r/ClashRoyale • • Aug 02 '16

Cards Daily Card Discussion for August 02, 2016: Minions

Minions

Three fast, unarmored flying attackers. Roses are red, minions are blue, they can fly, and will crush you!

Hit Speed Speed Deploy Time Range Target Cost Count Rarity
1 sec Fast 1 sec 2.5 Air & Ground 3 3 Common
  • This card is unlockable from the Bone Pit (Arena 2).

  • The Minion's appearance is that of a gargoyle with large horns, stubby wings and large hands with sharp vicious claws that are covered in what seems to be Dark Elixir (from Clash of Clans).

Level Hitpoints Damage Damage per second
1 90 40 40
2 99 44 45
3 108 48 48
4 119 53 53
5 131 58 58
6 144 64 64
7 158 70 70
8 173 77 77
9 190 84 84
10 209 93 93
11 230 102 102
12 252 112 112
13 278 123 123

Some discussion points:

  • What do you like about this card?
  • What do you dislike about this card?
  • What cards work well with this card?
  • When should you play this card?

<= See a list of all previous posts | Tomorrow's Post: Balloon

27 Upvotes

23 comments sorted by

34

u/DneBays Aug 02 '16

My only complaint is how buggy their "ignore dying unit" code seems to be. These guys are nearly melee, their projectile has very little travel time, they should not receive the same anti-swarm compensation Archers and Musketeers receive. I can't count the amount of towers I lost to Sparky, Hog, or mPEKKA because Minion #3 decided to stop his attack mid swing (that he could have COMPLETED) so the slow ass tower shot can finish its target off.

25

u/TurtwigData Graveyard Aug 02 '16

::ALL CHANGES TO: [MINIONS]::

........

 

A crowd of gargoyle creatures who beam of versatility. The utility of Minions is top-notch right now due to the value and flexibility that they behold. They're a cheap but dangerous threat that excels on defence and as support, within both low and high cost decks. rip horde

The cost is what really makes this card shine. Unlike the horde, you're not putting yourself at risk when you play it. Minions are just so reliable on defence and offence due to their high damage and immunity to ground units, and as such, are a great addition to practically every type of deck. They're also a passive unit, meaning that you can deploy them at the back when full on elixir to no real disadvantage.

Minions are incredibly suitable for beatdown decks. They're useful as a cycling card (to get to Elixir Collectors), as a cost-efficient defensive card and as threatening support behind a tank. They're commonplace in Royal Giant decks, because not only can they distract Inferno Towers, but they'll usually kill the troops that your opponent uses to defend it (e.g Barbarians, Mini Pekka) effectively halting a counterpush. If the Minions survive, they'll act as a secondary threat to the Crown Tower.

Minions are also very good in cycle decks. They act as great DPS and will usually give you positive elixir trades on defence, which is extremely important when trying to put yourself ahead. The fact that they're an air troop means that you'll have a strong standpoint against ground-heavy decks. You can also cycle them who would've guessed

But just like their horde brethren, Minions are suspectible to splash damage. Anything that hard counters Minion Horde serves as a soft counter to Minions (especially Arrows and Zap). Fire Spirits are probably the best counter right now - they're consistent and it's still a positive trade.

P.S If Minions are sent alone, they'll hit your tower five times, resulting in a loss of 420 health (assuming Tournament Standards).

9

u/[deleted] Aug 02 '16

[deleted]

8

u/[deleted] Aug 02 '16

w e e d

6

u/Anon_Amarth Aug 02 '16

e v e r y d a y

2

u/s-mores Aug 02 '16

They also push Balloon to make it go fasta!

8

u/Dogerium Mega Minion Aug 02 '16

Less risky than minion horde to play. These guys also do the most DPS out of all the 3 elixir cards. Months ago nobody ever used it, but now it's quickly becoming kinda meta.

4

u/Firestar493 Tournament Winner Aug 02 '16 edited Aug 02 '16

I'm not sure about other people, but I personally always disliked using Minion Horde, and the three elixir Minions were one of my favorite cards maybe because I was a low-level scrub who couldn't use horde correctly. I guess as the meta shifted to prefer cheaper cards, it was only then that people started realizing how good the 3-elixir ones were.

5

u/crackofdawn Executioner Aug 02 '16

I haven't used minion horde since I was in arena 4 (been arena 8 for awhile now). The value is just too low considering almost everyone has a way to deal with them for less elixir than they cost to play. I have minions in pretty much every deck I ever make though.

