How do you defend Champions?
Especially when there’s a pocket Queen that just connects to your Tower
and deals 10 billion damage?
The whole idea of Champions is they’re not meant to be stronger
than any other rarity in the game.
Like how if you had an all-Epic & Legendary deck,
it won’t be stronger than an all-Common deck.
Their abilities do cost Elixir. So this is closer to a 5-Elixir Bandit.
This is how you counter Champions without using Champions.
Just kidding. Archer Queen dies to Lightning, even when invisible.
Maybe you don’t want Lightning, so let’s talk about that.
If she doesn’t have her ability, she gets wrecked by Bowler,
because of the knockback. It completely interrupts her.
It can be really annoying, because during her invisibility,
she’s got double the damage and way more attack speed
She does cost 5 Elixir to deploy, so she’s not exactly the cheapest unit.
Plus, her ability, to activate does cost one Elixir.
This is one of those things where when she’s locked in your Tower,
with her invisibility, it’s going to deal over 2500 damage.
The worst is when they put her in the pocket,
and your Towers don’t do anything. It's almost guaranteed damage.
It’s absurd that she’s able to do over 1700 damage.
She doesn’t have that long of a range so you can actually react
and put something like an Ice Golem in front of her.
Then as she comes out of invisibility, Ice Golem will slow her down a bit
This is a 6-Elixir commitment, after all. So it’s not totally crazy
that we’re going to defend with an Electro Giant, either.
If you don’t want to carry Lightning, Fireball will do just as good of a job
to take her out, even when invisible
Pocket Archer Queen isn’t that bad.
On that note, if you see pocket Archer Queen,
if you Snowball her while invisible,
most of her ability’s damage boost is negated because of the knockback
and slow from Snowball.
If you’ve got a Queen coming, a Prince, that’s a bit tankier,
does a good job absorbing the hits, charging, and then killing her.
Another good one is going to be P.E.K.K.A.
It will deal a lot of damage, but that ability does cost one Elixir,
plus her 5 Elixir to deploy, that’s six for seven,
plus a half-health P.E.K.K.A
With her invisibility, she’s going to wreck the Goblins.
Then, she’s going to connect to the Tower and deal over 1000 damage,
without that ability.
As long as they don’t have Zap, Skarmy’s gonna be really good at tanking,
because of the amount of Skeletons, her attack speed’s not enough
to take care of all of them.
Maybe she already used her ability as well.
Knowing this, you could just counter her with anything else.
With the Ghost, Knight, Goblin Gang, Skeletons,
and she won’t be able to do anything without her ability,
because of the cooldown.
Snowball’s going to work really well, just to disable her invisibility,
completely slow her down.
And now she’s visible for you to put down Skeletons, Guards, or whatever.
If you don’t have Snowball, but you do have Guards,
it does take three hits per Guard. So, they do tank her really, really well,
& she only hits the Tower once.
The absolute best counter for her is going to be Lightning.
You’ll deal damage to the tower and you’ll kill her for +1 Elixir.
If there’s a really big push, Fireball + Arrows does take her out,
and whatever’s around there.
Not quite as good as Snowball, but if she has the ability activated,
You can just Tornado her backwards, completely negate that invisibility.
Now you can deal with her when she’s visible.
Mega Knight will be one of her best counters,
because of the knockback.
He’s going to tank some shots, then take her out.
Her attack speed kind of works to her disadvantage.
Electro Giant destroys her with the sheer amount of speed she has.
Then you can counter-attack with your Electro Giant.
They’re down Archer Queen, 5 Elixir, plus the 1-Elixir ability.
At the end of the day, there’s a ton of different ways to counter her.
Timing and placement are key. The Barbarian Barrel, in this case,
actually attacks her and completely takes her out.
Don’t underestimate a Queen, even if she’s one shot from dying.
Her ability makes it so much more different.
They can put units behind to tank for her,
and then she survives, locks onto the Tower,
and deals over two thousand damage to it. It’s ridiculous!
In this situation, you’re going to want to Zap her,
but maybe a little bit later, just so that they waste their one Elixir
on her ability.
Next up, we have the Golden Knight, 5 Elixir with his ability.
He’s basically a super Bandit, that dashes on up to 10 targets.
They both have that invulnerability when they dash,
so they don't get hurt during the dash.
He’s basically going to wreck Skarmy really, really hard.
There’s only four Skeletons left,
but the Skarmy does a pretty decent job stopping him, as he only dashes 10 times.
Guards will do a decent job of absorbing and surviving the first hit,
as they have the shield.
His first hit is nearly double the damage,
so the shields are handy for this.
If you need to counter him, a center plan is pretty good,
it will be in range of both the Towers, and then absorb his dashes
with the Guards, and he won’t connect.
When his ability is activated for 1 Elixir,
his unwavering dash will not be stopped by anything.
Knockback, Zap, stun. Nothing.
And you definitely don’t want to Fireball when he’s dashing,
he’s invincible during that phase.
Nothing’s going to stop him until he finally connects with that dash,
or dies...
Just like Guards, Dark Prince does a good job
of absorbing impact damage with a shield,
and it’ll take him out.
