字幕列表 影片播放 列印英文字幕 Mmmm It's a orange juice What's up everyone, this is OJ The Goblin Gang is kinda like a Knight - Skeleton Army Hybrid It can distract a lot of cards a Knight can But, it's fragile like a Skeleton Army The hard counter to Skeleton Army is the log So a princess and goblin barrel pair really well with this card The meta right now is really diverse, so it's hard to say what the best deck is for the goblin gang But with the princess, goblin barrel, the log and the inferno It makes a really nice base for a log bait deck Add three cards to suit your playstyle A tank and a spell would be ideal I made a really fun deck that reached twelve wins But this is during the first day when everyone was running Goblin Gang in the Grand Challenges Another deck that is more reliable would be the Knight-Rocket deck They play completely different from each other With the dart goblin deck, you basically never want to reach 10 elixir The pushes should be around 3 to 4 elixir Ice spirit could tank two shots from the tower and freeze it So the dart goblin could deal over a thousand damage if they ignore it Pretty deadly combo, and everyone knows it So it's almost never ignored This is good because it either draws out a log or something like a knight This deck is technically a 2.8 deck But you almost never have to run the Inferno Tower So it plays more like a 2.4 cycle deck The idea of this deck is to rapid-fire every single troop You never want to commit more than 4 elixir though It's really fun to play, just keep applying pressure They can never build up a combo for their deck It is pretty weak to Bowler-Graveyard though So you will need to save up your Dart Goblin to take out the graveyard And Bowler practically counters all the cards in this deck This low cost deck beats all the traditional zap bait decks Because the princess, barrel, gang, fire spirits, log, ice spirit and dart can take out the goblin barrel So even if they bait out your log and shoot out two Goblin Barrels The entire deck counters that strategy The princess is going to be free damage It's almost always guaranteed to get a 140 (dmg) off If they log her, you can send in a barrel If it's a knight, the Goblin Gang will counter it Then your dart goblin can take out the knight And now they have to worry about the dart goblin because it is gonna chip on their tower This deck isn't necessarily about making positive elixir trades Rather, it's more like unit trades The constant need to address your 3 or 4 elixir push stresses out their deck combo and they never get to execute it Starting off this match, I bust out an ice spirit - barrel combo Casting the barrel first, then the ice spirit It is prefectly timed so the ice spirit tanks the tower right as the goblins land on it His Skeleton Army gets destroyed by my ice spirit 4 elixir for 3 elixir trade And I dealt damage to his tower Now it's a matter of waiting for the skeletons to pass so I can plant my princess He plants the Lava Hound at the same time His only counter seems to be the tombstone Since the dart goblin one shots skeletons He is perfect for protecting my princess Right as he demolishes the tombstone I played my fire spirits to protect her from the skeletons that spawned This is when my opponent realizes the dart goblin and princess are going to deal serious damage so he arrows them He spent 6 elixir on the left side so I am not worried of any big pushes on the right side since my Inferno takes care of that hound The stab goblins tank while the spear goblins take out everything Right now I know he has a skeleton army back on rotation so I want to bait it out with my princess She does get one shot off the tower then the dart goblin cleans up and as a bonus, he ignored the dart goblin so he dealt the full 400 damage Because the balloon was planted on the front outer edge I could had placed it one tile further to the left I messed up my ice spirit placement so the balloon's bomb touches my tower He had arrows in rotation for a few cards now So I know he is going to waste his arrows directly on the barrel This means if he has elixir his only counter to my fire spirits are tombstone They are pretty deadly two spirits reaching the tower is basically fireball damage with the cost of two elixir I am sitting on a bit of elixir in case he plants anything in front and I need to cycle to my Inferno But as soon as I hear the lava hound I played my princess I put my dart goblin a bit too forward so I need to assist him with an ice spirit Looks like he is going all or nothing with the push on the right side But that's totally fine, I have an Inferno Tower The goblin gang is perfect for this push because the stab goblins distract the Mega Minion For every goblin it kills, that's one less swing it gets on my buildings. as long as one of the three fire spirits lands the kill shot it splashes all of the pups I know he has arrows in rotation so I played my dart goblin really far in the front and it stops the balloon With 30 seconds left and the position of the lava hound he just used arrows so I'm throwing everything I have The thinking is that if he ignores everything that tower goes down Or he has to defend it, and spend elixir Leaving him with no elixir for his lava hound push This deck is super fun and I got in to 12 wins with this But you really need to count their card rotation Because one small mistake will allow your opponent to build a huge 20 elixir push and three crown you in under a minute Never pair the dart goblin, princess, gang or barrel together The combo should never be more than 4 elixir and generally you shouldn't have more than 7 elixir, just keep spending it Rapidly applying pressure synchronizes your elixir with your opponent and destroys any combo they potentially