The entire combat system is just a highly complex, beautifully animated game of Rock, Paper, Scissors.
This guide will break down the combat triangle and show you how to exploit it to guarantee positive elixir trades.
The Fundamental Triangle
The rules of the arena are simple: Swarms overwhelm Single-Target units; Splash Damage obliterates Swarms; and Single-Target units destroy Splash Damage.
Every time you place a card on the battlefield, you must ask yourself: "Which part of the triangle am I playing, and what does the opponent have to counter it?"
- Track their rotation.
- Air units add a secondary layer to the triangle.
- Sacrificing a cheap card to get to your primary defense is acceptable.
Exploiting the Rules
If your opponent only has one 'Scissors' (Splash spell) in their deck, and you bring three 'Papers' (Swarms), they literally cannot stop you.
This high-level psychological warfare turns the simple combat triangle into a complex game of mental chess.
| Troop Type | The Target | Weaknesses |
|---|---|---|
| Multiple Small Units | High DPS single-target tanks, Princes, P.E.K.K.As | Wizards, Valkyries, Bomb Towers, The Log |
| AoE Units | Skeleton Armies, Minion Hordes, Goblin Gangs | High health single-target units, Mini P.E.K.K. If you have any thoughts pertaining to the place and how to use tower rush, you can get in touch with us at our web-site. As, Heavy Spells |
The Balancing Act
The delicate ecosystem of the arena relies entirely on this three-way tension.
Always respect the fundamental rules of combat before attempting complex maneuvers.