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  • Mmmm its a orange juice

  • What's up everyone this is OJ

  • The goblin gang are literally goblins and spear goblins that cost 3 elixir

  • It counters sparky

  • Its very similar to skeleton army

  • they both cost the same but it is slightly more intimidating

  • The army can potentially deal more damage

  • There are those rare cases where you don't have any spells and they reach your tower

  • The gang is more threatening cause they can run a lot faster

  • The zap is not able to kill stab goblins

  • The gang is slightly harder to kill than Skeleton Army

  • Stab goblins will almost die to zap

  • but they are still incredibly threatening

  • With the goblin gang's elixir cost of three

  • the Tornado and Arrows are a fair exchange

  • And the log is a positive elixir trade

  • These three spells are the hard counters

  • Although they share similar functions with the skelet on army

  • The skeletons offers 1005 dps

  • While the gang dishes out 402 dps

  • On paper, the Skeleton army is more than twice as strong

  • but it takes time for every skeleton to lock into position

  • The goblin gang is almost as good for taking out a tank

  • The goblins do not shut down a hog rider

  • while the skeleton army can

  • Just because of their sheer numbers, they are able to obstruct the hog's path

  • The gang does let the hog strike the tower once

  • While the gang dies to the hog

  • The stab goblins aren't zappable

  • Despite the zap, the stab goblins will still be able to prevent more than one hit off of the tower

  • They are just as effective for taking out graveyard

  • but they are more comparable to minions in terms of reliability because they can survive the zap

  • And compared to Skeleton army, they don't melt under poison instantly

  • On the opposite lane,

  • a few goblins will bypass the building to chip away at the arena tower

  • While the other half will take out the spawner

  • Placing it one tile further on the edge,

  • Will allow more goblins to bypass the spawner dealing more damage to the tower

  • but it won't deal as much to the spawner

  • One elixir skeletons can almost entirely shut down a goblin barrel

  • for a positive elixir trade

  • Only one goblin survives to stab the tower once

  • At the moment with true red and blue issues,

  • we don't know if left and right is optimal.

  • Skeleton army does an even better job,

  • it completely shuts down the goblin barrel

  • Planting them in the back,

  • the skeletons walk forward and deal with the front goblins

  • If you can react fast enough,

  • the goblin gang completely shuts down the goblin barrel

  • without being harmed at all

  • At full health rushing the other lane, the opponent can't ignore them

  • Even with zap

  • They still do a pretty good job at stopping most of the goblin barrel...

  • ...since the stab goblins don't die

  • When splitting the gang in the back,

  • they will always split equally.

  • Four (goblins) will go to the side you planted

  • and two will stray into the other lane

  • This holds true for the entire middle lane

  • From top to bottom,

  • they will always split forward in two no matter where you split them in the center

  • as long as both towers are alive

  • As a group, they are fairly strong.

  • Dishing out over 400 damage per second

  • they can counter the battle ram for a positive elixir trade

  • It is strong enough to take out barbarians as well

  • since the stab goblins can survive one swing from the barbarians

  • Against units that don't have splash damage

  • like a mini pekka and electro-wizard

  • It can defend against them pretty well

  • They can take out elite barbarians, but it will be very close

  • If you mess up,

  • a barbarian will slip and hit your tower

  • Just like skeleton army, this is a high-risk high-reward counter

  • because it is very vulnerable to zap and log

  • Since this is the first card in the game

  • that spawns both melee and range units at once

  • It is pretty decent at countering splash units like a valkyrie

  • She would have to spend three times

  • But if done right, she will have to spend 4 times

  • Despite the stab goblins not being able to shoot down air units,

  • they actually do a pretty decent job at taking a minion horde

  • for the spear goblins to take them out for a positive elixir trade

  • If you don't split the gang,

  • an air splasher unit like the baby dragon stands no chance against the gang

  • The stab goblins tank three shots, while the spear goblins just chip away

  • Ground splash units destroys the gang

  • They line up perfectly for the Executioner to take it out if you try to counter him directly from the front

  • To prevent the Executioner from reaching the tower,

  • you've got to surround him

  • Ever since the balance update,

  • His returning axe doesn't completely hit everything around him anymore.

  • But once the March update rolls out and fixes this,

  • expect surrounding him to be about as effective as surrounding a bowler

  • Against triple Musketeers,

  • they are going to get plowed down really fast

  • They are basically machine guns

  • Even against two musketeers

  • they don't exactly do a good job at countering them without the help of zap or the log

  • The rest of the video will be basic interactions

  • Thanks for watching,

  • Stay tuned for more, quality OJ

  • Come join us on band, where you can interact with other Clash Royale players,

  • submit decks, pictures, or talk strategy.

  • We give away a $100 worth of gift cards every month.

Mmmm its a orange juice

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B2 中上級

ゴブリンギャング入門|クラッシュ・ロワイヤル|使い方&カウンター対全カード (Intro to Goblin Gang | Clash Royale | Using & Countering vs All Cards)

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    MCX~mighty combat X に公開 2021 年 01 月 14 日
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