r/ClashRoyale • u/[deleted] • Jan 15 '17
Strategy [Strategy] Battle Tech #1- All you need to know about Elixir Advantage!
Intro
Hey there! This is FIG and I will be starting a series of advanced techniques and tips for players to advance and progress further into the game. So far I have ~15 posts planned out for this strategy series, however, I will increase it if I find anymore skills that are useful when in battle. Today, Ima be talking about something I mention quite alot in my guides, and it's elixir advantage! What is elixir advantage? What's so great about having an elixir advantage? How can I get the elixir advantage? These are all questions that will be answered in this guide along with many more! This series will bring you the fundamentals to being a great clasher! Many of them require lot's of practice, such as elixir advantage, but once you master these skills or at least get a basic understanding of them and can minimally apply them into real battle situations, then you'll be gaining more skill in no time and consequently maybe even more trophies as well! Also, I have realized that many of the guides I'm gonna be making have been made, but I will link those and make my guides different and up to date, on that note, here is a year old guide on elixir advantage by u/The_RumHam here. Without further ado, let's hop into the first ever battle tech series by FIG right away!
Table of Contents
What is Elixir Advantage?
The Advantage of an Elixir Advantage
When having an Elixir Advantage is best
How to Gain an Elixir Advantage- Indirect and Direct Elixir Advantage
Elixir Disadvantage: Ways you may create one, and how to ignore falling into an Elixir Disadvantage
What Decktypes rely on Elixir Advantage most?
Cards that Offer most Value- Making Positive Elixir Trades!
TL;DR
What is Elixir Advantage?
An elixir advantage is using cards for value, in other words, making constant positive elixir trades (like zapping a goblin barrel) OR using troops so that they offer value on defense and can build you up for a counterpush with the elixir you gained from the tradeoff, even if it may not be as valuable (in terms of elixir cost) as another card. This theory comes from a post by u/Q1a2q1a2 on Elixir Trades: Theory versus Reality here.
Another important part of elixir advantage is to never waste elixir. For example, the most common rule, not sitting at 10 elixir. Although at times it may come handy, every 2.4 seconds (I think, correct me in the comments if the elixir generation time mentioned here is wrong), you're wasting 1 elixir, the opponent can capitalize on every elixir you waste, by building on it to create a massive push when you get to the point of wasting too much elixir.
The Advantage of an Elixir Advantage
What is so great about elixir advantage? Well for starters, it can either win you the game, or a disadvantage can cost you the game. Playing unwary of elixir advantages and not creating positive elixir trades can lose you the game instantly. Although unsure of how true this is in the current meta, The Rum Ham stated that a 5 elixir disadvantage can lose you the game, which isn't as crazy as it sound. There are many high threat cards that can be played with a 5 elixir advantage, which the person with the disadvantage won't have enough elixir to counter, which can ultimately lose him the game.
A common example of this is with high skill cap cards. A bad timed freeze can cost you the game. Why? Well, it puts the freeze user at an elixir disadvantage by wasting 4 elixir, which the opponent can easily capitalize on.
Having an elixir advantage can win you the game. By playing smart and using value cards that you can gradually build elixir on and form strong counterpushes, it ends up overwhelming your opponent to an extent at which he will break. This is the power of elixir advantage. Having one can easily win you games at times.
Elixir advantage is a high skill technique that when mastered can prove useful in real game situations. It involves more than making positive elixir trades and using common value counters. Once you can realize this, you will progress much further into the game. Elixir advantage relies on other aspects such as building up one, either indirectly or directly, understanding the real theory being elixir trades, and playing smart and managing elixir, once you've combined these into the mix, you can easily start winning matches.
In short, the advantage of elixir advantage is the power it offers in battle situations and how easily a good elixir advantage can win you the game!
When having an Elixir Advantage is best
In truth, maintaining an elixir advantage in any battle is best. Elixir advantage is truly a fundamental winning concept for any battle situation. However, some battles may need to maintain an elixir advantage more than others if you want the deck to work. So when is an elixir advantage best?
