mmm it's an orange juice with the world
giant's old stats of a 6.5 tile range
you used to almost always be able to
connect to the tower but with this new
range reduction tower connections are
more rare since he has the same range as
an electro wizard now when it does
connect you're in for a world of hurt to
connect RG you need to understand how to
use dodgy and the differences of when to
plant them in the back or when to plant
them straight at the bridge you need to
decide this based on what cards and
counters your opponent dishes out when
you're looking at the meta decks on deck
shop you'll notice a lot of the same
cards are paired with the RG lightening
works incredibly well with the giant
buildings don't entirely stop the roll
giants they'll usually need a ranged
unit like witch or musketeer with a
building to completely stop the roll
Giants there's usually lightning in
these decks furnace or goblin hut is
another building that works against the
world giant it's a passive building that
banks up your total elixir on the map
and lets you chip the enemy tower the
furnace energy works really well with
the roll gender as well just because the
giant engages the tower near the bridge
with incoming fire spirits they're hard
to counter and they have a constant area
denial and denies you from placing swarm
troops on top of that roll giant to
counter it another excellent synergy is
having log or even zap in the deck to
protect his world Highness from swarm
ease like skeleton army or goblin king
that is the bulk of the DPS to take on
an R Gean so you need to space out all
of your units so that they don't get
spell value out of this if you want to
have any hope of defending against the
RG especially when there's an Inferno
tower planted right at the river to
avoid late
the ewha's adds a nice little back
support to destroy the inferno town
because of this huge buff and damage he
deals 254 damage so he destroys
buildings a lot quicker when he does
connect against tombstone it's almost
worthless he pretty much two shots
tombstone like it's nothing the
skeletons spawn
I'm going to reach him in time
especially since the RG always has
support units behind him one of the more
reliable buildings that distracts the RG
long enough to kill them with support
troops are going to be mortar or bomb
tired they have a lot of help these
buildings can tank up to four shots from
the world joins behind your mini pack up
or whatever more time to slash him away
of course Inferno tower is going to be
one of the best defensive buildings
against the tank but most RG decks have
zap or lightning so prepare your body if
you're facing a lot of rural giants you
will need to understand D best counter
star G and incorporating it into your
deck a building a tank killer an ice
wizard a tornado any of these four
combinations will wreck the rural giant
without any proper counters a roll giant
is going to take out your princess tower
and ten hits now the most reliable tank
killer has been and always will be the
mini Pekka it costs 4 elixir stops the
royal Jan from getting more than two
it's on the tower and if you predict it
and plant it fast enough it's only gonna
get one hit on your tower lumberjack is
like a fast mini Pekka it's relatively
the same dps and will stop the world ran
from getting more than 2 hits on the
tower Pekka
is the beefy mini Pekka but surprisingly
it's not exactly stronger than a mini
Pekka the RG will still get two hits on
your princes tower this is a completely
different power move because now you've
got to commit to counter pushing with
the Pekka because it costs more and has
more health hunter ranks top 4 among
these babies planted right in front of
the RG all of those bullets will hit the
RG dealing just under 700 damage this
stops the argue from getting more than 2
hits on the tower the next best thing
you have is the Prince he deals a bit
less damage since the attacks slower but
he is tankier so in a sense he's gonna
be a bit more dependable and countering
the RG the gentle giant will get three
Hudson your tower but now you've got a
nice juicy Prince to counter-attack any
of the 10 killers in mind you've got an
amazing synergy to pair with any one of
them the ice wizard not only slows the
world Giants movement but also his
attack speed by 35%
normally he takes up the tower in ten
shots but with an ice wizard alone he
dies after five shots to the tower there
are many other tank killers that he can
have like a knight which she's kind of
scary to put ready to the bridge since
her damage isn't instantaneous and any
type of support will wreck her bats but
left alone this interaction stops the RG
from getting more than three hits in
your tower then of course you have
Sparky this really specific card can
stop the roll giant just as well as the
knight which they'll get three hits on
the tower which can be quite a bit but
it's even scarier if they have zap or
worse an electro wizard behind that roll
