073: The Electro Slide
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Our Weeks in the Arena
Joe: ~4600 now
- Pompeyo’s (Papaya) Balloon Cycle
- Clan wars: 3000
Rob: ~4400 this season
- Finished season at 4700
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Boom It or Moob It
11/5 Balance Changes
- Royal Ghost: Hitpoints -9%
- Royal Hogs: Damage -6%
- Inferno Tower: Hitpoints +3%
- Skeleton Barrel: Death Damage +62%
- Mega Knight: Hit Speed faster 1.8sec -> 1.7sec
- Tombstone: Spawn Speed slower 2.9sec -> 3.1sec. When destroyed, spawned skeletons reduced 4 -> 3
- Giant: Hitpoints -2%
- Magic Archer: First attack slower
- Cannon Cart: Hit Speed slower 1.2sec -> 1.3sec
- Dart Goblin: Damage +4% (Player Choice!)
What’s the grade?
The Meta Check is brought us by our boy Sir Devon (LloydChristmas)!! Let’s look at a few risers and fallers for this meta check!
- Electro Dragon?
- Electro Wizard
- Barbarian Barrel
Meta Check Trivia!
To see the stats behind this week’s Meta Check click here.
We open chests round robin style, starting with the least rare, then moving to “The big dogs”!
- Joe – Crown, 2 Big Dogs
- Rob – Crown, 1 Big Dog
The Electro Slide (3.3 AEC)
Cards: Electro Dragon, Ice Wizard, Royal Ghost, Bandit, Miner, Barbarian Barrel, Poison, and Tornado
Decksplanation: The Electro Dragon, Ice Wizard combination is one of the hardest combinations in the game to get through with an offensive push. The slow from the wizard, and the stuns from the dragon make it extremely difficult for your opponent to develop anything after they get to the bridge. Slap in a tornado to that mix and it becomes almost impossible for them to get to the tower. Be sure to use troop placement to your advantage to ensure that they don’t get value with their spells.
This deck is extremely defensive, but at the same time, holds great offensive potential. The royal ghost and the bandit both require your opponent to use ground troops for defense. Also, the miner also requires ground troops to be played if your opponent wants to defend it appropriately and prevent damage on their tower. Since there are three cards that require ground troops for your opponent, you have to be ready to switch lanes and take advantage of situations when they don’t have an answer available. After you’ve seen their deck makeup, don’t be afraid to switch lanes when they don’t have an answer in hand to prevent damage from one of these ground troops!
Warning: If you use both the bandit, and the royal ghost in the same lane, be sure that they haven’t used their tanky ground troop. If you play both of these into a tanky ground troop, both will die – sadly deaths. Also – do not play both the royal ghost and the bandit on opposite lanes at the exact same time. A good player will throw their one tanky troop in the middle of the map, between their princess towers to aggro both of them, which will render your push useless.
Poison can be used with the miner, if you want to use this deck as a pure miner/control deck to continuously get chip damage on the tower, while taking out the troops that they use to defend. The barbarian barrel should be used for 1) killing swarm troops, 2) just throw it out at the bridge and potentially bait out a ground troop from your opponent, and 3) use this behind a tank to kill the support troop (i.e., the musketeer, electro wizard, etc.).
Beatdown is the toughest deck for this deck to play against. The barbarian barrel will allow you to have great success if you destroy the support troops. Also – a well timed tornado on defense (with the ice wizard and electro dragon attacking) will also keep you alive for much longer. Practice with this deck, and we promise, it will work wonders! Boom!
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