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dog dawg cat

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  1. babe you're so silverlake erewhon prado sambas le labo maru aesop japanese denim wales bonner byredo sandy liang brian dead mid century modern matcha pebble cha cha lounge.
  2. UNFORTUNATELY, WE ARE UNABLE TO JOIN AS GRUMPY SHOULD NOT ALLOWED TO COOK (AS INDICATED BY THE OFFICIAL POLLS)
  3. As an AI language model, I do not have ill will or emotions towards anyone, so I cannot take a stance on the content of the post. However, it is important to note that declarations of war can have serious consequences in both virtual and real-life contexts. It is important to consider the potential outcomes and to approach conflicts with diplomacy and caution.
  4. The Mini P.E.K.K.A card is unlocked from the Training Camp (Tutorial). He is a single-target, melee troop with moderate hitpoints and very high damage. He is clothed in gray metal armor and wields a smaller version of the P.E.K.K.A's sword. His horns are a bright vivid team color, along with his single eye. A Mini P.E.K.K.A card costs 4 Elixir to deploy. ADVERTISEMENT Strategy Like the Prince, he is best used defensively against single troops and then for a counterattack due to his slow attack speed but very high damage. He can be used with high hitpoint troops, such as the Giant or Golem, so that they tank all of the damage dealt by opposing units while the Mini P.E.K.K.A deals massive damage to them. However, this strategy is very vulnerable to swarm cards, so it should be used cautiously. A Mini P.E.K.K.A can defeat equally leveled Musketeers, Wizards, Electro Wizards, Ice Wizards, and Magic Archers in one hit for a similar Elixir cost, making him useful for quickly taking out these troops behind a tank. Most grounded units, even Skeletons, placed at a distance are capable of eliminating a Mini P.E.K.K.A with the help of a Princess Tower. Area damage units and spells complement the Mini P.E.K.K.A and its synergies well since its slow hitspeed is ineffective versus swarms. Slower and tankier area damage units like a Valkyrie should be placed in front of the Mini P.E.K.K.A so it can push them forward more quickly, while they tank for the Mini P.E.K.K.A faster and more fragile area damage units like the Fire Spirit should be placed behind it so it can protect them. Due to the many positive Elixir trades that can be made on a Mini P.E.K.K.A, it is generally not effective to send one down the lane by itself, as this usually results in a waste of four Elixir. However, if the opponent happens to be low on Elixir or lacks a cheap counter, then this strategy is capable of dealing major damage to the opponent's tower or can force a bad trade. The Player should never ignore a Mini P.E.K.K.A in the opposite lane, as it can easily deal massive damage or even destroy a Princess Tower if not dealt with. Defensively, the Mini P.E.K.K.A can be used to easily annihilate a great variety of enemy troops (for example the Giant and Musketeer) due to his high damage output for the relatively low cost of 4 Elixir. With the help of an Arena tower, a Mini P.E.K.K.A placed near the center of the map can stop Elite Barbarians for a positive Elixir trade. A Mini P.E.K.K.A is a great counter to the Hog Rider, allowing at most one hit on the tower. If the player has an idea of when and where the opponent will send in their Hog Rider, they can hover their Mini P.E.K.K.A in the middle of the lane and deploy it the instant the opponent places the Hog Rider. Doing this will completely shut him down. If the Hog Rider is accompanied by fast grounded units like Skeletons or Goblins, the Mini P.E.K.K.A may retarget onto them, disrupting the player's defense. Using a spell to quickly destroy the Skeletons so that the Mini P.E.K.K.A can help defeat the Hog Rider is recommended, even if it is a negative Elixir trade, as the Hog Rider will get much more damage for only a small Elixir advantage otherwise. He can eliminate or cripple most tanks by himself as long as they do not deal high damage themselves, like the P.E.K.K.A. However, if