But you definitely don't want to put it too low,
or he’ll dash on to the Tower and wreck your Princess Tower.
This is where it gets interesting. If you’re able to surround him,
he’s only going to dash the target in front of him.
He will not chain dash on targets behind him.
His dash is really deadly.
It’s going to one-shot all the Log-able units
and it wrecks things behind.
Your Magic Archer behind there is not safe.
You could activate the King Tower on that tile,
but you’ve sacrificed your Magic Archer on there.
The perfect tile to do it is just right above the King Tower,
but this tile right beside it works as well,
defends him completely and activates the King.
With the King Tower activated, you can place an Ice Golem
to diffuse the charge, and it’ll completely stop him
with just an Ice Golem.
But if you put the Ice Golem 6 tiles from the river,
that’s too close to the Princes Tower, he’ll dash on to there,
and it’ll completely negate your defense.
He’s going to deal 1000s of damage just because that 1 tile placement error.
Knowing you can surround him, if you put an Ice Golem in the back,
or something to tank, then something behind him,
he won’t be able to dash backwards,
and that’ll take care of him.
But for the low, low cost of one Elixir,
you can put the Ice Spirit in front of him to cancel out his charge.
It’s clear that P.E.K.K.A counters him,
But why not activate the King Tower while you’re at it?
Five for seven Elixir, and now you have a big momma P.E.K.K.A to counter push.
When he’s coming at you full speed, you need to put something down
or he will dash on your Tower.
I’d rather Valkyrie take the damage than Princess Tower.
Even just Barbarians. He only managed to dash onto two of them
since 3 of them were behind him.
Maybe he’s coming in full-force, with Troops behind him,
you have to put a Knight behind so he doesn’t dash the Princess Tower
or anything else.
You just have a troop behind support and take him out.
Ice Spirit, Skeletons, any single-Elixir Cards
are going to do a good job of distracting him.
Then you can kite him normally, and take him out.
Mega Knight does knock him back, but not on the initial one,
when he’s charged up, because he’s invulnerable.
When not charging, he gets knocked back by the Mega Knight spawn damage.
Same thing applies to Bowler.
He gets wrecked by Bowler when he’s not charging.
Traditional building placement will connect to your Princess Tower,
so you don’t want that.
You’re going to want to play it one tile higher,
so it’s further away from the Princess.
It does take six tiles to activate this dash.
Next up, we have the Skeleton King. A lot of people see him as a Valkyrie
that can summon a Graveyard, but he’s closer to a Royal Ghost
that can summon a Skarmy, because he’s not really going to be
right at the Tower when the Skeletons pop.
He does have a massive splash radius, the same as a Mega Knight,
but he’s not a walking graveyard.
He basically can summon a Skeleton Army for two Elixir,
and he gets countered easily by splash units or even Mother Witch.
You’re going to want to put tankier units like a Dark Prince,
to take them out, if they’re going to bridge spam him.
The Skeleton King is often paired with Graveyards,
just treat it as a normal Graveyard push and take care of the area.
Put a big unit on the Skeleton King or swarm to surround him,
and you’ll be fine!
With his buffed range, Skeleton Army isn’t that good,
because he has the splash radius of a Mega Knight,
then he’s going to have pretty much a Skeleton Army.
You’ll need to drop another card to take care of his Skarmy.
In this case, a better situation would probably be Barbarians.
And if they activate the ability, but it doesn’t cast,
they’re losing that two Elixir.
The Bowler and Executioner can actually take care of him fairly well.
The only problem is that there are going to be Skeletons
that connect to the Tower while he’s tanking,
and that’ll be 600 damage while Bowler is distracted,
on the Skeleton King.
In this case, you will need a secondary Card
or a spell, to knock out all the Skeletons from the Tower.
You have to be careful, he does splash like Mega Knight,
so be careful not to put units in front of the Tower,
because he will splash on the Towers while Bowler won’t knock back anymore
You have to treat it like a regular Graveyard.
Take care of it with Archers or Minions or whatever,
then kite the Skeleton King with whatever tank there is.
Even if he activates his ability, if you have Graveyard counters,
like Archers, Minions, Bats, Dart Goblin, they’ll do really well
against the Skeleton King & his ability.
If he’s got a fully charged ability, you can use Valkyrie to take care of it,
but if some Skeletons lock on to the Tower,
that’s hundreds of damage you can’t avoid from just that Valkyrie placement.
In this case, placing a Valkyrie a lot higher
is going to result in the Skeletons not connecting to the Tower,
aside from that one.
It’s a lot less damage, but a better placement
is actually placing the Valkyrie near the Tower
That way, if there are any Skeletons that try to approach it,
She’s going to splash damage everything. Placement is really important.
This is the one time that you don’t want to use a Valkyrie to kite a unit.
But like I mentioned earlier, do not put units on top of the Tower.
He will splash Valkyrie, and that’s going to damage the Tower.
Even though she counters all the Skeletons,
The splash damage has been done.
The Skeleton King will be weak to Graveyard counters,
but it does feed him, so you’ve got to be careful of that.
Hope you all find this useful. Thanks for watching. See you later!