Showing posts with label Skeleton army. Show all posts
Showing posts with label Skeleton army. Show all posts

Tuesday 14 February 2017

Balance Changes : Unbalanced



       Hey what's up guys ! its DEMOLITION here and TODAY we will take a look on the balance changes which have gone live. Before we jump into it I would request you all to show support by following my blog and also read my old post and comment what you feel your feedback is very much appreciated and look forward to.
So , lets jump right into the new balance changes.in this balance there are both nerfs and buffs and the cards affected are Executioner,Poison,witch,P.E.E.K.A,baby dragon,Skeleton army skeletons and dark prince.


Here some cards were espected to go through the balance changes such as Executioner,Skeleton army,The dark princee and baby dragon but the rest all were food for thought.Now lets go one by one and see how the changes affect the game

1) Executioner

Damage -6%, Range to 4.5 (from 5), axe hit radius -10%


  1. The executioner was the most expected of all the  cards to undergo nerf as it was so OP.It's damage is reduced by 6% in a hit that means 12 % totally as its axe hits the units second time on the way back.Thiis is a  huge nerf of 12 % reduction in damage but it will still be able to  take out a horde completely on way back at the tournament standards
  2. .As the  range is decreased by  half a tile it will get one hit extra from tower before it starts attacking on the crown tower.this means in all it willl get one hit  less and that means its double damage will be avoided.
  3. Now coming to the hit radius as it is reduced by 10% now it will make the placement of the minion horde on the top of the executioner crucial as now it cannot take the entire horde out due to reduction in attack tile.Earlier its axe radius was 1 and now it will be 0.9 as a result 2 minions will not be affected on right placement.

2) Poison

Duration to 8 sec (from 10 sec), Damage per second +24%


  1. According to supercell they have buffed this card but after doing the math the overall interaction of this card remains same as its damage is increased but its duration is decreased.
  2. Overall it will do the same damage to the crown tower but now the difference is that will do the damage quicker.It is totally a advantage during Clutch moments.
  3. Now it will pop the skelletons in one second ass it used to earlier,This is a huge buff for the hog poison and giant poison users and against the Graveyard.
  4. But I think as long as the slow doesn't comes back it wont come back to the meta  according to me.

3) The Witch

Witch: Damage +6%


  1. The witch is highly used in the lower arenas but rarely used in the later arenas. Supercell wanted to make it more usable in the later arena by buffing it just enough I think they have done a pretty good Job !
  2. Now the witch will pop the skeletons in just one hit as it used to do before.So be ready to see more  of her in the later arenas. Witch is coming with a Giant Giant in the front !

4) P.E.K.K.A

Deploy Time to 1 sec (from 3 sec)

  1. This is my favorite balance change , now the pekka will be more usable and handy as the Mini pekka as it can be quickly deployed to clean up  cards like the hog rider and Royal giants quickly.
  2. Now it will act as a 7 elixir giant. It is a nerf for the players who like to play it slow building Huge pushes for the win.
  3. Over all great update for the P.E.K.K.A. Now it will surely be used more in the upper arenas.Beware of PEKKA three musketeers.

5) The Dark Prince.

Hitpoints +5%


  1. This is not a considerable buff for the dark prince as mathematically it will just get 1 hit more on the tower.
  2. It has always been a bad splash card and even this buff wouldn't make it a more used card .
  3. It surely needs more buffs for its users.

6) Baby Dragon

Range to 3.5 (from 3)

  1. It is a underused cards in the upper arenas and just seen in the Golem decks just for countering the minions and minion horde.
  2. Now it has been given a buff in its range to make it more usable.Now it will get few burps more on the tower as compared before.
  3. Even with the golem it will be more helpful as it can quickly start attacking due to its increased range.
  4. Overall its a good buff and we will be seeing slightly more dragons in the arenas !

7) Skeleton Army

Skeleton Count to 15 (from 16)

  1. This is one of the most critical change as the Scarmy is heavily used in both lower and the higher arenas.
  2. Now  as its count is reduced by 1 it will be easier to catch all the skeletons in zap radius earlier it wasn't possible as there were too many of them no entire army can be zapped,
  3. Now it is not a very good idea to defend a hog rider on E barbs with the Scarmy.

8) Skeletons.

Skeleton Count to 4 (from 3)

  1. The lone skeleton which quit the army has now joined the quad pack with his brothers!
  2. They have buffed this card because after the release of the ice spirit it became favorite cycle defensive cards of the players around the globe.
  3. Now Skeleton will be used more against Mini pekka,Prince ,Hog and the giant.
  4. We will see more bones in arena than ever before !!



So this it guys for today.See you guys in the next blog.Keep reading keep following and keep clashing.Stay Awesome bros.Peace out ! and thanks for your awesome support .