could play This deck isn't reliable against tank - graveyard poison decks but it's so cheese it's fun to play I started off this match with an ice spirit - dart goblin combo Unfortunately for my opponent, he was being polite And that cost them over 700 damage on his tower He pumps up, so this deck seems a little fishy to me The goblin gang is really threatening and is never ignored so I want to see what he has It's the log, so this is perfect he can't counter my princess or my barrel she gets one shot off the tower before dying, so it was a positive unit trade The dart goblin takes out the tombstone breaking even and gets a shot off of the tower. I still don't know what his last two cards are but I do know that his log is one card away from rotation He has to show me those last two cards or use archers to absorb my fire spirits for a negative trade as a bonus, one fire spirit lands on the Golem and splashes the tower So far I have seen archers, pump, log, mega minion, tombstone and golem. I am pretty sure his last two cards are baby dragon and Lightning. Assuming he has a Lightning, I am playing the Inferno Tower in front of the river one tile in the other lane. This is the anti-Lightning position. I know his log is back in rotation So I wanted to bait out with a Goblin Gang But he reveals the 7th card is the baby dragon now I am positive he has Lightning. The dart goblin does work to the baby dragon and the ice spirit tanks one shot then freezes it. He can't take any damages from the dart, so he logs it This is perfect for my barrel. I should had played my princess a bit earlier but since I hesitated the Mega Minion does get one swing out of my tower. His tombstone is out of rotation and I am a bit in the lead so I bait with a 5 elixir combo - Fire spirits and dart goblins. This essentially protects my princess on the left side letting her finish off that tower On top of that, he now doesn't have anything to counter my barrel on the right side I can afford the damage from the baby dragon And the ice spirit does a really good job on cutting his damage in half for 1 elixir Princess gets one shot off the tower and trades with the Mega Minion The Golem is approaching so I placed the Inferno Tower in the anti-Lightning position Goblin Gang takes out the tombstone and distracts the baby dragon for a bit This deck is ridiculously fun to play but if you want to take it seriously and want to reach 12 wins You need to be able to control their elixir and engage the situation You don't really need to track all of their cards just keep a mental note of when they use the log and never over commit more than 4 elixir and never let them build big pushes. Don't sit at 10 elixir Otherwise, you will end up having to defend a huge push with 15 elixir worth of cards on your side all clumped up that will die to arrows at once You will get three crowned instantly The base of this deck is really solid with almost every player running the Log in Grand Challenges It makes a lot of sense to run princess and goblin barrel with the gang. This deck uses rocket instead of dart goblin and knight instead of an ice spirit The tank aspect of this very makes the deck much more reliable especially against bowlers, but plays completely differently. You don't have the dart goblin to constantly chip their tower So it's not like the previous deck where you have to stay below 7 elixir at all times Since the knight allows you to defend against the bigger pushes it's easier to handle. I did mess up the timing of the knight and I played him a bit too high so the bowler isn't in range of the tower That was a negative trade On the plus side, he used his log on the goblin gang So I am free to barrel and fire spirits his tower turns out he had zap for the spirits, but that's fine The barrel deals quite a bit of damage The giant won't make it past the Inferno, but I kinda messed up my princess placement so I used my knight to tank the minions I am considering surrounding the bowler but I realized my inferno tower has just enough health to take it out. Having just used his log on my princess He only has zap for my fire spirits or barrel, but not both. He misses his zap anyways counters with a musketeer, and I rocket her At tourney standard, the rocket deals 493 damage and the log deals exactly 100 so the tower isn't low enough I am waiting for him to play something, so I can plant my princess on the front This is great, now I have multiple options and can over co mmit in defense because one rocket will win the game As usual, the giant won't make it past the Inferno Tower Ice spirits do a really good job at protecting the giant from an Inferno tower So I need to log it The Knight clumps everything together and I can rocket it out Again, cheesing him with a front princess we trade damage So far the only damage he has done to my tower is with his logs Baiting his log, the barrel can take out his tower With the Executioner's reduced splash radius it no longer counters the goblin barrel perfectly like a bowler can This deck is a bit slower and not as spammy as the previous one but it is certainly a lot more reliable The rocket allows you to take out larger support troops that are clumped up behind if your knight isn't enough to distract them Looking back at this replay, I have really only used the Goblin Gang once. And that was because I messed up my Knight placement He had Bowler and Executioner so it was a bit hard to use them defensively And every big push he had, I didn't need to use the gang because all of his troops are clumped up perfectly for the rocket Thanks for watching Stay tuned for more quality OJ
B2 中高級 妖精幫原木誘餌卡組|大逃殺 (Goblin Gang Log Bait Deck | Clash Royale) 32 1 MCX~mighty combat X 發佈於 2021 年 01 月 14 日 更多分享 分享 收藏 回報 影片單字