Sooooo this thread was some kind of an obligation for me because I'm SICK of reading/listening that Goblin Giant (GobG) is UP and Giant is way better and other stuff like that, and I fear that because of that GobG receives an overbuff and becomes OP and you know the rest of the tale.
Here, I'll try to respond to the most common arguments that players employ to denigrate the GobG, based on my experience playing the gobG challenges in my 3 accounts:
Comparing GobG to a Giant, GobG is more expensive, has less HP and less damage, so Giant is better
All of you forget that GobG's speed is not slow but medium. Is that really important? YES, because it's not as effective as Giant when used at the back, but way better when used at the bridge. Players tend to use GobG at the back because they think its just another Giant, but the best way to play GobG is by playing a slow support troop at the back and then you tank it with GobG at the bridge, or you defend a push and you remain some defense alive… put that GobG in front! Tank! Once you have that counterpush, GobG will reach the tower faster, either the GobG itself, either the spear gobs at the back (reason behind having less HP, then GobG would be better than Giant), and the total damage is higher!
Talking about Spear Goblins...
Spear Goblins don't do that much. Their damage is ignorable and all they can take out (specially Bats) can be deleted too if I use Zap/support troops with my Giant, so Giant is better
Did you know that you can also use Zap/support with GobG?
And before you say "still Giant better because is cheaper", that's FALSE. Against Bats, you spend 7 elixir with Giant (+Zap), but GobG can take them out by his own, so it's 6 elixir. Against Minions, you spend 8 elixir if you use Giant (+Arrows/3 elixir support troop), but zapping the Minions, GobG can take them all out just as they where Bats, resulting in 8 elixir too!
"Well, that's the same elixir for Giant + support, better than just a single GobG"; that's not necessarily better. That support troop you use with Giant could be a key defensive card that you've already spent, such as against Balloon or Witch. Not just that. If your opponent defends with Goblin Gang, then your three elixir support troop that goes with your Giant could be easily killed with gang (e.g. Dart Goblin) or it just cannot take them all out quickly (e.g. Megaminion), and if you use Arrows then you are vulnerable to other bait cards such as Minion Horde, Princess or Goblin Barrel! The only way to get rid of Goblin Gang would be using The Log (again vulnerable to bait cards) or using a support troop that cost more than 3 elixir, resulting in 9+ elixir, while GobG can also get easily rid of the gang with just a Zap!
"In that case you are also vulnerable to bait cards". That's right, but unless your Zap is overleveled, it's not the best option against Goblin Barrel or Minion Horde. For that reason, you usually carry Fireball/Poison to take care of the Minion Horde (or buildings) and defend Goblin Barrel + tank with a 3/4 support troop (e.g. Gob Gang, Valkyrie...).
"I can carry that in my Giant deck too", but unless you use triple spell, you are in one of these two situations (without overleveling):
1. Your low elixir spell is Zap? Every bait card you zap will be still alive (except Skelearmy) so you will need a support card to take them out, a problem that GobG solves with the Spear Gobs on his back.
2. Your low elixir spell is Log? You need an extra card to reset/distract Inferno Dragons/Tower, else your tank is doomed.
And there's a fact I didn't pointed out yet about GobG: Spear Gobs' death spawn!
Those two spear gobs are more than just two more spears. First, they can be tanked by a support troop such as Miner or Prince, just as a Lava Hound when it pops out its Lava Pups, and chip damage the defender. Second, those two Spear Goblins will tank two hits from a possible heavy hitter (e.g. MiniPEKKA), which generates a key time to your support troops to kill the heavy hitter!
One last key fact about those Spear Gobs: they let the GobG to be usable at defense! For example, opponent sends a surprise ballon when you already wasted all your air counters. The giant user is forced to cycle as fast as he can to use one of his air targeting cards (or try to attack the opposite lane to destroy the tower before the balloon does), but the GobG user can use desperately the GobG to chip damage the balloon at the same time you iniciate a push. Just use him as you'd use a Battleram on defense!
Conclusion (TLDR): GobG is not worse than a Giant, but as good as Giant. The difference is that each tank works better in certain situations than the other one. Concretely, I'd say that GobG works better against decks with swarmy defense(e.g. Log Bait, Miner Control, Bridge Spam) while Giant works better for more expensive ofensive decks (it's a cheaper tank after all).
I'm pretty sure despite I post this the general opinion about GobG won't change that much, but at least I tried, and maybe prevents GobG to be overbuffed, as most players claim. Tbh, GobG MAYYYY need a bit more HP, but please, don't overbuff this card and turn it into another Ebarb case...
- Did my thread changed your opinion about GobG?9 votes
Yes, but now I think it's OP... NERF! NERF! NERF!11.11%
Yes, GobG is perfectly balanced!22.22%
Yes, but I still think it needs a buff22.22%
Nah, GobG is still trash for me (why? :( )11.11%
I though from the beginning that GobG wasn't a bad card after all...33.33%
Yes, GobG is WORSE than I though (why) :( )  0.00%
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