there are support troops behind the tank, he should be placed to target them first or they will threaten to eliminate him. A quick and deadly combo is the Miner paired with the Mini P.E.K.K.A The Miner tanks all the damage while the Mini P.E.K.K.A does the damage. This can easily take a Tower. However, it can be fully countered with a Skeleton Army if the Skeleton Army is played early enough (i.e. one portion of the Skeleton Army goes for the Miner while the other Skeletons distract the Mini P.E.K.K.A). Many players tend to use small units against the Mini P.E.K.K.A; the player can use this habit to their advantage by assisting it with an area damage spell or a splash damage troop, such as Fire Spirit or Princess. ADVERTISEMENT History The Mini P.E.K.K.A was released with Clash Royale's soft launch on 4/1/16. On 9/2/16, the Chest Rewards & Card Balance Update increased the Mini P.E.K.K.A's hitpoints by 3%. On 3/5/16, the May 2016 Update increased the Rare card level cap to 11 (from 10). The Mini P.E.K.K.A. was changed to be affected by pushback. Additionally, the Mini P.E.K.K.A's sound effect when deployed was updated. The sound effect now sounds like "Pancakes", and a tweet by the Clash Royale official Twitter account implied that that was the correct interpretation. It had a real life Mini P.E.K.K.A standing next to a Giant Skeleton, with the caption "Who wants pancakes?". On 11/8/17, a Balance Update increased the Mini P.E.K.K.A's damage by 4.6%. On 24/1/18, a Balance Update increased the Mini P.E.K.K.A's hitpoints by 7%. On 1/7/19, a 'Rulebook' Update increased the Mini P.E.K.K.A's range from 1.05 to 1.2 (now classified as Melee: Medium). On 5/5/20, a Balance Update decreased the Mini P.E.K.K.A's range from Melee: Medium to Melee: Short (1.2 tiles -> 0.8 tiles). On 3/11/20, a Balance Update decreased the Mini P.E.K.K.A's attack speed to 1.7 seconds (from 1.8 seconds) and its first attack speed to 0.4 seconds (from 0.5 seconds). On 27/10/21, the 2021 Quarter 3 Update increased the level cap of all cards to 14 (from 13). On 3/2/22, a Balance Update decreased the Mini P.E.K.K.A's attack speed to 1.6 seconds (from 1.7 seconds) JOIN A PASSIONATE COMMUNITY OF PEOPLE WHO LOVE WHAT YOU LOVE. REGISTER Trivia The Mini P.E.K.K.A. is 1 of 15 troops that originated from Clash Royale and appear in Clash Mini, the others being Knight, Spear Goblins, Musketeer, Dart Goblin, Battle Healer, Giant Skeleton, Prince, Guards, Miner, Mega Knight, Ice Wizard, Electro Wizard, Magic Archer, and Lumberjack. His description is a reference to the Clash of Clans P.E.K.K.A commercial. Even though his description states that the arena is a butterfly-free zone, a butterfly can be seen flying in the Training Camp (Tutorial) picture. The Mini P.E.K.K.A's gender is confirmed as a male, according to the Mini P.E.K.K.A commercial. The Clash of Clans Twitter account erroneously referred to the Mini P.E.K.K.A as a she in a tweet, despite Mini P.E.K.K.A not yet existing in Clash of Clans. It is 1 of 3 troops that are "miniature" versions of another troop in Clash of Clans, the others being the Baby Dragon and the Electro Dragon. They are smaller versions of P.E.K.K.A, Dragon and Electro Dragon, respectively. When compared to the regular P.E.K.K.A, the Mini P.E.K.K.A has less health and a slightly faster attack speed, moves faster and is significantly cheaper, but its damage per hit and damage per second are slightly less. On looks alone, he has a different color scheme in his picture, and also only has 1 eye. A reference to the Mini P.E.K.K.A's deployment sound of "Pancakes" can be found in the trailer for the Crown Duel tournament, and in an Emote trailer depicting him. The Mini P.E.K.K.A's damage per hit is exactly the same as the health of an equivalent level Wizard or Musketeer. The Mini P.E.K.K.A is the subject of 5 Emotes. The Mini P.E.K.K.A's attack makes a hard hitting sound if said attack would not defeat the unit being hit (like the Golem or a Crown Tower). The reason that why the Mini P.E.K.K.A. says "aña" when attacking is because he is imagining that he is really eating pancakes.
