Hmm. It's the Orange Juice.
What's up, everyone?
This is OJ.
Everything in this video will assume that the barrel is clumped precisely in the center.
The Goblins at Tournaments Standard stab the tower exactly 7 times when uninterrupted.
You need to understand an inconsistency with True Red and Blue.
It's not as simple as fixing one thing.
There are multiple mechanics that interact differently.
For the Goblin barrel, if you're True Blue, both of the princess towers will attack the top right, then the top left, then the bottom Goblin.
However, when your True Red, both towers prioritize the top left, then the top right and finally the bottom Goblin
Currently the best counter to the Goblin Barrel is the log.
If they switch up their goblin barrel placement and put it on the side
Or the corner you'll need to react accordingly against spell bait decks. You're going to want to save your log exclusively for their barrel.
Saving the log is really important.
Any unit that's inexpensive or can counter a push is really good.
Against a Skeleton Army by itself, It'd be too easy to log them.
For one elixir, you can gain good trades all while having saved your log.
With zaps current state, zapping the goblins, they'll survive and still get three shots off your tower.
If you have Fire Spirits as well, you don't have to worry about saving the log, as long as they don't zap your spirits.
When you plant the spirits really early, the spirits will be able to load faster than the goblins do and completely shut them down.
Other spells work really well, too
Arrows are neutral elixir trade. Just make sure you have other splash units if you commit your arrows.
Fireball obviously shuts down the goblins, but you're going to be making consistent negative trades with this if you're only dealing with them with a fireball.
If you have a tornado, you can activate the King Tower using the tornado on any of these tiles.
This is only worth it if your princess towers have high health and you're not going to be losing them anytime soon.
Over three seconds, the tornado deals just enough damage to kill the goblins so you can pull them into the third or fourth tile to completely shut them down,
if you absolutely cannot afford that tower damage or if you've already activated that King Tower.
The Skeleton Army is so massive that when you plant them in the back, it swarms them and completely shuts them down.
You just need to be careful that they don't send in a preemptive Log or Zap to take out the Skeleton Army.
The Goblin Gang is very similar to the Skeleton Army that they can swarm, but because there are much fewer units,
you should plant them as soon as you hear the goblin barrel coming.
Otherwise, they'll get two stabs off of your tower.
Going a step further, you can make a positive trade with just goblins.
You absolutely need to react as fast as possible.
The bowler can potentially counter this card perfectly, but you need a more precise timing.
Check the shadow out when I release the bowler, this was a bit too early.
The bowler steps forward and angles his boulder to the right, missing that left Goblin
This is when I release the bowler.
The shadow is almost at the river
So this was a little too late, and the goblins end up stabbing the tower twice before the boulder crushes them.
The perfect timing is releasing the bowler when the shadow is around this area.
This lets you shut down the goblins completely.
The beautiful thing about the bowler is that if they try to get tricky on you and do a side or corner plant,
it's even worse for them because the bowler will just snipe them out.
Currently, the executioner has a 0.9 tile radius and he does not hit al of the goblins.
Hopefully once the stun is removed, they bring his radius back up to one tile.
This will make him function exactly like a bowler and the timing should be similar.
This is where it gets a bit more complex on True Blue.
Since I know that tower is attacking the top right Goblin first,
I'll plant one elixir skeletons to take out the top left and bottom Goblin
For one elixir the barrel only gets one stab off of your tower.
Next time you're playing a game, pay attention to the first barrel and look at which Goblin your tower prizoritizes first,
the left or the right one.
With barbarians if you plant them in the back the goblins will get two to three stabs off of your tower depending on how fast you can react.
If your tower favors the top right goblin and you plant the barbarians on that side they will get two stabs.
When you plant it on the opposite side, the tower takes out the top right Goblin while your (goblins?) take care of the top left and bottom Goblins,
and they'll only stab your tower once.
The same thing kind of applies with guards.
If you plant them in the back the Goblins will get anywhere from 1 to 3 stabs, depending on how fast you can react.
If you plant the guards in the opposite side the tower attacks,
the goblins will only get one stab off your tower.
But the swords give them a slightly longer reach,
so if you can react fast enough: if you plant them on the same side the tower prioritizes,
they'll still only get one stab.
The lumberjack can one-shot goblins.
But there's only one of him, so placement is really important.
A rear placement, and the Goblins will get 2 to 3 off of your tower.
But if you plant it on the opposite side of your tower, a goblin will not get more than one stab,
but it has to be on this tile placement.
A giant Skeleton can "one punch man" each Goblins.
Planting him on the opposite side is the most efficient way to take out the goblins.
They'll only get two stabs.
Elite Barbarians are really expensive.
They can prevent all, but two stabs.
I don't really recommend this since they cost 6 elixir.
Planting them in the back gives your opponent time to articulate a counter, so i'll be a bad trade.
A Valkyrie is kind of interesting.
It doesn't matter which side you plant her on, she'll always shut down the barrel. The Goblin will only get one shot off
This is where you have to be careful your opponent can smarten up and start throwing the barrel on different sides, messing up this counter.
A Minion Horde is quite costly, but it can stop most of the goblins.
The faster you deploy them, the better. Only one goblin stabs at the Tower.
Minions work too. Since they cost a little little less, they're not too bad to use.
They can prevent almost as much damage. The Goblin will only stab your tower twice.
Same with the Mega Minion.
It one-shot goblins, then it can stop the barrel from getting more than two stabs on your tower
Ranged units are kind of interesting because it doesn't matter where you place them.
With a musketeer the barrel always gets two stabs.
Archers and Wizards are exactly the same.
They prevent most of the damage and the barrel only gets two stabs,
regardless of where you place them, as long as they're deployed within range of all three goblins.
The Dart Goblin is a bit weaker, but the same thing.
Plant him anywhere, and the goblins will get three stabs on your tower.
But Witch placement is pretty critical.
Planting her in the back the goblins will get three stabs on your tower.
If you plant her on the side that your tower prioritizes, they'll get two stabs on the tower.
But if you plant down on the opposite side you can shut down the barrel even harder and they'll only get one stab on your Tower.
A Goblin Barrel actually spawns in the center.
This is why sometimes Splash units can take out all three goblins because they attack right as they explode outwards, kind of like Lava Pups.
With an Electro Wizard ,you can actually zap all three goblins if you time it precisely.
There's approximately nine frames you can execute this, so the window is relatively big,
if you're good at Rhythm Games.
Ifind the best way for me to get this down is to look at the shadow because the Goblin barrel is a different size and shape every time you throw it,
so the only consistent factor is the shadow.
This is the earliest you can release your Electro Wizard, right as the shadow reaches this tile
The absolute latest you can release your Electro Wizard is right when the shadow touches this area.
I can do this about 90% of the time in real games, so I really only need to do this when
I've exhausted all of my options and the Log is out of rotation.
Practice with your clan mates and friendly battles.
Keep in mind if they fix the Goblin barrel True Red and Blue issues,
just apply the knowledge and place the side that the tower does not Target first.
Despite Spell baits being really annoying to play against,
I think the Goblin barrel is really healthy to the game because it's one of the few cards where you can play mind games with your opponent.
Thanks for watching.
Stay tuned for more quality OJ.