giant family of electricity if you can
line up the zap ease just right you can
manage to perma stun him and prevent him
from getting more than three hits on
your tower is a pee stack Three
Musketeers aren't really tank killers
and if they have fireball poison rocket
whatever you are doomed but if you do
have nine Alexa despair and you're in a
pinch that roll giant will not get more
than one hit on your tower barbarians
aren't very common in high arenas
because it seems everyone has spells or
splash units but they're still quite
effective RG is only get two hits on
your tower
if you use a barb that's actually not
bad this surprised me myself just
because that roll John's only gonna get
two shots under the tower it's the
distance that that world giant has to
walk and just how fast the e Barb's are
minion horde is a high risk counter if
you know they have absolutely no
counters to your minion horde it's
decent at preventing more than two hits
and now you can counter-attack with a
minion horde goblin gang does the same
thing but there will always be support
troops behind an RG but just for
reference the goblin gang left ignored
can stop the world jam from getting more
than two hits on the tower scar me is
the juiciest swarm counter to the Rahl
GG but here's the thing anything a gust
of wind a snowball a log zap a tornado
bats behind the roll giant a fart
anything which is gonna stop the roll
giant this is incredibly unreliable
but it does stop them completely if they
have no counters cannon cart isn't
exactly the best tank killer but it is a
really good card to counter push with
realistically you'll want to plant the
cannon cart to take out the RG and a
tank in front of it just so that it can
absorb or protect the cannon cart now
you're up elixir you can counter push
care any of these tank killers with an
ice wizard a building or even a tornado
or even better have all four types of
counters in your deck tornado does an
amazing job because of his five tile
range now slap any tank killer on the
map like a prince pull back the argue
with tornado and this pretty much shuts
down most our G decks especially if it's
their primary wind condition the reason
spawners are so good against the RG is
because they're passive buildings so you
plant down a building you bank some
elixir in the map now that our G has to
penetrate through that Hut ice wizard or
any tank killer paired with the hut and
there's no way that roll giant is
getting through so what if he's already
connected but you have a building and
rotation you can push back the roll
giant with any buildings passive
buildings like any spawners or elixir
collectors will push the world giant out
of range and force them to retarget
defensive buildings have a slightly
slimmer hitbox but it still works you'll
be able to successfully block the world
giant from smacking the tower Tesla is
the thinnest building and this still
works at pushing the world giant away
from the princes tower the optimal
placement for center planet RG is on the
inner tile so based on that placement
you can absolutely plant a Tesla that
thrusts the royal giant out of range of
your princess tower it's especially
effective when you push with a tombstone
just because all those skeletons that
spawn it forces your opponent to zap the
skeletons which baits out the zap lets
you play whatever like goblin gang or
anything else even if he's locked onto
your tower no problem
push him back and you're golden this
buys you time to properly counter him
with some tank killers or other support
troops any tank killer like mini Pekka
either the log or even a one elixir ice
spirit is enough to stop the roll giant
from getting more than one shot off your
tower this may very well be worth it
since the world giant deals more damage
than a fireball
each hit just throw everything you have
any small units like skeletons will make
a huge difference to Elektra wizard +
skeletons one hit on your tower that's
it ice wizard and skeletons the ice
wizard deals almost no damage but that's
slow is so juicy roll giant is only
gonna get two hits on your tower of
course there will always be support
troops behind the roll giant these are
all of the examples to give you a better
perspective if you use executioner and
tornado that rule Giants gonna get three
hits in your tower but at least you're
able to eliminate every single support
troop behind the role giant and you're
up an executioner now one deck I'm
starting to see surface quite a bit more
frequently in 12 when grand challenges
are bowler decks this is rather
interesting because bowler is an anti
anti meta killer it handles all the
royal giant tank killers like mini Pekka
lumberjack and the hunter so bowler
actually synergizes well with the world
Giants to summarize how to counter the
role giant bring a tank killer bring a
building use tornado use ice wizard use
any of these two combinations or if you
are really scared of roll giant bring
all four