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Clash Royale: Evolved Minion Horde, dominates the battlefield with invincibility!The newly introduced Evolved Minion Horde in Clash Royale showcases a groundbreaking ability: becoming temporarily invincible after taking damage. This powerful unit doesn't easily fall to area-of-effect attacks like Arrows or Baby Dragon, completely disrupting opponents' defensive strategies and dominating the battlefield. It remains to be seen what changes this new evolution card will bring to the meta.
1. ✨ Evolved Minion Horde: Invincibility and Counters
· The Evolved Minion Horde becomes invincible for a few seconds after taking damage.
· While invincible, its movement speed slows down, but it doesn't easily die to area-of-effect attacks like Arrows, Evolved Zap, Baby Dragon, or Executioner.
· On the other hand, cards that deal large damage at once, like Wizard or Fireball, can be effective counters.
· While invincible, its movement speed slows down, but it doesn't easily die to area-of-effect attacks like Arrows, Evolved Zap, Baby Dragon, or Executioner.
· On the other hand, cards that deal large damage at once, like Wizard or Fireball, can be effective counters.
| Category | Details |
|---|---|
| Effective Counters | Wizard (Wizard) Fireball (Fireball) |
| Ineffective Counters | Arrows (Arrows) Evolved Zap (Evo Zap) Baby Dragon (Baby Dragon) Executioner (Executioner) |
00:00 - 01:13
1. ✨ Evolved Minion Horde: Invincibility and Counters
· The Evolved Minion Horde becomes invincible for a few seconds after taking damage.
· While invincible, its movement speed slows down, but it doesn't easily die to area-of-effect attacks like Arrows, Evolved Zap, Baby Dragon, or Executioner.
· On the other hand, cards that deal large damage at once, like Wizard or Fireball, can be effective counters.
· While invincible, its movement speed slows down, but it doesn't easily die to area-of-effect attacks like Arrows, Evolved Zap, Baby Dragon, or Executioner.
· On the other hand, cards that deal large damage at once, like Wizard or Fireball, can be effective counters.
| Category | Details |
|---|---|
| Effective Counters | Wizard (Wizard) Fireball (Fireball) |
| Ineffective Counters | Arrows (Arrows) Evolved Zap (Evo Zap) Baby Dragon (Baby Dragon) Executioner (Executioner) |
01:14 - 03:25
2. ⚔️ Usage in Hog Rider Cycle Decks
· In the first match, we tested the performance of the Evolved Minion Horde in a Hog Rider cycle deck.
· The Minion Horde transitioned into an invincible state, enduring the opponent's Arrows attack and dealing significant damage to the tower.
· Using them with the Hog Rider, where the Minion Horde tanked and the Hog Rider attacked the tower, proved to be an effective combo.
· The Minion Horde transitioned into an invincible state, enduring the opponent's Arrows attack and dealing significant damage to the tower.
· Using them with the Hog Rider, where the Minion Horde tanked and the Hog Rider attacked the tower, proved to be an effective combo.
03:26 - 06:24
3. 🛡️ Synergy with Three Musketeers Bait Decks
· In the second match, we played with a combination of the Three Musketeers bait deck and the Evolved Minion Horde.
· This combination forces the opponent to decide where to use spell cards like Fireball, ensuring that either the Three Musketeers or the Minion Horde survives to deal significant damage.
· The Evolved Minion Horde took a Fireball hit, with some surviving in an invincible state to destroy the tower, showcasing its powerful performance and leading to a victory.
· This combination forces the opponent to decide where to use spell cards like Fireball, ensuring that either the Three Musketeers or the Minion Horde survives to deal significant damage.
· The Evolved Minion Horde took a Fireball hit, with some surviving in an invincible state to destroy the tower, showcasing its powerful performance and leading to a victory.
06:25 - 08:31
4. 🚀 Overwhelming 3-Crown Victory with a Giant Deck
· In the third match, we maximized offensive power by adding the Evolved Minion Horde to a Giant deck.
· While the Giant tanked, the Evolved Minion Horde and other units attacked together, neutralizing the opponent's defenses.
· The Minion Horde continued its attack in an invincible state, quickly destroying the opponent's tower and securing a 3-crown victory.
· While the Giant tanked, the Evolved Minion Horde and other units attacked together, neutralizing the opponent's defenses.
· The Minion Horde continued its attack in an invincible state, quickly destroying the opponent's tower and securing a 3-crown victory.
08:32 - 13:22
5. 💥 Potential in Hyper Bait Decks and Balance Discussion
· In the final match, we played with the Evolved Minion Horde included in a hyper bait deck.
· This deck pressures opponents by simultaneously deploying multiple units that are difficult to deal with, with the Evolved Minion Horde playing a key role.
· In the developer build, balance adjustments for other cards were also observed, such as an increased splash attack range for Skeletons and a changed explosion radius for Bush.
· The Evolved Minion Horde endured Arrows attacks and continuously dealt damage to the tower, proving to be very powerful at present, and is expected to require future balance adjustments.
· This deck pressures opponents by simultaneously deploying multiple units that are difficult to deal with, with the Evolved Minion Horde playing a key role.
· In the developer build, balance adjustments for other cards were also observed, such as an increased splash attack range for Skeletons and a changed explosion radius for Bush.
· The Evolved Minion Horde endured Arrows attacks and continuously dealt damage to the tower, proving to be very powerful at present, and is expected to require future balance adjustments.
