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To counter hut life, you need to understand hut life
A Goblin hut cost 5 elixir and spawns 13 goblins
That means each Goblin is valued at 0.4 elixir
The Barbarian hut costs 7 elixir
So each wave of Barbarians are valued at 1.4 elixir
Think about it this way:
Against the Barbarian hut, are you spending 3 or less elixir
To kill at least 2 waves of Barbarians?
If not, you're putting yourself at an elixir disadvantage
If you leave these huts alone
You're allowing your opponent to gain an elixir advantage while letting their units build up
This advantage only amplifies once the game reaches double elixir bonus
The key to beating the huts is to cut down their life span
Here are some great cards that counter spawner decks
I'm going to mention this right now
Bomb tower is THE best card to counter spawner decks
Or at least until they get nerfed
We'll go into detail with the bomb tower later
If you don't want to watch the entire video,
Check out the description below for time stamps on cards you want to learn about
Hut players tend to gain an advantage after double elixir time
If you can get at least one crown tower before the final minute
You can assert lane control
Spells are highly effective against hut players
But only when used correctly
You don't want to target huts by themselves
It's always better to use them if you can target multiple huts, crown towers and recently spawned units
If you lightning a single hut, you're putting yourself at a huge elixir disadvantage
To deal a miniscule amount of damage to their tower
You need to lightning at least 2 huts, and their crown tower to come out on top
Lightning targets the 3 highest HP targets
So you don't need to accidentally worry about bolting a Barbarian or a Goblin
It denied 8 Goblins and 4 Barbarians from spawning
An experienced hut player will space out their huts once they realize you have lightning
So this card is not effective against the seasoned hut player
Poison is one of the best spells to counter spawner decks due to its low cost and lingering effects
It's as devastating as the lightning card
And only for the cost of 4 elixir
Against a Goblin Hut, it prevents 8 out of 13 Goblins from reaching your tower
When you look at it this way, you're spending 1 elixir to damage their crown tower
Against the Barbarian Hut, it stops the 5th wave of Barbarians from spawning
As well as chip away at 1 wave of Barbarians
A rocket is devastating to the hut user because the rocket is a high damage card
It's almost an equal elixir trade to take out a single Goblin Hut
But it's even better to take out a Hut and crown tower when you have the opportunity
It completely destroys a Goblin Hut
And against a Barbarian Hut, it denies 3 out of 5 waves from spawning
Here's a trick to get the most out of your rocket
You can take out an extra wave if you time it just right
You want to launch the Rocket when the first Barbarians have traveled about 15 tiles
If they plant their hut in the back
A good trick is to launch the rocket right as the first Barbarian has crossed the bridge
This technique is absolutely devastating to the Hut user, as it denies 4 waves of Barbarians
Fireball is another decent spell against spawner decks.
You need to understand it can deny 6 Goblins, but only 1 wave of Barbarians
Fireball is much weaker than the spells mentioned previously
And must be used in precise situations or you'll be putting yourself at an elixir disadvantage
You want to time it so you can kill 1 Goblin, or hurt 1 wave of Barbarians + damage their crown tower
With Fireball, you're spending 1 elixir on a Barbarian Hut
And 2 elixir on a Goblin Hut to deal about 200 damage to their crown tower
Ideally you want to use Fireball to hit 2 hits, their spawns, and crown tower for a positive elixir trade
If they don't pair up their huts, Fireball can still be useful for nuking an entire wave of Barbarians
Arrows and Zap are interesting out of the box spells against Huts
Zapping a Goblin can kill 1 Goblin as well as deny 2 from spawning
Arrows will kill 1 Goblin and deny 3 from spawning
Against a Barbarian Hut, both Arrows and Zap deny the 5th wave of Barbarians from spawning
Both spells are a negative elixir trade against a single Barbarian or Goblin Hut
It's not a good idea to use arrows
Especially if it's your only crowd control card
The only time you should be using arrows, is if you actually need to use them
Clipping the hut is a bonus
Now, not every deck uses spells
So another counter against spawners is to brute force push with a tank and splash unit
Since your opponent spent 12 elixir on the Barbarian and Goblin Hut
You should have plenty of elixir to brute force push
Against a lane with 2 or more huts, you need at least 3 units
The first card should be a tank
The second card should be splash
And the third card should be another splasher or a pusher
To execute this combo, the splasher should be deployed in the back
This gives the splasher a chance to take out incoming Barbarians
As well as buy you time to accumulate elixir for that hard push
The tank absorbs hits
While the splash unit takes out multiple waves until you've reached their tower
Valkyrie, Dragon and Dark Prince are mini SPLANKS
A Valkyrie is the perfect splank for nuking their super push
With all that being said
You need want to send in a tank without any splash support
It doesn't take very long for the Huts to accumulate
If you're lucky enough to have unlcoked Princess, she wrecks spawner decks.
Another method of countering spawner decks is to push the other lane hard with another rusher
A hut player is most vulnerable after placing a Barbarian Hut since it costs 7 elixir
Fast units like Prince or Hog can deal a bit of damage to their crown tower in the open lane
An experienced Hut player will never plant a Barbarian Hut unless they're at 10 elixir
Or have established a clear elixir advantage over you
They'll most likely have Spear Goblins to defend
So you'll need support troops to backup your Prince
If they plant a Hut in the middle, you might be able to take it out, but that's a high risk move for an equal elixir trade
If you're facing a good Hut player
And they can defend with the little elixir they ahve
Freeze spell with a rusher card is deadly
Here's a pro tip:
The hut life timer still ticks, while frozen
So freeze acutally denies the last wave from spawning
That's 2 birds with 1 stone
Knowing this, it's occasionally worth it to rush a Barbarian Hut lane to utilize that Freeze feature
Defensive buildings are great too
Cannon and Tesla have a short life timer
The Tesla and Cannon ONLY break even if both huts are played
A good time to play these cards is when you need to pressure the other lane while defending the hut lane
The bomb tower is THE best tower against the spawner deck because of the splash damage and high HP
The bomb tower can defend against multiple waves in both lanes, while you focus on pushing
It's a positive elixir trade the moment you plant it
A good support building to have is the Elixir Pump
Huts are very similar to the Pump
Think about it this way: An Elixir Pump produces 5 elixir
And produces 7 elixir in its lifetime
It profits 2 elixir
A Barbarian Hut costs 7 elixir
And a Barbarian is worth 1.25 elixir
So a Barbarian Hut profits about 3 Barbarians in its lifespan
The Elixir Pump helps negate the hut profit AND balance out the playing field
It's an investment that spreads out your elixir over a period of 1 minute
EXACTLY like a Hut
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