What are pets? If you don't know.
Pets are accessible at Town Hall 14 once the Pet House has been developed and can be relegated to your Heroes to help them in the fight. Each pet has various Powers, so think about your pet/Heroes pairings relying upon the assault methodology you plan on utilizing.
Like Heroes, pets can be moved up to work on their properties and are an upgrade at the Pet House. Each upgrade requires Dark Elixir and the pet can't be utilized while updating. The Pet House works along these lines to the Laboratory where a solitary pet can be upgraded at a time. A Book of Heroes or Hammer of Heroes can be utilized to finish a pet redesign and right now, there are no mixtures that will accelerate pet examination.
The Pets:
The Pet House can be moved up to even out level 4 with another pet being opened as each level is finished.
L.A.S.S.I
Summary:
Preferred Target |
Within 2.5 tiles of Hero |
Targets |
Ground |
Attack Type |
Single Target |
Hitpoints |
Moderate |
DPS |
High |
Movement Speed |
Very Fast (32) |
Special Ability |
High Jumper |
The primary pet to be opened once the development of the Pet House is accomplished is L.A.S.S.I. L.A.S.S.I is a ground-based unit with a favored objective inside 2.5 tiles of the Hero. She has an exceptionally high development speed of 32, which makes perhaps the quickest unit in the game, as fast as a Head Hunter or Goblin. Her uncommon capacity empowers her to hop over dividers, like a Hog Rider. This empowers her to assault focuses on that the saint might not be able to, for example, if the Barbarian King is behind a divider.
L.A.S.S.I have moderate hit focuses so can deal with some approaching harm, anyway, her quick development speed and divider bouncing capacity implies she can frequently wind up pushing further into a town than the legend/close by troops, bringing about her becoming designated by various safeguards. She has the most noteworthy DPS of the relative multitude of pets, which means she can give a good lift to the legend's harm yield.
In case L.A.S.S.I is as yet dynamic when your legend is taken out, she will assault the closest structure to her.
Suggested Hero Pairing: Royal Champion
Electro Owl
Summary:
Preferred Target |
Hero's Target |
Targets |
Ground and Air |
Attack Type |
Chain Lightning (2 targets) |
Hitpoints |
Low |
DPS |
Moderate |
Movement Speed |
Moderate (20) |
Special Ability |
High Voltage |
The Electro Owl is opened once the Pet House has been moved up to level 2. He assaults with Chain lightning, which is like an Electro Dragon, anyway it just chains to 1 extra target, harming the subsequent target.
The scope of the Electro Owl's assault differs dependent on which Hero he is combined with, going from 1 tile with the Barbarian King, 5 tiles with the Archer Queen, and 7 tiles with the Grand Warden.
The Electro Owl assaults a similar objective as the Hero he is combined with. Remember that when matching with a ground-based legend, this can bring the Electro Owl into the scope of an Air Defense, and due to having the most reduced Hit Points of the hostile pets, he will be taken out rapidly except if it is managed.
On the off chance that the Electro Owl is as yet dynamic when your saint is taken out, he will assault the closest objective to him.
Suggested Hero Pairing: Grand Warden
Mighty Yak
Preferred Target |
Within 7 tiles of Hero |
Targets |
Ground |
Attack Type |
Splash Damage |
Hitpoints |
High |
DPS |
Low (20x Wall Damage) |
Movement Speed |
Moderate (20) |
Special Ability |
Wall Buster
|
The Mighty Yak is opened once the Pet House has been moved up to level 3. The Mighty Yak has the most elevated HP of the pets (like a low-level Golem) yet the least DPS. The 20x harm multiplier makes him exceptionally successful at annihilating walls, harming walls per hit than a maxed Wall Breaker even at level 1.
The wall-breaking job implies he is all around coordinated with the Barbarian King or Archer Queen to help them get through walls which can regularly back them off. The sprinkle harm from his assault can likewise be viable at clearing ground Skeletons when they are assaulting your legend.
In the event that the Mighty Yak is as yet dynamic when your Hero is taken out, he will assault the closest Target however will likewise become irritated for 8 seconds, with speed-up and harm.
Suggested Hero Pairing: Barbarian King or Archer Queen
Unicorn
Preferred Target |
Hero |
Targets |
Ground and Air |
Attack Type |
Single Target |
Hitpoints |
Low |
HPS |
High |
Movement Speed |
Slow (16) |
Special Ability |
Personal Healer
|
The Unicorn is opened once the Pet House has been moved up to level 4 and is a ground-based healer for your Hero. Not at all like Healers which can just recuperate ground units, the Unicorn can mend both ground and air-based Heroes. As the Unicorn just recuperates the Hero it is allowed to, you don't have to stress over it changing to different units which can happen when utilizing Healers.
Like L.A.S.S.I, the Unicorn can bounce over walls when following a Hero, so it can keep on mending the Grand Warden or Royal Champion. The Unicorn has minimal HP of the relative multitude of pets, so can rapidly be taken out if not enough ensured. The scope of the Unicorn is 2.5 tiles, which means it remains nearer to the saint than Healers, putting it in danger from Scattershots and multi-target Inferno Towers.
The sluggish development speed can likewise be an issue when matched with fast-moving Heroes, like the Archer Queen or Royal Champion, setting aside a limited quantity of effort to find the Hero once more, bringing about a break in recuperating.
On the off chance that the Unicorn is as yet dynamic when your Hero is taken out, it will target different troops to recuperate them.
Suggested Hero Pairing: Barbarian King or Archer Queen
After all that, The question is which pet should you use with your heroes?
Choosing how to pair your pets with heroes will primarily depend on your attack strategy.
The following ideas (suggestions) will guide you to help with your decisions and may not be the best option for your army composition or your attack style.
