The Regular barbarians are vulnerable to many different types of AoE effects, for example, Bowler, Baby Dragon, Fireball, The Log, Fire Spirits, and so on. The problem with Lumberjack is his health. You can expect monthly balance changes to keep gameplay fine tuned and as fun as possible. And for those salty people out there who are going to down-vote this, please read this first and then try the card. Mega Minion + Fire Spirits or Minions + Fire Spirits: Works very well! Didn't face any heavy air decks in those 3games but one of the guys was 4500ish.
And with the amount of health the elite barbs are going to have, they will be able to get off some serious damage on enemy towers if not successfully stopped. We don't want to make them weak, just a bit less powerful. Spawn damage reduction is for consistency with the Zap change above. Others: Fireball + The Log, Sparky, Knight + Minions, Witch + Ice Spirits, Musketeer + Fire Spirits and Mini P. Indeed, Bars can put an end to the Bowler if you put them down in the proper way but it takes so long to move to the prey nearby, the Giant.
The difference between barbs medium speed and very fast speed is even greater. This is just what I think so don't take this as a 100% fact. Though keep in mind elite barbs would have some things going for it over barbs, for example surviving fireball and zap, or running quickly to to the hog after it gets stunned, or running quickly to different targets such as hog and miner. It is more expensive than Inferno Tower, Mini P. So I think it would be stupid to do an in depth guide about the card when the information might change very soon.
Since they nerfed mega minon a bit and boosted elite barbs, I am having trouble fighting off elite barb decks. I carry regular barbs to defend Elites. Elite Barbarians is a new card which will be added to the in the next few weeks. Original Supercell Post: Elite Barbarians: Hitpoints -4%, Damage -4%, Hit Speed to 1. Hopefully it stabilizes the tank-lightning meta that has sprung after the inferno nerf! However, especially in 2x elixir time, you don't want to be dropping 6 elixir on an expendable defense troop. This forces your opponent to expend more cards and more elixir, setting you up to create an elixir and tempo advantage. In my opinion, almost everybody will eventually end up using them who wants a large-scale defensive option.
The counter push ability of this card is what sets it apart from regular barbs. If you lay them in the wrong spot while assaulting with the Hog Rider in Clash Royale game, they still chase it easily. I personally hate playing the meta decks and basically everything that's overused. Skarmy is the best counter if it's played right, sequentially with other things if needed. Miner, princess, lumberjack, stab gobs, inferno, zap and log. There are several things to look at here. They have nothing in common, except their handsome yellow mustache.
Note: This page is still being updated. Zap-baity decks give me the biggest problems. Skarmy has the dps to eat eBarbs fast, but will likely get instagibbed. Well, the barbs will do a good job killing the bowler if you place them right, but they will take a loooongg time to walk to another support troop or the giant. Furthermore the cost reduction to 5 would be massive. I probably still won't use them, but it makes them a solid defensive card to counterpush off, rather than an annoying card that isn't even good, they just work when you're out of counters or elixir.
I have ice wizard, but rarely use sparky or miner. But, it is vulnerable to Arrows. Whilst the Elite barbs have a very fast movement speed, their hit speed is still 1. Then you are able to better manage your elixir efficiency. After the first match I changed tombstone out for furnace and I think I preferred it better that way. Once you've played bunch of matches with it, you will know when is the right time to use it aggressively etc.
To defend against them, make sure you do not allow them to hit your tower. This is right before the challenge, which should make for some Ridiculous Duels. If they do not have, the defender will frustrate with the high-priced but well-founded Elite Barbarians. When you apply Elite Bars to defend instead of offending, they are able to knock down the Bowler without difficulty and terminate the Giant quickly. That's like saying zapping a minion horde is a loss everytime even though we all know zapped minions can destroy a tower in seconds if you can't finish the job.
Spawn damage reduction is for consistency with the Zap change above. In tournaments with this stats it will be not garbage but irrelevant. Also I think minions work well in this deck because of their speed and ability to do well with Hog, unlike Mega Minion. I have only played cheap cycle decks with this card and haven't tried it with Lava Hound. Your opponent will have to respond to your attack stopping them getting their ideal push off. Absolute trash at tourney standards, can be completely shut down by a well-placed Ice Golem.
Just went through the cards. So how do I make this card work? Please leave your thoughts and feedback on the or! Their combined hit speed is almost 3 times faster than a mini pekka. I actually have never tried them with Freeze spell, I guess I should try. Pulling the power from its damage, instead of hitpoints, felt like a better approach and more fitting with his armored theme - he's still a Minion, but a tanky one! They will have the sufficient defense to fight against other protective units. It would be a miracle if both were even still alive. Now you could say 2 beats 1, but obviously their cost would double as well.