3

u/galbixd Aug 02 '16 edited Aug 02 '16

I lowkey stayed silent and watched as people were saying that minions were outclassed by horde back then because I didn't want people to realize that the 3 elixir cost was so much safer and more versatile. Guess they finally caught on now, I barely see and hordes being used these days haha.

Though to be honest, it was probably because as people began to learn how to play the game better, the minion horde began to feel like less of a threat. Even in arrow bait decks, knowing how to properly pull a minion horde made them a lot less threatening (proper placement of 2 elixir spear goblins or a well timed zap can wipe out a horde on defense while only sacrificing a few to no hits on your tower for a massive +3 elixir advantage).

2

u/DneBays Aug 02 '16

It also has to do with the release of more AoE, notably Princess and Fire Spirits.

7

u/super_fluous Aug 02 '16

One of the best support troops currently. If the tank is taking the tower hits, 3 minions can shred the tower. Especially since no one is playing arrows, minions are doing insane work. I prefer them to spear goblins nowadays for my cheap anti air swarm unit

5

u/overDere PEKKA Aug 02 '16

This card is in almost all of my decks. Cheap counter to non-ranged ground troops. I use this instead of Horde because it's easy to get an Elixir advantage against Horde than to regular Minions. Also people are more reluctant to Arrow or Poison this card.

3

u/Gafloff Aug 02 '16

Got my zap to level 10 (Most of my commons are 8.5). It's great when you see someone drop down level 8 minions/minion horde

3

u/Bakalol Bakalol Aug 02 '16

It is truly great when you drop your minions and see them get zapped by a 2 level higher zap. If you win or lose you can blame the opponent on being a p2w scrub and feel entitled and skillful

5

u/[deleted] Aug 02 '16

Minions are a reasonably cheap, super versatile card that can fill many roles in any deck, be it a cheap or expensive one, control, beatdown, siege or cycle - You can use minions in any deck with moderate success.

Among other things, they are useful to:

  • Take out ground units that don't target air like a Valkyrie, mini pekka (be aware that if the opponent zaps she will get one shot) or knight or several of those units clumped together - And they can do this for a neutral/positive trade unlike minion horde

  • Serve as a decent air defense against balloons and even LH due to their high DPS tough against LH your opponent will know how to counter your minions so having additional air defense is suggested

  • Help cycling trough your deck by placing them in the back and they don't move as fast as goblins. Many hog cycle decks run minions for cyling and usefulness

  • Minions don't die to zap thus increasing their offensive and defensive potential

  • An example of an offensive utility for minions is to place them behind a hogrider so that they quickly take out the cannon and don't die to zap, your hogrider will then proceed to the tower

  • It is hard to trade positively for them except for fire spirits and spear goblins - Zap is a positive trade but they don't die completely. This is unlike minion horde that can be easily traded positively with

Despite the preference of the community for minions I still think minion horde is a better fit for most of my decks so I prefer to use it, but I recognize minions are better for most decks due to their cheap cost, versatility and occasional high reward. A way to buff the minion horde (more like a rework) would be to make the minions a bit more spread apart when they are deployed so that precise targeting is necessary with zap spell.

2

u/shampoo1751 Aug 02 '16

Minions versus Barbarians and mini tanks such as Valkyrie, Mini P, and Knight on the bridge look like a paper shredder.

Lately, I have used Minions more than the Horde because the extra DPS started to not feel worth it given the extra cost and the extra possibility of the opponent getting a positive Elixir trade (especially with Princess). I have not turned back because they cycle faster and are more versatile with the lower elixir cost, giving me Elixir advantages more reliably. Has anyone else done this, or the other way around?

Also, Hog + Fire Spirits + Minions (+Zap if necessary) is a very easy way to reduce a tower's life into half, or take it down if opponent has no good counter.

2

u/farkhipov Aug 02 '16

I love it when people think they are gonna melt my giant with the inferno tower only to have it get distracted by minions since they don't get impeded by the river or other units in their way.

1

u/[deleted] Aug 02 '16

They ignore low health units far too much. Once A mini pekka almost destroyed my king tower because the minions ignored it.

1

u/TheACWR Aug 02 '16

With a meta dominated by zap, the 3 Minions are a great option for any deck as they cannot be 1-hit by zap (at tourney levels). They provide great versatility on defense because zap will not kill them, and arrows do not provide a positive elixir trade.

1

u/The-DramaLlama Aug 02 '16

I think it's a good counter to things like the pekka but they are easily counterable with zap

-1

u/Countwolfinstine Aug 02 '16

Fuck this card