[quote=“Gouki, post:38, topic:3612”]What i am trying to say, Goblins still remain largely effective even if one or even more of their troops are frozen, the extra turn is not essential to their effectiveness, while other teams (and other players sure can think of much more troops or teams being impacted by frozen more than goblins) get crippled much more severely by frozen.
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It’s all about perspective. The extra turn very much is essential to their effectiveness. Playing Goblins means flexibility, taking your time to strike the right place at the right moment. You don’t just spam their spells every time they are ready, you save them for when they have the most devastating effect. To give two examples:
1.) There are two troops in the enemy team you absolutely don’t want to get a spell turn (e.g. Gob-Chomper and Silent One). You won’t be able to reliably deny mana for both of them. Charge up your spells until one of your two potential targets is (almost) ready to cast, then take that one out in a single burst with all you’ve got. Buys you several rounds to go after the after target.
2.) There is one troop hiding in the back ranks that is the key component for their strategy (e.g. Sheggra in a True Damage build). Keep hitting it as soon and as often as possible, disabling it before it can trigger the chain killing most of your team. The remaining troops will be much less scary afterwards.
Both examples tend to be a pretty close call with the opponents I’m facing. Freezing even a single goblin will slow me down enough to fail, either because I can no longer apply burst damage in a single round or because my overall damage output no longer outraces their mana gain.
[quote=“Gouki, post:38, topic:3612”]Or look at Green slime, with the purple troop in the team frozen; half the time activating a frozen slime will generate more purple mana for the opponent than for yourself, and giving the enemy some great combo opportunity to top it off.
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Which means that the other half of the time you still get a load of purple mana, even when frozen. And unlike the other team, your team is tailored to mass murder with every tiny bit of purple mana it gets. Freeze doesn’t break your build, it just makes it more risky.
[quote=“Gouki, post:38, topic:3612”]Or imagine a trinity team with the valkyrie being frozen…which will effectively stop the 3-transformation combo on 2 of its three transformation steps everytime!
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I’m not sure what your trinity team is, mine tends to be Valkyrie, Alchemist, Sunweaver. It already yields control whenever Sunweaver is activated, which I like to do quite often for buffing purposes. I tend to use it for challenges, usually I play sloppy enough for the AI to get the odd extra turn. It still gets the job done, even on high Warlord ranks. You know in advance what you get for activating Valkyrie and Alchemist, so I’d imagine Freeze not being that much of a showstopper.
I can’t really comment on that, I’ve never managed to put together a viable War Sphinx team. Maybe it’s my play style, it just can’t get it to add enough benefit to not replace it with some other troop. Freezing a War Sphinx does feel a bit cruel, like beating a dead horse. What’s your War Sphinx team and how do you play it?