max golem or hound would still work
max golem or hound would still work
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.
Yeah thats what I thought too, if this poison spells can wipe out almost all of the cc troops, might just as well not to put any.
Another thing about this poison spell that it took time for the progressive damage to take in the few seconds. We will see how it changes the game.
IGN: Mingfa | Fresh TH9 on 13th Dec 2015 | Playing since: April 2015
YOLO
The delayed, and increasing, damage over time is a good change. People can't just drop the Poison on your CC and kill low HP troops as they come out. At the very least, they'll have to use the poison at the point where the CC troops meet the attacking army, giving the CC at least some chance to attack.
I think it's a good change.
ONE FOR ALL
a 25v25, solo, level 7, war clan (#8V2R9RRP).
Record (as of 2016-01-22): 108-13-2
The only thing this might change is the tactic of hitting the CC troops on the move, making people lure properly or not at all. I might try a proper eclectic mix of troops in the next war and see how it goes in terms of spreading the troops out.
An L25+ queen shooting over the head of an L5 Golem already makes CC troops close to obsolete. I'll save the poison to slow down the defending AQ shots. I always put 2 angels in my war CC to keep my queen alive against lame GoWiPe attacks. Works like a charm. Never been 3***d since doing that. (I'm sure I will someday, nothing is unbeatable) I might put more minions and 1/Angel so the minions race ahead and they poison them leaving the angel behind to heal the AQ. That is the only adjustment I might consider at first. Find out soon.
Still gonna use the same defense.
I just finished a war where everyone had wiz an archers, I tried old 2-1-2 witch wiz it sucked but wiz got alot more shots off vs lv2 poison an archers lasted long enough to distract, I now tell everyone to either lure cc an drop poison or bring 2-3 poison without lure. Oh an few times troops split up making 1 poison useless
We're having our first war since the update: the rest of my clan are running drags/loons or valks, and the opponents mostly have drags/loons.
I went with something different- 21 archers and a wiz to see if the longer lure time would mean some would survive the poison. First attack was a GoHo without a lure, everything came out of the CC and the archers and wiz were killed in a second or two (level two poison).
Poison will now kill max loons, and my lv2 poison takes a max drag down to half.
I'll be keeping a dragon in there from now on. It's still practically useless as it's such an easy kill with half life.
A lot of the YouTube gamers are saying it could mean more diversity in the CCs: complete opposite IMO. More reason for dragons than ever before.
Supercell really need to re-think the whole CC/poison dynamic because right now it's pointless having them both.