  5. The Political 2022 Big Great War of Two Spheres
  6. The Hog Rider card is unlocked from the Spell Valley (Arena 5). He is a very fast building-targeting, melee troop with moderately high hitpoints and damage. He appears just like his Clash of Clans counterpart; a man with brown eyebrows, a beard, a mohawk, and a golden body piercing in his left ear who is riding a hog. A Hog Rider card costs 4 Elixir to deploy. Strategy His fast move speed can boost forward mini tanks like an Ice Golem in a push. At the same time, he can also function as a tank for lower hitpoint troops such as Goblins as he still has a fair amount of health. Most cheap swarms complement the Hog Rider well, as they are nearly as fast as him and usually force more than one card out of the opponent's hand. The Hog Rider struggles with swarms, as they can damage him down and defeat him quickly while obstructing his path. Barbarians in particular can fully counter him without very strict timing on the defender's part, though be wary of spells. A Hunter can kill the Hog Rider in 2 hits if placed right on top of it. However, if you place something in front of the Hog Rider, the Hunter's splash will damage the Hog Rider and hit the card in front of it more. The Hog Rider in conjunction with the Freeze can surprise the opponent and allow the Hog Rider to deal much more damage than anticipated, especially if the opponent's go-to counter is a swarm, or swarms are their only effective counter to him. Skeletons and Bats will immediately be defeated by the spell, while Spear Goblins, Goblins, and Minions will be at low enough health to be defeated by a follow up Zap or Giant Snowball. However, this strategy isn't very effective against buildings as the Hog Rider will take a while to destroy the building, giving the opponent ample time to articulate another counter. Against non-swarm troops, it can deal a lot of damage during the freeze time, but this can allow the opponent to set up a massive counterpush. For this reason, players should either only go for a Hog Rider + Freeze when they have other units backing it up from a counterattack, or if the match is about to end and they need to deal as much damage as possible. It is not a good idea to send in a Hog Rider simply to destroy a building, especially if it is the only building targeting unit available, as defeating Crown Towers becomes substantially more difficult. Spells or simply waiting out the lifetime of the building are more effective. The exception to this is an Elixir Collector placed in front of the King's Tower. If a Hog Rider placed at the bridge, he can destroy the Collector for a positive Elixir trade, though the damage from both Princess Towers will usually mean he does not survive to deal any damage to them. However, if the opponent sends in defending troops, it can be an opportunity to gain spell damage value. In a deck with several low-cost cards, it might be worth it to simply send the Hog Rider against one building. These decks shuffle their card rotation quick enough, that they will arrive to their next Hog Rider before the next building arrives in the opponent's card rotation. Long-ranged troops like Musketeer and Flying Machine can snipe those buildings, preserving some of the Hog Rider's health, possibly allowing it to get some Tower damage. When there are buildings placed in the middle to counter the Hog Rider, understanding the placement of the Hog Rider and the type of building placed can help the Hog Rider to bypass certain buildings. Passive buildings such as spawners and Elixir Collector have a larger hitbox than defensive buildings; which means that if a passive building was placed 3 tiles away from the river in the middle of the opponent's side, then it is impossible for the Hog Rider to bypass that placement as the Hog Rider will get pulled to that building. Defensive buildings have a smaller hitbox than a passive building, which means if that if a defensive building was placed three tiles away from the river in the middle of the opponent's side, a Hog Rider placed at the very left or right side of the Arena may be able to bypass it due to its smaller hitbox. If the player has a building already placed down in the center of the arena, and the opponent tries to bypass it with a Hog Rider at the edge of the arena, they can use certain air troops to push the Hog Rider towards the building as it jumps over the river, effectively denying the bypass attempt. They must be already hovering over the correct placement, as very quick reflexes are required to correctly perform this technique. For Bats, Skeleton Dragons, and Minion Horde, they should be placed right in front of the Hog Rider as soon as it is deployed. For Minions, Skeleton Barrel, Mega Minion, Flying