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The Barbarians are a great option to use against enemy troops such as tanks and medium size pushes as the Barbarians have a moderate amount of hitpoints and damage, and are perfect for attacks with other tanks. Although they are very effective against single target troops like the Prince, Barbarians are susceptible to spells and troops which do area damage due to their slow move-speed. Their slow attack speed also leaves them vulnerable to swarms such as the Skeleton Army. Despite being a swarm unit, Barbarians are fairly effective against an Electro Giant due to their high DPS and their moderately higher hitpoints compared to other swarm units, allowing them to survive the Electro Giant's reflected damage and defeat him for a +2 Elixir trade, but they will likely die in the process or have an insignificant amount of remaining health. Note that since the Barbarians will have little health remaining, any sort of damage dealt to them besides the Electro Giant's reflected damage will often nullify their defense, so the player should account for supporting troops or accompanying the Electro Giant as well. Due to the amount of counters to a Barbarian and most resulting in a positive Elixir trade for the opponent, it is ineffective to deploy a group of Barbarians without support in one lane, as they can be easily countered due to their slow speed and can leave the player vulnerable to a push in the other lane. However, if the opponent is extremely low on Elixir, or their best counters are out of rotation, they can be very effective at forcing the opponent to spend Elixir poorly, as they can quickly chop down cheap troops and will completely destroy a Crown Tower by themselves. They are excellent for taking out low numbers of enemy troops such as the Prince or Musketeer on the player's side. The 5 Barbarians will quickly eliminate the unit if they are dropped directly on top of it, surrounding it. A successful defense with Barbarians will also make for a powerful counter-push; tank for the Barbarians for a threatening push or use them to tank for a glass-cannon, which also results in a threatening push. They can also defeat a splash unit if placed directly on top of the unit, but failing to surround the splasher with Barbarians will cause them to take more damage than necessary. Note that this is ineffective against a charging Dark Prince, a Valkyrie or a jumping Mega Knight, as they have 360º splash. The Barbarians can be effectively countered by most ranged splash troops such as the Bomber and Wizard from a distance. However, you must be careful as the opponent can use a Tornado or Freeze to immobilize or destroy the splash attacker, allowing the Barbarians to devastate the Crown Tower. An effective counter is the Fireball; the damage and radius of the spell is more than enough to one-shot the Barbarians. However, keep in mind that if the Fireball is underleveled, or if the Barbarians are overleveled, it will not one-shot them. Additionally, the Barbarians can also act as a bait for these counters, allowing you to use other cards that would be weak to Fireball, such as Zappies. Poison can also be an effective counter to use. Its damage over time will eliminate the Barbarians and any supporting troops. However, as with Fireball, it will not defeat Barbarians with a level higher than the Poison. If the Barbarians survive, try supporting them with a tank in front to get some use out of them. A Rocket can also defeat them, however it is a negative Elixir trade. It is best to be used if the Barbarians are assisted with another card. Rage used with Barbarians can do severe damage to a Crown Tower, as it is hard to stop because Rage increases movement and attack speed. The Barbarians together have high damage and can make short work of a tower before the opponent stops them. However, spells such as Poison still make quick work of this combo. They are very effective at defeating enemy tanks due to their numbers (5 of them), high combined damage, and ability to tank most spells. Support troops will have trouble defeating them due to their combined hitpoints. If the combo happens to be any ground-based splash damage card + ground-based melee tank, wait for the troops to cross the river. As soon as they cross, immediately drop the Barbarians upon the splash card. They will surround and destroy it quickly before moving on to eliminate the now unsupported tank. This can result in a large positive elixir trade. However, if there is more than one splash unit, the Barbarians are likely to be taken out immediately. Note that this may be ineffective against a P.E.K.K.A as she can one-shot Barbarians up to 2 levels higher. They are very effective against Hog Riders and Ram Riders. Not only do they deal a lot of damage to these troops, but their high mass and slight spread forces the Hog Rider and Ram Rider to go around them, extending their distance from the Princess Tower. Because of this, the Barbarians can easily defeat these units with no damage to the Princess Tower. The Barbarians, if placed early enough, can surround the Princess Tower, making it less vulnerable to attacks from a Goblin Barrel. They can handle it quite well with only minimal damage done. However, this is a 5 Elixir investment so consider using it if you lack better counters. Splitting the Barbarians in the back can discourage the opponent from attacking either Princess Tower, due to the Barbarians' defensive presence, and spells will not have as much value. However, they are slow moving and as such, the opponent might deal some unnecessary damage before the Barbarians arrive on their target. Due to being 5 of them, they can act as a Lightning rod for more fragile units like a Magic Archer or a Flying Machine. 2 of them will also survive for extra protection for the guarded fragile
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