got ewiz but havent gotten around to learning how to use him). The deck I run works pretty well and it does alright at this elo. Furthermore my levels are pretty standard for my level, so I'll post my deck and ask you to try it. skeletons - lvl 9 zap - lvl 10 (the lvl is relevant when facing goblin barrel, but still works) ice golem - lvl 7 (this lvl is kind of important, as it can counter skarmy with the correct lvl) tombstone - lvl 7 archers - lvl 10 (just leveld up! as long as they dont die to log it's ok) musketeer - lvl 7 giant - lvl 7 poison - lvl 5 (used to have fireball lvl 7 but then skarmy and goblin gang got super popular) I've had a lot of success with this deck, I've also basically only used variations of this deck so I might just be super used to it. Yeah the game is kinda rigged when you face accounts with higher tower levels and card levels, but that's just how this game is... :| I really like the drafts that pop up so I've been playing less ladder recently, maybe check those out.
I can give that one a try but it seems somewhat different from my typical deck.
I surpassed all those I play with early on and flew up in ranks until I hit the wall here. Now the people who I surpassed are mid 3000's and of course have the cards im missing.
But more annoying is the cards I enjoy using most are no longer viable at this skill level WITHOUT those cards.
I really do think it's rigged more than just levels, though.
I was at 2975 earlier, was doing very well, then get a line of opponents that are not only higher level than me, but also seem to have decks tailored to be able to counter mine perfectly - all with inferno towers 2-3 spells, and massive ranged aoe (and my current deck is spell bait). After a monster losing streak, back at 2750...
On April 28 2017 22:09 Bacillus wrote: Got tired of my main deck, started experimenting with Elixir Pump + Pekka + Poison based deck.
Right now hovering around 3.2k with 10/7.5/4/1 cards. Still learning quite a bit about reactions, timings and combinations and having way more fun that with the usual deck.
Running right now:
* P.E.K.K.A - Win condition #1. Eats most melee fighters (including ebarbs) for breakfast and is often able to counterattack afterwards. Chops down any giants and golems nicely too. * Hog Rider - Win condition #2. Often hammers down the other tower when the enemy is overcommitting against PEKKA. Handy 2nd punch when enemy buildings are down after PEKKA attack. * Ewiz - Splash, slow, reset for those pesky infernos toasting your PEKKA. Nice all around * Zap - Roughly same as Ewiz. * Tombstone - Cheap building in otherwise pretty elixir heavy deck. Some stability for early game and all that * Elixir pump - When the regular push isn't enough * Wizard - More splash and damage, works nicely with PEKKA. Maybe should replace with excecutioner, but he's not lvled enough atm. * Poison - Compliments PEKKA nicely, kills alls the small clutter that zap baits and such run to distract you. Still experimenting with the lineup, but the present seems quite nice right now. Early game blind all ins still hurt a lot, but I'm still improving quite a bit and getting better in fending those off.
This is EXACTLY the type of deck I want to run. PEKKA/Wiz/pump are my fav cards to use. But every single viable deck using them seems to have either ewiz or miner or log (most of them 2).
So damn annoyed but this string of luck and I can't wait until I just either finally hit 3k or start getting some of the missing cards.
Also heres another example - I used minions and minion horde, consistently got matched with people who had arrow and furance. Switched them out for heavy goblins, and then get a bunch of lava hounds in a row.
I truly do not believe that by chance I run in to so many people using the same cards that happen to exploit the weaknesses of a deck.
Just been keeping up the grind, but regardless of attempting various decks, leveling up my cards further, etc... every time I lose due to these situations that seem so rigged.
But after month's of the same thing, it's getting very, very old.
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