The first in our list we have miner.
Miner can unexpectedly breakthrough the underground and make it to the enemy’ tower.
Having miner is another advantage for us because we don’t bother to build protection to deliver the miner.
The miner is the card which we are going to use in late game and give the enemy a shock therapy by combining him with bandit.
I’ve wrote about bandit quite a lot and I use bandit again in this deck to complete the miner.
I utilise its fast movement and of course its dash damage which can be so harmful.
Of course, we make the best support to execute the blocking troops, but it only happens in the early game.
In the late game, we no longer have to bother making solid protection for bandit.
We give the enemy two options, they should choose either they want to handle the miner or bandit when they both come together later on in the late minute.
I will explain the detail later on in the counter combo section.
Next, I pick Valkyrie because she can deal with area and of course I set her as a tiny tank.
The main job of Valkyrie it to be a reliable tank for defense.
Why I choose Valkyrie instead of knight or giant, it’s because Valkyrie’s area damage.
We have so many single target troops here and therefore we should have one troops which has high HP and the ability to deal with area damage.
Valkyrie will be completed by the electro wizard in defending
We have another splash damage dealer here.
Ewiz meant to defend the lane and Valkyrie can tank him while he deals great damage on enemy’s troops.
Besides as a damage dealer, ewiz can also slow down the enemy.
I will explain later about this in defense combo later on.
Having ewiz means we should have troops with area damage because ewiz is so lousy against numbers troops; Valkyrie is a perfect match for ewiz.
Besides troops, we will have poison because it can be very useful for both attacking and defending.
Deploy poison whenever you wanna run miner bandit combo.
Having poison together with them will add extra damage and nothing can counter the poison.
Since we have bandit and miner, I think the log is a must.
It’s because they both are usually countered by annoying numbers troops.
And by only one log, the big problem will be no longer render difficult our miner and bandit.
The log functions to defend as well. We can log the enemy if they send spawners or numbers troops, or princess.
Also, reduce the enemy’s tower HP if we roll it on the bridge and in one line with the tower.
In case you see goblin gang or skeletons army in the same line with the tower, you can log them and you’ll have another advantage; you get rid the number troops and also hit the tower.
This is actually optional, but I like tesla.
It’s cheaper than inferno tower and tesla is all I need. Tesla can pretty much support our defense.
The main function of the zap is to retarget the enemy when we have miner bandit and the support coming to the enemy tower.
Miner and Bandit should be out of enemy’s target.
So, in case they both be the target, we can zap on the enemy and so they will retarget on other troops.
How to counter?
Yes, like I mentioned earlier, bandit and miner are our main cards.
Send them both together to attack the tower.
You can run this strategy by launching bandit first on the bridge;
make sure you have miner on the list so you can immediately send the miner to the enemy’s tower.
Navigate the miner behind the enemy tower. So, we have a good positioning here.
We put miner behind and the bandit in front of enemy’s tower.
Here, we force the enemy to choose which one to handle first.
If the enemy handle the miner than the bandit can deliver the dash damage which can reduce tower HP a lot.
Or else, if the enemy choose to execute bandit first, our miner will be last longer on its snug place doing the hits that we want.
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