Hey, it’s AxureFangz here with a guide, but not a deck. I will be clearing some understandings with cards being replaced with other cards.
It’ll make sense once I get started.
Card Replacement Guide
- When the card is under leveled;
- When not available to you;
- When you have certain expertise with one card, but not with the other;
- The card must have similar, or not, same effects;
- The cards level or rarity (despite tourney standards);
- The elixir cost;
- Or, the card has a specific role in the deck.
The cards are based off of Tournament standards, not any over/under levels.
Executioner vs Wizard
Yes, these cards are all out similar, same usage in decks, their roles, but there are still certain occasions where one card is better than the other.
The Wizard’s damage and range defeats the Executioner’s damage and range. His attack speed is better the Executioner, too. However, he can die to an over leveled Fireball and Lightning, while the Executioner doesn’t.
Both can be paired well with the Tornado and for a push, must have a tank in front of them.
The Executioner’s axe can return back to him, so, any approaching troops will also be hit by his axe, like a running Skeleton Army when he is placed in an angle. The Wizard cannot do this though.
Ice Wizard vs Electro Wizard
Both of these cards are similar and amazing, however, there are still differences.
The Ice Wizard is mainly a defensive card, while the Electro Wizard is both offensive and defensive.
The Electro Wizard’s damage beat the Ice Wizard’s. The Electro Wizard has the abilities to stun, to cross its damage to 2 target simultaneously, and its spawn damage, which is as strong as a Zap.
However, the Ice Wizard has a bit more health and has a permanent -35% speed effect against targets. Also, the Ice Wizard is 3 elixir, while the Electro Wizard is 4 elixir. The Ice Wizard has AoE while the Electro Wizard doesn’t.
Both must have a tank to effective make a push. The Electro Wizard and Ice Wizard can synergize with the Tornado too. Both have a sliver of health when Fireballed.
Knight vs Valkyrie
Both of these cards are similar in both defense and offense. But there are differences.
The Valkyrie has a bit more health than the Knight, and has far better damage than the Knight. She also has a 360 degree AoE, while the Knight does not, so, she is better at taking out mass swarms than the Knight.
However, the Knight has a better DPS, and is 3 elixir.
The Valkyrie is better at taking out a Witch and the Graveyard. The Knight can do the same job, but may need some backup. Both of these troops however, can act like a tank.
Goblin Gang vs Skeleton Army
Both of these cards can actually be in a stalemate! But again, we will still compare.
The Goblin Gang has only 6 units in total, 3 stab goblins and 2 spear goblins. The Skeleton Army has 14 spawned units. The Skeleton Army has a 938 DPS while the Goblin Gang 97+38 DPS (Goblins DPS is different than Spear Goblins DPS).
When surrounding a splasher, like a Bowler, The Skeleton Army kill its while the Goblin Gang get killed. This is because of the Skeleton Army’s numerical superiority.
However, the Goblin Gang’s stab Goblins survive when zapped, while the skeletons die. Sometimes, a misplaced Zap may leave a few skeletons left.
Both are used for swarming, and sometimes for attacking, especially when your opponent wastes their Zap/Log.
Miner vs Goblin Barrel
This could be the most disputed one, let’s see the differences!
The Miner obviously has more health, but has less chip damage. The Goblin Barrel does 96 DPS and the Miner does 133 DPS, but 64 damage per attack to an Arena Tower. The Goblin Barrel does more damage, but can be Logged, Arrowed or Zapped.
The Miner is usually found in Control deck, mean while the Goblin Barrel is usually found in Beatdown decks (I could be wrong).
The Goblin Barrel can bait out a Zap or a Log, so it can be played in powerful bait decks.
The Miner has a whopping 1000 hitpoints, while the Goblin Barrel technically has 169 per Goblin. Both are at the same cost and can be place anywhere in the arena.
Skeletons vs Goblins
Yup, another close match.
The Skeletons does 67 DPS and dies or almost dies to everything. The Goblins are better in DPS, hitpoints, and speed. The Goblins do not die from a equivalent level Zap, too. However, there are 3 Skeletons for 1 elixir, while 3 Goblins for 2 elixir.
Also, the Skeletons can solo kill glass cannons, including ground splashers, by surrounding them. (However their nerf makes this basically impossible)
Electro Wizard vs Musketeer
They were considered alike when the Electro Wizard was first released, but it has been some time since that, so let see what is going on.