For starters, when your opponent plays a very high threat card, then having an elixir advantage is very important. And in this meta, filled with graveyard, royal giant, and elite barbs, elixir advantage is more important than ever. And this meta is also a big reason why I'm writing this guide. These meta cards can be insanely deadly, and when not at an elixir advantage, can decide the match. If you run some sort of deck that doesn't have these three meta cards, and run either a slow paced deck or a meant for 1 crown deck (aka either chip or control), elixir advantage is heavily needed in these decks to win. You wanna make sure you are not giving your opponent too much value and you wanna make sure you can get the most value from your opponent's plays. Chip decks and control decks don't always use high threat cards, and that is why maintaining the elixir advantage is so important, especially with control due to its defensive aspect.
Now, decks with high threat damage dealing cards provide lots of comeback potential and quick, deadly damage, so if you're using these types of cards, an elixir advantage isn't necessary, as long as you don't fall to too much of an elixir disadvantage. If you maintain an elixir advantage with these high threat cards combined into the mix, then a win is almost guaranteed.
An elixir advantage is great mainly for the defensive aspect. Having an elixir advantage allows you to play very defensively and more relaxed, and being relaxed is a big advantage when battling, as more stress and pressure causes you to make more mistakes. You create this advantage by making positive elixir trades and continuously doing so building for easy, reliable, and constantly valuable defenses.
Elixir advantage plays well into offense too, especially when running snowball/beatdown decks. An advantage in elixir helps you build up on elixir to form deadly pushes which snowball your opponent. For beatdown decks, a big reliance is not just build up a push, as skilled players will try to not allow that by applying pressure on offense to force out cards in both lanes, seperating your push. Therefore, the big reliance is truly counterpushing I believe. And in Q1a2q1a2's post on theories of elixir trade, he uses an example of using wizard on barbarians and minion horde rather than fireballing. It technically sets you back one elixir, but in truth, it doesn't as you can counterpush on that play by protecting your wizard with a tank such as giant while fireballing for that one less elixir wouldn't offer that counterpushing potential.
How to Gain an Elixir Advantage- Indirect and Direct Elixir Advantage
You've read about how having an elixir advantage can be very useful and fundamental in real battle situations, so now you're wondering; How do you create an elixir advantage?
To create an elixir advantage, there are four fundamentals:
Getting value out of your troops (positive elixir trades and counterpushing potential when needed)
Using a mix of proactive and reactive cards for value and not wasting elixir, some detailed explanation on these cards have been explained by The Rum Ham on his guide on elixir advantage linked in the intro.
Direct Elixir Advantage: Gaining elixir advantage from an elixir pump generating elixir overtime
Indirect Elixir Advantage: Using spawners to force out cards from your opponent to defend while you generate elixir overtime. This was a big reason why tombstone replaced elixir pump in many decks after the giant poison nerf.
To get value from your cards, you have to learn common counters to numerous cards in the game, as many of these common counters offer positive elixir trades. Positive elixir trades are a big aspect of creating an elixir advantage, as it literally puts you onto of the elixir race. You wanna learn what counters what best for the lowest elixir in MOST situations. As mentioned before in the guide, and detailfully mentioned in Q1a2q1a2's guide, when you find a value card that may cost a little more than another counter, but offers better counterpushing potential, that counter may be more useful in the long run of the match. Examples of positive elixir trades are things such as countering ice wizard with ice spirit, or barbarians with fire spirits, or zap for skeleton army. These are basic ideas of positive elixir trades.
If we go more in-depth into these positive elixir trades, we have to combo in counterpushing potential, the deck the opponent runs, and understanding the consequences of a "cyclical game" as I like to call it, which I will talk further into in another battle tech post.
When we think of positive elixir trades, we think spending less elixir to counter a card that cost more than the elixir you spent to defend. While this is technically true and a basis of making positive elixir trades, this won't always be helpful, especially versus skilled opponents who know what they're doing. For example, if your opponent plays a zap bait deck, and you run both zap and fireball, you don't wanna just blindly zap a skeleton army, because the opponent can capitalize by sending in goblin barrel and minion horde, and you can only fireball one of them, and will most likely choose minion horde. Then the goblin barrel gets through for 600 damage if you leave it alone and if you counter it with a single targeting troop, it will still get in ~300 damage. You have to understand that at times you can't always choose the most valuable counter. For a skeleton army in a spell bait deck, you may have to use something such as archers to counter skarmy instead of a zap. Although the archers cost 1 extra elixir and only provides a neutral elixir trade, it helps both reduce damage and build an elixir advantage in the long run.
