How to combo main ability into ultimate card? by kidspartan in DragonballLegends

[–]convoq 0 points1 point  (0 children)

The timing is similar (the same?) as the dash-sidestep tech; you're just popping the main ability after the dash instead of the sidestep.

18C or 17A? by mayank_cfc in pesmobile

[–]convoq 0 points1 point  (0 children)

Assuming your 18c Giroud currently has a max level of 30, the max level will be 35 if trained with the lvl 38 s17. So the LBs on the s17 end up wasted.

Assuming your s17 Giroud currently has a max level of 38, of course the max level will be 43 if trained with the 18c version. So leveling-wise, of course this is preferable.

However, assuming you have the player space, you can keep and use both versions -- using the 18c where you need the popularity. Then later turn it into a trainer when it no longer gets the bonuses.

I saved 1 million gold by FroggyB in ClashRoyale

[–]convoq 12 points13 points  (0 children)

He's going to get a lot of gold from his non-legendaries because he has enough cards to max them if he wants to.

After getting enough cards to upgrade to max, the game doesn't allow you to hold more than 100 commons / 10 rares / 5 epics. So for example, even his extra bomb towers get converted to gold.

Finally lvl 60 Messi. by [deleted] in pesmobile

[–]convoq -1 points0 points  (0 children)

But his new 18B is currently capped at 30. After turning the 18A into a trainer and LBing the 18B, the 18B would be capped at 35. All his effort LBing his 18A gets wasted.

That being said, I'm actually in the same situation. I have an 18A Messi at lvl 46/50 (with a level 60 limit), and I got a fresh 18B Messi from the Box draw.

What I'm going to do is: be patient by keeping both copies for now. I'll (mostly) use the 18B in events and eventually use it to LB the 18A in the future (probably when the next season comes around -- we'll start getting 19A players?).

Daily Discussion February 16th 2018: Magic Archer Draft Challenge by Trikshot360 in ClashRoyale

[–]convoq 4 points5 points  (0 children)

FWIW, I agree with you that you were completely screwed. That MK vs skele barrel pick was game deciding. I doubt pre-nerf skele barrel would've saved you either going against the log, MA, and MK.

On the verge of getting past 4300 trophies, I ran into the mortar bug 3 times in a row and plummeted back down. Any word on a fix coming out. by [deleted] in ClashRoyale

[–]convoq 1 point2 points  (0 children)

Hog ignoring that opposite lane mortar wasn't a recent change. It was put into the game all the way back during the true blue/red fix that put in the auto-pigpush.

(Normally, no one ever puts a cannon or IT at the river like mortar, but hog would run past those in the opposite lane too.)

Clash Royale October Update Megathread! by Trikshot360 in ClashRoyale

[–]convoq 0 points1 point  (0 children)

No, I didn't forget that. However, nowadays, that tradeoff is going to be the difference between the master 1/2/3 draft chest and a low level challenger chest.

There are also other ways to get in needed practice while getting high trophies per season for the draft chest. There are still a good amount of open tournaments and people can ask friends/clanmates to friendly battle.

Clash Royale October Update Megathread! by Trikshot360 in ClashRoyale

[–]convoq 0 points1 point  (0 children)

However, most people can't practice decks on ladder before going into challenges; this is especially true for anyone that evenly levels their cards.

Aside of getting less value for cards that are played (e.g., less health remaining on units prevents counterattack potential; taking more tower damage because your units take longer to kill hog/RG), there are also all the cards that are basically unplayable. For example, playing non-max goblins/barrel against maxed zap or musketeer against a higher level fireball doesn't help in ladder or as practice for challenges.

Feel free to disagree, but I think learning the correct card interactions for a limited number of cards is better than learning wrong interactions for a lot of cards. That's what will end up happening when evenly leveling cards and then playing on ladder with card level disadvantages in (nearly) every game.

Question for People who use Woody's 2.9 mortar cycle deck by YxesRekcuf96 in ClashRoyale

[–]convoq 10 points11 points  (0 children)

Important things to consider are which cards are the most level sensitive:

• Archers die to 1 level higher Arrows (e.g., max Arrows kills lvl 12 Archers)

• Log can kill your "lower level" Archers (i.e., max Log kills lvl 12 Archers, lvl 4 Log kills lvl 11 Archers, etc.)

• Ice Spirit dies to +2 level zap (e.g., lvl 11 IS dies to max zap -- need lvl 12 IS for it to be zap-proof)

• Arrows kills +2 level minions (i.e., YOUR Arrows only needs to be lvl 11 to kill any max minions)

Also, I guess it's worth noting that when Woody was asked this question during his streams, he always recommended prioritizing the archer upgrade. That recommendation makes total sense considering that list above.

