User talk:No-ADN-G/sandbox
{{Protection}}{{MagicWords}}{{CoCLink}} {{Card Infobox|Cost=4|Rarity=Rare|Type=Building|Arena=Hog Mountain|ReleaseDate=4 January 2016|DeployDelay=1}}
Defensive building that houses a Bomber. Deals area damage to anything dumb enough to stand near it.
The Bomb Tower card is unlocked from the Hog Mountain (Arena 10). It is an area damage, medium-ranged building with both moderate hitpoints and damage. A Bomb Tower card costs 4 Elixir to deploy. The Tower will throw bombs, just like the Bomber, to any opposing troops in its defensive radius. However, it cannot attack air units. The thrown bombs deal area damage, which is perfect against swarm units with relatively low health such as the Skeleton Army, Goblin Gang and Barbarians. Upon death, it explodes after a slight delay, dealing twice its normal attack damage to all nearby enemy troops.
Strategy
[edit]- The Bomb Tower is very effective against a swarm of low hitpoint ground troops, such as the Skeleton Army or Goblin Gang.
- The Bomb Tower can be effectively placed in the radius of the player's Tower. It will attract most enemy troops, and any opposing offensive troops attacking the Bomb Tower will also be targeted by the defending the Princess Tower.
- Keep in mind that the Bomb Tower cannot attack air units. This means that most air troops can take it out without taking much damage.
- The Bomb Tower is a very effective counter against a Hog Rider and Barbarians push as it will attract and delay the Hog Rider and kill the Barbarians with its splash damage.
- The X-Bow, Mortar, Dart Goblin, Minions, Magic Archer, and Princess can be used to destroy the Bomb Tower without being damaged.
- The Bomb Tower can counter Elite Barbarians due to its splash damage and high health, but this will leave the Bomb Tower either destroyed or heavily damaged. This is still a positive elixir trade though.
- The Bomb Tower's high health means that if timed correctly, the Bomb Tower can take out a Royal Giant. Of course, a Bomb Tower may be ineffective against a Royal Giant that's supported with back-end units unless they are ground swarms.
- Bomb Towers are also capable of distracting and/or destroying troops that have moderate health, including the Mini P.E.K.K.A., Knight, and Valkyrie, due to its high damage per second and fast hit speed. It can also take out glass cannons, such as the Witch, Musketeer, and the Wizard.
- With the help of two or more Crown Towers, it can counter the Mega Knight because it has so much health. The Bomb Tower must be placed four tiles from the river and two tiles from a Crown Tower to pull the Mega Knight into the range of the second Tower.
History
[edit]- The Bomb Tower was added with Clash Royale's soft launch on 4/1/16.
- On 2/2/16, the February 2016 Update increased the Bomb Tower's hit speed to 1.7 sec (from 1.8 sec).
- On 9/2/16, the Chest Rewards & Card Balance Update increased the Bomb Tower's hit speed to 1.6 sec (from 1.7 sec).
- On 3/5/16, the May 2016 Update decreased the Bomb Tower's lifetime to 40 sec (from 60 sec). This update also fixed the "range bug" and decreased the Bomb Tower's range to 6 (from 6.5) but its effective range was unchanged.
- On 4/7/16, the Tournaments Update increased the Bomb Tower's hitpoints by 6%.
- On 13/3/17, the March 2017 Update increased the Bomb Tower's projectile speed by 66%.
- The 20/6/18 Update moved the Arena to unlock the Bomb Tower from Bone Pit (Arena 2) to Hog Mountain (Arena 10).
- On 6/8/18, a Balance Update decreased the Bomb Tower's Elixir cost to 4 (from 5), but also decreased its lifetime to 35 sec (from 40 sec) and its hitpoints by 33%.
- On 1/10/18, a Balance Update increased the Bomb Tower's damage by 5%.
- On 4/3/19, a Balance Update added death damage to the Bomb Tower (does 2x normal damage).
Trivia
[edit]- The Bomb Tower is one of the 12 cards associated with Skeletons, including the Skeletons, Bomber, Skeleton Army, Witch, Tombstone, Giant Skeleton, Balloon, Skeleton Barrel, Guards, Graveyard, and Wall Breakers.
- The Bomb Tower is the only building in Clash Royale to inspire a building in Clash of Clans.
- Though it houses a Bomber, the Bomb Tower has a faster hit speed (1.6 seconds) than the Bomber (with 1.9 seconds of hitspeed.)
