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2v2 Mega Knight Challenge info and tips to get you and your teammate 9 wins. Last updated: 09/08/2017
|Entry fee||1 Free entry, then 10|
|Guaranteed prize||130 + 2|
|Top prize||1 100 + 50|
• It is a 2v2 with a random teammate challenge.
• It is a double elixir challenge.
• You and your teammate each draft a deck.
• You or your opponents have a chance to draft Mega Knight.
|×30 Common||at 3 wins|
|×10 Rare||at 5 wins|
|×2 Epic||at 7 wins|
|Legendary*||at 9 wins|
* This chest doesn't guarantee you'll get the Mega Knight!
7 · Legendary Leg. · Arena 10 A10
Heavy ground melee tank unit with splash damage that doesn't attack air. It is deployed into the arena in a similar way to eWiz, with a splash, that does double damage, but also doesn't hit air.
It doesn't hit air, so air units are a good counter:
It has a lot of HP, so a tank killer is a good counter too:
It has a splash damage, so you need something a bit tanky:
Hover your cards. A lot.
By hovering your cards long before playing them, you signal your teammate your intentions so you can coordinate better. You can use it creatively, for example:
Not hovering your cards in advance leads to double The Logs and overcommits on defense and offense.
Be aware of your teammate's cards.
You can check the cards your teammate has in his/her hands by clicking the nickname (it is visible by default). Get in the habit of looking there before each push or defense. It is good to know if you can support each other.
Don't play solo, support each other.
2v2 is a team mode. You don't play alone, one-player push is easily defended by two players. That's why you need to act as a team. Attack in one lane in a big push assisted by spells. Or distract in one lane and then sneak Miner + GobGang in other.
See what cards your teammate has, how much elixir. Then wait for him and attack simultaneously. Patience is the key to success in 2v2s too.
BUT! Don't support your teammate's silly pushes.
If you happen to have an "inexperienced" teammate that doesn't play at the top of his/her game, don't be tempted to throw the game by supporting him. It is much better to save elixir to defend the counterattack after his half-push is defended.
There's no advantage to playing sooner than at 10 elixir at the start. Maybe it works for you in 1v1, but you're going against two opponents here. Be patient and play more reactively than aggressively trying to spend all your elixir on all-in push by yourself.
The same goes for playing units at the bridge while being low in elixir. Play systematically, prepare the push, don't just throw units at the bridge to die.
Don't overcommit, space out your troops.
There's two of you for any defense. Before you try to do it solo, look at what your teammate has in hand. If both of you defend a push, usually with units placed near each other, you give opponents a lot of spell value.
It is hard, but very important, to play the units as far from each other on defense as possible. This way, one Poison won't take out the whole defense.
Make sure to also read the general tips and tips for a 2v2 draft!
Don't take pump
This mode is so spammy and fast, that you'll never get any value out of it. You'll be either overran or the pump will be destroyed with a spell.
Spells provide extremely good value!
More elixir = more units on the field = more spell damage value. With so much elixir, it is a really viable win condition too.
Take splash damage, avoid swarm units
More elixir = more units on the field = more splash value.
Big tanks are not bad, even more than one
With more elixir, you can afford big tanks and still defend. And with their high HP, they will eventually accumulate and you can snowball the opponents.
Also, with many more swarm troops on the field, they will be harder to deal with using PEKKA or Inferno Dragon / Tower. They'll have trouble locking on them.
Space out your troops
It's really important to space out the troops that die to mid-damage spells. Don't give your opponents too much value.
Don't draft fast, take turns with your teammate.
It is a good strategy to wait between each of your picks to see what your teammate has drafted. If you pick everything at once, without looking at his/her cards (and also at what cards were given to your opponents), you risk that you pick two similar cards instead of cards that complement each other.
Certain cards are even better in 2v2.
In 2v2, there are more units in the same-sized arena at the same time. Splash units / spells get much more value. Direct damage will help you to finish the towers. Try to aim for those.
Find out your opponents' spells before committing a lot.
It is tempting to do a big double push at the start, but without knowing what spells your opponents have, you're both risking. And you can be sure they have at least two or three.
Same goes for defense, if you know they have Lightning, you can't stack Musketeer and a Witch to defend a Hog.
HOVER your cards. Please.
Or did I mention it already?
Good luck in the challenge!