Mmm, it's a orange juice
What's up everyone, this is OJ.
The Cannon cart is a fairly high cost 5 elixir card
Combining its shield and regular health it has as many hit points as a knight
and it's threatening as a musketeer if it connects to your tower with 169 damage per second
It's incredibly tanky and has a unique shield mechanic. It is not to be confused with the battle Ram
It is not a lightning rod.
It's shield functions exactly like a dark prince's shield. Once that shield pops off the lightning stops targeting the cannon cart.
Overall it's very resilient to spells. A fireball isn't enough to take off the shield,
but it's still considered a smaller unit, So fireball and bowler will be able to knock it back
While it's rolling, Hog, Balloon, Battle ram, Golems and the Giant won't Target the Cannon cart but once the wheels pop off
It turns into the building and that's when those units will start targeting it in building form has a shorter life timer compared to other buildings
Untouched it'll last exactly 20 seconds
Since its first stage does not attract ground troops it is not a direct substitute for regular Cannon
Turns out the Golems will ignore it since it has wheels
Can you heal a cannon cart? Yes, but only if it's in its first stage and still has its wheels
It's still considered a regular unit in this form
Once those wheels pop off, it's classified as a building and heal spell will not work on it.
On the same note, you can clone it while it's rolling and the clone will have a shield as well
Effectively making it the only building in the game that you're able to clone
But once that shield is gone. It is a building and clone will not work on the cannon
Just like a Lava hound or night which this is one of the best cards in the game that you can clone
Particularly because this is the first card that tornado can't fully kill a clone card. Once that shield breaks, it's a building
immune to the damages of tornado
The card is decent on offense. Pairing it with something fast like a battle ram lets you bridge rush the princess tower
But of course this is a nine elixir push, and you better be sure you're already leading with a huge elixir advantage,
Or you're going to be facing a terrible terrible counter push.
Another complimentary combo to this pair is a hog rider
They're both fast and the cart can support the hog out of range, kind of like a musketeer, but the cart moves a lot faster
When a tower is down if you place the cart on the fourth tile from the river the king and the princess towers are
Immediately within range while deploying. It'll manage to land five shots on the tower
If you place the cannon cart on the third tile, it's out of range of the King's tower while deploying
But it'll still land five shots dealing a thousand damage to that tower
So if you place the cannon cart on the second tile from the river when it rolls toward the Princess tower,
it remains out of range of the King Tower landing eight shots dealing over 1600 damage!
The only drawback to this placement is that it takes longer to lock on to the Princess tower.
giving your opponent way more time to react and plant a distraction unit, so if you're in a pinch
And you need to be within range immediately that fourth tile will be a deal
Just gauge the situation and react accordingly on what your opponent can and can't defend
The deadliest thing about the Cannon cart is that it can counter most ground units fairly well.
Like if a hog is coming by, of course it'll get a couple smacks in your princess tower
But now your opponent has to deal with a cannon cart
Even if you choose not to counter push your opponent now has to commit quite a bit more elixir
Than just an ice spirit to take it out. It deals over 200 damage per attack.
This means it takes out the ice spirit And one shot. So unlike a musketeer,
executioner, or a baby dragon the ice spirit does not stop the cannon at all. You're evaporating that one elixir by playing an ice spirit
Smaller units like Skeletons or goblins aren't as effective at taking care of it either
It's essentially a ranged knight that can one-shot goblins, so you can't kite it.
And it may share the same DPS as a musketeer, but it's got twice the health
Even a goblin gang has trouble countering it barely stopping it and usually these guys are pretty effective at taking care of most
non splashing ground units. My point is that you're disposable swarm cards aren't going to be as effective against the cart
Just like a musketeer
It can prevent most of the damage from a goblin barrel. They'll only get two stabs on your tower
The Cannon shoots pretty fast. You generally have to commit at least left 3 elixir knight just to counter this card
With it's fast 1.2 second attack speed it's a very good on defense. It can two shot archers, Princess, dart goblin or the bomber.
It's kind of like a more expensive musketeer that only attacks ground
If you compare the musketeer to guards, she three shots each guard
But the cannon cart kills each guard in two shots. Guards are a decent counter
but are not super effective since the card is one of the few troops to be able to one-shot the shield.
It can tank a bandit, take it out and counter-attack. Essentially this is a net of a two elixir counter push
It'll still have the shield and land at least three shots on your opponent's Princess tower if they ignore it
One unique way of countering it is to disarm the shield on your opponent's side
So if it has a sliver of health and you zap it
It'll just decay over there within 20 seconds. This is practical as long as you don't need to push anytime soon
Using that same logic, it is absolutely worth it to rocket a crown tower with the cannon cart
dealing just under 500 damage to the Princess tower for essentially one elixir
Thing with the battle ram, It can barely stop a battle ram from connecting to your tower
But just barely. The barbs will land some swings
Depending on your situation, if you don't have skeletons or an ice golem to tank those barbarians
It's best to just plant the cannon cart in front of the Barbarians to tank
Just like the bandit it'll survive with a sliver of health
and it is very threatening that forces your opponent to stop it from locking onto their tower.
