hmm it's the orange juice what's up
everyone this is orange juice elite
barbarians have shifted into the meta an
inferno tower can shut down a rural
giant provided that they don't have any
distractions or spells like skeleton
army or zap even if you adjust your
infernal placement against the
prediction distraction card then Inferno
doesn't translate into counter-attack
elite barbarians can shut down a role
giant and offer an even more deadly
threat by counter attacking for the same
elixir once they kill the role giant
your opponent now has to deal with
countering them when there's a world
giant planted at the bridge I'll counter
with the leet barbarians and immediately
react with a nice goal generally a roll
giant is never sent in alone it's
usually accompanied with minions or a
mega minion this ice golem helps them
soak up the damage preserving your leap
barbarians health for a counter-attack
with so many hard counters to leave
barbarians they're hard to consider a
reliable wind condition when to stone or
even a skeleton army can just crush them
if you're attacking with the leap
barbarians and your opponent counters of
the tombstone it will shut them down
what you'll need to do is hover the zap
one tile below the center of the
tombstone and cast the SAP just as the
tombstone pops the link barbs won't
waste any time on the skeletons and
they'll just rush straight to the tower
you'll have to be careful with your
spawner building placement usually one
barbarian will always bypass the
opposite lane this is when you need an
extra nudge usually an ice golem or even
an ice spirit to pull them both back
into the center if they've already
reached your tower it's not a big deal
they're relatively big units so it's
easy to push them away from the tower
and re a grow on to a new unit like ice
golem or even a knight starting off a
match I'll never use my elite barbarians
offensively that's asking for negative
licks or traits I primarily have them
when my deck as a defensive card if you
don't have multiple ways to properly
counter elite barbarians you're going to
have a bad time when your opponent drops
them at the bridge and you had a bad
starting hand fireball is kind of a last
resort if you don't have any physical
counters the fireball placement is more
important than ever since the barbarians
can rush your tower dealing a ton of
damage
fireball has a 360 degree knock back
effect if you knock them in the same
direction they'll get
hits off of your tower whereas if you
split them right at the bridge knocking
one up and the other one down separates
them this separates them by four tiles
and it buys your tower more time to deal
with each Barbarian individually a
reliable counter to leet barbarians are
regular barbarians they have more total
health and damage output since there are
four of them and they cost one less
elixir planting the barbarians on top of
them produce a slightly better results
since the fourth barbarian doesn't waste
time walking within range of elite
barbarians one elite barbarian takes
three strikes to kill one barbarian so
that's a total of 12 strikes needed to
kill regular barbarians if you're
pushing with elite barbarians a good way
to deal with this is to zap the regular
barbarians this brings down the strikes
to two each or eight total but I only
recommend this if you're pushing or need
to get rid of the barbarians since
that's a deluxe ER to take care of five
the most basic counter against elite
barbarians are going to be elite
barbarians themselves one-on-one they
basically cancel each other out and they
kill each other in exactly four swings
you can change the outcome of the battle
completely by inserting any inexpensive
card into the mix if you plan an ice
golem in between them it'll take five
shots from the lead barbarians plus if
it dies it'll slow them down by 35% this
two elixir play allows your elite
barbarians to translate into a nice
counter-attack by forces your opponent
to spend a lick sir to defend against
them you can do this with a lot of other
cards too like skeleton army or
tombstone it's a bit expensive but the
counter-attack could be worth it if
you're leading in elixir and they don't
have any counters to your barbarians a
bowler straight one-on-one will take
care of elite barbarians but you can
take this a step further by planting
something in between the bowler and the
leaf barbarians planting the ice golem
saves your bowler letting it counter
attack taking it a step further Hugh's
skeleton army to take out my bowler and
tombstone to defend against my graveyard
so I knew all the counters from my leaf
barbarians were out of cycle instead of
defending the musketeer with an electro
wizard or mega minion I countered with
elite barbarians knowing he had nothing
to stop them
guards are surprisingly underused in
this meta they can counter graveyard an
elite barbarians better than most cards
can since you can't zap or fireball
their shield I spirit and guards can
completely shut down elite barbarians
the ice spirit absorbed the enemies ice
spirit and froze delete barbarians
gaining a three elixir advantage ice
golem is going to be one of the best
counters to leave barbarians because he
can type them into the other Lane the
optimal tile is four tiles from the
river this exposes the leet barbarians
inside the kill zone the longest you
don't have to worry about the timing
since elite barbarians are so fast and
the ice golem deploys slowly there's a
slight imbalance in the game when you're
the only person to initiate the match
you're true-blue as true blue you cannot
kite the leap barbarians on this 4th
tile it also explains why you can
sometimes pick push without the push and
only on the left lane however it even
has true blue you will be able to kite
elite barbarians from the right side
