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How to use Fire Spirits Properly


How to use Fire Spirits Properly

Guides By Clash Royal 2016-05-28 00:06:03

are, as you probably know, Kamikaze units. Like other ranged units, have a range at which they can shoot their projectiles. However, they are the projectiles! They fire one big and then die.

At Levels (9), have 91 HP each and deal 169 area damage each. This means that the opponent’s towers cannot kill them in one hit! But HP is not really the most important factor here, since your should rarely receive damage anyway. The only way they should be dying is suicide!

As such, what we want to pay attention to here is the damage. At 169 damage each, they are essentially a Level 9 each. We all know Fireballs hurt, especially at Level 9. So imagine 3 of them, in quick succession.

are the best AoE in the game taking Cost and Damage into account, the only thing you need to do is get them to their destination alive.

Level HP Damage
1 43 80
2 47 88
3 52 96
4 57 106
5 62 116
6 68 128
7 75 140
8 82 154
9 91 169
10 100 186
11 110 204
12 120 224
13 132 247

Defensive Spirits

Most likely, you all know about the defensive capabilities for . However, using them in a way to reach these capabilities isn’t always easy.

& Minion Hordes

These two are basic aerial units with low HP. But despite their weaknesses, they are easily one of the most widely used in the entire game. are a well-known hard counter to both, but not every deck uses . Plus, Arrow Bait decks can waste your allowing the to wreak havoc on your towers.

Fear not, are here. are an even harder counter to these two than are. Coming off with a +1 trade against the former and a +3 trade against the latter, they work even better than do. Simply place the far enough out of reach so that the won’t reach them before their 1 second placement time is up and watch the entire Horde all die, or survive with enough HP to be one-shot by the towers.

are also incredibly common . They can stand up to a decent amount of pain and together, they can do big damage if left alone. AoE is of course the best method of taking them out, and who did I say were the best AoE in the game? do major damage to leaving them with enough HP to survive, at max, 2 tower hits. That’s a +3 trade.

Placing against Barbs can be tricky though, as the group can organize themselves oddly. If they’re in their usual square formation, placing nearby is easy. However, by placing Barbs behind the tower, it causes them to walk in a line. Placing in front of this line is ineffective as it’ll only damage the first two . Instead, should be placed to the side of the queue so that they’ll run into the 2nd and 3rd, often damaging the entire line.

, Spear , Archers

When they reach your side of the arena, it is almost always with another stronger troop, like Hog or . As such, are a very good choice for taking them out while they’re together in a group. The will kill them and deal significant damage to the troop they were together with.

, ,

should be placed out of range so that they can spawn without dying, and then go on to wipe out all the precious calcium. included. The first two should destroy the shields and the last one should kill the spoopy hiding beneath.

is a rare card but are a hard counter. If the are bunched up in one place, one Spirit will kill all 3. But if the card is playing correctly and the are each on different sides, the Spirits will abandon their usual jump-even-if-one-of-my-brothers-is-going-to-kill-anyway mindset and each go for a separate goblin.

Balloons can be panic-inducing since they’re usually played behind a bigger unit or when the opponent has realized you don’t have much to stop a push. Well, with being so beautifully cheap, the latter should almost never occur unless they aren’t in your line-up. take a huge chunk out of a ’s HP. No other troop can do this much damage to a this quickly for such a low cost.

, , ,

Now we’re getting into the territory of the troops you probably shouldn’t be playing against, but if you must, this is how. These are all ranged AoE units, the defensive Fire Spirit’s worst nightmare. The best way to allow to get a hit in is by distracting them with another cheap troop. While this will cost more than just 2 , do tear into the HP bars of all of these troops allowing to be taken out by a tower before they do too much harm.

While are nowhere near a counter to the , playing them well can hugely decrease the amount of damage a can do if you can’t stop them with anything else. When a is charging, place toward the middle of the arena so that the will reach them before the 1 second placement time is up. The will use up his charge damage on one and by the time he can attack again, the other two will be awake and will have dealt good damage to the . The should be placed so that the ’s walk back to the tower is not long enough for him to attempt another charge.

,

can hurt a and can hurt all but they aren’t optimal counters since the Musketeers outrange the Spirits and kill them before they can even spawn. As above, a distraction is necessary.

Every Other Troop

Unfortunately, the larger troops like , , PEKKA, etc. can shake off a Fire Spirit’s damage rather easily. It is more advisable to use a troop/building that can draw the troop away from your tower and/or deal constant damage rather than use .

Offensive Fire Spirits

“F** you!”

No, not that kind of offensive! Though, it is an easy mistake to make since using offensively is quite rare. However, using on the offensive is surprisingly strong.

Singular Spirits

At Levels, are strong enough to survive a hit from a tower with one HP to spare. As such, placing them alone down a lane means that at least one can get to the opponent’s tower if they play nothing. This isn’t exactly a fantastic use of though since it is better to play them in other ways.

However, if all the action is going down in one lane, this can be used to get a cheap 170 damage on the other tower.

and Spirits: Undead Combo

Almost exactly the same as the above tactic, however you will instead place first and put Spirits immediately behind the . Both will be placed just before a bridge.

Despite being basically the same as Singular Spirits, for one more , the will absorb all the damage and let all 3 Spirits hit the tower for 510 free damage. For me, at least, the opponent rarely places any troops to stop such a push, instead assuming that the tower will get the job done.

Despite the low cost of this tactic, it is easy to stop with a , , or even Zap for a +1 trade to them.

Spirit Chauffeur

While the do make an effective damage shield for the Spirits, it’s not surprising that mini-tanks like and do the job better. However, this one works slightly differently since both components are equal. While the shield troop’s primary function is to absorb tower damage for the Spirits and let them hit the tower, it can work on the inverse. If a troop if placed to try and stop the mini-tank, the Spirits will attack them and dig into their HP bar, letting the mini-tank take them out and go on to deal damage of their own. Another great thing about this push is that the Fire Spirit’s high speed causes them to push the mini-tank toward the tower quicker than they usually walk.

Dealing with this push can be tricky since each troop defends the other depending on what is placed to counter it. Defensive buildings however can thwart this push.

Behind Me

Tanks like Giants and PEKKAs are at the mercy of smaller troops such as , and . Many carry and Fireballs to stop them but like the loathsome can inflict serious damage before the even reach them. However, placing behind a tank before they cross the bridge is essentially an automatic -Arrow hybrid that hits in less than a second rather than waiting for you to react and shoot. Wiping out and and seriously injuring , behind a tank are very effective.

And that there, is a guide on how to use . For anyone questioning their offensive or even questioning their defensive capabilities, I encourage you to read this post and re-consider. are such a cute card and i’d hate for them to go un-used just because people didn’t know how to play them properly.