Falling into Fortnite

I might be the last person on planet Earth to play Fortnite. OK, that’s a stretch. I might be the last gamer on planet Earth to play Fortnite. That could be true.

Everyone was playing Fortnite last year except me. I never even tried it. No interest. Didn’t want to get sucked into the hype.

But now, a full year later, so many people are still playing it that I decided to give it a try and see what I was missing.

My analysis: meh. It’s more fun than I expected but I can’t see why so many people spend so much money on this game. It’s entertaining, but not worth opening my wallet and pouring all of it into Epic’s already full bank account.

Here are some random screenshots I collected that show what Fortnite is all about.

 

The Archer and Knight in Clash Royale

Two of my favorite cards in Clash Royale are the Archer and the Knight. I use at least one of them in every deck I play and usually both together. They fit well, like peanut butter and jelly. Putting them together is one of the best Clash Royale tips out there.

Let’s take a closer look at both of these marvelous cards, shall we?

Knight

The Knight is unlocked from the Training Camp (Tutorial). He could be a single-target, melee troop with damage that is average and high hitpoints. 3 is cost Elixir to deploy by a Knight card. The Knight has an astonishing mustache, as the description states that are official and wields a long sword.

Because of medium health and his low Elixir cost and damage, the Knight is a good choice to work with together with the damage dealing offense. Instead, the Knight can be used to back up higher hitpoint troops, like the Giant Skeleton or Giant.

As it has fairly high hitpoints utilize the Knight as a meat shield for troops that are smaller. The Knight can just target one target at a time. Using cards including Skeleton Army or Guards will distract and overwhelm the Knight.

With damage and average hitpoints, he can be played both offensively and defensively. Although Barbarians are still advocated over a Knight, he is able to survive a hit or two from a Prince.

He can be supported with Skeletons and Goblins to deal quick and great damage. This combo is not only inexpensive but versatile. Additionally, it gives you enough time and Elixir to defend against your adversary. Deploy a splash troop just like the Bomber in the event the combo fails.

He could be good for taking out glass cannons because of his good damage and attack speed that is rapid. The Knight is really a good counter to the Miner due to Elixir, DPS, and his higher health edge and the Dark Prince.

The Knight should not be ignored by the player since he is able to actually deal great damage. They ought to use troops that are inexpensive to pull him towards the middle like Archers and Spear Goblins, so the Knight gets distracted and can’t get to towers easily.

Archers

The Archers, like the Knight, are unlocked in the Training Camp (Tutorial). It spawns two single- target, moderate -ranged Archers with damage that is low and moderate hitpoints.

A Archers card costs 3 Elixir to deploy. They wield a bow and bear an aqua-blue/red (color depends on side of Arena) cape and an emerald green dress.

Archers are effective at supporting high hitpoint troops, like Giants. They may be used efficiently to counter low hitpoint troops like Minions, Spear Goblins, and Goblins. Placed correctly and together with assistance from Crown Towers, they can still counter slightly higher hitpoint cards just like the Mini P.E.K.K.A.

Archers might be countered with the defensive support of the player’s Crown Towers and also low hitpoint troops. Await the Archers to come to the player’s territory, then spawn low hitpoint troops to deflect them. The Ice Spirit is outstanding for this, as it survives two or one shots from your Archers, and suspends them, causing them to freeze in place for only 1 Elixir.

When facing a Baby Dragon it is possible to carve the Archers so when the Baby Dragon is targeting the primary Archer, the fast Baby Dragon will enter the next Archer’s aggro range permitting the second Archer to target the Baby Dragon from a safer space, shutting it down. This technique also works using a Mini P.E.K.K.A.

Combined with the Zap, they can quickly eliminate a Minion Horde, which could normally survive a Zap. Nonetheless, Spear Goblins really are a much better choice for that as they result in a elixir edge.

They may be alike to Spear Goblins since both are economical ranged troops, but Archers have marginally better stats in every manner except for speed and amount, for 1 additional Elixir. For defense, they are better suited because of the Archers’ wellbeing and damage than Spear Goblins. For instance, Archers can survive one hit in the Baby Dragon, which allows for more damage.