Mmmm its a orange juice
What's up everyone this is OJ
The goblin gang are literally goblins and spear goblins that cost 3 elixir
It counters sparky
Its very similar to skeleton army
they both cost the same but it is slightly more intimidating
The army can potentially deal more damage
There are those rare cases where you don't have any spells and they reach your tower
The gang is more threatening cause they can run a lot faster
The zap is not able to kill stab goblins
The gang is slightly harder to kill than Skeleton Army
Stab goblins will almost die to zap
but they are still incredibly threatening
With the goblin gang's elixir cost of three
the Tornado and Arrows are a fair exchange
And the log is a positive elixir trade
These three spells are the hard counters
Although they share similar functions with the skelet on army
The skeletons offers 1005 dps
While the gang dishes out 402 dps
On paper, the Skeleton army is more than twice as strong
but it takes time for every skeleton to lock into position
The goblin gang is almost as good for taking out a tank
The goblins do not shut down a hog rider
while the skeleton army can
Just because of their sheer numbers, they are able to obstruct the hog's path
The gang does let the hog strike the tower once
While the gang dies to the hog
The stab goblins aren't zappable
Despite the zap, the stab goblins will still be able to prevent more than one hit off of the tower
They are just as effective for taking out graveyard
but they are more comparable to minions in terms of reliability because they can survive the zap
And compared to Skeleton army, they don't melt under poison instantly
On the opposite lane,
a few goblins will bypass the building to chip away at the arena tower
While the other half will take out the spawner
Placing it one tile further on the edge,
Will allow more goblins to bypass the spawner dealing more damage to the tower
but it won't deal as much to the spawner
One elixir skeletons can almost entirely shut down a goblin barrel
for a positive elixir trade
Only one goblin survives to stab the tower once
At the moment with true red and blue issues,
we don't know if left and right is optimal.
Skeleton army does an even better job,
it completely shuts down the goblin barrel
Planting them in the back,
the skeletons walk forward and deal with the front goblins
If you can react fast enough,
the goblin gang completely shuts down the goblin barrel
without being harmed at all
At full health rushing the other lane, the opponent can't ignore them
Even with zap
They still do a pretty good job at stopping most of the goblin barrel...
...since the stab goblins don't die
When splitting the gang in the back,
they will always split equally.
Four (goblins) will go to the side you planted
and two will stray into the other lane
This holds true for the entire middle lane
From top to bottom,
they will always split forward in two no matter where you split them in the center
as long as both towers are alive
As a group, they are fairly strong.
Dishing out over 400 damage per second
they can counter the battle ram for a positive elixir trade
It is strong enough to take out barbarians as well
since the stab goblins can survive one swing from the barbarians
Against units that don't have splash damage
like a mini pekka and electro-wizard
It can defend against them pretty well
They can take out elite barbarians, but it will be very close
If you mess up,
a barbarian will slip and hit your tower
Just like skeleton army, this is a high-risk high-reward counter
because it is very vulnerable to zap and log
Since this is the first card in the game
that spawns both melee and range units at once
It is pretty decent at countering splash units like a valkyrie
She would have to spend three times
But if done right, she will have to spend 4 times
Despite the stab goblins not being able to shoot down air units,
they actually do a pretty decent job at taking a minion horde
for the spear goblins to take them out for a positive elixir trade
If you don't split the gang,
an air splasher unit like the baby dragon stands no chance against the gang
The stab goblins tank three shots, while the spear goblins just chip away
Ground splash units destroys the gang
They line up perfectly for the Executioner to take it out if you try to counter him directly from the front
To prevent the Executioner from reaching the tower,
you've got to surround him
Ever since the balance update,
His returning axe doesn't completely hit everything around him anymore.
But once the March update rolls out and fixes this,
expect surrounding him to be about as effective as surrounding a bowler
Against triple Musketeers,
they are going to get plowed down really fast
They are basically machine guns
Even against two musketeers
they don't exactly do a good job at countering them without the help of zap or the log
The rest of the video will be basic interactions
Thanks for watching,
Stay tuned for more, quality OJ
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