Jump spell guide - Using enemy's queen and predicting her position
Hi clashers,
I have been valkyrie user for a long time and using the jump spell properly is the key to success in every valkyrie army attack. I am sure many of you have encountered the situation when you cast your jump spell right at the core of the base but your troops choose to ignore it or gets lured away from the core by enemy's heroes/cc troops/skeleton traps.
Here's a guide which I just made to use enemy's queen as a magnet to pull your troops into the center as well as to estimate her position so as to time your jump spell at the right moment where the queen is inside the core and not outside.
https://www.youtube.com/watch?v=irhz...ature=youtu.be
The queen move round it's alter in a fix set of position, each time pausing for about 3-4 seconds before moving to it's next position. The pause timing can be abit random sometimes, from my observation it takes between 24 - 32 seconds to complete 1 round.
The idea is that you wait for the queen to move into the best position (in the core) before starting your attack. From there you start counting the time it takes for her to complete 2 rounds (provided no troops gets near her which will cause her to stop moving). In the video, I use 1 minute as a guideline. So you want to plan your attack such that you are going to cast your main army (valkyrie+BK) when the 1 minute mark is nearing. The timing is not as sensitive when there are multiple favorable position which can help to pull the troops in.