Where is Battle Ram appear in Clash Royale?
Due to its charging mechanic, the Battle Ram can push heavier and slower troops towards the Crown Tower faster. Likewise, the Battle Ram can be pushed by troops with at least a Fast movement speed before it begins to charge.
With this knowledge, the Battle Ram can be paired with the Ice Golem. The Ice Golem's death damage will slow melee defenders and fully defeat Skeletons or Bats, giving the Battle Ram a higher chance to connect to the tower.
Cards that have a stun effect or deal knockback are great supports to defend against a Battle Ram. The Bowler, Electro Wizard, and Electro Dragon in particular make great counters as they have attacks that can continually disrupt the Ram's charge and they will also take care of the Barbarians that spawn upon the Ram's destruction. They will have a majority of their health left for a counter push.
The Ice Wizard's constant slow effect will make the Battle Ram take longer to charge up and reduce its speed once it does charge up, making it a good soft counter.
Swarms like the Skeleton Army will obstruct the path of the Battle Ram and deal enough damage to shut it down before it reaches the Crown Tower.
High damage mini tanks are effective at stopping the Ram by themselves. They will be able to destroy the Ram phase quickly, and have enough health to deal with the spawned Barbarians.
All buildings barring the Elixir Collector will shut down a Battle Ram. Tombstone and Cannon are positive Elixir trades, while spanners such as the Goblin Hut will rack up troop value.
The player can force a Tombstone user to use another card to counter the Barbarians by timing a cheap spell to immediately defeat the Skeletons that spawn upon the Tombstone's destruction.
Unlike most other building targeting troops, a Battle Ram's sight range is shorter than usual, at 5.5 tiles. This means that certain defensive building placements will not pull the ram, such as a Cannon placed four tiles from the bridge and three tiles from the defending Princess Tower. This is useful as it hampers the amount of space the opponent can cover in both lanes.
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The Battle Ram works like a shield for the Barbarians carrying it in the sense that if the Battle Ram is destroyed in one blow, the Barbarians will have taken no damage, similar to a Dark Prince's shield.
The Ram itself can also be used to tank for units that don't survive a Lightning like a Musketeer or Witch, as it has more health than these units. However, keep in mind the opponent will have two more strikes, and the spawned Barbarians do not have more health than either of these units. The defender should only do this if the unit they want to protect has lower health than the Barbarians, or if they know their opponent will attempt to clip the Crown Tower, allowing them to drop another tank in time.
If the Battle Ram is destroyed while it is under the effects of Freeze, the spawned Barbarians will not be frozen, making Freeze slightly less effective against this card.
If the player doesn't have any other counters to a high damage troop heading for their tower, they can use the Battle Ram as a last-resort distraction card as the Ram will soak up any powerful attacks, like a Sparky blast, and then spawn two Barbarians to help clean up.
Since the Battle Ram by itself can do more damage to a Crown Tower than a Hog Rider when ignored, it may be a good idea to deploy this card in the other lane to pressure the opponent into spending Elixir to defend against it.
An effective strategy is to pair the Battle Ram with the Dark Prince because they both charge and therefore will be aligned with each other. The Dark Prince will also take out any swarms that would normally shut down the Battle Ram.
A Minion Horde can shut down this combination, since the Dark Prince cannot attack air troops.
The Battle Ram can be used on defense to kite non-building targeting melee units to the other lane, similar to an Ice Golem. Bear in mind that Battle Ram will start charging after 3.5 tiles however, so slower units such as P.E.K.K.A. will eventually lose sight of the Ram and will not be kited the whole way.
A Battle Ram is a passable distraction card for an X-Bow. Since there is a slight time between the Battle Ram being destroyed and the Barbarians being spawned where neither unit exist, similar to Skeleton Barrel, the X-Bow will proceed to lock on to the Crown Tower if there is no other troop in sight, making it a bit inconsistent as it will require more support.
Who is Bomber in Clash Royale?
The Bomber is best used as a defensive troop, being able to take out Barbarians, Skeleton Army, Goblins, Spear Goblins, Archers and other ground swarms more effectively than most other cards, due to its large splash radius.
Even though it has low hit points, it is able to survive Arrows of a similar level. Therefore, using any spell that is more expensive is a waste of Elixir, as wasting a Fireball or Lightning to damage a Bomber results in an Elixir advantage for the opponent unless the player can hit something else with the spell such as a Princess Tower.
A lone Bomber can be countered with a Zap, Giant Snowball or The Log alongside the help of a Princess Tower without the Bomber doing any damage. The player should hold the Zap ready, and when the Bomber is within range of the Arena Tower, cast the spell. The Princess Tower's damage along with the Zap's stun time of 0.5 seconds will prevent the Bomber from throwing any bombs for a positive Elixir trade.
For just three Elixir, the Bomber deals solid area damage and is one of the cheapest counters to Barbarians due to his range. In fact, it takes a Bomber only three throws to defeat same level Barbarians, and a Bomber one level higher only requires two attacks. He complements tank pushes very well because of this.
An effective way to counter a lone Bomber is to place a cheap unit like Skeletons or an Ice Spirit followed immediately by another cheap unit like Goblins. The first unit will distract the Bomber while the second unit destroys it.
Surrounding the Bomber with Skeletons can cause it to take them out in two hits instead of one due to the deploy stagger of the Skeletons, though this is somewhat inconsistent due to the Bomber's area damage radius.
The Bomber cannot attack air units, making it vulnerable against Minions and flying troops. However, when using the Bomber, the player can place protective troops such as the Giant or the Baby Dragon.
Since it is very light, the Bomber can be pushed by almost any other troop in the game. In particular, fast units like the Goblins can provide the Bomber with a major speed boost. Putting this card with Spear Goblins is a good idea since together they can engage targets within their comfortable range, making for a quick ranged point-target and splash damage backup for the player's other troops across the river, or even a quick and small push.
If protected by an Ice Golem, the Bomber can take care of mini tanks like the Elite Barbarians, Knight, Mini P.E.K.K.A., Bandit and others due to his high damage per hit.
The Bomber is interchangeable with the Wizard, based on the player's taste and tactics.
The Bomber has a bigger splash radius than the Wizard, making him a more suitable choice to destroy hordes of ground troops. However, he cannot attack air troops and has fewer hit points.
The Bomber is also better in desperate situations where the player's Elixir is low, as he only costs 3 Elixir, as opposed to the 5 Elixir Wizard.
A good counter for the Bomber is the Bandit. The Bandit will dash towards the Bomber, dodging the bomb thrown at her, which will leave her at full health for a counter attack.