Barbarian King
❌ L.A.S.S.I
Because of L.A.S.S.I being a quick pet, when combined with the Barbarian King she can frequently race in front of the King bringing about her being designated by protections. These outcomes in her being immediately taken out and not offering the best benefit.
❌ Electro Owl
When combined with the Barbarian King, the Electro Owl has a short assault range which can put it inside the scope of close by Air Defenses (or other air focusing on safeguards). There are better pairings for both the Electro Owl and Barbarian lord, so this coordinate isn't suggested.
✔ Mighty Yak
The Mighty Yak functions are good with the Barbarian King because it has the option to immediately open up compartments when the King is assaulting walls. This limits the measure of time the King is powerless and can help the King take out a greater amount of the town. Because of it having an enormous number of hitpoints, on the off chance that it wanders away from the King and gets assaulted, it can endure sufficiently long to some affect the assault.
✔ Unicorn
This may appear to be an abnormal suggestion, anyway when doling out the other 3 pets to their most reasonable heroes, this can regularly be the final matching. The sluggish development of the Unicorn isn't an issue when following the Barbarian King which results in less "mending vacation" and can bring about the ruler having two or three thousand HP recuperated.
Archer Queen
➖ L.A.S.S.I
L.A.S.S.I function works decently with the Archer Queen by pushing forward of her, failing a portion of the approaching harm, and assisting take with bringing down the Queen's objectives quicker. Albeit not an awful matching, I feel that L.A.S.S.I can be more compelling with the Royal Champion.
❌ Electro Owl
The Electro Owl has a 5 tile assault range when combined with the Queen which can assist with keeping him out of the risk to a degree when contrasted with a portion of the other heroes, anyway, this can regularly still prompt flying in range safeguards that are a threat to him. I think there are more viable pairings for the Electro Owl than the Archer Queen.
✔ Mighty Yak
The Mighty Yak and Archer Queen can be an amazing mix. Piping the Queen can assist with driving the Mighty Yak to assault a wall before the Queen while she is assaulting focuses on the opposite side of the wall, empowering her to push deeper into the town.
Due to doing sprinkle harm, the Mighty Yak is additionally acceptable at getting bunches free from Skeletons assaulting the Queen and can frequently take out gatherings of lower HP troops in the safeguarding Clan Castle before they arrive at the Queen.
There can be circumstances when utilizing a Queen Charge/Queen Walk where the Mighty Yak can attract the healers to itself from the Queen. This can be especially perilous while assaulting the Town Hall, as it will bring the Healers into the scope of the Giga Inferno and cause them to take weighty harm. Having a Freeze Spell prepared on the off chance that this happens can assist with alleviating it.
✔ Unicorn
Blending the Unicorn with the Archer Queen can be a successful mix with the Unicorn mending the Queen and not being drawn away by different soldiers. In case you are utilizing Healers with the Queen, it can give some extra mending limit or even empower you to bring fewer Healers. One thing to remember is the Unicorn will remain nearer to the Queen than Healers, which places it in scope of the sprinkle harm from Scattershots and multi-target Inferno Towers which can easily take care of taking out the Unicorn.
Grand Warden
❌ L.A.S.S.I
Because of the Grand Warden being a run support legend and L.A.S.S.I being a short proximity pet, this mix isn't great. There are more appropriate pairings for both.
✔ Electro Owl
When utilizing the Electro Owl with the Grand Warden, the assault scope of the Electro Owl is 7 tiles, which can assist with keeping him behind the soldiers the Warden is following, making this a decent match.
❌ Mighty Yalk
Like L.A.S.S.I, blending a ran support legend and short proximity pet isn't ideal, there are better choices.
➖ Unicorn
There is potential for everything to fall into place in case you are arranging a Warden walk, anyway, this would be very situational.
Royal Champion
✔ L.A.S.S.I
Matching up L.A.S.S.I and the Royal Champion is a solid blend. The Royal Champion is a quick legend, anyway L.A.S.S.I is quicker and ready to remain in front of the RC assaulting the objectives close by. This outcomes in less approaching harm to the Royal Champion just as the protections she targets getting brought down faster. When L.A.S.S.I is moved up to even out 10, she has more than 80% of the HP of a level 30 Royal Champion, which is a generous lift to their joined failing capacity.
The key utilization of Freeze/Invisibility Spells can assist with diminishing approaching harm, empowering them to endure longer. Except if your assault procedure will straightforwardly profit with one of different pets, this is an incredible blend to pick.
❌ Electro Owl
Like when matched with the Barbarian King, the Electro Owl has a short assault range when utilized with the Royal Champion. Because of the Royal Champion focusing on protection, it can bring about her jumping profound into a town, which can lead the Electro Owl to its end. The Electro Owl is more powerful when kept at the range, so there are preferable pairings over with the Royal Champion.
➖ Mighty Yalk
In contrast to L.A.S.S.I and the Unicorn, the Mighty Yak can't bounce over dividers to follow the Royal Champion. This implies as the Royal Champion is pushing further into a town, the Yak should obliterate any dividers in its manner to follow her, subsequent in the Mighty Yak getting abandoned and not helping her. This could be utilized for your potential benefit, as it implies the compartments behind the Royal Champion will get opened up for other ground troops to enter, in spite of the fact that it will rely upon your assault procedure in case this is advantageous for you.
➖ Unicorn
This is another blend that could work in specific situations. Having the Unicorn recuperate the Royal Champion can permit her to remain up longer, anyway the Royal Champion's quick development speed implies she will regularly surpass the Unicorn, expecting it to make up for a lost time. During this time, the Unicorn will be out of reach to mend her, so there will be a few "recuperating vacations".
On the off chance that you plan on having the Royal Champion take out some firmly gathered safeguards where she will not have to move enormous distances between them, the Unicorn will be more successful at recuperating her.
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