M. It's a orange juice. What's up
everyone? This is OJ. Every unit has a
specific range of sight. A prince's
sight radius is 5.5 tiles. This is the
same distance that units can see.
Anything within their sight is what they
will be attracted to. This is the range
you can aggro units to pull them into
the kill zone or to kite into another
lane with an ice
golem. The most basic and direct concept
of this is with buildings. For example,
an expo has an 11.5 tile attack range.
It can also see 11.5 tiles far. It's as
simple as that. Whatever radius you see
while you're deploying a building is the
sight range that it has. Buildings are
immobile objects, so it doesn't need
additional
sight. When activated, a king's tower
has a seven tile attack range. It can
reach all melee units on both of the
towers. A minor planted onto the
princess tower will always get attacked
by the king's tower, except for the
corner tile of a princess tile right
here. Even planting the miner on the
second tower will cause him to be within
range of the princess tower. The reason
this happens is because the miner's
hitbox just touches the tip. A minor
does have a slightly longer reach
because of his shovel attack, so you can
actually plant the miner one tile
outwards on these two tiles, but the
result is that he's standing slightly
further and will be safe from the
attack. As for the king's tower, this is
the range of the princess's tower. These
three tiles are good to plant a
minor. Even if you try to plant him on
the edge of the radius of the princess
tower, his hitbox will just touch the
tip of the princess's range, and he'll
get shot down much faster. Of course,
these three outer edge tiles are good
because he has that shovel reach
advantage where he doesn't need to step
forward all the
way. With both princesses towers up,
this is the area they can both reach.
This is incredibly important to know
when you're trying to pull units into
this kill
zone. The spot in the center is where
both princess towers can attack a unit.
Ideally, spear goblins can counter a
prince when pulled into this
area. Units don't need to be fully
inside this range. For example, a minor
has a 0.5 tile hitbox radius, so just
the tip of his hitbox needs to touch the
tower to be within
range. When both princess towers are
still up and the king's tower is
activated, this is the range of all
three
towers. With the king's tower activated,
this is his reach and the area where the
king will be able to protect the
princess tower. When you overlap their
ranges, this is the area where all three
towers can target a unit. It's an
extremely powerful area. Once the king's
tower is activated, you can completely
shut down a hog with a tornado for a
positive elixir trade.
Basically, all of the regular units have
a standard sight range between a 5 and a
5.5 tile sight radius. Give or take
slight variances due to some
calculations involved. This is
approximately the size of most of the
units in the game. Knowing the exact
differences is not relevant in a real
game since they function relatively the
same. A knight or a giant skeleton will
always be able to be pulled onto the
fourth tile
here. However, a Pekka will not aggro on
this fourth tile. This is possibly
intentional by design as a Pekka is
incredibly easy to distract and has a
really slow attack speed. The bandit and
musketeer have a bit of a larger sight
range. This is because the musketeer has
a six tile attack range and the bandit
can initiate her dash at six tiles. So,
they obviously need to see that far to
attack. Golems, giants, and balloons
share the same sight range. It's
slightly larger than a musketeer. This
is because these units are pulled by
buildings. This is definitely by design.
Since you can't pull them with regular
units, you need to place buildings.
Balloons can bypass certain building
placements because it can fly over the
river. The Dark Goblin and the Royal
Giants share the same sight range as
those tanks because they have a really
long attack range. So, they do need to
see that far. As for the Princess and
Hog, they have the hugest sight range in
the game with a whopping 9.5 tile radius
of sight. This is definitely by design
since the hog can jump over the river
and runs really fast. He's the easiest
unit to pull in the game for a reason.
This doesn't really affect much. If a
giant could hop over the river, he'd
have the same sight range. Now, here's
the orange juicy part for clan battles.
In two versus two, it's incredibly easy
to activate the king's tower. Unlike
regular matches, there are two kings.
This is the sight range of two princess
towers. Pretty standard stuff, just like
a regular match. They overlap in the
center on the same areas. This is the
sweet spot where both princess towers
can attack a single unit. The king's
tower is one building, so once
activated, both of them will bust out
their cannons. This is the range of both
of the cannons, and this is the area
where they overlap and can double up on
firepower. Let's say none of the
princess towers are down and you've
managed to activate your king's tower.
This is the combined span of all four
towers. It seems a little messy, so
let's break it down. This is the
deadliest area in the game. Send a minor
in this spot and all four towers will
gun him down before he can dig his own
grave. This is the area where both king
towers can defend the left princess
tower. It's still pretty crazy and the
minor still dies really fast in this
zone. And this is the range where the
left king's tower can reach. It's a bit
different from a regular one versus one
map because the kings are shifted to the
side a bit more. Thanks for watching.
Stay tuned for more quality OJ.
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