JusT wondering
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JusT wondering
Wizards, archers. I feel like a hound or even a golem would do good to distract.
Don't use a golem vs air troops, it won't even come out of the cc. Air hound is actually not all that effective either- we've messed with that too.
I'd recommend 1-2 wizards, and all the rest archers. 17 archers and 2 wiz will mess with dragons- the archers spread out, causing drags to take a long time killing them under air d fire if your base is planned right. The wizards will survive longer mixed with archers for extra dps.
Good advice here, but my favorite CC defense against air is 1 or 2 Witches and the rest archers for the same reason already mentioned... distraction. The archers make a great distraction (and makes it more annoying and time/troop consuming to lure out) and the witches create the ultimate"almost never ending" distraction. Even though the skellies don't attack air, the witches continue to summon them and the dragons continue to kill them one by one allowing your AD to fire away! They waste many valuable seconds the attacker needs to get the AD down, by the time they get to the witch there's not much left of the attack to finish off!
I like doing 4 wiz then rest archers. Most of the time people tend to droo rage and heal to when drags fight cc troops and archers also tend to clump up with that raged or healed dragon too much archers is just a waste..
now we go witches and wizards or just full wizards 6 lvl 6 wizards and 1 archer on 25 thats the area where air troops are mostly used to be exact they always tend to kill a dragon or two the wizards and if not if the dragons are clumped all of them could be half hp or less, while on balloons you cant kill a wizard with a lightning spell so they tend to throw away many balloons to lure the wizards plus archers are weak againsts the kamikazee of balloons so id say all wizards are best for air troops imo.
in the case of witches air troops make short time to kill em with spells dont like em and their low hp + 1 lightning and their gone.
The Hound in the cc works well against mass dragons. They'll get pulled into him while getting shot be the surrounding ADs. Once they kill off the hound, the drags will get distracted by the fire minion by products.
Wiz + witch = air/ground ownage
All Archers or 2 witches+2wizards+3 archers.
Witches really aren't, if there aren't any attacking ground troops on the map. The skeletons just bunch up around them and die- 2 witches compared to 25 archers last about 3 seconds less average before dying, when the archers are able to get a good spread drags take a long time to kill them.