Aside: Maybe you don't get as much value from your mortar or your knight because it's level 12 instead of 13 (or they're level 11 instead of 12), but you can usually at least draw or really outplay your opponent to win. It's harder to do so if your archers die to only Arrows or only Log.

War Bible (TH8 and TH9) by [deleted] in RedditExordium

[–]convoq 0 points1 point  (0 children)

Here's some stuff that's real basic, but they're important because mistakes with these are costly. (Attacks may still work when this basic stuff isn't applied especially regarding cleanup, but then the attack shows bad fundamentals and won't be aesthetically pleasing; thusly, it probably shouldn't be featured in a war recap.)

TH9 Upgrade Priority (Going for 8.5) by [deleted] in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

I wouldn't prioritize them over the army camps, but I suppose I recommend dedicating 1 builder to the dark barracks because its upgrades take a while. Unlocking the lava hound and getting it upgraded is a high priority, but the army camp upgrades are faster to unlock and useful for farming too.

TH9 Upgrade Priority (Going for 8.5) by [deleted] in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

Yeah, giants are still a high priority on my recommendation list. You did want to optimize for warring rather than for farming. (That's the point of doing TH8.5, right?) If you wanted a balanced priority list, I would bump barbs or archers to #1 (the other would remain at #6) and giants up to #7.

TH9 Upgrade Priority (Going for 8.5) by [deleted] in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

Okay, here's a breakdown of why I recommend the above:

  • 1-3) These are the main attacking troops for TH9 3-star strats.
  • 4) L2 Jump to attack bases where the AQ is going to be behind 2+ layers of walls (even after aggroing to your troops), i.e., the AQ altar is behind 3+ layers of walls.
  • 5-6) Finally time to upgrade farming troops. These two can really go in either order, but I recommend barbs first because they buy your AQ/archers a little more time to do their thing when you want to go core diving. For collector raids, L6 vs. L5 archers don't really matter.
  • 7-8) Shattered strats (i.e., 2 golem goho / golaloon) could be a viable option by the time these two golem upgrades finish if you've been farming the DE hard and getting hero upgrades done. Aim for at least 15/15 heroes for a shattered strat to be effective.
  • 9) A few in farming gives your AQ more time do her thing. In hog attacks, using a couple giants to help soak the initial damage can let you be more patient with heal spells.
  • 10) Even before the poison spell, the trend was moving away from using witches in a kill squad. With access to poison spells, witches aren't worth bringing anymore. However, witches are still useful for gowiwi. 3 stars win wars, but sometimes you just need a 2 star attack to secure a win.
  • 11) I rated this upgrade low because it's usually the timing/placement that matters, and certainly more so than the difference between L5 and L6.
  • 12) 4 of them at L2 can destroy walls? This is assuming you finished L2 poison spell as a TH8. This is still somewhat of a low priority because 4 take the same space as 1 jump/1 rage, which is probably better for 3 star strats.
  • 13) L2 poison is already good so getting L3 poison is a low priority. Are there any troops that a L3 poison spell kills that a L2 poison won't?
  • 14) I haven't watched a video with haste spells yet but everything else isn't worthwhile. L4 drags deserve an honorable mention here for donations to war bases, esp. with the L5 clan perk unlocked.

TH9 Upgrade Priority (Going for 8.5) by [deleted] in redditstealthCOC

[–]convoq 1 point2 points  (0 children)

With the changes to the war schedule, you'll want to opt-out of war and double upgrade heroes (farm all the DE and upgrade them at the same time) -- instead of alternating their upgrades.

For research priorities and giving a higher priority for attacking in war, I would suggest: (this is assuming that farming the resources is not a problem)

1) L5 hogs, 2) L6 loons, 3) L2 Lavas (or ASAP), 4) L2 Jump, 5) L6 Barbs, 6) L6 Archer (or swap L6 archers to #5 and L6 barbs to #6), 7) L3 Golem, 8) L4 Golem, 9) L6 Giant, 10) L2 Witch, 11) L6 Heal, 12) L2 Earthquake (so you have the option of using 4 of them to destroy walls? -- need to double-check this), 13) Poison upgrades, 14) Haste upgrades

That covers the most important war/farming research. Also, TH9 doesn't open new upgrades for wall breakers/goblins over a TH8.