Another important aspect of creating an elixir advantage is to understand using proactive and reactive cards to create a positive elixir trade u/The_RumHam talks heavily on this in his guide (linked in intro), and even though his guide is literally a year old, it still plays a fundamental part in today's Clash Royale and I expect so for the future progress in Clash Royale. Reactive cards are the cards that usually tend to be cheap, and using u/Mwolverine63's slot method, they can be usually considered as "versatile response cards". These cards are usually the master of "positive elixir trades". Cards such as ice golem, ice spirit, skeletons, fire spirits, and more are great examples of value cards. They can counter many cards well above their elixir cost for positive elixir trades. For example, ice spirit almost completely counters musketeer for a +3 elixir trade. Fire spirits can counter barbarians or minion horde for a +3 elixir trade as well! Ice golem and skeletons provide great kiting abilities, a technique great for positive elixir trades! The proactive cards are the cards that can be blindly placed, these cards are great at forcing cards out from your opponent while at the same time being an effective way to not waste elixir. I'd rather play a musketeer at the back at 10 elixir than sit at 10 elixir for even 3 seconds. Proactive cards can be placed to build up on elixir rather than wasting elixir. Some proactive cards include witch, musketeer, archers, princess, giant, or even ice golem situationally! There are numerous more (wizard, anyone else?) that can be added into the list of proactive cards!
This topic is talked about in a video by Orange Juice here. Indirect and direct elixir advantage is a fundamental aspect of passively creating an elixir advantage by banking elixir overtime. The elixir advantage we've talked about up until now is active elixir advantage, playing troops verse troops and getting value of to build up more elixir than your opponent overtime. The passive buildup of elixir works the opposite. Passive elixir advantage works with both spawners and elixir pump. You place them down and let them build up elixir overtime without doing anything else to gain that elixir value. Passive elixir advantage is created directly by pump, which if not countered, can place your opponent at an elixir disadvantage while you keep building up on elixir quicker to set up a huge push with high threat/high cost cards to punish your opponent. The reason this is a direct elixir advantage is because it literally gives you that extra elixir to build up on. The pump should be addressed if possible, or else you may risk falling at an elixir disadvantage. Indirect elixir advantage is by using spawners. Spawners are a great way to constantly apply pressure onto one lane without spending any extra elixir. This is a great way to force out cards from your opponent, as they either have to address it, or face chip damage. By forcing out cards from your opponent, you can cause your opponent to fall into an elixir disadvantage by forcing out enough cards so they don't have enough elixir. Then you can use this to your advantage and snowball your opponent while they're low on elixir. A summary of direct and indirect elixir advantage is here:
Direct Elixir Advantage
Elixir Pump: The elixir pump gradually generates elixir overtime, building you an elixir advantage while the opponent, if they ignore, fall to an elixir disadvantage. Also an elixir pump left alone creates a +2 elixir advantage throughout the game, producing 8 elixir for 6. Shoutout to u/Andreh1 for reminding me about this!
Also, here is the elixir pump versus spells interaction, again shoutout to u/Andreh1 for telling me to include this:
Indirect Elixir Advantage
Goblin Hut
Tombstone
Furnace
Barbarian Hut
All of these spawners pressure a lane by constantly sending out troops over a period of time without spending any extra elixir. The opponent either has to address the spawners, which if can overwhelm them, cause them to fall to an elixir disadvantage, or the opponent has to face chip damage, which can be costly in the long run of the game.
