sup mates' ferrell34 here!
It's been so long since i make one of these. Because today i got time
i decided to spare it by dropping off a card idea thread-that i've tease since the dawn of time (well, 2 months ago is a pretty long time in paper).
Before going in, i want to apologize for my lateness. Though, you might not care about it but it helps me to feel ease at least. Tbh, i was about to throwoff this idea since @Celtaxor
ninja'd me (not his fault mate, we're good) but oh boy lucky me did i find a workaround-and it's 10x better from what i've originally planned (imo). Thanks shower thoughts. Anyway, let's start!
*Clash Royale Card Maker hasn't been updated to the standarization card levels version, so please consider it as TS (Tourney Standart/ level 9)
In case if the stats are invisible due to the image being unloaded, here are the stats (including hidden ones for more details):
Cost: 4, Type: Troop, Rarity: Epic
HP: 1064 | Area Damage: 207 | Hit Speed: 1.4 sec | Targets: Ground | Speed: Medium | Range: Melee | Deploy Time: 1 sec | Weight: Medium | Knockable: Yes | Deploy Space: 1x1 | Sight Range: 5.5 | AoE: 1.5 | First Attack Speed: 0.7 sec |
As a troop, it has no special physics or behavior (as example: Inferno Dragon, Recruits). But as a card, it has a special ability, that is being ignored by enemies when there are other allies on their (enemy) sight
. The purpose of this ability is to be invisible, like Royal Ghost. But unlike Royal Ghost, it requires an assistance and she is able to execute this ability while attacking
. For mechanic wise, these two are contradicts, where Royal Ghost's invisibility is universal and independent but Phantom Valkyrie's invisibility is specific and dependant to other units, that is yours.
..and also yeah, she deals 360 degrees area damage around her
just like her counterpart, the Valkyrie that is.
Disclaimer: She is not used like Valkyrie nor Ghost, and here's why.
Valkyrie: A reliable counterpusher. What makes her reliable in defense is her high HP, so despite that Phantom Valkyrie (let's call her PV for short) has the ability to swoosh out enemies around and has 7% more DPS-she is not reliable as Valkyrie because the fact that her health is 35% less than a Valkyrie. This also applies to Tanking.
Royal Ghost: A pressure. What makes him a great pressure because how cheap and deadly (if countered cheaply) he is on solo. Also he's fast. PV is literally the opposite of any of the existing criteria above.
So, how should she be used? Let me cover that up:
- Glass Cannon
She cannot be targeted by anything when paired with something, so if you want to make her last longer than usual in the enemy side, pair her with a tank (ex: Giant). For exchange, she can wipe out swarms and mini tanks on foot for them. Definitely Mini Pekka and Minion Horde proof (if assisted well).
- Suprise Attack
This trick might need units that travels fast or pops everywhere in the Arena (like Royal Hogs or Miner). Your enemy might underestimated the incoming half hp PV on the bridge, but when Miner or Royal Hogs pops out of no where in their Towers' sight range, they'll be droppin' Elixir
Best part about this is that there are no Zap required to pull this off.
- Tank and Spank
Again, She is not a tank, her counterpart is. She is a spank, a very solid one if well assisted. Compensate her with something like Giant, she might be able to take care 3M+Mini Pekka push unscathed.
[Reminder: Another reminder that if you place PV too close with CT, the CT will be targeted instead so she is definitely very bad on solo like XBow]
- Kite and Spank
Like Bats and Ice Golem, you might be able to take care of PEKKAs and MKs with PV instead of Bats in that combo. She's probably the toughest Spanker in all of Kite and Spank combos. In case you don't know how to execute this combo, try to kite the target with Ice Golem and chip them from the back with units that are unable to distract the target from Ice Golem.
Would be better if the PV kept alive for a strong counterpush (not solo).
, the best strategy to have in mind while countering her in pushes would be trying to pull her out to the side where she is only in your defending units sight. So use something like Ice Golem, and deal her in a range where it's only her at your defending units' sight.
What do you think? Please comment to show your support!
Thanks for reading mates, have a nice day!