![]() ![]() Players should keep this in mind when they are positioning her to attack, as her repeated recoil may cause her to switch to the other lane. When she shoots, she pushes herself back by 1.5 tiles.Since activating the King Tower is a relatively simple technique, it is not advised to use her in decks that suffer heavily against an activated King Tower, such as Graveyard or Goblin Barrel decks.Note that spawner buildings may not be as applicable for this strategy, as an early deployment can cause the Firecracker to lock onto the spawned troops of the deployed building first, preventing a King Tower activation.While this is not a good play by itself, it is worth doing if this building is also used to distract a building-targeting troop at the same time. A standard 4-2 building deployment is enough to cause the Firecracker to attack it and activate the King Tower.Most Spirit cards can be used to pull off this technique, due to their movement speeds being fast enough to avoid the Firecracker from damaging them if deployed at the right time. ![]() The Battle Healer is another good unit to pull this off, because she will quickly regenerate the damage caused by the Firecracker due to her passive healing, although this is usually a negative Elixir trade.With that in mind, Firecracker shouldn't be used on offense rather, as a defensive powerhouse. This works especially well with troops with quick movement speeds because they will dodge her attack, taking no damage while the Princess Tower slowly chips down the Firecracker’s low hitpoints. If their opponent plays a card 4 tiles in front of their King Tower and 2 tiles away from their Princess Tower, the Firecracker's shrapnel will cause a King's Tower activation with most units. Players should be careful when deploying her.For example, against an undamaged Dark Prince, 4 shrapnel pieces will break his shield, and the last piece of shrapnel will damage the Dark Prince himself. This means that against shielded units, not much of her damage is wasted, since each piece of shrapnel is an individual hit. The impact of the firework does not deal damage rather, it is that all 5 pieces of shrapnel spawn clumped together, creating the illusion of impact-induced damage.Unlike the Hunter's attack, the shrapnel goes straight through enemies just like the Magic Archer's arrow. Each shrapnel deals its own damage, so something closer to the point where her firework hits will be hit by more of them, and therefore take more damage. The Firecracker's attack is similar to the Hunter's.However, since the Firecracker only has a count of 1 and deals higher concentrated damage, many one-on-one interactions differ. Anything that would one-shot an Archer, like a bunch of Arrows, would also one-shot a Firecracker. She has the exact same amount of hitpoints as a single Archer.A Firecracker card costs 3 Elixir to deploy. The Firecracker appears similar to an Archer, but wears a team-coloured headband and carries a firework. She is a fast, single-target, long-ranged troop with low hitpoints and moderate splash damage. The Firecracker is a Common card that is unlocked from the Spooky Town (Arena 12). This is what happens when Archers get bored!” “Shoots a firework that explodes on impact, damaging the target and showering anything behind it with sparks. ![]()
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