Yeah, this will take some time to consider to find the new best mix.
But I suspect more variety will return, as in you won't see uniform Hounds or Dragons in every CC anymore. Which is what many disliked about the spell.
Yeah, this will take some time to consider to find the new best mix.
But I suspect more variety will return, as in you won't see uniform Hounds or Dragons in every CC anymore. Which is what many disliked about the spell.
Doesn't really matter, any troop will have minimal impact. Dragons will need only a couple hits from a wiz or aq to kill after poison. I'm glad, just get rid of the stupid war cc all together. It's just annoying.
Clash Retired TH7, Level 62, 1300+ Trophies Royale Level 8, ??? Wins, 2000+ TrophiesFor my next invention, a hidden defense that pops out of the ground and starts shooting heavy iron balls at people. Do NOT call it a cannon! It's an iron ball launcher!Then can I retrain them into Archer towers.....? They just snooze all damn day....Not sure about all wallbreakers, they might die too quickly... I would add a few healers.
Well with the new changes in the poison spell... I guess I can try to come up with whatever cc troop will be best to slow down the enemy. Even dropping poison and waiting for it to kill cc troops wastes precious attacking time....
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In loving memory of our dear Pet/Raindragon. <3
Lol faster moving troops, like valks, hogs, and goblins lol
The only logical updates for poison spell should have been adding to the strategy instead of making CC troops virtually obsolete. Adding the poison spell at all was huge step in removing the strategy element of clan wars. May as well just remove clan castle from war, period. At the very least, make the poison spell either A) last longer, but do less damage or B) make it take more spaces (for example, 1 poison spell takes 4 spell spaces instead of just 1)... Once upon a time, dealing with the opponent clan castle was part of the strategy, but poison spells all but took the clan castle completely out of the strategic picture. Now the update is making clan castle troops completely obsolete.
Clash Retired TH7, Level 62, 1300+ Trophies Royale Level 8, ??? Wins, 2000+ TrophiesFor my next invention, a hidden defense that pops out of the ground and starts shooting heavy iron balls at people. Do NOT call it a cannon! It's an iron ball launcher!Then can I retrain them into Archer towers.....? They just snooze all damn day....Not sure about all wallbreakers, they might die too quickly... I would add a few healers.
Clash Retired TH7, Level 62, 1300+ Trophies Royale Level 8, ??? Wins, 2000+ TrophiesFor my next invention, a hidden defense that pops out of the ground and starts shooting heavy iron balls at people. Do NOT call it a cannon! It's an iron ball launcher!Then can I retrain them into Archer towers.....? They just snooze all damn day....Not sure about all wallbreakers, they might die too quickly... I would add a few healers.
With the new poison spells doing progressive damage, I think the mix of troops with different speed will become more and more popular. It's a way to force an attacker to pick part of the CC, not all, to drop the spell on. You know something like 1 Witch, + 1 Valk + 3 Loons could throw an attacker off because the witch and the loons are really slow, and then you have Valks charging up front with spawned larries. This is a good thing since it promotes diversity, but to what extent we'll have to wait and see.
Leader: Thaiphoon COC