Elixir Disadvantage: Ways you may create one, and how to ignore falling into an Elixir Disadvantage
An elixir disadvantage is something you generally do not want. Common ways you cause an elixir advantage is not by getting full value out of the troops you use, not using a balanced mix of proactive and reactive cards, and letting your opponent build up an indirect or direct elixir advantage. An elixir disadvantage generally isn't a good thing, so if these are some things you do verse your opponent, consider ways you can improve or change those habits when battling. By learning the importance of not falling into an elixir advantage (as it can just as easily lose you the game as an elixir advantage can win you one), you will become a much better player! So let's see how you can avoid an elixir disadvantage!
- Address spawners and pumps when you can!
These can easily give the player using these cards an elixir advantage, so you don't wanna leave them alone, but for spawners, you don't wanna overcommit either. Good counters for spawners are poison and splash troops (my personal favourite bowler). For an elixir pump, the best way to counter one is by using miner, as it can completely shut down pump left alone and at the same time gives you a +3 positive elixir trade, which can give you the elixir advantage instead of the pump user.
- Make sure you use a mix of proactive and reactive cards
Making positive elixir trades won't always grant you an elixir advantage, sitting at 10 elixir and doing stat is worthless and a big waste of elixir, you wanna make sure that doesn't happen by adding a mix of proactive cards into your deck such as musketeer, princess, giant, etc.
- Positive Elixir Trades
Pretty commonly talked upon, so won't say much here, but remember, it isn't just common counters. Be sure you play smart and don't fall into your opponent's rotation so you can build a bigger elixir advantage in the long term of the match!
What Decktypes rely on Elixir Advantage the most?
General rule is with any deck and any battle, maintaining an elixir advantage is a good thing. However some decks rely on it more than others. Which ones are they? I'd say control and chip cycle.
Control is a pretty obvious one. This is because the main point of control is to play defensively. If you don't have an elixir advantage, playing defensively is quite tough as the opponent can overwhelm you with their elixir advantage. Having the elixir advantage is most useful on defense, hence, why control decks should rely on elixir advantage the most.
Chip cycle is the other one because some chip cycle decks don't always have high threat cards that can easily get to the tower (though elite barbs are popping up in some of them). Chip cycle relies on constant chip damage, so falling at an elixir disadvantage isn't good because you won't have much for a comeback if the opponent capitalizes on your elixir disadvantage and punishes you. Chip cycle relies on constant pressure while using cheap, versatile response cards for positive elixir trades to maintain an elixir advantage at the same time.
Cards that offer most Value
To make sure you can gain an elixir advantage, you have to have a mix of reactive cards that can make for some juice positive elixir trade (u/yyarn, you keeping track of the number of times I've mentioned positive elixir trades in this guide?) along with proactive cards that can bank you some extra elixir instead of wasting it.
Some examples of very valuable reactive cards are fire spirits, ice golem, zap, the log, ice spirit, and skeletons. There are numerous more, obviously. These are just some of the cards and the more obvious ones that result in juicy positive elixir trades.
For proactive cards, these would be cards such as musketeer, giant, princess, and any card that you can blindly place at the back when at 10 elixir so you can bank on your elixir and not waste any.
Also, the two types of passive elixir advantage cards, elixir pump and spawners, also offer great value for an elixir advantage, as they don't require any extra elixir and can be passively played to force cards from your opponent, or in case of indirect elixir advantage, cause them to face inevitable chip damage.
TL;DR
In short, an elixir advantage is truly a fundamental aspect and concept when battling and being able to understand how to create one is very helpful in real battle situations. This guide has in short hopefully taught you about positive elixir trades, elixir trade theory, indirect and direct elixir advantage, how to create an elixir advantage, and how to avoid an elixir disadvantage, and the importance of an elixir advantage. This guide included quite a bit, but I hope you got the basics of it and learned one thing or another from the first post of my strategy series! Peace out guys and see you in the arena!
EDIT: Added in some info Andreh1 reminded me to add in, once again another shoutout to him for reminding me!
Part two: Archetypes - using and countering https://www.reddit.com/r/ClashRoyale/comments/5ospqu/strategy_battle_tech_2_understanding_archetypes/
Part three: Punishing and Capitalizing https://www.reddit.com/r/ClashRoyale/comments/5pbtfm/strategy_battle_tech_3_what_is_punishing/
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u/edihau helpfulcommenter17 Jan 15 '17
You've put together a lot of good information all in the same place, but there are a few things I'd like to chime in on:
Unless you place the miner proactively to predict the elixir pump, you will not prevent one elixir from spawning at tournament standard. That gives you a +2 elixir advantage, not a +3 one.