while true red can kite both the left
and right side if you don't know if your
true red or true blue you can't afford
this risk so you're going to need to
kite the golem on the first tile another
thing to note if the leap barbarians are
offset and planted on the side away from
the center the fourth tile will not pull
one of the barbarians so the first tile
will be the right play in this situation
of course knowing how to kite them is
half the battle you need something that
feels damaged and stays out of range
like minions musketeer or archers the
first tile is also the best tile if you
have a building like a cannon to count
early barbarians and ice golem should be
planted on the farthest tile so the leap
bar brains don't aggro onto the cannon
the cannon also had the benefit of
defending against the musketeer fire
spirit and Archer sometimes split elite
barbarians can be a headache to deal
with but an ice golem brings them back
into the center paired with a cannon
it's quite an effective counter the leap
barbarians can even touch the cannon a
cannon deals quite a bit of damage you
just need to protect him here's a replay
a clan mate shared where he froze them
with ice spirits distracted with
skeletons then attacked the barbarians
with a cannon all while pulling the
balloon putting him in a 5 elixir lead
with that monster defense sometimes if
you over come in on one lane your
opponent will send Elite barbarians in
the
they're lame in this case I had a bowler
on the right side so my opponent sent it
in and we'll opposite lane you just need
to use an I school and draw it in to the
side with all of your troops you always
have an answer to leave barbarians at
all times even after using a bowler and
ice golem to counter his first wave of
leet barbarians I had my own elite
barbarians to answer his mirrored Barb's
if you want a really good positive
elixir trade plant ice golem to kite
then ice spear to pull him back into the
center this completely shuts them down
for a nice elixir advantage skeletons
work even better than the ice spear and
there's even less chance of messing up
the timing with a fortified calcium
using the same concept of a support unit
and a kiting unit if you see leap
barbarians planted in the front you can
react with minions to deal with the
damage and a hog to kite the barbarians
to the center then back up
if the leap barbarians were their answer
to your hog your hog will get guaranteed
damage on the tower another way to deal
with this is with a ground unit to pull
followed by support unit this can be a
musketeer to deal damage and an ice
spear to pull them then freeze them the
musketeer will survive with a sliver of
health if you plant an ice golem in
front of her this forces your opponent
to zapper the bomber can do the exact
same thing but for one less elixir
the only drawback of carrying a bomber
instead of a musketeer is that you have
one less anti-air option you get the
same results when you support the bomber
with skeletons pulling the barbarians it
doesn't have to be a ranged unit either
mini Pekka works incredibly well when
combo'd with any other unit to shut down
elite barbarians it takes four elite
Barbarian swings to kill one mini Pekka
he acts as an excellent distraction plus
you can kill one barbarian in only two
swings for one elixir skeletons will
tank three hits for your mini Pekka
think about it as a 1 elixir advantage
that forces your opponent to spend even
more elixir to deal with a mini Pekka if
you have skeletons and a knight they do
the job for even cheaper you won't have
many counter options with this combo but
you'll have made a 2 elixir trade for
this basically any damage dealing card
paired with ice golem to kite ice spear
to pull skeletons tombstone or skeleton
army to tank are going to be really
solid and shutting down Elite barbarians
even an electro wizard as fragile as he
is can be deadly when an ice golem
tanking a less conventional method and
stopping elite barbarian pushes with a
giant skeleton the only drawback is that
you need small units like skeletons or
goblins to hold the barbarians in place
while the bomb explodes one of the best
but least respected cards in the game
right now is tornado paired with an ice
golem and fire spirits this combo to
code Elite barbarians and a minor if
your elite barbarians are your only
answer to destroying tanks and you don't
have any answers to split lane push you
keys a tornado to pull them back into
the other Lane taking this a step
further you can hold elite barbarians
and it kills them long enough with the
help of skeletons to shut them down
completely
if you pull with skeletons you can cast
the tornado even lower to activate the
Kingstown if there's less than 10
seconds left in the match and you need
to defend it out graveyard works
incredibly well you can't zap graveyard
you can't fireball and you can't counter
it with splash units it's a very
expensive counter that should only be
used in the last 10 seconds aside from
all these counters you have to alter
your playstyle and assume everyone is
running a league barbarians or at least
until you've learned what eight of their
cards are don't dump 10 elixir on one
side of the map your opponent can just
rush elite barbarians on the other side
and take out your tower in seconds at
the end of the day though there are
hundreds of combinations of cards that
you can use the counter elite barbarians
I hope this can give you an idea on how
your decking handle barbarians you just
have to play a bit differently and as if
everyone has elite barbarians I
personally like this meta because it
keeps world gents in check but just like
graveyard this card single-handedly
changes the way players have to build
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