I even use a rage spell in my sneaky gobs farming army Useful when high hp storages and th are in small radius, just use 1 rage, few sneaky gobs and warden ability.
@@danthesausage1235 Because raged troops will move out of the heal faster, and youl waste a lot of the duration and hitpoints of the heal. It's better to put heal near a lot of splash, and rage in other strong defences, like Monolith, eagle, xbows or infernos, that also have a lot of hp. But both on top of each other is bad.
Clone spell is really good at higher townhall level, especially for cloned super archer blimp strategy. They have a very long range, so when combined with rage & invis, they'll obliterate the center (up to 30%) if you're timing it right.
Recall spell is amazing for queen walks and for distracted troops. Rage is definitely the best because you get value out of it in almost any situation.
i really like the recall spell queen walk to start the attack, then recall her and queen walk the other side of the base while your army crushes through you get double value out of the walk for only 2 housing space
Farming like that is boring tho, and pretty unnecessary. Just push to the Titan and attack properly. You get insane loot with the 70% bonus + great star bonus.
Hi, in case you're reading this, I think your videos could improve if you didn't use game trailers for footage. Show more gameplay when needed, maybe dig around to find before/ after nerfs for troops. I know it's way harder, but the payoff will be enormous. Good luck!
Its impossible to say 1 single spell is the best in the game with the spells you listed, but if the frostmite spell was still in the game we could agree it is the #1
So you completely forgot that the clone as well gets used for blizzards and super archers? Saying that bats and skelotons are the same while bats prioritize defences and fly over walls? While skeloton is a tactical spell, you forgot that batwave still exists?
gotta mention haste is also awesome when combines with sneaky goblins,, allowing them to reach the center of a base and snipe the town hall while still safe. Their low space compared to rage is also a boon as a sneaky goblin army needs plenty of jump spells since you dont have a lot of wall breaking power in such an army yet need to get through walls a lot
i disagree with the jump spell if youre using any close range based army and are aiming to get into the middle the jump speel is always the best way to let your troops go through the base after theyre destroyed the townhall
Here are some ideas on how to buff the weak spells When the rage spell gives much better healing support than the actual heal spell in queen Walk, you know it's weak. I think Heal needs a massive rework where it lingers for the entire raid but heal up to a max amount for it's area of effect and it's healing rates can stay the same. Heavy armies don't use them as rage is much better and the armies that do use heal spells uses them quite well, but are not common enough. Clone spell also needs a massive rework, maybe my making the troops stay in the attack for a set number of attacks the clone troop hits instead of a set number of seconds. Clone upgrade can stay consistent. Clone's only good use (As far as I know) is to go hand in with a rage to destroy a section of the base, but even then, the 3 housing space is too expensive for what it does. (And it used to be 4 on it's original release). Recall would be much more useful if it allowed you to place the recalled troops inside the base, but that might make it broken. Maybe they should let it be placed in areas where buldings were already destroyed to allow the recalled troops to see more use. This might still be OP but it'll make it much stonger than it is. Jump spell should become 1 housing space but it's area of effect should be reduced to reflect this (Not by a lot, probably be -1 range less). Jump is in most need of a buff if Supercell ever wants ground attacks to be meta again. These are some peeves I have with some other spells: Poison should slow down archer/Wizard towers. A small effects, but it would make sence Earthquake should stun Defending heroes and defending ground troops. They are all grounded, and in real earrhquakes, the best advice is to duck and cover until it ends. Skeleton spell should summon a Big Boy in the end. The big boy should be one with low HP though
All are actually really good ideas. Although if you're making heal permanent, maybe a housing space increase is needed, as taking a lot of them could be extremely strong, and the problem of decreasing the jump space to 1, it's now there's absolutely no reason to use earthquake (for walls) instead, as 4 times the cost for more range is just too much, you're way better off with 2 jumps. But I love clone and recall ideas. And even though it makes sense, poison is already good enough. And the big boy doesn't make much sense, I think skelly is in a good place of being extremely tactical and skill dependent as well. The earthquake stun seems interesting, maybe instead just ground troop and hero slowdown (just move speed) like on Clash Royale.
@@genio2509 For the healing rework, I meant to say that all of it's stats stay the same, but it's healing pulses are not used during the raid if no troops are healed. additionally, the spell does not disappear after 40 pulses in 12 seconds, but until it meets a certain threshold on the amount healing (Which increases every level as well). This means that Healing will stay the same with Hog attacks and Hybrids, but will have more leeway for casual use. I did not think about jump spell making Earthquake redundant. I wanted to give it damage at first (A much worse lightning spell) but I wanted for it to use up less housing space, because it's the main reasons pro players stick to Flying (for the versatile spell space and no worry for walls). If Jump ever gets reduced to 1, Earthquake needs a massive buff and I think slowdown of ground troops/towers could be it. the big boy was me just having fun with reworking the spells. I still like the idea and it gives the spell an edge it needs to stand out.
