However, as long as this weakness is properly addressed (e.g. For example, Musketeers and Wizards are not one-shot by a Fireball and can continue advancing towards the end zone. Since Crown Towers are absent in this mode, spells that do not one-shot certain units may be inconsistent, as units which would normally be picked off by Crown Towers will require further response and possibly cause large negative Elixir trades. Spells are useful overall, but one must be wary of which ones they decide to use.Spawners are also reliable since their spawned units can counterpush and force your opponent to commit on the defense. The other cards, like Cannon, Inferno Tower, and so on are basic defense options against building targeting troops. A Mortar can also be useful for taking out low hitpoint support troops, though Fast and Very Fast units will often escape the shell's landing. An X-Bow can cover almost the entire horizontal space of the map and snipe away at troops, acting as a pseudo- Crown Tower as it only targets grounded troops. Buildings are very reliable and recommended in Touchdown, as they are the only method of stalling troops like the Giant or Hog Rider.In Mega Touchdown, the Hog Rider, Royal Hogs, Ram Rider, and the Freeze spell are not selectable.Troops that only target buildings will travel straight to the end zone if no buildings are around to distract them.Most spells can still be deployed anywhere in the Arena the only exceptions are The Log, Graveyard, and Barbarian Barrel, which can only be played up to the halfway line, and the Royal Delivery, which can only be played up to the quarter line.The Miner and the Goblin Drill can only be deployed up to the half-way line of the Arena. Buildings, as well as most troops, can only be placed behind the second white line which is roughly a quarter of the way between your end zone to the opponent's end zone. The deployment zone of most cards have been changed:.Any Elixir that the players had will remain. Any cards that were cast but didn't spawn due to a Touchdown are not removed from the respective player's hand. Upon one side earning a Crown, the Arena resets all remaining troops and buildings will immediately be destroyed.If one side earns 3 Crowns within the regular 3-minute period, the match ends immediately in their favor.The rules of Elixir generation are the same as a regular Crown Tower destruction match, being doubled after two minutes. If both sides have an equal number of Crowns, an overtime period will last for 2 minutes or until one side earns a Crown. As in regular battles, the side that has more Crowns at the end of a 3-minute period will win the game.There are no Crown Towers in Touchdown the only way to earn Crowns is by getting troops to the enemies' end zone.The main objective of Touchdown is to get any troop to the opposing side's end zone.Unlike regular 2v2 Battles, 2v2 Touchdown does not decrease Elixir generation, the rate being identical to 1v1 battles. The types of Touchdown are 2v2 Draft and Double Elixir Mega Deck. Instead, each side has an end zone, and players must aim to get their troops to the opponent's end zone in order to gain Crowns. Touchdown is a game mode which is currently only available to play in certain Special Event Challenges and as a rotating mode in Party Mode.
0 Comments
Leave a Reply. |