Whether this is viable or not often depends on the caliber of the opponent and what cards he can send to escort the big guy. Sometimes just wait until he gets into Volcos range, and just as he does you summon the appropriate units(Swarmers, Dragon, Blind Date, Skele or Plasma Marines) to deal with him.Īny of the above and you have a high health pool? Consider the viability of just heal puffing behind a strong counterpush and ignoring the big guy all together. The Big Fat Irishman? Depends on what his escort is. Hell, you could even spam another lane and just send a whelp with some low cost fodder cards to clear it out. Surround it on all sides, keep ranged units split enough to not get hit by fireball. A lot of playing it well vs big minions is around exploiting said units' ai, strengths, and weaknesses.īig minion that hits one unit at a time? Easy. He replies with a Colossus that I'm able to quickly dispatch of and push for the win.īack from my break. Eventually I'm able to deflect his attacks and grab hold of both bridges, with a push of my own, complete with fireball spamming. I make quite a few early blunders, some being just placement. In this game I'm facing someone I've faced a few times. By the end of the game I'm overwhelming the opposition and have reached a point where I can just summon whatever costs the least and win.ĭescription: An interesting back and forth game where I face a lot of pressure. He proceeds to grab his Volco counterdeck, informing me that it will counter this deck so hard.ĭescription: in this game I lose the starting summoning waves and have to play catchup. If you watch only one replay, let it be this one.ĭescription: This game is one where Splat knows my exact deck and has faced it a few times. Dip doesn't like giving me a breather though, as I instantly have more waves to reply to constantly throughout this game! Very fun game with some blunders on my part shown as well. Eventually I do, with little over 800 health left and a Healing Puff cleaning my wounds. This game starts out immediately with a scary strong push that I hastily attempt to counter. Those fireballs are no joke, and this deck seeks to abuse that fact!ĭescription: In this game I face a guy that stomped me repeatedly during the last patch. It takes some practice to get used to, and you have to keep Volco's first level skill in mind. It can sometimes even counter your opponent's waves entirely on its own and other times it just serves as a great distraction, often with a fireball accompaniment!ĭisclaimer: Before using, make sure you familiarize yourself in the crafting menu with the 5 cost minions this could spawn. So what gives? Well, in this deck you can often take whatever 5 cost minion Blind Date gives you and support it with your other minions to make a very big push. So this is an odd one, you don't normally see this card in too many high level decks. You cycle fast, you throw fireballs, AND your minions never die! How can your opponent possibly grab your bridges for any length of time when you've got these guys respawning everywhere? This makes up a big part of the backbone for this deck, along with Dragon Whelp, Heal Puff, Crossbow Dudes, and Plasma Marines. Takes skill and experience with this deck to know when the right time to use him is. Great for pressuring the opponent and forcing him to react to a threat. Huge amount of utility just by when and where you place it, and it fits the theme of fireballs! :DĪmazing at pillaging the enemy base. Used for shooting down air targets and good ranged damage overall. This lets him keep doing that all game long! Part of Volco's strength is that he can absorb whole swarms all on his own. without having to worry about his HP and the random threats your opponent sends your way. Volco needs to stay alive so he can hold onto his bridges and push etc. "Wait? Wat? Heal Puff without Blood Imps?! Are you crazy?" These guys are great for the same reasons as Scrat Pack, only, they get more done! Amazing damage value when Volco reaches level 3. Used for shooting down air targets and supporting fire. Good for momentarily distracting big minions like Colossus. Good for luring the enemy Colossus away from your ranged minions/Master that are shooting at it! Great for just getting lots of mana to summon more minions faster to throw more fireballs to maintain bridge control and cycle cards faster all at once.
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