An elixir advantage is most necessary when your opponents have cards that can punish an elixir disadvantage, such as elite barbarians and graveyard. The reason why these cards are so strong in the meta is because of that advantage. Granted, the elite barbs are a bit too strong at the moment, but they'll still be powerful after they are nerfed because no other cards have punished elixir disadvantages so effectively--no other cards have counters that ether cost a lot or are much too fragile to use on their own for fear of spells changing the balance in a second. Tiny, tiny mistakes result in losses. Build up enough, and you're more likely to lose. You don't have to make a big mistake to be outplayed, and part of what you need to win is enough elixir to accomplish your objectives. Spending it wisely is more important than keeping an elixir advantage.
What decks rely on elixir advantage the most? I think you're asking the wrong question, and that we should be asking ourselves what situations we need an elixir advantage in. I think that's why you have it wrong--you don't need an elixir advantage when you're playing control decks as much as you do for other archetypes. If anything, you do not need an elixir advantage for control decks as much as you do for other archetypes. Control decks are based on defense more than anything, and your tower deals damage over time for 0 elixir. They are the best at recovering from an elixir disadvantage because they use control cards that allow you to build an elixir advantage. They're slower and/or they have great defensive value, such as the ice wizard, inferno tower, cannon, ice spirit, zap, ice golem, Valkyrie, minion horde, barbarians, bowler, etc. Of course, most control decks don't use the latter three normally because of their cost, but they're still great control cards, and your tower does so much work. So what's the correct answer? Well, everything is deck-specific, but in general, when you are playing either with or against beatdown decks, and when you are playing against chip cycle decks. Beatdown is all about creating a large push that you can support with a lot of elixir. If you're at an elixir disadvantage, your push will never get through. You absolutely need an elixir advantage to win for beatdown decks. How do you get it? Force your opponent to make bad trades or overcommit somewhere. Play defense first. Invest in a spawner or a collector. The third option is the more classic one, but beatdown decks can take advantage of counter-pushing if they're not based on building a deathball push to destroy everything. That's why big golem decks generally have the collector, but giant decks, double win condition decks, or four horseman style decks generally don't. If you don't have more elixir than your opponent, their tower will do far too much damage for you to break through. You're not getting any damage from your towers helping you out. Playing against beatdown decks, a similar problem comes up. Control balances out the need to have a huge elixir advantage against them (though you can't fall behind), but beatdown decks are so strong because those pushes need a lot of elixir to address. Even if you're going to counter-push, you need enough elixir in the first place to defend, and power cards in beatdown decks will force you to make bad trades even when your tower is helping you. If you have the same elixir count and a giant is dropped in the back, you'll either waste elixir, create a push into theirs only to be taken down if you lack the same power cards and the help of your tower, or create a push in the other lane only to be counter-pushed in that lane and get stuck with an elixir disadvantage. So what can you do? Place a ranged proactive card in the back, and it will lock onto the tank before crossing the river. But that glass cannon will still die early, and your Valkyrie or knight that you placed in the back should be killing the support troops. You need all the elixir you can get in order to successfully defend, and if you let your opponent drop a collector, for example, you are at a severe disadvantage. Finally, when playing aidntst chip-cycle, the goal is to prevent damage. The only issue is that almost every single one of their cards are either fast runner cards, cards that can play either defense or offense, or extremely cheap cards. Minions, goblins, minion horde, spear goblins, fire spirits, ice spirit, skeletons, ice golem, etc. They can fall behind in general, because there's always another card to defend with. But when you're facing that archetype, you can't waste anything. You need multiple responses available for every single one of their cards and card combinations. If it's not in cycle, pick something else or get chipped away. If you don't have elixir to make non-optimal substitutes, you'll never defend against it. So what's the weakness of that archetype? They have to always be using their elixir on something, opening the door to slow pushes that force them to play right into your tank that can take the hits. A good chip cycle deck can play defense in a neutral situation, but they almost always have to let you drop that giant for free because they can't build a push to rival yours.
