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How to Use and Counter Goblin Drill

Jun 07, 2021
we have the

goblin

drill

and it tunnels towards the tower a third slower than the miner, it spawns a

goblin

every three seconds for a total of nine seconds and then when it dies it spawns three more goblins that are ignored and will destroy the tower of the princess. but no one really leaves the card alone so every three seconds it will spawn a goblin for a total of four goblins plus the three goblins that die, it decays 133 health per second so it goes down very very quickly, this means that if you are Al defend against the giant or anything else, you don't want to leave it until the last second just to preserve the health timer, but it protects against the giant very, very well and against all the other build targets, I mean, if there's no vlog or anything to take away all those goblins that a giant has made is an epic card, which means that with an epic card book and a book of books and a full stack of epic cards means that you will be able to max it out on the first day of its release in the challenge 67 spawn damage 21 crown damage takes a little longer if you don't time it right it won't get all the skeletons you targeted so you have to time it a little early it has a damage radius of 2 tiles and hits and in addition to all that, it pushes units back one square, it's completely disrupted, the bandits run, this will work on the battering ram rider's battle ram and everything else, and it pushes them back one square, it completely stops the ram rider , can knock down the battle ram, so sometimes it depends on the unit, but it may or may not be worth

drill

ing on top of the units, it only deals 67 damage to barbarians and will barely stop them, that barbarian isn't going to connect, it might It might be more worth it to just drill through the middle just so it passes between both towers and gives the barbarians time to take it all out.
how to use and counter goblin drill
Goblins always spawn at the top, in front of the drill, so if you place it in the back, you may not get all the damage compared to if you place a goblin drill in the front or the side, so on the left side the goblins had to walk that distance and died a little faster without taking all the full stabs, while on the right side I was able to make all the goblins spawn and it just requires a little more damage, here is where it gets complicated. Have you ever played with your friend and both you and your friend are playing in the bottom player?
how to use and counter goblin drill

More Interesting Facts About,

how to use and counter goblin drill...

The truth is that one of the players is the top is true red, the game reflects this, so there will always be slight changes in the interaction, the goblin drill is two by two, so it is like a tesla , so if you place it perfectly in the center, it will appear to the left or to the right, if you're honest. blue, will appear on the left side and the goblins will filter to the left. This includes all the goblins they spawned, they will also filter out to the left. Now, if you are true red, the sprites will appear towards the right side.
how to use and counter goblin drill
It's more interesting to keep in mind to

counter

infernal towers and such, but if you're tanking with a pig rider or something, that left princess tower will still deal with goblins, so you might as well just put the goblin on it. Drill into the top of the tower, if you start the battle then you will be true blue and everything will appear on the left, if you accept your friend's battle then you will be true red and everything will go to the right side. oh, from the beginning you will know that if your finger is on the left side it will appear on the left side and if your finger is on the right side then it will appear on the right side, so knowing all the basic mechanics you probably won't want to take down to a giant, you'll want to pull it towards the center so both towers can get rid of it.
how to use and counter goblin drill
It will slowly leak out and you will be able to do at least three goblins plus the death damage of the other three goblins they are eliminating that completely for a pig rider you may have to use a tesla placement you will have to stagger it a little to the left and probably a little before only because of the slow deployment time it will