Saturday 11 February 2017

Arena 4 to Arena 10 : How ?

       Hey, What's up bros , Its me DEMO here and TODAY,in the 4 blog, we will see how to get into the jungle arena ( Decks and Strategies).Before we begin I would again like to thank you guys for the massive support on the last blog and also would like to tell that now the follow button is active Please show your support by hitting the follow button for more of the Clash content !
       So let us begin ! I get a lot of questions about getting into the legendary arena.So the deal is you have to get at the jungle arena before and then it is all skill that will take you in the legendary arena.


Decks to use



The hog rider has to be my favourate card in the game , it is very well balanced and gives a great value for the cost of 4 elixir.You unlock this card in Pekka's  play house (You can easily reach to the play house if you follow my first blog).Do not donate this card , keep collecting it it will be useful for you in the long run.
Assuming  you guys are in the arena 4 having unlocked most of the cards I would suggest some of the decks to you.

 Hog Freeze Deck

This combo is very famous and every top player has used it at least once in his career.Believe me guys this combo can take you to 3000+ easy in course of time if your cards get at a good level.Even currently it has come back into meta and the legendary arena players are using it again, dont believe me ? chect the TV royale yourself !
playing of the freeze spell after deployment of thehog requires some skill. So you have to deploy the hog right on he bridge and keep the freeze ready.Once the opponent drops defence such as Barbarians , Mini pekka , goblins , muskeeter , Scarmy you immediately have to drop the freeze spell.
Level 1 spell freezes the troops and the building for 4 seconds and the attack  speed of  the hog is 1.5 seconds. So we can say that the hog ider will get 3 hits guranteed as the frozen units attack stance would have been reset.3 hits will be guranteed.
considering the hog rider at level 3 (minium level 3 required before you use it in the battles) it does 181 damage on 1 hit and therefore using hog-freeze combo you will get approximately 543 damage on the tower.
Also, As your opponent will be busy countering your full health hog on his frozen tower you will be able to build up elixir to defend the counter push.

Other Elements of the Ho-Fr deck



The Valkyrie will be an extremely important component in your deck. When you arein lower arenas you will se the giant witch combo a lot. Valkyrie is ery effeective in taking out the witch from the combo giving you apositive elixir trade and leaving your opponent to deal with a full health Valkyrie.
the Vulk can also be used in combination with the hog rider. Putting Valk ahead and the hog rider from behind is a deadly combo as many players in your arenas use mostly barbarians or the skeleton army. Sometimes they may use a minion horde or minions to counterthis combos.
Valk is a great defensive card and takes out many other cards in one on one interaction such as the musketeer,witch,skeleton army , the barbarians and even the mini pekka with the help of the tower.

The Defensive Buildings


Defensive buildings are a must in every deck as they can be used to distract building targeting units like Hog , giant , royal giant , golem , hound etc.They can also be used to sponge damage.Some people prefer spawnner buildings instead of these but I think they are not dependable like these.
I prefer infernoo tower over the Tesla  but if you want to keep the deck cheap Tesla will alsodo a great job, but for the tanks I prefer inferno.Remember your opponents are also  likely to run a Hog deckso buildings are of immense importance for you.

Air to ground and Ground to Air



Remember your deck must be well balanced and hence it must have a flying unit which targets fellow air units and counter ground units as well. Also you should have a ground unit to target the flying units. you can replace minion horde with minions to keep the deck cheap and reducing the positive elixir trades of your opponent to even trades.Also you can trade the musketeer for the wizard but musket will be cheaper and this might be the reason this card is used bu so many top players. Its all your decision in the end.

The numbers game


 The skeleton army, Being very vulnerable,Is a great defensive card against the Giant,hog,musketeer etc.You can use this as a defensive card but ate the higher arenas everyone is running a zap and i would recommend not using this card defensively in the higher arenas.
as in lower arenas there is no zap you can use this card defensively for hog and giant witch deck(But first take out the witch).Even if your opponent arrows them it will be a positive elixir trade.

Secondary Spells

You can use fireball or the arrows as the secondary spells to counter hordes, Skeleton army,Barbarians,minions,musketeer and etc. It is mandatory to have at least a spell other than your freeze spell  for direct damage and defensive purpose.In future you are expected to see a lot of pumps , fireball can shut them down for a even trade.you will be also seeing a lot of princesses and if you dont have a log arrows will shut her down for a even trade. arrows can also shut down a horde for s positive elixir trade.these spells come very handy in the deck and you should have them.


So this is it for today guys, I will discuss other decks in future blogs.Checkout my old blogs.If you want more of the hog decks then comment down and dont forget to follow my blog for more Decks and strategies.See you in the next blog.Thank you.Keep sharing Keep clashing.Peace out.