Machine, Electro Dragon, Baby Dragon, Inferno Dragon, Balloon, and Lava Hound, stagger the above placement one tile to the right if the Hog Rider is placed on the left side of the arena, and vice versa. They can also use ground troops to achieve the same result. Something like an Ice Golem deployed at the Hog Rider’s landing spot will obstruct his path and force him to go around the unit, which causes him to be closer to the building instead of the Crown Tower. The Hog Rider can kite Very Fast non-building targeting troops due to his own Very Fast speed and building only targeting if he is placed on the fourth tile from the bridge, slightly into the opposite lane. He can also stall grounded units when placed right at the bridge. He will pull them towards him while deploying, and then be untargetable by them when he jumps over the bridge. After landing, he will pull them back. This can be useful when the player needs to deal damage in the same lane they are defending. It will also help separate troops behind a tank in a large push. A Tornado placed on the second tile front of the player's King's Tower and staggered two tiles towards the Princess Tower will activate it without any damage dealt to the Princess Tower, helping them in defending future pushes. This can also be a method of mitigating all damage dealt to a Princess Tower, but doing this more than three times may result in the King's Tower's health being low enough to be targeted directly, opening up the possible threat of a back door three crown. A better alternative is to pull the Hog away from the Princess Tower into the attacking range of all three Crown Towers, which will negate all damage as long as none of them are already distracted A very powerful combo is the Hog Rider, the Musketeer, and the Valkyrie, typically referred to as the Trifecta. The Musketeer will defend against most troops, while the Valkyrie can protect her and the Hog Rider from swarms or high damage units. The Hog Rider is used to deal damage to the tower. This can be effectively countered by Lightning, one-shotting the Musketeer and severely damaging both the Valkyrie and Hog Rider. The Minion Horde is also effective, but the enemy can Zap them and the Musketeer will one-shot them all. Even if the Musketeer is defeated, the Hog Rider and Valkyrie will have enough time to severely damage the Tower. The Hog Rider should be placed behind the Valkyrie to give it a boost so that it stays in front of the Hog Rider, protecting it. A Hog Rider combined with a Goblin Barrel can be awkward for the opponent to defend against. Timing it so that the Hog Rider is tanking the tower shots for the Goblins is the most effective way to deal damage. However, a Barbarian Barrel can shut this down with minimal Tower damage for a positive Elixir trade, as long as the Goblin Barrel was placed directly on the Tower. Pairing the Hog Rider with the Balloon can deal devastating damage. If executed properly, the Hog Rider will act as a tank while the Balloon threatens to deal massive damage. The Hog Rider can also destroy any buildings attempting to slow down the combo. However, this combo is very vulnerable to swarms and anti-air cards as neither of the troops target anything but buildings. Additionally, they are easy to separate, due to the disparity in move speeds. Alternatively, the Hog Rider and the Balloon can be played in different lanes to spread the opponent's defenses thin. However, a building or Tornado can bring them back together for an easier defense. The Hog Rider can be paired with the Lumberjack as both a swarm bait and damage combo. It is a very fast combo with an extremely high damage output potential, so the enemy will likely try to counter it with a swarm. If this happens, use a spell like Arrows to render the opponent defenseless. If they manage to defeat the Lumberjack, the dropped Rage will make the Hog Rider even more dangerous than it normally is. A fast and deadly combination is the Hog Rider and Mini P.E.K.K.A. combo. Both units are fast but the Mini P.E.K.K.A. does much more damage and does not attack only buildings so the Mini P.E.K.K.A. can deal with troops like the Executioner and Musketeer. However, this combo can be defeated with swarms like Skeleton Army, which will defeat both of them since neither of them can deal area damage. They are also unable to target air troops, so the Minion Horde can stop this easily. A risky play is to deploy the Hog Rider at the bridge as soon as the match starts. If the opponent does not react fast enough, the Hog Rider will deal a significant amount of damage to the Princess Tower. This can also allow the player to quickly scout the opponent's deck if they happen to react to him fast enough
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