counter

act. the pig rider, but he's really close or honestly you could just put him on top, knock him back a little bit and this placement pushed him to the side so you get the same result but if you knock him back and the goblin appears in front of you.
That pig walk is going to die a little faster. The rolling pigs are tough, they are a little faster and you have to get the goblin drill a little closer just so you can catch all the goblins, they will take some damage. in the tower with that location there is around 500 damage, its almost better to knock down the piglets and deal that 67 spawn damage and have the goblins spawn directly on top, this will prevent much more damage from being done to your tower for the rest. real giant you will want to treat it like a goblin cage you will want to put the drill on top just let the goblins appear immediately on top of the real giant if you do it just in time to roll The giant will not take any hits, it is quite difficult, although the real giant almost always take a hit as soon as you see the real giant, you have to put down that goblin drill ASAP to give the goblins time to stab me.
Stabbing it can also stop the golem. You are going to want to place the drill with four tiles on the river and three tiles on the princess tower. You can stop the golem's deadly damage, but the placement and timing for this will be very tight. the goblins that spawn it barely stop the deadly damage later and the golem will have connected, unsurprisingly the electric giant will be one of the few ground build target units that doesn't stop just because it destroys the goblins, even when the goblin drill spawns three. goblins, it's still not enough, reduce the electric giant to 10 health, but it will still connect, since for the air troops there is no way to stop the lava dog, it has no health, the decay of the spawn is incredibly fast, that was the worst for the elixir of In my life, the goblins barely got 100 damage on their tower.
Can you stop a balloon? It can't actually absorb a shot and then it will connect to the tower and that's going to be a big problem, just barely a hit, though strictly in terms of just tanking the balloon, although a better position might be to pull the balloon a back a little so that you can tank two total shots from the balloon or at least delay that second shot, you will still take a hit. in the tower, but it will be much less tight just like the goblin cage, no matter where you place it, it will blow up the skeleton barrel.
You place it on top. The skeleton barrel will still explode. The goblins will take it out. However, it deals 67 damage, so it's exactly enough to take out the skeletons. You're going to want to play it a little early so if you watch my versa video you'll notice that there's almost no way to defend the Goblin Drill, you have to predict where it is and even then that Goblin Stabber still got over 500 damage in the tower against my battle healer single target units, it just doesn't counter him very well, the hard part is you don't know where. it is and if you try to predict it in the front and they spawn it in the back, that's exactly the same, it's even worse, it's more damage because you didn't put the battle healer on top at the end of the day.
You'll want to wait for him to spawn so you can place units directly under him because the goblins spawn at the bottom and this completely tanks him as a giant single target unit skeleton, he conveniently shoots them and only got 200 damage on the tower . the hardest one to defend is when they put it right in front, unless you have a splasher like a real ghost or something that conveniently shoots them too, that's still 300 damage, even with this melee splasher it's guaranteed to 200 to 300 damage. Valkyrie will be one of the best counters, the worst part is that he is so slow you don't know when he will split until it's too late and then when he shows up that's when you can leave him, you can't really predict it oh. 500 damage even with a roll of ghost valkyrie valkyrie dark prince these will all be solid counters for him it takes him out completely he only got 400 damage out of it no big deal if you time it right it can usually be 100 damage if you can Predict where is it if you predict wrong, there will be much more damage.
The fisherman is interesting. It's a little different if you put it where it spawns, at least it can be a tank for the goblins, but still. type of dice, that's 900 damage if you put the angler on the side that will hook no matter where and that slowing effect is actually very important in reducing the second goblin's spawn, so it defends itself very well for the most part. a very good counter too, just like the giant skeleton, you have to wait until you see where it appears because the knight shoots the goblins with one shot, 800 units of ranged damage, let's say even a graveyard counter with archers will eliminate the first elf but all those other ones that spawn will still deal 800 damage to your princess tower, so if I leave the musketeer and aim at the goblin drill, it will focus on that goblin being stabbed and deal a thousand damage, while if I wait for it to spawn the drill and delay that attack so that my musketeer eliminates the first goblin, it will reduce the damage received a little.
If you want to stop the drill, put the archers a little later and then Ice Golem in front or some other tank like a knight, whatever, just so he can tank for all that, it's five elixir times four, it's not Big Deal. 200 damage vs 1000 damage, a big difference between the tank and the rangers that can take it out are actually very good. So I like scoundrels just because they target goblins and tanks for everything else, but if they show up at the front your scoundrels will be able to tank most of it. 100 damage, that will be one of the best defenses, so with that in mind. always wait for the goblin drill if they put it in the back just put a knight a tank whatever and it will stop all the only damage on the princess tower was the spawn damage but that being said the front placement will be one of the most popular locations, so if you make a prediction above there, that knight will be able to tank all the goblins and stop all the damage, for the most part it is safer to wait and react to the drill if it is placed on the side or in the down you can completely stop 90% of the damage if you know it's going to be on the front then you'll want to predict it on the front the bats are surprisingly very good at this it doesn't hit the air it needs with the goblins 500 damage unless they have zap, then in that case the minions will survive the zap and will be able to eliminate the first one.