At 3:54 can you pls tell me the video you got the clip from? Since I was part of Suzie's Knights clan and I used to play a lot of th10 so it might be meee :)
I think you're not giving the jump spell enough credit. You're absolutely right that it isn't great for normal armies, but it is by far my favorite spell to take when I'm trying to loot with sneaky goblins. I like to take 4 jump spells and 3 freezes with as many sneaky goblins as possible, because when I'm looting there just isn't really another spell or troop that'll work better, and I'd rather not miss out on three sneaky goblins to get one super wall breaker. Just not a good deal tbh.
Heal is really only useful in the Hybrid at high levels (TH11 to TH13) and Root Riders for now (TH15 and TH16). Its fall-off is massive. Rage, Freeze, Invisibility and Poison are the best for me. I use them in EVERY attack (99.5% attacks, unless zaps use too much slots in wars).
I kinda disagree with how low jump spell is, I always carry one when I'm using a queen charge, in a queen charge I use a super wall breaker on the outer wall to get her into a compartment then use a jump to help her reach the core of the base or redirect her pathing, while not the strongest spell in the game it is useful in a queen charge (which many attacks have implemented into them), I imagine they have other use cases but I don't know since all I use atm is sneaky goblins, e drags (if I'm trying to push with my heroes down), lalo queen charge or hybrid queen charge. Also heal is really good for hybrid and hybrid is a strong strategy from th10-th15 so I think it should be a little higher as well, tbh I think they could have gone above the bat, recall and skeleton spells as they feel more situational while they aren't useless, attacks they used in have to be more planned so they aren't exactly that good in multiplayer attacks. Like you can sometimes use a recall in a queen charge to get her out of the core after she has done her job to let her help with clean up of funneling for the main attack but most times you don't really need it for a queen charge as like I said it's situational, same with skeleton spell as it can be used to distract single target defenses or be used in a skele donut (but skele donuts I only see pro players use) and the distraction purpose can be replaced by freeze and freeze is easier to use correctly for that purpose and bat spells are only good if you can use them to clear a section of the base but if their splash defenses are well placed or especially if they went for multi infernos they are hard to get value from and when super wizard/archer blimps are a thing why use bat spells as they are far riskier and serve the same purpose in an attack.
Even at Townhall 15, I still use the heal spell it’s my favorite spell to use I don’t even use the rage spell even though it’s considered the best that’s probably dumb but that’s just what it is
Honestly, jump spell isn’t that bad, it really just depends what kind of attack you are doing. It is the best potion for looting when using Sneaky Goblins.
if clone didnt have a troop cap, heres what i would do. golem+witch summon all the witches in a corner away from the defenses, maybe along with a golem. Then just clone the whole group for MASSIVE SKELLY SPAM
The earthquake spell does not drop its damage percentage on buildings For example: if a building has 1000 hp and the Earthquake spell deals 29% it would deal 290 dmg and that would drop the building hp to 710, and if you drop another EQ it would deal 205.9, dropping the hp to 504.1, another EQ would deal 146.18900 dropping the hp to 357.911, another EQ would deal 103.79419 which drop the hp to 254.11681 It deals decreasing dmg but the % stays the same so its not worth more than 2 to destroy buildings, it is powerful with zap spell And also my top three spells are Freeze, Rage, and poison
What if we have a spell that can can have longer effect and even units are on outside of the spell range they arr affected by the spell for 1 housing capacity?
Earlygame zap (or eq in ground attacks or jump) Heal could work with miners or hogs (hybrid) Late game just use rage and a bit of side stuff, rage fits everywhere in queenwalk edrag spams or whatever freeze and invis are also quite good. Haste is good for lavaloon but outside of that i think it sucks
Only way to rank these is how easy they are to use as every spell has its own machanic so example lighting spell is straight simple to use but with the invis spell you would have place the spell with the right timing
You could have just started a video with a list right a way, explaining each spell as you go up. This way you are just doing a double work which just seems like a less elegamt solution to me. Edit: Clone spell realy sholdn't be at the last place because it is crutial for super archer blimp strategy.
bro, seems like u play only with 10 e-dragons + 12 lightnings, because you said jump spell isn't good, while it's basically one of the most important aspects every smash. U said clone isn't good, but have ever throw a blimp and taken out 30% of a base? U said recall spell isn't good, because i assume u have never played with queen charge. So all in all, the simple top list by a player who hasn't touched nothing but e-dragons and press all heroes abilities right after putting them lmao. Such a waste of time
@@endzor Yes, but the haste has a HUGE speed buff and no attack speed buff, but rage has a small speed buff and a small attack speed buff. They are both good at different things.