You obviously haven't seen any of Shlomi's attacks on youtube...
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You obviously haven't seen any of Shlomi's attacks on youtube...
Let's compare Mid Game Tank(Le Higantes) and End Game Tank(Le Golem).
Level 6 Giants have 940 Hit Points 5 Housing Space, 2 Mins to Create
Level 6 Golems have 6300 Hit Points 30 Housing Space, 45 Mins to Create
If you think about it, 6 Giants has a total Hit Point of 5,640, just 740HP less than a Golem. Is cheaper and is definitely faster to create than 1 Golem that takes 45mins.
So they're basically like 6 mini Golems and depending on how you deploy them(just watch out for splash damage;)) they can soak up a lot of damage.
And how can hogs be better if you're talking about troops that can tank? Level5 Hog Riders has half the HP of a Level6 Giants. Hogs are not tanks they're DPS troops.
They're still in the game because they are very, very useful units on lower TH level game play, in fact they're ones of the main units there, TH9 and below so to speak. Don't assume everyone is already TH10, or can get to TH10 that easily. A lot of people play for months and months on end on some TH levels below TH9. And there are new players maybe every day or every week, and there are people who come and go as well, who can't play straight for months.
I am a heavy Giant user since I got them and when I got to TH6 I've been using Giant+Healers to farm and it works very well for me. I sometimes use Hogs when I have plenty of DE in my Army but I never go raid without Giants. Even now that I am TH8 maxing level 8 walls, I still use Giant+Healer+Archer+WallBreaker army, and it's working very well for me.
It only takes me 30mins to create my whole army and farm 150K-300K, sometimes getting 400-500K farms in Silver1 and Gold 3.
Well that's my 2 cents. :p
giants-healer strategy is fundamentally flawed because it's vulnerable to both air and ground defense. Most successful strategies are either all-air (balloonians, dragons) or all ground (hogs, GoWiWi, GoWipe). Those high-level ADs become a pain-in-the-♥♥♥ to take out and there are 4 of them (usually nested somewhere inside). You don't want to worry about them AND the mortars/cannons
Healers are intrinsically random in their performance: you have 5 seeking-mines at TH10 that can destroy a healer with 4-tile radius. That's too much dice-roll to put on a 14-space troop. They are also random in whom they decide to heal. They can end up healing a single barbarian throughout the battle while rest of your army get destroyed.
Randomness is very bad when you're pushing for cups. A strategy that works 95% of the time is 8 times better than one that works 80% of the time in terms of net cup gain. This disparity becomes wider as you get higher since on average a loss takes away 3x many cups as a win.
I religiously used 2-3 healers as recently as 2 month ago, and got up to crystal 2, but I took many many detours since I couldn't win with any consistency.
Also, 6 giants vs 1 golem:
1. can distract several different towers on opposite corners
2. 6 giants hit much harder than a golem, and they walk faster
3. they can distract multi-ring inferno towers while golems only distract one of the fire-rays.
I've used giants + rage spells to tank/destroy non-maxed TH10s with 2 infernos/3 xbows. haven't really hit anyone with maxed walls/mortars.
Giants are for lower lever THs and leagues. Golems are for TH10, maxed out defenses and higher leagues. End of discussion.
I totally disagree, I love giant healer. It's not about making the healer survive until the very inside. If the ADs are nested, then the healer makes the giants live until they are towards the center. If they are on the outside, then you can destroy 1 and the same principle applies.
Healer aren't random, I find that people deploy badly and then complain about this. :confused:
Against any TH9 that's not ridiculously good (level 9 walls, maxed def, etc.)I can 50% with giant healer, it's not that variable.
You can go much higher than crystal II with giant healer! :D
Th 8 here and I hate level 6 giants they are to OP