Valkyries and Nicholas Cage - Are they Good or Bad? (3-stars in WAR TH9a)
As the title suggests, I am wondering how good valks are for 3-star attacks against strong th9s.
Just like in the case of Nicholas Cage, opinions are divided.
Majority of th9s even in top clans leave valks as the last upgrade.
But then there are the fanatics..the valhalla files..who argue it's a hidden, underutilised gem.
I want to know your opinion, but I would like it to be as backed up as possible - take into account housing space, unit speed, "squishyness", AI and deployment difficulties etc.
I would like to hear also arguments regarding whether valks are a superior substitute to pekkas or whether they are complements. Are they situational troops and in which case should valks be used vs pekkas?
My first impression is that valks can replace pekkas and are good against bases with large cores and many adjacent buildings (similar to pekka). Thus we have hogowiva and logowiva combos instead of the pekka variants.
My personal hypothesis is that valks are indeed substitutes for pekka and especially for a th9 with low lvl heroes they can be extremely valuable in taking down tough bases with higher lvl heroes. The hybrid Va combos are thus superior to the Pe ones.
I am excited about hearing your opinions.
Interesting, engaging discussion
I am very happy there is an active engaging discussion going on!
Quote:
Originally Posted by
TekoRaxX
imo no doubt valks are better (lvl4 valk vs lvl3 pekka at th9). the problem is after going to th9 most people who hadnt upgraded valks at th8 because of lack of de tend to focus on new farming troop levels unlocked at th9 and then witch,golem,hound,hog as a result to take valks to lvl4 it takes more than a months time and player thinks "i should focus on those troops which i have been using all along, i can max out loons witches hound and hogs in the same time that will take to make the valks usable " so they usually remain the last troop to be upgraded and they become good with other troops in the meantime. apart from that statistic clearly favour valks.
That makes a lot of sense. TH9 upgrades take forever and valks are not on the top of the list. However...at what hero lvl should they be upgraded (assume you can only loot enough for either a hero or a valk upgrade)
Quote:
Originally Posted by
chowbish
My opinion is valkyries are a good substitute for pekkas, but they fulfill different roles. Below are my opinions on pro/cons/role.
Valkyrie:
Pro:
Doesn't need wizard to back them up on killing cc troops if done correctly.
High movespeed
Can hit multiple units/buildings at once to eliminate multiple targets to shave off precious seconds of your raid
Less housing means more of them on the field to tank for your wizards/witches and can allow more back end loons/hogs
No point defense towers up means they can wreck havoc faster due to breaking down more walls/junk buildings due to movespeed
Con:
One spring trap means one valkyrie will go flying if they stop on top of it
Less hp per valkyrie
can do no damage like pekka due to building being destroyed and having to reposition
High level walls means they are very susceptible to point defense towers
requires a better understanding of their AI then pekka to use
Role: Fast core/cc/hero gutter, mini tank for wizards/witches, fast moving high dps, basically is a mini pekka/wizard/hog unit
Pekka:
Pro:
High HP means can tank for a longer period of time before going down
only requires one swing for a lot of buildings to go down
no spring traps
can be used as a wallbreaker (lol)
Con:
Ridiculously slow attack animation and movespeed
Teslas make pekkas cry
Skeleton traps/witches are its worst nightmare
Once rage is gone, it can't really keep up with destroying things before dying to heavy fire
Takes up alot more space meaning less back end loons/hog
High level walls are a pain regardless of how much damage it does per swing
Role: 2nd tank to golem, to kill TH/xbow/inferno fastest if nothing distracting it, wallbreaker, basically useful to get into core, but its usefulness kind of falls after killing the core
Very useful and insightful addition. As a further question, could you give your opinion as to which situations in th9 you would bring valks vs pekka and vice versa. We are ignoring th10, where L5 pekka brings a revival of its usefulness.
Quote:
Originally Posted by
PlaEmpirErockS
Ok, i just posted this on another form as well, but This strategy works pretty well and when it doesn't it always 2 stars. Its 11 valks 18 hogs 9 wizards 2 archers 2 wallbreakers and 1 max Golem in clan castle. now i want start by saying i am by no means an expert to war and i am restricted to what i see used in my clan and by all the different stuff i try, just note i only have like 403 wars stars or something. But even with that said at town hall 9 i truly do believe valks are better then pekka's. valks are quicker and have splash attack capability when i use that attack i bring 3 heals and 1 jump. the idea from what ive found is to lure the clan castle with 2 hogs drag it out of the base with the two archers, drop the golem and wizards behind the golem to kill the cc troops and surrounding building to try to make a funnel. now make sure u time your 2 wall-breakers perfectly to pop the golem into the first rank of walls then once you do that. drop barb king on the outside with 2 extra wizards behind. (time is your biggest enemy with this attack as well as spring traps). once brab king is running around the base killing building just keep a eye out for his health. meanwhile while u drop the valks into the base use your jump spell to get the valks into the core, if the enemy base has heroes near the core, its even better they draw the valks like a magnetic. When valks hit about 1/4 life left use heal spell they have a lot of hp Dont over use the healing spell. so while all of this is gonig on, and u notice your king is almost dead drop hogs, now valks should be drawing most of the damage if sitting in the core, so drop hogs near where ur babr king is heading so you can try to keep him up and where the valks are taking damage so hogs are free to hit defenses without fear of getting hurt. if possible try to heal hogs and valks in same heal spell. heal spell placement is key. Archer queen is used to try to help mop up units. There are prob wayy better starts for valks then this and i like to hear them as well, but this is what ive discovered for myself at town hall 9 that i enjoy and it seems to 3 star more often then ur standard witches and pekka attacks, which seem like all that goes on now a days even more then lava loon it seems. (hope that is read able dont feel like editing it .. lol)
Hi, I see a few points of value here. One important point here is the increased value you get from a heal spell. In a gowipe combo I usually save my heal spell for the wiz once they close in the core / wiz towers. With the valks, a L6 heal spell will revive them entirely, doubling their life.
Personally I think I'd opt for 2 heal, 1 jump, 1 rage. Rage spell could still come in handy, I would use it against the cc troops / heroes nest.