The Electro Wizard, like I said, can stun, do deploy-splash damage, and can attack 2 targets simultaneously. The Musketeer, however, cannot do these things. She has a little less health to the Electro Wizard, but has a higher DPS, which is 160.
The Electro Wizard can wipe out ground swarms, and when paired with other cards, can be deadly. Same goes with the Musketeer, but she does have the ability to sweep swarms. Both have a sliver of health when Fireballed.
Golem vs Giant
Both are great tanks, and both are used in similar Beatdown Decks, too. However, they have major differences.
The Golem has 4256 hitpoints, and does 259 damage per attack and its death damage. The 2 Golemites that explode out have 864 hitpoints and does 53 damage per attack and its death damage. This all comes at a risky cost of 8 elixir.
The Giant has 3344 hitpoints and does 211 damage per attack for 5 elixir.
Both have weaknesses to the Inferno Tower, and swarm troops if they aren’t taken care of. Both tanks are supported by the same cards, like splashers or high DPS troops. Both can do significant damage to an Arena Tower alone when not addressed.
The Golem has great synergy with the clone as well, as its death damage can do moderate damage to an Arena Tower.
Mini P.E.K.K.A vs Lumberjack
They both are good in defense, and are outstanding on offense! Let’s look at their stats.
The Lumberjack does 200 damage a shot, every 0.7 seconds with 990 hitpoints. He also drops a level 4 Rage spell that enrages friendly troops.
The Mini P.E.K.K.A 1056 hitpoints and does 572 damage per shot every 1.8 seconds.
The DPS of the Lumberjack is slightly less than the Mini P.E.K.K.A. Both of these troops can wipe out tanks, glass cannons and a Tower if unaddressed!
The Lumberjack can synergize well with many troops as his death-dropped rage will buff the speed, damage and hit speed of friendly troops. The Mini P.E.K.K.A cannot do this.
Fireball vs Poison
Both cards have similar use, but the Fireball is more common.
The Poison is A mixture of the damage of a Fireball, but the radius of Arrows.
The Poison does 75 (to troops) and 30 (to Crown Tower) damage per second. This lasts for 8 seconds, doing 600 damage to troops, and 240 to a Crown Tower.
The Fireball does 572 damage to troops, and does 229 damage to a Crown Tower. So, the Poison slightly does more damage than the Fireball. The radius of the Fireball is 2.5 tiles whereas the Poison is 3.5 tiles.
The Fireball is more suitable for both offense and defense, but the Poison does great on offense as it is able to 1-shot Skeletons/Skeleton Army. On defense, it does damage slowly overtime, so some troops can get damage off your tower before dying to it.
The Fireball is a better building destroyer, too. The Poison is a great counter to the dreaded Graveyard!
Zap vs The Log
Go to ”Zap Vs. The Log – Which is Better?” on Clash.World! The guide obviously did explain it better….
Lightning vs Rocket
Both are very good spells in certain decks, so let’s compare!
The Lightning does 864 damage to other cards except the Arena Towers. It does 346 damage to Arena Towers.
The Rocket does a whopping 1232 damage to everything, but 493 damage to an Arena Tower.
The Lightning can only target 3 units with the most health. However, it has a very big radius, so destroying a building, a glass cannon and a tower can be possible. The Rocket lacks the radius to do so.
The Rocket is best at taking out towers and clumped troops (best when Tornado-ed). The Lightning is not that great at defense.
Part II – Updated by Dreemurr
Now, as I am writing this, the Part I above was just posted about 26 minutes ago. However, I had already written some of this guide before I saw that one. Naturally, my first reaction was surprise, then anger, then sadness (because I had already written a section on Knight vs Valkyrie). However, I then saw the second-to-last sentence of his guide: “Please do add more comparisons for future cards.” So here is the unofficial Part Two of the Spoonfed Guide to Replacing Cards!
Before we start, keep in mind that:
- If you do not have one of the cards being compared, obviously it is better to choose the one you have.
- This guide will assume all cards are tournament standard.
- As I write this, the June 2017 2v2 update has just been released and Bats have not. Keep in mind that these stats may not be up to date in the future.
- If you’re looking for a clan or recruiting for your clan, come join the Recruit Royale discord server at here which is run by me, UltimateLoser, Jay and some others from CRG!
