Barbarians, Dragons, and P.E.K.K.A Strategy
Barbarians, Dragons and P.E.K.K.As are fairly simple. They just attack the closest
thing. Barbs and P.E.K.K.As, being terrain units need to deal with walls while
dragons don’t. Every one of these units are incredibly tanky troops, taking a great
deal of damage, while shelling out a very reputable sum themselves. The only real
‘tactic’ for implementing these units is always to make sure no matter what
nearest target will be the one you need them to go for. And that means you might
deploy some barbarians to clear out some buildings outside the enemy walls plus
some giants to destroy open the wall, then you can certainly utilize more
barbarians and if the closest target is inside the walls, they are going to happily
walk through the opening you previously created.
Archers, Wizards, and Minions – targets anything
Archers, Wizards, and Minions are the three ranged units in the game. They're
able to partially ignore those wall surfaces that all of the surface units have to
deal with. As Archers, Wizards, and Minions have a favorite target of Any, the
things they target is pretty basic; the closest target they can reach. Nevertheless,
in the scenario where something is nearby that is just away from range, they will
ignore it and select the next closest, attainable, target. Archers cannot fire over a
wall accompanied by 2 unfilled spaces, accompanied by the structure involved.
Healers - Any target
Healer AI targets the nearest wounded friend and repairs them till they're fully
recovered or deceased, then targets a fresh target. Once locked on they'll
continue to follow their particular target. They're able to only heal surface units,
so don’t try to use them for Balloons, Dragons, or another healers. The most
important feature about healers is their capability to cast an Section of Effect; so
that they repair all troops within a fairly significant distance of their target. They
just don't automatically heal clusters of injured units, regrettably, so hopefully the
single guy the healer locked onto is remaining with the clump. The Area of Effect
is two times what wizard tower and 1 / 2 of what a mortar's is. Since they are
flying units, the Healer’s arch nemesis is definitely the dreaded AA turret