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    Saturday, June 12, 2021

    Clash Royale Well then

    Clash Royale Well then


    Well then

    Posted: 12 Jun 2021 01:00 PM PDT

    Kite tanks to the other lane on opponents side with goblin drill + log/nado.

    Posted: 12 Jun 2021 12:21 PM PDT

    Can this be permanent? I always wanted this and I'm glad you guys added but, instead of rotating through modes let this be permanent the next seasons.

    Posted: 12 Jun 2021 03:49 PM PDT

    after pushing 900 trophies, i hit top 200 for the first time!

    Posted: 12 Jun 2021 06:41 PM PDT

    Wall breaks can ride the goblin drill for a speed boost ��

    Posted: 12 Jun 2021 03:26 PM PDT

    We lost one

    Posted: 12 Jun 2021 04:01 PM PDT

    Goblin drill still generates goblins while frozen

    Posted: 12 Jun 2021 11:17 AM PDT

    Trying to switch accounts but supercell really wants me to know about CROWN RUSH

    Posted: 12 Jun 2021 10:19 AM PDT

    Clan Tip

    Posted: 12 Jun 2021 06:55 PM PDT

    Never give up. ESPECIALLY when playing Goblin Drill, Firecracker and E-Spirit in the same deck.

    Posted: 12 Jun 2021 09:01 PM PDT

    Spear Goblin with them jukes

    Posted: 12 Jun 2021 09:23 PM PDT

    [O:24] This was pretty close ngl

    Posted: 12 Jun 2021 12:24 PM PDT

    This is fine

    Posted: 12 Jun 2021 12:47 PM PDT

    Okay, who on the balance team looked at the Goblin Drill and decided "this is fine"?

    Posted: 12 Jun 2021 11:51 AM PDT

    I literally can't with this Goblin Drill.

    It has had a 100% usage rate in my ladder matches today. Every match is just another person with a boosted max Goblin Drill. It's always paired with cards such as Lavahound, Mega Knight, and Pekka so the tanked drill just spawns tons of goblins.

    This new drill is also a huge, huge nerf to underleveled ladder. With the RNG of a miner, twice the goblins as a goblin barrel, and more effectiveness than a miner barrel on both offense and defense, I'm forced to concede at least 700 damage per drill because I can't try to predict drill or else I end up losing tower based off of 1 drill because each goblin takes 3 shots to kill, so I have to let the first goblin go every time before I place my valk/knight. On top of that, it can't be logged until it has less than 1/4 hp, and this issue is even worse if the drill is being tanked for by a big tank. I autolose to bridge spam drill because knight has to be used not only for the drill, but also for mega knight, ghost, bandit, dark prince etc. Not only that, but the usual trick that is used for miners (ice spirit predict, and then use knight or skeletons to catch the miner because even if ice spirit predict fails then it will freeze the miner and make it retarget to the catching troop) doesn't work due to drill spawn damage.

    I can't understand how SC decided that a card that spawns twice as many goblins as a goblin barrel, has its own self-tank measures, has spawn damage to deny swarm prediction of the drill, and has enough health to survive a sparky hit, all for only 1 more elixir than a goblin barrel, and is not weak to spells, was a balanced card.

    submitted by /u/Cognizar_The_Dragon
    [link] [comments]

    Is this a good deck?

    Posted: 12 Jun 2021 07:38 PM PDT

    So I didn't know you could stack the goblin drill

    Posted: 12 Jun 2021 05:42 PM PDT

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