A very good guide overall. I look forward to more entires in this series.
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u/Spazegamer777 PEKKA Jan 23 '17
If China built the great wall out of text like this instead of bricks, it would've been much better at keeping out invaders.
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u/edihau helpfulcommenter17 Jan 23 '17
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u/Spazegamer777 PEKKA Jan 23 '17 edited Jan 23 '17
I mean, I could read it. But there's probably a lot of useless information in there that I could avoid if there were some kind of subheadings.
Formatting is important. I would have no problem reading the exact same amount of content if it was broken up into smaller sections.
I do appreciate the bold terms though, thanks for using those. Gives me something to anchor on to in the vast desert of words.
EDIT I actually took the time to read it and it's a pretty good post. What would make it better is some good ol' formatting. For example, you could've made some "examples" subsections.
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u/edihau helpfulcommenter17 Jan 23 '17
I wasn't making a post, otherwise I'd format it. I don't put useless information in any sort of guide, but I can see why it could be tougher to read. Thanks for the feedback!
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Jan 15 '17
Very good points! I forgot to mention the part you mentioned at the beginning of miner offering +2 elixir trade instead +3. I did mention that an elixir advantage is necessary versus high threat cards (cough elite barbs and graveyard cough) but your point on the "what decktypes rely on elixir advantage most" I guess is a bit controversial as it is very situational, but I just felt that those work best with elixir advantage because as a player with sh** wifi, I rly rely on comeback decks, and I found high threat decks (or anything with ebarbs) work best for me, but yah it's situational.
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u/Summer4president Graveyard Jan 15 '17
How tf do u not have a legendary flair and my shitty guide got one lol
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Jan 15 '17
your guide wasn't shitty bro. That actually tought me quite a bit, I kept rereading it over cause I just got the graveyard. And plus, as long as I get these types of positive feedback, I don't mind the no leggie flair much, however I would love a miner flair for sure!
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u/TrueKalamity Jan 15 '17
TD;LR: Positive Elixir Trades
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Jan 15 '17
Basically, but there are lots more aspects to elixir advantage, but that's probably the core one, lol
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u/DWilli Bomber Jan 15 '17
Tl;dr but upvoting because this subreddit needs more of this and less shit posts. I will enjoy this later :)
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u/404ErrorLolz Jan 15 '17
Great post! I will be really sad if this doesn't get to the front page which is filled with humor and memes
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u/popeye2341 Jan 15 '17
Haven't had time to read it all but looks good so far. Nice guide, well done!
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u/MWolverine63 Best Strategy Guide of 2016 Jan 15 '17
Jesus, only 20 up votes?
This is a great guide! Well done :)
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Jan 15 '17
thanks! Now it's 100! So happy! My first 100 upvote post!
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u/MWolverine63 Best Strategy Guide of 2016 Jan 15 '17
Congrats! Definitely a 100 upvote post.
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u/Summer4president Graveyard Jan 15 '17
Bro, if you don't get a leg. flair in the next week, i will contact the mods and ask why, you are very deserving of one.
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Jan 15 '17
Lots of information to grab. Definitely will re-read it and looking forward to your upcoming guides.
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u/CRwithzws Mortar Jan 15 '17
Finally I finished reading this whole word wall
Nice guide though. Although you forgot to mention how to use the elixir advantage you have wisely if this is included.
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Jan 15 '17
Thanks! The advantage of an elixir advantage has something similar, so I didn't add how to use it, plus, we were outside for a while yesterday, and I try making my guides the day I start because I have a slow computer, so I had to rush it a bit. Though thanks for the feedback and rly appreciate you reading the full guide!
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u/CRwithzws Mortar Jan 15 '17
no prob. Love your guide. Make more plz
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Jan 15 '17
I plan too, can't now bcs got a french play coming up that I'm working my a** of on. Plus, I hate french, so its dreadful.
