Mmm, it's Orange Juice.
Whats up everyone?
This is Orange Juice
The Dart Goblin has one of the fastest load times in the game.
Two and a half times faster than the spear goblin.
This means he can lock onto a new target way faster.
When he goes straight to a tower,
left ignored, he'll deal 400 damage to an Arena Tower.
The damage dealt is similar to ignoring Spear Goblins.
They're not too strong, but you can only ignore them
up to a certain point since they are so easy to counter.
He has insane range, just a bit shorter than Princess.
With a 6.5 tile reach, he shares the exact range as a Royal Giant, so he can actually outrange any defensive building,
including the Inferno Tower, which has a 6-tile reach.
I'll be talking about advanced building tech around the end.
With a sliver of health, when the tower only needs to one-shot him,
he'll still deal annoying chip damage to the tower.
He'll get TWO SHOTS off, dealing 200 damage.
The damage is comparable to one Musketeer shot.
He manages to land 2 darts because he has incredibly fast attack speed AND load time.
At tournament standard, he has the exact same health as the Princess.
They wont die to Zap, but they will die from Arrows for an even trade,
or The Log for a positive elixir trade.
The fast attack speed and fast unit acquisition allows him to destroy skeleton army.
He one-shots skeletons and doesn't hesitate or stutter locking onto a new target.
He's kind of like an X-Bow: each attack is really weak but there's a lot of it.
On the same note, he's pretty good at countering Graveyard.
He can demolish skeletons in one hit, as long as there's nothing tanking for the Graveyard.
You can clean up every single skeleton with the help of the arena tower.
Just for reference, a Level 4 Dart Goblin will be able to one-shot level 1 Graveyard skeletons.
The drawback is that he has incredible fast speed, so he'll start moving forward between each attack.
That means he'll never hide behind the safety of the King's tower.
So you or your opponent will be able to Arrow him without worrying about activating the King's Tower.
When the Graveyard is paired with a tank, the Dart Goblin's attack speed is 0.2 seconds too slow,
so skeletons will start accumulating very fast, dealing 1500 damage to the tower despite him sniping all of the skeletons as fast as he can.
An Ice Golem - Graveyard combo is seven elixir, so it's reasonable to be able to pair the Dart Goblin with something else.
If you use an Ice Golem, it's important that you plant him on the corner edge, maximizing the time that he's in the Graveyard spawn zone
I honestly think Graveyard spawn RNG NEEDS to be eliminated from the game.
Here's the same scenario from the last scene where not enough Skeletons spawned around the Ice Golem,
resulting in him NOT popping.
This causes my tower to suffer an extra 500 damage.
When you have Elite Barbarians coming at you, one of THE best ways of taking care of them is by kiting them with an Ice Golem.
You can actually shut them down with a
Dart Goblin, he's not too strong but he
offers just enough damage.
[In an annoying voice] But OJ, Elite barbarians are never sent in alone.
Realistically you should have the same
amount of elixir, countering their cards.
The examples in this video break-down and
simplify the raw interactions so they
can apply them in real situations...
...it'll always be different and in this
example without both towers shooting the Elite barbarians,
the Dart Goblin does die, but he did help to successfully defend...
...against everything else.
He's really good at fast chip cycle decks. Pair with an Ice Spirit...
... and he'll be able to deal a Thousand damage to the tower.
It's an absolutely devastating combo but it is incredibly easy to counter.
And it's something you should never ignore.
The Mega Minion has a painfully slow move speed, so it can take out the Mega Minion
from a distance with the help of an
arena tower. It takes two darts to kill
one Lava Pup, so he's ok with dealing with
Lava Pups, though not the best, and
realistically the Lava Hound is never by itself.
It depends on the situation but
something like an ice golem can soak up
the damage
while it snipes them all away.
An Ice golem combo works great too
He deals quite a bit of damage that can't be left unchecked.
Alone, the dart goblin can
take out a balloon from a distance and
stop it from reaching the tower but it
won't prevent any death damage.
You'll have to pair them with an Ice spirit if
you want to prevent any death damage to
your town as well as the position him at
an angle away from the balloon's
destination to ensure that he doesn't
die to the bomb damage. A really popular
combo right now is an ice golem - balloon
push, with the ice golem tanking that's a
seven elixir combo, so you'll have to
commit more elixir.
Sometimes you have to get creative and
just react with whatever you have on
your hand.
Fireball deals decent area damage and
is just enough to stop the balloon
from attacking the tower. Depending on
the timing you can potentially use The
Log to push back the ice golem. This
prioritizes the balloon's position as it
floats into range of the arena tower.
