Three-gun wild boar recommended by Liuka Group
The wild boar knight is very flexible and can quickly consume attacks. The Three Musketeers are powerful cards that can be attacked and defended. These two cards can form a very good routine if they are matched into a combination. Below, the author will share with you a set of popular tournament decks, which is a combination of three guns and wild boar.
Card group collocation
Three-gun Wild Boar Liuka Formation in Royal Clash
Card group thinking: This card group is a two-way consumption combination with strong assault ability. In our deck, there are three musketeers, a card with very strong suppression ability, and a wild boar knight, a mobile blood stealing card. In battle, our Three Musketeers are mainly used to defend against some powerful combination attacks of the enemy to make money. After defense, they can be used together with other cards to carry out powerful two-way consumption attacks, while the wild boar knight can be used together with the Three Musketeers for rapid consumption, or when the enemy gets some high-cost cards.
We are also flexible in defense. Although the Three Musketeers are expensive, they can better resist some powerful attacks from the enemy. The Lightning Master is also a card with strong field control ability. Goblins and Skull Corps are good flexible defense cards on the ground, while undead and archers are air defense cards.
Single card analysis
Core card:
Three musketeers, royal conflict.
Three musketeers: A powerful defense card can summon three musketeers. This card has strong offensive and defensive ability, but it is afraid of spells. Therefore, when the enemy has powerful spells, we need to use them carefully, and then cooperate with other cards to fight back after defense.
Wild boar knight: the core consumption card, wild boar knight's mobility is very high, and the target of attack is buildings, so it can be used to quickly attack the enemy Princess Tower, and it can cooperate with goblins or undead to quickly attack. It is also good to carry out combined attacks after our other cards are defended.
Shock spell: auxiliary spell card. When our wild boar attacks the enemy Princess Tower, if the enemy uses the Skeleton Corps, it can be directly killed, and when the enemy uses some building cards against our wild boar attack combination, it can also be interrupted with small electricity according to the situation.
Matching card:
Archers: the output card in the back row of the core, archers have high attack power and attack speed, and are easier to use against the enemy's skull call and skull legion, with high blood volume. They are not afraid of some common small magic cards, but these cards cannot be placed in the same position as the lightning mage, otherwise a fireball will be very uncomfortable.
Lightning Master: Core Auxiliary Control Card. Master Lightning has a strong ability to control the field. When he comes out, the battery is very small, which is better for dealing with the enemy's sea of people and residual blood cards. Every attack can cause dizziness. With three musketeers and archers, it has very strong field control and defensive ability.
Undead: Air combat cards can be very good against enemy ground, and they are also very useful against skull summons and skull legions. At the same time, it can also fight against some air combat cards, such as balloons and tengu, and fight back with wild boar knights. It is very good and flexible to use.
Skull Legion: A powerful ground defense card costs 3 points, which has high damage, especially against some enemy ground cards. At the same time, this card is also a good card to cheat the enemy of small electricity and arrows. After the enemy pays these spell cards, our other cards will be strong.
Goblins: Ground defense card, the usage of goblins is still very flexible, because it will not be killed by the same level of small electricity, so it can well fight against some enemy ground tank cards. If the enemy uses a log, it can fight a more powerful skeleton army, and the goblin can also fight a very explosive output with wild boar.
Hands-on thinking and combat details
Royal wild boar knight
Start thinking: our cards are half-consumed and half-attacked, so the initial stage is still relatively flexible. If there are archers, we can sink directly into the water and branch an archer to defend two roads. If there are no archers, we can shoot wild boar and eat it tentatively.
Battle details:
Flow chart of the conflict between Royal Three Guns Wild Boars 1
1. When the enemy sinks some expensive cards, we can directly hit some cards with wild boar and make a very quick assault, thus making strong consumption and disrupting the enemy's rhythm.
Clash royale Three Guns Wild Boar Flow Figure 2
2. Because of the number, the Skull Corps has a very strong ground defense capability. When the enemy plays some tank combinations, we can make good use of the skeleton army for defense.
Clash royale Three Guns Wild Boar Flow Figure 3
3. When we break the enemy's road, if we want to consume quickly, we can shoot the wild boar directly in the middle of the enemy tower, lock it and seize the output time.
Replacement card:
Royal shooter collision
Archers replace snow elves: in our deck, archers have very good output ability in the back row and are more flexible in playing cards. If we replace the Snow Elf, because the Snow Elf has a freezing effect of 1.5 seconds, our control field will be stronger, and at the same time it can help the wild boar attack faster.
This deck of cards is a relatively stable combination, both offensive and defensive are remarkable. It uses the high mobility of wild boar to steal blood quickly, and the three musketeers have strong defense and suppression ability. Once you master the rhythm in the battle, it is not far from victory.
Tribal conflict: royal conflict