Eliminating the first goblin is actually very important. 500 damage versus losing your tower-dotting princesses, like the baby dragon, will be nice. Decent but not completely decent, you'll need a tank in the front like an ice bowl otherwise you'll still get like 700 damage if you preemptively kill the skeleton dragons, it's kind of a win-win, they do enough to take . take out the goblin and that's 400 damage, it's one of the best counters for air splash, this is where he gets a little juicier. The goblins do a decent job of taking it out, you just have to wait for it to appear, place it on top, take out the first one. goblin stabber thanks for some of that and prevents 700 damage for two elixir okay the goblin gang will do a really good job with this too.
You place it on top, it takes out the goblins, and the spear goblins help take it out. This is about 500 600 damage if you are very sure your opponent will put him in front after he drifts to the left. I know I can't preempt any of my goblins, they get knocked down but tank to predict a lot more damage. It's going to be super important to prevent a lot more damage 300 versus 600 but let's say you predict it wrong and they put it in the back, that's pain, that's a billion damage to your princess tower, the gang's prediction elves is great. and everything, but you can't predict it with a scar.
With that two token damage radius, just clear all the skeletons and they'll just stab the tower. This card is so strong and I love it. Skarmy is actually a good counter if they don't zap, but it's still 2000 damage to your tower, so you can't preemptively place the scar, but if you place it where you see it spawn, this is the best card to react to. her, 200 damage. I'll take that 2000+ damage swarm type troops will be one of the best counters. I'm going to kill the barbarian wherever I see him appear and since I put the barbarian a little to the right, the stabbing goblin still got 700 damage to the tower, let's try to go around it a little better this time take out the first stab.
Goblin, that's 400 damage, let's preemptively place the barbarians in the back once we know it's drifting to the left, this is a more realistic counterattack and all. prevents over 200 damage, so once you know it deflects, you can put units in the back and that will prevent a lot more damage to yourtower and will defend against all areas, it completely stops you if it is a back location just as you deflect. on the left, I'm going to take out the gang of goblins and that will stop them even when they appear in the back, your skarmy can still stop it.
It's a relatively safe location to just put all your swarm troops in the back so he can see. It's drifting to the left, the actual recruits are a little slower, but because there are so many of them, they can stop a lot, but it's seven elixirs, those were the most advanced counters, where it is, it's a splash, shoot the goblins, neither it is not even necessary. think about the placement, it will take out most of the goblins and get 400 damage, but notice how I placed my mage a little too early that time, so when the goblin spawn survived the first fireball attack, that's the difference between 100 and 400. damage on your princess tower, if you watch all my verse videos you will know that the bomber is the best counter for this elixir or two.
It's a win-win, but I took down the bomber a little early, so it's 300 damage if you just wait until it reaches the bridge, that's the perfect time to take out the first goblin before it even appears, just taking it out completely, 200 damage, that's it for two elixir, the executioner is a little iffy for this just because he shoots the goblins twice, that was perfect. The timing for 200 damage, if you take down the executioner a little late, the timing will be a little weird and that will be 400 damage for your tower caster, it just completely ruins this, this completely destroys the hopes and dreams of the elves the absolute counter for this, just do 21 damage to the mega knight in the princess tower, it's easy, you just have to reactively leave it wherever it is and I'll take a couple hundred damage and then you can counter now, so with all that.
Note that if you know they only have a knight or a giant skeleton to counter it, but in the front, if they have a mage or something else, put it to the side, if they have swarms, don't put it in the back, you can put it in the back behind. The side is also a little riskier, but it's also a little easier to defend. Electro Wizard is multi-target and has that spawn zap, but I don't like using Electro Wizard alone because he spawns on top and almost dies, avoids 300 damage, but now he's almost dead. The magic archer won't be a very good counter unless there is an ice golem.
What's even worse is if you leave your magic archer and it doesn't pierce that goblin because of the way they placed it it's a huge amount of damage to your tower with the magic archer or any other ranged unit you need, you need a golem of ice, a valkyrie knight, something else, last but not least, we have spells and you can't remove it until later. the goblin spawns from the deadly damage earthquake take out the goblin drill very, very well because it's a building, but it won't take care of the goblins completely and those goblin spawns will still do a lot of damage to your tower.
Barbarian Log and Barrel will be one of the few spells that can adequately counter this. You have to wait until the second goblin appears to eliminate the building and then, but if you do it too soon, it's not going to eliminate the goblins, that decay timer is very misleading, so long story short, it's very difficult to counter, but there are cards that can counter it with the right timing, the bomber will stop most of it, but the reality is that you are going to need two cards, one on the back and only one tank, one of the cheapest and safest options it would be, say, a bomber and then you put skeletons on top of it and that stops most of the swarms like a gang of goblins in the back that will stop 100 of the goblin damage bowler nothing will happen this is a foolproof counter to this the archers are pretty decent too you'll have to leave it and then react preemptively with a tank in front and the ice golem is pretty good and that's going to stop most of it, the log will be a very good card to combine with this, just so it takes out most goblins too basically a tank and a range or a splash or a spell like snowball or the log plus something up front to tank it like an ice golem or even skeletons and that its good overall these cards will be pretty safe to counter it this seems like a very scripted cycle meta if this card is going to be dominant hope you all enjoyed this thanks for watching thanks for using the code.
See you all next time.

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