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The Giant has 3344 hitpoints and does 211 damage per attack for 5 elixir.īoth have weaknesses to the Inferno Tower, and swarm troops if they aren’t taken care of. This all comes at a risky cost of 8 elixir. The 2 Golemites that explode out have 864 hitpoints and does 53 damage per attack and its death damage. The Golem has 4256 hitpoints, and does 259 damage per attack and its death damage. Both have a sliver of health when Fireballed.īoth are great tanks, and both are used in similar Beatdown Decks, too. Same goes with the Musketeer, but she does have the ability to sweep swarms. The Electro Wizard can wipe out ground swarms, and when paired with other cards, can be deadly. She has a little less health to the Electro Wizard, but has a higher DPS, which is 160. The Musketeer, however, cannot do these things. The Electro Wizard, like I said, can stun, do deploy-splash damage, and can attack 2 targets simultaneously. They were considered alike when the Electro Wizard was first released, but it has been some time since that, so let see what is going on. (However their nerf makes this basically impossible) However, there are 3 Skeletons for 1 elixir, while 3 Goblins for 2 elixir.Īlso, the Skeletons can solo kill glass cannons, including ground splashers, by surrounding them. The Goblins do not die from a equivalent level Zap, too. The Goblins are better in DPS, hitpoints, and speed. The Skeletons does 67 DPS and dies or almost dies to everything. Both are at the same cost and can be place anywhere in the arena. The Miner has a whopping 1000 hitpoints, while the Goblin Barrel technically has 169 per Goblin. The Goblin Barrel can bait out a Zap or a Log, so it can be played in powerful bait decks. The Miner is usually found in Control deck, mean while the Goblin Barrel is usually found in Beatdown decks (I could be wrong). The Goblin Barrel does more damage, but can be Logged, Arrowed or Zapped. The Goblin Barrel does 96 DPS and the Miner does 133 DPS, but 64 damage per attack to an Arena Tower. The Miner obviously has more health, but has less chip damage.
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This could be the most disputed one, let’s see the differences! Sometimes, a misplaced Zap may leave a few skeletons left.īoth are used for swarming, and sometimes for attacking, especially when your opponent wastes their Zap/Log. However, the Goblin Gang’s stab Goblins survive when zapped, while the skeletons die. This is because of the Skeleton Army’s numerical superiority. When surrounding a splasher, like a Bowler, The Skeleton Army kill its while the Goblin Gang get killed. The Skeleton Army has a 938 DPS while the Goblin Gang 97+38 DPS (Goblins DPS is different than Spear Goblins DPS). The Goblin Gang has only 6 units in total, 3 stab goblins and 2 spear goblins. Both of these troops however, can act like a tank.īoth of these cards can actually be in a stalemate! But again, we will still compare. The Knight can do the same job, but may need some backup. The Valkyrie is better at taking out a Witch and the Graveyard. However, the Knight has a better DPS, and is 3 elixir. She also has a 360 degree AoE, while the Knight does not, so, she is better at taking out mass swarms than the Knight.
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The Valkyrie has a bit more health than the Knight, and has far better damage than the Knight. Both have a sliver of health when Fireballed.īoth of these cards are similar in both defense and offense. The Electro Wizard and Ice Wizard can synergize with the Tornado too. The Ice Wizard has AoE while the Electro Wizard doesn’t.īoth must have a tank to effective make a push. Also, the Ice Wizard is 3 elixir, while the Electro Wizard is 4 elixir. However, the Ice Wizard has a bit more health and has a permanent -35% speed effect against targets. The Electro Wizard has the abilities to stun, to cross its damage to 2 target simultaneously, and its spawn damage, which is as strong as a Zap. The Electro Wizard’s damage beat the Ice Wizard’s. The Ice Wizard is mainly a defensive card, while the Electro Wizard is both offensive and defensive. The Wizard cannot do this though.īoth of these cards are similar and amazing, however, there are still differences. The Executioner’s axe can return back to him, so, any approaching troops will also be hit by his axe, like a running Skeleton Army when he is placed in an angle.