The Future Champs
Footballguy
Ya, about that ...TH9 vs TH9 action with the extra dark spell from the update? Zap/quake to take out 2 ADs and either drag rush or golaloon from there. I like golaloon where you take out a 3rd AD, AQ, and cc drag using a cc golem, some wiz, some wall breakers and your heroes. Now it's lalooning against 1 AD. Throw 2 hounds at the last AD (you'll have no spells left so 2 hounds buys enough time for skulls to take it out) and 20+ skulls to work with. Even if the looning part is slow you have the extra 30 seconds on the new timer to help you.1 cc golem, 2 hounds, 20 skulls, remaining 60 spots on wiz, wall breakers and cleanup skulls and minions.Culdy - I've played around with zapping 2 ads at the th9 level, and it's not usually an easy 3. (A lot of times a single eq can hit 2 ads.)
I haven't tried a double zap followed by an AQ walk yet, which I probably should try. Seems like it wouldn't go for 3 stars though.
(Well, not easy for me, anyways. Biggest problem I run into is massed Teslas.)
Anyhoo, the extra eq spell isn't a game changer at the th9 level.
Tried this repeatedly. Against some bases it works; other times it's a one star attack. If the AQ/AD aren't easy to path to this can go disastrously wrong. The sample army composition doesn't leave a lot for creating a proper funnel, and it falls to pieces if it hits the cc troops, AQ, and Teslas simultaneously.
It's possible that my heroes were too weak when I was trying this - bk19/AQ17 - and that it'll succeed more often when I get them into the 25-30 range.
Anyways, I welcome any advice on how to improve this attack.
even the ####ty clans quit using them. I assumed the DE cost scared people off, plus just making yourself a sitting duck for an air raid.
Seriously, why?