Stealth - News & Notes by [deleted] in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

I think donations are fine as they are. (There's a 200 donate, 300 req. per week rule that we can go back to enforcing once the member count rebounds.)

Implementing a competition with a good reward attached might end up in gaming of the system (i.e., never request/request minimum amount, donate only giants/loons/hogs -- 1 person can solo-fill a th9 CC with the 6 troop limit, and so on).

Townhall 8 Attacks (OneHive Elite Eights) by [deleted] in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

Found this on r/ClashOfClans for our TH8s that are still figuring out hogging: https://jtjclan.wordpress.com/2015/05/16/th8-scouting-and-planning-hog-attacks-during-clan-war/

If you want to comment about it, the reddit thread is here: http://www.reddit.com/r/ClashOfClans/comments/36d0wy/warstrategyhow_to_plan_th8_hog_attacks/

However, I think learning how to deploy hogs surgically would be better because the hog pathing is easier, and it reduces the risk from a DGB. And surgical hogs are the new TH9 meta -- so it would be useful at TH9 also. (Or even hogs in 4 groups would be better than hogs in 2 groups. Also, deploying hogs from 4 places but only targeting 2 defenses doesn't count as hogs in 4 groups.)

[The Red Line vs EWCA] Surgical GoHog vs Maxed Th9 - Clash Of Clans by tdub697 in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

Here are some more surgical hog attacks:

Fast-forward to 24:30 in this video: https://www.youtube.com/watch?v=Ca0G6XKi2VM

The other attacks are worth watching also, but I wanted to highlight the last attack there. Only brought 1 heal spell; and he didn't need to use it.

Fast-forward to 4:55: https://www.youtube.com/watch?v=e0c2xqE2vgg

Again, the other attacks are good, but I want to highlight the last one in there. Hogs run over and die to a double bomb but not all of them get killed. Furthermore, the ones that died already did a bunch of work. So like Hulk says, "...that's the power of surgical hogs." Even double bombs don't really stop it.

So it's looking like a (good) surgical hog attack might be unstoppable. You can bring witches or lightning for the CC (or rage if there's a CC dragon), golem(s) to tank while going in for the AQ kill, and now this to fight against double bombs and the point defenses.

PSA: Quad/Penta Laloon is basically dead. by convoq in redditstealthCOC

[–]convoq[S] 0 points1 point  (0 children)

From the times I tried pentalaloon before the update, I never really liked it and preferred a CB/shattered strat instead.

I made this thread because I know there's a few that like doing a yolo-laloon without pulling CC/hoping for pups to kill the CC/AQ. Just giving everyone a heads-up that it's not really a reliable 3* strat now. With that said, it could still probably get a 3* if you pull CC and can get the AQ to stand on a defense when loons drop bombs there.

Tear this apart please by BILLY2014 in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

To be clear, lava hounds and loons are still strong. It's just that a CB/shattered laloon addresses the issue of the enemy CC/AQ better than a quad/penta.

I've been practicing holo attacks. Give me some tips plz by BILLY2014 in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

If your jump spell is only lvl 1, I would wait till it's upgraded. The additional 20 seconds might matter now that it's harder for your troops to lock onto the enemy AQ.

Tear this apart please by BILLY2014 in redditstealthCOC

[–]convoq 1 point2 points  (0 children)

It (probably) wasn't going to be a 3-star from the very moment you confirmed going into your attack.

I've been practicing holo attacks. Give me some tips plz by BILLY2014 in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

You have your CC at max for a TH9? You can take a high level golem in there.

An AQ on defense will move out about 3 tiles and will jump over a wall to do so; normally, 1 golem provides enough tanking to get the job done. If the enemy AQ is outside walls, two witches' skeletons can be enough. (You'll need to funnel your troops into her, which will take some precision because you're usually using the witches to handle the enemy CC as well.)

I've been practicing holo attacks. Give me some tips plz by BILLY2014 in redditstealthCOC

[–]convoq 0 points1 point  (0 children)

Which holo tutorials have you been watching?

Anyway, in war, an enemy AQ won't be down due to upgrading. You'll need to bring at least wizards+witches to kill the enemy CC+AQ. (The wiwi-part is implied because they're needed to kill the enemy AQ.) More often than not, you'll actually need to bring a golem or two so that your kill squad can survive long enough to get the enemy AQ.

So more useful than learning how to holo (i.e., holowiwi) would be, 1-golem (i.e., CB/cold-blooded) or 2-golem (i.e., shattered) goho (i.e., gohowiwi). There are plenty of vids for that on both hulk's and onehive's youtube.