I'd like to see more specific information on the specific creatures on when they're useful, as well as maybe more in depth guides on the maps for things like cyclops wall placement. As a new player cyclops are a total crap shoot as to whether the walls they make will be worth anything at all, as there's so many where there's just another path two feet to the left. And it's really difficult to tell how much of an impact any given creature has after you summon it.
Great video! I want this game to pop off so bad, and I think part of that is onboarding new players. I really think you should have demonstrated what each of the variants do rather than just reading off their abilities.
This is a guide guide but honestly my biggest questions are 1. Are drakes actually good? I think I saw that failco posted a video back then about why drakes are bad 2. Which bloomer is the best? I am currently using autumn bloomer as it helps you get back into battle faster as it takes time to go back to the bloomer, especially if its in your backline 3. Are obelisks even worth summoning? Getting a enemy point can be hard already but going there twice to upgrade is just not a good idea as the enemy team can easily kill the baby obelisk and running into the enemy backline or a neutral point can be too much of a commitment Also doesn't the snow bloomer shield explode and apply freeze (making it better against melee enemy teams?)
Drakes are good if you plan on sieging the point closest to the creature. The range is 30 M which is pretty much the control point that is the shortest distance away. The drakes also do pretty solid aoe damage in team fights but are useless if they are not in range.
Honestly, i really needed this explanation. I still feel like cerberus's feel a bit underpowered. Because no matter where it's summoned, i feel like it dies too quickly, and the vision isn't really that useful usually. Maybe in like ranked, whenever that's releasing, where people start playing more strategicly, it will be great. However atm i still want to summon a storm drake over it.😢
Furthermore, they GOT to buff the infernal summon it feels so useless, like 90% of the time. Maybe make the portal two way or something. It just doesn't really merit anything useful unless on that one specific map you mentioned
@@dougman72and the fact you can’t change your creature loadout in champ select, you can never put infernal in your deck because it’s only good on one map
In the sanctum falls for point A having infernal and put a portal that allows you to link immediately to the middle neutral point D It’s amazing to holding defence for D
Thanks for this overview. I was a bit unsure of what creatures I should be using for my usual loadout in Clash, and this helps a lot. However I’m still confused by the number of summons you’re allowed during a game. During one game I was summoning a ton of creatures and my team was barely doing any summons. Come the clash, I couldn’t put down anymore creatures, or even upgrade the ones I put down even though I had the focus points to. Where is the summoning limit indicated?
Great video mate ! Having the different creatures of the same family shown side by side to clearly see the differences between them would have been perfect IMO.
Great video, thanks for all the info! A minor correction though, you said Riftborn Cyclops doesn't have any unique attacks, but it does periodically immobilize enemies. This can be really effective against melee heros.
so Bloomers, Drakes and Cyclopses are probably the best 3 generalist summons; Obelisks and Cerberuses being useful in niche scenarios; and Infernals are trash. thanks for the info