A big guy like an executioner can counter to the cannon cart on your side, but he will die
This is a pretty big deal, he costs five elixir and dies even with that princess tower helping
The best two elixir card to stop an unsupported cart is the ice golem
It stalls the cart long enough to pop leaving it out of range of that princess tower
But if you plant the golem too late, it'll roll within range of your tower,
so when it pops it'll keep sniping the tower. Timing is key!
A pretty effective spell preventing too much damage is using the log
Right before it's about to die cast the log and this pushes it out of range right as that shield breaks
It'll be out of range of your tower
If you use the bowler or the log on a battle ram right before it dies it double dips and damage
hits the ram and the Barbarians
But this is not the case for the cannon cart, their splash attacks will not deal twice the damage to it
Another effective spell at making sure the cart can't lock onto your tower is a tornado
Pull it right before it pops and the tower will snipe it ever so gently
One of the things about this card is that you'll need to be sure to have some anti-air to back up this cart
It's like a bowler they both cost 5 elixir and they are both defensive ground units, so obviously they're weak to air
The key difference is that bowler moves and attacks much slower compared to a cannon cart
So even a minion horde can't stop the cannon cart from locking onto your tower
Unless You have something like skeletons or an ice golem to distract the cart.
One of the scary things about this card is that half of its health is in its shield. This means against a mini Pekka,
It's crazy tanky because of the rounding interaction, so it'll just survive with a bit of health on the mini Pekka twice
You can easily counter this card with Skeleton army, there's just way too many doots for it to shoot fast enough
therefore a pretty good card to pack with a Cannon cart is a poison Spell
The Cannon cart does not outrange any buildings, but because of its high damage in health just like a bowler
It's quite effective at countering Siege decks with X-box or mortar
Against an inferno tower or dragon, the inferno will keep burning just like any other shield unit. It's not safe from that fire laser thing
All right, so I'm going to show you guys a replay of me versus my clan mate
It's basically the Pekka deck with night witch, electro wizard, battle ram and baby dragon with elixir pump
But instead of the Pekka I use the cannon cart instead just because it offers kind of a DPS
It's kind of like a tank as well, so we'll see how that goes starting off in the back
I'm going with the night witch he's going in with a bandit
We'll see what connects next it might be a good opportunity- he poisoned up, so I will be using the pump right now
Waiting until 10 elixir. There's a pump the night which is going to take care of that bandit,
but I got a little scared, So I did use the battle ram to tank it
It was a bit of a costly trade for me, but at least I do have the pump. Right now I need to focus on defending.
The mega minion and takes care of the battle ram and everything so I only have the baby dragon and
Possibly the fireball to take care of that mega minion.It does take care of the mega minion
But now I need to worry about that inferno dragon. I could zap it
But it would be more value for me to use the Electro wizard instead. there it is Electro Wizard spawn zap takes care of everything
But that giant did do a lot of damage to my tower, but that's okay. I do have an elixir pump
It's not double elixir yet. We'll see how that goes
He logged my electro wizard, but it did deal one hit on the tower. I haven't used the cannon cart yet
Let's see if I can make that useful I pumped up again, Two elixir pumps,
45 seconds until double elixir time. The night which is in the back
Looks like I'm gonna be selecting the cannon cart to defend against the night witch
It's 5 elixir for 4 so this might not be too good of a trade
he poisons my tower, takes out my pump and
I do use the baby dragon just so it takes care of the bats and the
Cannon cart does live with a sliver of health, but not for long because that mega Minion takes care of it
But it's serving is a really good tank, tanking three shots for my baby dragon
We still haven't seen too much action from the Cannon cart yet.
Baby dragon locked onto that night which and I didn't need to fireball that was a very very bad trade the baby dragon did take
Care of the night which so not too bad I will be pumping up again double elixir time's coming in very soon
I'm gonna put in a night witch in the very back after this or depending on what my opponent does
He poisons my pump
But that's okay because it won't take it out completely so I'll still have two pumps a map with full elixir
Night which going in with the cannon cart supported behind her
Baby Dragon to splash against everything and then I have the battle ram to tank everything
Fireball is so much value, takes mega minions the bandits and the giant everything gets crushed that cannon cart's dealing so much damage
It's going through everything ignoring the bat
but he does place a giant to tank everything and
The Mega Minion is not even taking care of everything so I planted an electro wizard, it takes the mega Minion and the giant
Two cannon carts on the map right now one cannon cart does connect
Gets the bandit, then connect to the tower so much damage. All that damage takes up the tower completely!
The Cannon cart deals so much damage with the night which, and there you go that is the value of the Cannon cart
Hope you guys enjoyed this video. Thanks for watching stay tuned for more quality OJ.