- If you want to get the latest news and tips about Brawl Stars, check out Clash.World’s sister website at here and its official Discord server at here!
X-Bow vs Mortar
(I just had to put this one first…) As most of you know, I am a huge X-Bow fan, but today I will try to compare them equally.
These cards are the only buildings that can be used on offense.
Mortar is better than the X-Bow in defense, however, and Mortar can be used in many beatdown decks unlike the X-Bow, which requires a Deck centered around it. Mortar is a lower risk, lower reward card than the X-Bow. The X-Bow is tankier and has a higher DPS, however. The X-Bow is epic while the Mortar is common, making it easier to level up.
If you are new to playing the siege archetype, I would recommend playing the Mortar as it is easier to recover from making mistakes, however less effective. X-Bow is better for more experienced Siege players and also better in 2v2, because your opponent can defend it while you are low on Elixir.
Skeletons vs Bats
As I am writing this, the Bats have not yet been released, but I have encountered many Night Witches so I feel that I can take a shot at comparing them.
Skeletons cost 1 Elixir and spawn 3 of them(rip ledoot x2). Bats cost 2 Elixir and spawn 4 of them. This means that each Skeleton costs 0.33 Elixir and each bat costs 0.5 Elixir, however, Bats are aerial troops, so that counts for something.
When you use Bats instead of Skeletons, you are spending more to get more. Therefore, the Skeletons are technically less risk less reward, although both cards can be very effective and produce high rewards. Both can be used as distractions, however, the Skeletons win this battle because Bats cannot distract ground-only troops such as Prince or Mini P.E.K.K.A. However, they are more effective at distracting Inferno Tower, especially for the Lava Hound.
Overall, the Bats haven’t even been released yet so take this section with a grain of salt. But IMO, Skeletons are more effective defensively, while Bats can be used on offense.
Mirror vs Clone
Mirror and Clone have been two similar cards that have not seen the light of day that much. You might think, “Why is he doing a comparison with these two? Clone sux and Mirror isn’t much better.” Well, they both have their own, unique uses.
Mirror can cost anything from 2 to 10 Elixir, but nobody ever mirrors an Ice Spirit or Skeletons, so we’ll assume that Mirror costs more. Therefore, it should be higher risk higher reward than Clone (which it is). However, even these two cards seem similar, they are actually somewhat different and are not interchangeable. Stat-wise, Mirror should be the better choice because it costs up to 3 times more than Clone and makes troops with full HP, but Mirror is limited to the last card you played while you can Clone a whole mass of troops.
So, there is really no good way to compare Mirror and Clone. Clone works better with troops that have death effects like Giant skeleton or Lava Hound, but Mirror works ok with almost everything.
Prince vs Dark Prince
Honestly, this one is so old, but I’ll compare them anyways.
First, the similarities. They both have charge abilities and are the same speed and they both have the word “Prince” in their name. (Were you surprised by how few similarities they have?)
Now, the pros and cons.
The Prince is more expensive but does more damage and has more health. However, the dark Prince has a shield and does splash damage. Neither of these cards have seen the light of day much recently because the Prince, while seemingly outshining the Dark Prince, has too many counters in the current anti-meta, and the dark Prince is outshone by the Valkyrie.
Therefore, I feel that you are better off using the Dark Prince because of its unique niche. Or, if you really can’t decide, make a Double Prince Deck!
Furnace vs Goblin Hut
Most people will choose Furnace over the Goblin Hut, which has caused the Goblin Hut’s usage to decline in the current anti-meta. But I will compare them anyways.
The Goblin Hut costs more, so it should yield a larger result. A Spear Goblin has more health than a fire Spirit but the Furnace spawns two at a time. However there are 6 waves of 2 fire spirits resulting in 12 spirits total, while there are 13 Spear Goblins produced from a Goblin Hut.
Both huts die to Rocket but not Fireball. The Goblin Hut has a longer lifetime, however, and more health. Another big advantage is that the Goblins can stack up while the s̶u̶i̶c̶i̶d̶e̶ ̶b̶o̶m̶b̶e̶r̶s̶ fire spirits can’t. The Spear Goblins, however, can’t splash and do less damage.
Overall, the Goblin Hut is better statistically, but most players prefer the Furnace simply because the Hut costs too much and is overshadowed by the Inferno Tower, which also costs 5 Elixir.
Please do add more comparisons for future cards.