Cost![]() |
Hit Speed![]() |
Deploy Time![]() |
Lifetime![]() |
Range![]() |
Target![]() |
Type![]() |
Rarity![]() |
---|---|---|---|---|---|---|---|
4 | 1.6 sec | 1 sec | 35 sec | 6 | Ground | Building | {{Rarity|Rare}} |
Level![]() |
Hitpoints![]() |
Area Damage ![]() |
Damage per second![]() |
Death Damage![]() |
---|---|---|---|---|
3 | 640 | 105 | 65 | 210 |
4 | 704 | 115 | 71 | 231 |
5 | 774 | 127 | 79 | 254 |
6 | 851 | 139 | 86 | 279 |
7 | 934 | 153 | 95 | 306 |
8 | 1,024 | 168 | 105 | 336 |
9 | 1,126 | 184 | 115 | 369 |
10 | 1,235 | 202 | 126 | 405 |
11 | 1,356 | 222 | 138 | 445 |
12 | 1,491 | 244 | 152 | 489 |
13 | 1,638 | 268 | 167 | 537 |
de:Bombenturm es:Torre bombardera fr:Tour à bombes it:Torre bombardiera ru:Башня-Бомбёжка
{{Protection}}{{MagicWords}}
{{Card Infobox|Cost=9|Rarity=Rare|Type=Troop|Arena=Royal Arena|DeployDelay=1|ReleaseDate=29 February 2016}}
Trio of powerful, independent markswomen, fighting for justice and honor. Disrespecting them would not be just a mistake, it would be a cardinal sin!
The Three Musketeers card is unlocked from the Royal Arena (Arena 7). It spawns three single-target, medium-ranged Musketeers with both moderate hitpoints and damage. A Three Musketeers card costs 9 Elixir to deploy.
Strategy
[edit]- The Three Musketeers is a very risky card to play. Being a high-cost card at 9 Elixir, it is imperative to know whether or not the opponent has cards such as the Skeleton Army or Rocket to punish the player for playing the card.
- The opponent can simply cast a Fireball and Zap, Fire Spirits and Zap, Poison, Fireball and The Log, Fireball and Tornado, Rocket, or Lightning on the Three Musketeers to eliminate all of them, giving them a significant Elixir advantage.
- Be careful, though, your opponent may have a Minion Horde, Skeleton Army, Goblin Gang, or other swarm troops to attack you when you have used your spells.
- The Three Musketeers will not be killed by a Fireball of an equal level.
- Be careful when using Fireball and The Log or Fireball and Zap to kill them as the Fireball can knock the Musketeers backwards, causing one of the spells to miss. It is best to use Zap first when doing a Fireball and Zap combo to ensure that they both hit them.
- Be careful when using the Lightning to counter them. It always targets the units with the highest hitpoints, so if they are using Royal Hogs as a tank, the Lightning will only target the Royal Hogs and leave all three Musketeers alive.
- A well placed Ice Spirit paired with the Guards are capable of taking out the Three Musketeers for a huge 5 Elixir advantage.
- When deploying the Three Musketeers, deploy them in the back of the arena to take advantage of their long deploy time and generate Elixir before they attack the enemy. It is recommended to use tanks to protect them, but unfortunately, as risky as it is, spells like Rocket and Fireball can damage the Princess Towers and simultaneously kill or weaken the Three Musketeers. A better idea is to place a tank at the rear of the arena and the Three Musketeers behind them.
- Due to their long two-second deploy time, it is not wise to play them reactively as a defense. They will often let a lot of damage by before they start attacking, and your opponent can easily spell them down.
- The Three Musketeers can be very powerful support for a tank like the Royal Giant, catching the opponent off guard and quickly annihilating them if no defensive cards are available. A good combo to take care of this is a Valkyrie or Barbarians then quick-drop Freeze.
- The Three Musketeers deal heavy damage with a Rage, easily demolishing a Crown Tower in a few seconds. It is an effective but very risky idea to pair them with Lumberjack. It can easily take a Crown Tower if not effectively countered. However, it costs a massive 13 Elixir and may leave you unprepared for an enemy push.
- It is extremely important to distract the Three Musketeers when they are spawned, as they will not change their target once they lock onto a Crown Tower, dealing devastating damage even if the player tries to destroy them.
- Keep in mind that when the Three Musketeers are not distracted, deploying cheap swarm troops like Spear Goblins is very ineffective. This is because they are in a group of three and have low hitpoints; therefore they can eliminate the Spear Goblins in a single burst.
- If they lock on to the player's Crown Tower, try making them re-target by pushing their hitbox away with a troop that only targets buildings like the Giant or by placing down troops in front of them and then use a Zap on them.
- If you can afford to activate your opponent's King Tower (for example, if you are playing a siege deck), a quick Fireball or Poison to any Three Musketeers planted in the back can give you a huge advantage, provided you react quickly enough, but this is difficult. Rocket will not reach the King in time and Lightning will only strike two out of the three, so in these situations, it is better to wait until they approach the Princess Towers in order to gain better spell value.
