Why the guards one of the best defensive units are included in the game! Partly offset the cost cemetery troops with 3 Elixir! (Orange jui...
Why the guards one of the best defensive units are included in the game! Partly offset the cost cemetery troops with 3 Elixir!
(Orange juice for games / Youtube)
Guards are one of the best defensive units in Clash Royal considered and are one of the most effective for glass cannons especially wizards, Musketeer and Sparky counter. If you are looking to provide a cheap blanket, then you probably want to learn how to effectively use the guards in their games. Today we are the strengths of the guard to show and how this card can hold flat in most - forms in the present purpose.
Card Clash defensive Royale: General Protectors
The best of the Guard is his scrimmage, which gives them a slight advantage over the Barbarians during mating. Most of them can ask the first strike because of its high attack speed and slightly increased melee range. Always remember that the guards are best when combined with high cost instead of individual soldiers troops swarm (eg goblins, archers, etc.).
elixir | distance | aim | DPS | protect HP | say | HP | success rate | weirdness |
3 | melee | ground | 104 | 289 | 3 | 125 | 1.2s | epos |
Important instructions:
Home guards are unlockable Arena 7
Any damage will be initially mitigated by his shield.
Its leaves lance which has a good choice - a little longer than a Valkyrie
Clash king tips and strategy: When used guard
The most effective way to implement their guard is pushed in the fight against the glass weapons and / or against serious. The essence of the use of guards is to make an effective business elixir, as well as support for the card. Unlike the barbarians the strength of this card is based on a strong push effectively defend away and create in a position a game against unexpected in the other lane. Here are some examples:
The Three Musketeers
The guards are effective in producing positive trades elixir against Three Musketeers. Here is a good scenario: when the Three Musketeers approaches the tower, using guards along only ice ghost. Due to the manner in which to attack the Three Musketeers, all three of them can pull the front guard. This is when the mind of the ice all frozen and the remaining two guards, next to the tower, you can easily defend the enemy to make a positive thrust five effective Elixir trade.
Troops of the air
Apart from dealing with ground troops, the guards are really impressive in the treatment of air forces despite being melee and can attack ground targets. As? Now you can divert make use of their bulky shields as a path and direct the attention of the airborne troops. When subordinate or Mega a baby dragon approaches, simply redirect their attention to the hat by placing in his attack. Shields protection are to last longer for the troops in the atmosphere destroyed by his troops or support tower sufficiently effective.
cemetery
One of the most overused cards in play is the cemetery. Now here's an interesting fact: guards enough to generate the skeletons treat without being hit in the back line. This is the main reason why they are very effective protection against users of the cemetery. If your opponents play the cemetery watchman and store until the spell is provided near the tower, and then see how these 3-Elixir card works great!