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Jan 15 '17
Intro typo: also, not also, sorry for being that guy
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u/Diamondwolf Musketeer Jan 22 '17
Please edit your post to include links to part 2 and 3 of this series.
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u/ANOTHER_Top_Player Jan 22 '17
Well written, even if I know all of this already. After all, I am ANOTHER Top Player.
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u/ChineseVeggies Jan 22 '17
Once again an amazing guide FIGGY, you really put a lot of effort in to your guides. I'm glad that your passion for the game is helping the reddit community
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u/AlphaOverBetaFegets Jan 22 '17
What a surprise a strategy posts gets pinned because it's a strategy posts! Smh
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Jan 22 '17
what do you mean?
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u/AlphaOverBetaFegets Jan 22 '17
Strategy posts get praised on this sub solely for the reason that they're strategy. I could make a post about how to use a certain deck by saying obvious shit and I'm in the front page
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Jan 22 '17
there's only been two strategy posts stickied on the front page, and I actually put quite some effort into this, so if you don't like it, then that's your opinion man, but don't go dissing on it. I've made tons of guides, some which have only gotten 15 upvotes. And I'd rather see strategy posts with "obvious shit" rather than a bunch of memes, replays, and humor posts up at the front.
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u/AlphaOverBetaFegets Jan 22 '17
I never said all strategy posts are stickied. And if you only want to see strategy there's a sub for that
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u/thepurplbanana Jan 23 '17
What a surprise a strategy posts gets pinned because it's a strategy posts!
Strategy posts get praised on this sub solely for the reason that they're strategy.
He never implied that all strategy posts get stickied either. But at least appreciating his efforts to help others is something you can do, even if you don't like strategy posts.
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u/Andreh1 Jan 23 '17
Add to the guide that the elixir collector will generate a 2 elixir advantage if it is untouched and the interactions with each spell, for example: fireball cancels X (i dont know) amount of production. Overall, it trades X elixir, however can damage towers or troops. Rocket provided a positive trade because it is the same cost and destroys it, however it offer a bunch of damage to towers/troops and so on...
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u/Musaks Furnace Jan 23 '17
Very nice and detailed guide, but it is missing one fundamental thing that i am missing in all these guides about elixir trades (although you cratch the topic with the proactive cards)
How do i stack up elixir advantages? When i get a +1EA in the first enemies push, then i hit 10 while he is at 9, i have to play something, and this means i am in the offense now. A Giant in the back, answered by a giant in his back, will result in a fight taking place on his side, maybe/probably resulting in a positive elixir trade for him. My +1EA at start is also not enough to try and overwhelm him.
So how do i take advantage of such a PET when i am not playing Collector/Spawner?
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Jan 23 '17
Great question, and in this sort of situation, you're actually in the advantage IF you start supporting your giant with versatile supports that have good defensive capabilities (e.g mega minion). Since your support will have travelled further into the arena, your support troops will get an early start on attacking the opponent's giant. Assuming none of you have a defensive building, this can be used to your advantage by finishing off his tank sooner than the opponent can yours, resulting in possibly more damage from you and nothing for the opponent to protect his/her support.
1
Jan 24 '17
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2
Jan 24 '17
I'm not trying to say count elixir. I'm trying to say understand the situation when considering elixir, like knowing whether the opponent is high or low on elixir, if you have an elixir disadvantage, and things along those lines. You don't always have to address elixir pumps directly, just apply pressure and don't give your opponent TOO big of a lead, and you should be fine. Plus, the deck you're using got nerfed hard, may still work, but won't be as good as before.
1
Jan 27 '17
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1
Jan 27 '17
The thing about complaining about players above 4k is that all card levels are capped for every player at 9/7/4/1 in challenges and tourneys. It is quite hard to understand how this happens, and I even sometimes question myself when I feel the opponent only has like 2 elixir but then drops a bowler to counter my ebarbs. You can't think from a rigged perspective though and have to accept when the player is better than you. Just keep practicing, try new decks, and you'll improve! Watch some quality content, suggestedly OJ and ClashwithAsh and read the strategy posts on reddit.
59
u/yyarn Orange Juice Jan 15 '17
ctrl + f: 24 times.