- A key part of most Three Musketeer decks is baiting out the opponent's heavy spell, therefore, cards like Elixir Collector and Minion Horde are very popular in this archetype. For example, an Elixir collector is tempting Fireball bait for the opponent but if he uses his Fireball on the Elixir Collector, you will be free to use the Three Musketeers without having to worry about the opponent instantly spelling them down.
- However, cycle decks are able to get back to their heavy spell quickly enough to deal with your other cards, so Three Musketeers are weaker against this archetype.
- Three Musketeer decks that rely on the Elixir Collector to get a positive lead are weak against decks with the space to run Earthquake, as they can get a positive elixir trade on your Elixir Collector, and still have their heavy spell for the Three Musketeers.
- Be careful not to give your opponent too much spell value. If they are able to clip two or more of your bait units with one heavy spell (eg. Minion Horde + Three Musketeers), the deficit is often too large to come back from.
- It is a high risk, high reward play to plant Three Musketeers in the middle of your arena. If your opponent has a heavy spell, they will be able to gain immense value on all three, but if not, your Three Musketeers are an immediate threat to your opponent.
- Never try deploying four Musketeers or more unless the opponent has no area damage cards. In the case of 4 Musketeers, not only does it cost 13 Elixir, a Fireball + Zap combo can wipe them off the Arena and give the opponent a huge 7 Elixir profit. The player can, however, deploy the Three Musketeers in the middle of the arena, making them split up, and then deploy another Musketeer in the solo-musketeer side.
- If the opponent has a Crown Tower destroyed on their side, it is generally not a good idea to plant the Three Musketeers in the center on their side (this is commonly referred to as the "pocket") due to their long deploy time. With defender's advantage, it's possible to counter the Three Musketeers fully with an Ice Spirit and Skeletons before they can act.
- If you place a Lumberjack near the Three Musketeers the enemy can be instantly destroyed by the sheer speed and power, but be sure to pull out the Three Musketeers so as to surprise your enemy.
- Although a Valkyrie can defeat a Musketeer with ease, the Three Musketeers' sheer damage per second will kill the Valkyrie before she can kill them.
History
[edit]- The Three Musketeers were added to the game on 29/2/16 with the March 2016 Update.
- On 23/3/16, a Balance Update decreased the Three Musketeers' cost to 9 (from 10).
- On 3/5/16, the May 2016 Update fixed the "range bug", decreasing the Three Musketeers' range to 6 (from 6.5) but with no change to effective range.
- On 4/2/19, a Balance Update increased the Three Musketeers' cost to 10 (from 9) but also increased the Musketeer's damage by 3%.
- On 6/5/19, a Balance Update decreased the Three Musketeers' cost to 9 (from 10) but also increased their deploy time to 3 seconds (from 1 second) and added a 0.15 second deploy time between each Musketeer.
- On 2/12/19, a Balance Update decreased the Three Musketeers' deploy time to 2 seconds (from 3 seconds) and increased the staggered deploy delays between each Musketeer to 0.5 seconds (from 0.15 seconds).
Trivia
[edit]- The Three Musketeers card is the most expensive card in the game.
- The name and description of the card is a reference to the classic novel, The Three Musketeers.
- When compared to the player spawning 3 Musketeers individually, the Three Musketeers card is cheaper by 3 Elixir. Playing the regular Musketeer and using the Mirror on her leaves you with one less Musketeer than the 3 Musketeers for the same elixir cost.
{{StatusEffects}}
Cost![]() |
Hit Speed![]() |
Speed![]() |
Deploy Time![]() |
Range![]() |
Target![]() |
Count![]() |
Transport![]() |
Type![]() |
Rarity![]() |
---|---|---|---|---|---|---|---|---|---|
9 | 1.1 sec | Medium (60) | 2 sec | 6 | Air & Ground | x3 | Ground | Troop | {{Rarity|Rare}} |
Level![]() |
Hitpoints![]() |
Damage![]() |
Damage per second![]() |
---|---|---|---|
3 | 340 | 103 | 93 |
4 | 374 | 113 | 102 |
5 | 411 | 124 | 112 |
6 | 452 | 136 | 123 |
7 | 496 | 150 | 136 |
8 | 544 | 164 | 149 |
9 | 598 | 181 | 164 |
10 | 656 | 198 | 180 |
11 | 720 | 218 | 198 |
12 | 792 | 239 | 217 |
13 | 870 | 263 | 239 |
de:Drei Musketierinnen
es:Trío de mosqueteras
fr:Trois mousquetaires
it:Tre moschettieri
ru:Три мушкетёра