Overall his damage per second isn't
that high; it's kind of weaker than two
archers, but his range advantage allows
them to completely shut down certain
units like the Knight for a positive
elixir trade. This tiny little guy is
really annoying because you can kite a
Valkyrie into the other lane, then
survive one attack with just a tiny bit
of health, head to the tower and manage to
get two shots on to the arena tower
before dying. Against other units like a
Musketeer, Mini P.E.K.K.A or Archers, it will
manage to kill them, but it will die in
the process. Against the Minion Horde,
I mean if you're in a bad rotation and
don't have anything better in your hand,
it's better than nothing and helps stop
most of the Horde. He can one-shot
Fire Spirits so with his rapid fire tactic
they just get absolutely demolished, but
when facing Fire Spirits one level
higher it takes two shots to kill each
Fire Spirit. You have to keep in mind
even though he's a goblin he's still
costs 3 elixir.
So it's not entirely a bad idea to
counter him with a knight. It's a unit
trade so you'll both be at the same elixir
but now they'll have to deal with
your Knight.
You have to be careful, though. Just like
with an Inferno Tower plant against the
Royal Giant, the Dart Goblin has an absurd
amount of range, so he'll lock onto the
tower really fast and you can fail to
defend against the chip damage. Archers
can take care of him for a neutral trade
if you really can't afford any chip
damage on your arena tower. Just like
princess, he will die to arrows but the
ultimate counter to him will be The Log.
It takes him out completely for a positive elixir trade.
and it chips the tower, but you
can shut them down with even bigger
trades. An Ice Spirit can take two hits
before dying, then freeze the dart goblin
completely shutting him down. Even though
the Goblin Gang also cost three elixir
and dies to The Log, they're not all that
similar to the Dart Goblin. He doesn't
die to Zap like Spear Goblins or Stab
Goblins do, and he has a much faster
attack speed.
Let's talk more advanced tech. Spawners
and Elixir Pumps have a bigger
hitbox then defensive buildings. We'll go into
detail about spawners first. Since he can
one-shot Fire Spirits, he's a tiny
little furnace killer. When the furnace
is planted three tiles from the river, you
can just straight up snipe the furnace from your
side. When it's planted four tiles from the
river, you can deploy him in the furnace
lane. He will take care of a wave of fire
spirits then, start taking out the
furnace; safely out of range of that
Arena Tower. If a spawner is planted five
tiles from the river, you won't be able
to deal as much damage since the Dart
Goblin has the travel a bit deeper,
he's gonna be within range of that Arena
Tower. If you attack the opposite lane, you
can bypass the spawner and chip their
tower instead. It really depends on the
situation of the game. Sometimes applying
pressure on the other lane forces your
opponent to break their combo. All of
these rules apply to all spawner
buildings and the elixir pump because
they have a much wider hitbox. He pretty
much shuts down Tombstone so he pairs
really well with the Hog. Now when it
comes to defensive or offensive
buildings, Cannon, Bomb Tower Inferno Tower,
Tesla, Mortar, and X-bow, they have a much
smaller hitbox than spawners. So when you
plant the Dart Goblin in the middle against
the defensive building with a 4-2 plant,
he will actually walk deeper past the
river, causing him to be within range of
the Arena Tower. What you'll need to do
against a 4-2 defensive building
placement is place the Dart Goblin on
the inner edge of the bridge.
This placement will allow him to remain
out of range of that Tower. This gets bit
more complex because Tesla has a
slightly smaller hitbox than the other
buildings, and it remains hidden until
you're actually within range of the
Tesla. So when the Tesla placement is
4-2 and you plant it in the middle or inner
edge, the Dart Goblin will always walk
within range, whereas if you plant the
Dart Goblin on the outer edge, he'll
actually bypass the Tesla, chipping the
Tower. The Dart Goblin is not a
replacement for Archers, Minions, Princess
or Musketeer; they all serve their own
purpose.
Archers can counter Graveyard. Minions
can completely shut down a Graveyard-Tank
combo because there's so many of them. A
princess is a splasher with 2.5 tiles
more reach, while the Musketeer is a slow,
strong, and sturdy unit, while the Dart
Goblin is really fast and fragile. Every
unit has their purpose, and this unit
offers a completely different function
from any other card in the game. He
doesn't feel super powerful, because he's
not. He's a 3 elixir Rare card but he
does prove to be reliable support card
on both offense and defense when
situations arise. If you want to learn
more,
stay tuned for more unit interactions.
Lumberjack be like SWERVE.