Subtitles section Play video Print subtitles Mmm it's a Orange Juice What's up everyone, this is OJ The Battle Ram is kind of like a hog as it completely ignores regular units and will only target buildings dealing 250 damage if it's not charged When it is charged though, it deals double the damage When the Ram connects to the building, it self-destructs and spawns 2 Barbarians This charge is like the Prince and Dark Prince mechanic where it's starts off with medium speed, and charges into very fast speed The charge occurs slightly later than the Prince It's charge speed in the game are the most resistant to the Tornado suction The Ram itself has 756 health If you can manage to kill the Ram before it reaches the building, the Barbarians will spawn at full health Think of it as a shield over their heads Kind of like Guards and (Dark) Prince, even if you Rocket the Ram itself, the Barbarians will come out at full health This is essentialy introduces another hard counter to Sparky She's going to have an even tougher time in the arena The Barbarians that spawned are not related to the Ram itself so if you freeze the Battle Ram and kill it, the Barbarians will not spawn frozen The Barbarians from the Battle Ram scales exactly the same like Barbarians that spawned from a Barbarian Hut meaning a rare level 7 Battle Ram will spawn common level 9 Barbarians All building targetting units like a Golem, Hog, Giant, and Ice Golem all have a 7-tile or more side range this means you can pull them with 4-3 plant which is 4 tiles from the river and 3 tiles from the Arena Tower The Battle Ram does not have the same side range and has a 5.5-tile side range This means if you try to do the same 4-3 plant against the Golem or a Giant, it will not attract the Cannon and will completely bypass it on the other lane This means to pull it with the building you'll need to do a 4-2 plant This is what sets the Battle Ram apart from all of the other building targetting units it can bypass a building in the other lane The side range is 4 tiles shorter than a Hog this means even with the building plant 3 tiles from the river, it will still bypass the building so it's always safer to plant it reactively in the same lane that it's approaching you Since it only targets buildings, it is possible to use it like an Ice Golem to kite units into the other lane but it's quite expensive and very situational when you need to do this It has the same way as the Prince so it can push anything in front of it pretty effectively Like if you put an Executioner or Valkyrie in front it will travel faster while protecting the Ram When building a deck for the Battle Ram challenge, you're going to need to include Battle Ram counters since every opponent will have one A Knight can counter it fairly well If you plant the Knight in the middle, it'll be enough to stop the Ram from connecting to your tower but the Barbarian will still deal quite a bit of damage Where's if you plant the Knight in front of the tower and it just embrace the Ram's love the Knight will tank the Barbarians (neglecting ?) more damage from being dealt to your tower Again this is very situational and depends what else you have in your deck to respond to this But if you combo the Knight with anything else, even a little Ice Spirit it'll be enough to take out the Ram and Barbarians entirely while remaining alive Stuns from a Zap, Lightning, or Electro Wizard's attack will reset it's charge the Zap will stop it from dealing double damage to the tower if you're in a pinch and absolutely can't afford the extra 200 damage to your tower The Electro Wizard is absolutely savage against the Battle Ram he completely counters this card and the Barbarians that spawned from it and now you'll have a card on the map that can counter-attack If you're really in the lead and you can afford a negative trade, or you just need to defend for the last five seconds of the match, you can Lightning the Battle Ram and the delayed bolts will target on to the Barbarians that spawned wiping everything out The Battle Ram is not affected by knockback from Fireball or Bowler however, The Log is supreme and will knockback the Battle Ram this resets it's charge attack, and immobilizes the Ram with it's pushback long enough for arena tower to completely take out the Ram Since The Log kinda rolls slowly, you can time it so it takes out the Battle Ram and the Barbarians that spawned underneath it double dipping on the damage and pushback effect Assume your opponent doesn't have an Executioner in their deck you can use Guards to completely stop the Battle Ram and the Barbarians Goblins are incredibly effective at taking out the Battle Ram and the Barbarians that spawned as well but they're much more vulnerable to splash attacks and aren't a good answer against the Battle Ram that supported with the back end units I have a feeling that the Executioner is going to be a very popular card in this challenge so a Mini PEKKA is an excellent choice because it can hard counter the Executioner or the Battle Ram Like i said earlier, the Battle Ram has a 5 1⁄2 side range, which is the same as a Knight so you'll need to do a 4-2 plant to pull it Tombstone works relatively well at absorbing the Battle Ram and the spawned Skeletons are enough to deal with Barbarians this is assuming the Battle Ram is alone and not supported with any splash units like Executioner otherwise buildings like a Cannon, Tesla, or Bomb Tower will be more effective at taking care of the Battle Ram One interesting combo is the Miner you can have him sent in to tank for the Battle Ram to ensure the Ram survives long enough to connect to the tower or if you know they don't have enough damage to destroy the Battle Ram before it reaches your tower, you can use the Ram itself as a tank, then sent in the Miner for even more damage Stay tuned if you wanna learn more about basic interactions [Music]
B2 UK battle tower spawned damage knight executioner Intro to Battle Ram | Basic Interactions Using/Countering | Clash Royale 52 4 tzi221 posted on 2017/07/29 More Share Save Report Video vocabulary