The new update was just released, and it definitely stirs up the pot once again. Some of the effects are obvious, some are more indirect.
Let’s start with the upgraded Pekka. This unit, while unpopular at most levels of play, was making a comeback already at the top. In fact, the current number 1 player, To8iK, uses them all the time instead of the usual GoWiWi strategy. Now that there’s an additional level, he and others like him must be very stoked. The level increases the P.E.K.K.A’s (never typing it that way again) stats in a linear fashion, giving her another 40 dps, 500 hp, and costs an extra 5K elixir.
Cost: 50,000 elixir
She goes from this all-black, scary form…
To more of a blue/purple with some kind of purple heat/steam emanating:
This game sure loves the color purple, doesn’t it?
Also, I wasn’t expecting to get around to this upgrade for a while, but I couldn’t help myself…looks too cool to pass up at “only” 5M!
Pekkas are definitely going to increase in popularity, and since Hidden Teslas do bonus damage against them, they will be that much more important to upgrade AND protect. I will definitely have to rearrange my base, not only to account for better tesla placement, but also to have less clustering for the new and improved Valkyrie.
Basically, in the past, one of her main features was that she spins around doing splash damage. In reality, however, this was kind of a dud because she would end up going to the edge of single buildings to attack, so other things would rarely be in her radius of effect. There would be no practical difference between her spin attack and a straight-on hit.
BUT that all changes with their new AI, which directs them to go in between multiple structures!
This video clearly shows their new-found effectiveness. Scary stuff.
Other minor changes include being able to reload traps, xbows, and infernos all from the Town Hall building. This is pretty awesome and convenient. They also made it possible to copy your base (i.e., between regular base and war base) with the touch of a button. This is definitely a nice addition as well, since changing your layout would mean you might have to do it twice for each base.
ALSO, when searching for raids now, the default view is a zoomed out one. It’s funny now to me that it took this long, but it makes a lot of sense. Think about it: there are so many buildings now in TH9 and 10, that every time you search, you kind of have to zoom out manually to see the whole base. I developed a habit of doing this without even knowing, and now I have to stop myself. Seeing everything all at once by default is an added layer of convenience.
Infernos supposedly switch targets slower now, which might make multi-targeting a little more balanced. Before, it was instantaneous, so they could melt through hordes in seconds. It remains to be seen how much this affects things…
Finally…last but not least…it seems that it is much more difficult to draw out defending heroes now. This means that most likely, you will have to deal with enemy heroes within the confines of their walls now. You can no longer lure them out like chumps and pick them off in the corner before your “real” attack begins.
When I first heard that the heroes were getting this buff, my initial reaction was that heroes are already the strongest units in the game (potentially)…why did they need a buff? But it’s actually a great change. Any decent player can lure out even the highest level heroes and take care of them with ease using just a couple witches and support units. Now, high level heroes are actually scary to see in a defending base and could be a strong deterrent.
What about your #2 and #1 best armies?
Honestly, I think it was a good thing I delayed those posts a bit. I think #2 and #1 are both about to change.
#2 was going to be the Hog army. It was the easiest way to 3-star TH9s, and as it turns out, some people are able to even 3-star maxed out TH10s using them well with excellent placement and spells. Their main weakness was that they fall easily to CC troops and enemy heroes who are not disposed of…and now we know that heroes can’t simply be lured before the all-out attack. It remains to be seen how much this hinders the Hog army’s ability to run through a base before being picked off by pursuing defenders. Incidentally, this is probably the 4th or 5th time Supercell has somehow nerfed the effectiveness of Hogs after giving them their initial buff of targeting defenses…
#1 was the GoWiWi army. I think this army will remain fairly popular, but will the Golem stand up as well with enemy heroes there to snipe them? Will rushing your own heroes to the center be as effective if you are met by the other side’s King and Queen?
In my estimation, it’s obvious that Valkyries are a huge threat now. Pekkas are improved as well, to a lesser degree. Could we be seeing a new strategy that involves them both, along with the new level 3 Jump Spell? It seems Supercell REALLY wants Jump spell to be a thing because before, nobody cared except for sh*ts and giggles. Could “Pekkyrie” be the new hot army? Pick off the side distractions with Pekkas, then drive the Valks through the middle with Jump spell?
It will be very interesting to see what people come up with in the coming days. :)