Page 3 of 4 FirstFirst 1234 LastLast
Results 21 to 30 of 32

Thread: Revamped poison spell and freeze spell, so what ya gonna fill in your cc?

  1. #21
    Warriors are OP RaFiii's Avatar
    Join Date
    Jun 2015
    Location
    Kabul, Afghanistan
    Posts
    884
    max golem or hound would still work

  2. #22
    Millennial Club
    Join Date
    Jun 2015
    Location
    Hiding in your pine trees
    Posts
    1,120
    Quote Originally Posted by RaFiii View Post
    max golem or hound would still work
    Nah, they would slow to a crawl as they melt.
    Clash Retired TH7, Level 62, 1300+ Trophies Royale Level 8, ??? Wins, 2000+ Trophies
    For 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.

  3. #23
    Centennial Club Mingfa's Avatar
    Join Date
    Jun 2015
    Location
    Inside my house
    Posts
    121
    Quote Originally Posted by fuzzyhead View Post
    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.
    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

  4. #24
    Senior Member
    Join Date
    Jun 2015
    Location
    Shanghai, China
    Posts
    343
    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

  5. #25
    Cowboy Holps's Avatar
    Join Date
    May 2014
    Location
    I actually missed you guys. Not as much as I miss Knight Rider but close.
    Posts
    8,445
    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.




  6. #26
    Senior Member
    Join Date
    Sep 2015
    Posts
    375
    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.

  7. #27
    Millennial Club
    Join Date
    Nov 2014
    Posts
    1,122
    Still gonna use the same defense.

  8. #28
    Super Member
    Join Date
    Jul 2015
    Posts
    898
    Quote Originally Posted by biggolf View Post
    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.
    You must've read my mind, this is the first mix I was looking at for after the update

  9. #29
    Fresh Spawn
    Join Date
    Jun 2014
    Posts
    5
    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

  10. #30
    Senior Member
    Join Date
    Aug 2015
    Posts
    260
    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.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •