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“Freezes and damages enemy troops and buildings, making them unable to move or attack. Everybody chill. Reduced damage to Crown Towers.”
The Freeze is an Epic card that is unlocked from the Frozen Peak (Arena 8). It is a spell that prevents all enemy units and buildings inside its radius (that are present when it is placed) from moving or attacking, and deals a very small amount of damage. It appears as a cyan liquid bottled inside a transparent jar. A Freeze card costs 4 Elixir to deploy.
Strategy
- The Freeze is most effective when it is timed to freeze enemy units right before one or more of the player’s units is defeated. If the player has not yet revealed the Freeze spell to their opponent, it can turn what may have seemed like a clean defense from the opponent into massive damage for the Freeze user.
- While the Freeze can be deadly, it comes with a high risk. Due to the one-second delay before a card is placed, it is easy to mistime and cast it after either the player’s troops or the opponent’s troops are already defeated, resulting in a waste of four Elixir. This will leave the player fairly vulnerable to a counterattack.
- The Freeze’s effect is identical to Zap or Lightning; the attack animation of any affected units will be paused, and resume when the effect wears off. It is not like The Log’s effect, where the attack animation of affected units will be completely restarted.
- The Freeze card can be effectively used in combination with Balloons to deal immense damage to buildings and Crown Towers. The Freeze should be cast once the Balloon approaches the Crown Tower, disabling the enemy tower and also any troops deployed to defend it. On the contrary, Freeze can also help destroy a Balloon. By deploying the Freeze with high damage output air targeting units, such as the Mega Minion or Wizard, a Balloon can easily be destroyed before it reaches a Crown Tower.
- Always separate defending troops and buildings from each other, to prevent them from having all of them frozen. Alternatively, the player can use a weaker counter to the opposing card to bait the Freeze, so that their stronger counter can be used without having to worry about being frozen.
- If a troop which spawns other units after death is defeated while frozen, such as an Elixir Golem or a Golem, the spawned troops will remain frozen until the duration of the Freeze ends. This does not apply to troops with a staggered deployment after death, like the Spear Goblins from the Goblin Giant or the Battle Ram’s Barbarians, making Freeze less effective against them.
- Any lifetimers of frozen buildings will still count down while frozen. This can be useful against the Elixir Collector and spawner buildings, though it is usually not a valuable play unless other threatening units are near the building and the player is currently attacking in the same lane as the building.
- However, an Elixir Collector that was already full will still generate its stored Elixir even if it is frozen. As such, it is not a good idea to use Freeze against an Elixir Collector on a player who is leaking Elixir.
- If a frozen troop is Cloned, the clone won’t be frozen. This can be used to surprise an opponent and get the drop on an undefended Crown Tower.
- The Freeze card pairs very well with Graveyard. Where normally a Graveyard push requires a tank to be effective, a Graveyard Freeze combo functions similarly without requiring a tank. This also disables any ground splashers and swarm deployed to stop the Graveyard, giving the spawned Skeletons plenty of time to take them out, thus weakening their counter push significantly. This is especially useful against players who defend against the Graveyard by using Skeleton Army or Bats, as the Freeze is capable of defeating them without the help of the Graveyard. Bear in mind that a Poison spell will ruin this combo for 4 Elixir, so the Poison should be baited out before performing this combo.
- Avoid playing it near the enemy King’s Tower as it may damage and activate it. The Freeze will not affect the King Tower’s activation animation, so it will be ready to attack immediately after it thaws.
- Freeze is effective at stopping Inferno Towers and Inferno Dragon since it can reset their damage ramp-up and disable them for a few seconds. Similarly, effects like dashing (Bandit, Prince, Battle Ram, and Ram Rider), the attack charge up (Sparky), jumping (Mega Knight) and grapping (Fisherman) will be reset after the Freeze wears off.
- Although situational, it can be used defensively to help stop incoming troops such as the P.E.K.K.A., which can be devastating if it reaches an Arena Tower. It is also good at simply stalling troops when both the player and the opponent are racing to take the other’s tower in Sudden Death, granting the edge to the player.
- The Freeze’s radius is big enough to affect 2 towers at once. The player can use this to their advantage if they have already destroyed one Crown Tower. When their troops come to destroy another, they can cast the Freeze in between the two Towers, disabling both of them.
- Defensively, Freeze + Valkyrie is a very effective combo. With the Valkyrie’s moderately high splash damage, the player can Freeze the support troops behind a tank (Musketeer, Wizard, Ice Wizard, Archers, etc.) then use the Valkyrie to wipe them out.
- Similarly, Freeze + Skeleton Army is capable of destroying many ground based troops, like Valkyrie, Mega Knight, and Sparky, and for 1 less Elixir. However, it is very volatile, as the Skeleton Army is frail and vulnerable to spells.
- In a pinch, it can be used on an Electro Giant to freeze him. A frozen Electro Giant will not deflect back damage, which will allow your defending troops to defeat him easier, or for your attacking units to break through the defensive Electro Giant. However, for the latter, it is a heavy Elixir investment, so only do this if you are certain that the attacking troops will defeat him.
- Very rarely, it can be used to keep a troop in place, so that area-damage troops can deal damage to the tower along with the troop. This works best with troops whose attack pierces through enemies like the Magic Archer. However, this is riskier compared to using a Tornado for the same purpose.
- Since Freeze’s duration is identical at all levels, and its damage is extremely low, upgrading it is generally wasteful if the player wishes to only paralyze enemy troops and buildings, At equal levels, a Freeze spell can only one-shot Bats or Skeletons, and a Level 11 Freeze Spell can one-shot Level 14 Bats and Skeletons. Therefore, it is recommended that the player invest their Epic resources, (i.e., Wild Cards or Trade Tokens) into other Epics first. However, a Level 11 Freeze cannot one-shot Mirrored Level 15 Skeletons and Bats, so the player should consider levelling it to 12.
History
2016
- The Freeze card was released with Clash Royale’s soft launch on 4/1/2016.
- On 2/2/2016, the February 2016 Update decreased the Freeze’s area radius to 3 tiles (from 4 tiles) and the duration would increase 0.3 seconds per level (from 0.4 seconds).
- On 3/5/2016, the May 2016 Update, changed the visual effects of the Freeze.
- On 18/5/2016, a Balance Update, decreased the Freeze’s duration by 1 second.
- On 4/7/2016, the Tournaments Update, allowed the Freeze to stop the Elixir Collector’s Elixir generation and reset the Inferno Tower’s damage output.
2018
- On 25/4/2018, the Clan Wars Update, allowed the Freeze to be placed on the river.
- On 20/6/2018, the Summer 2018 Update, moved the Arena to unlock the Freeze from P.E.K.K.A’s Playhouse to Spell Valley.
- On 5/9/2018, the September 2018 Update, changed it so that Epic cards start at level 6 and end at level 13 (from 1 to 8).
- On 5/12/2018, the December 2018 Update, set the Freeze’s duration to 5 seconds for every level and made the spell deal area damage. Its description was also changed slightly. Previously, its description was “Freezes troops and buildings, making them unable to move or attack. Everybody chill.”.
2019
- On 7/1/2019, a Balance Update, made it so that the Freeze would only deal 35% of its full damage to Crown Towers.
- On 28/1/2019, the January 2019 Update, moved the Arena to unlock the Freeze from Spell Valley to Frozen Peak.
- On 4/2/2019, a Balance Update, decreased the Freeze’s duration to 4 seconds (from 5 seconds) and decreased its damage by 6%.
- On 26/11/2019, the End of November 2019 Update, removed the Freeze from Mega Deck Touchdown.
2020
- On 4/8/2020, a Balance Update, decreased the Freeze’s Crown Tower damage to 30% of the full damage (from 35%).
2021
- On 7/6/2021, the Summer 2021 Update, slightly changed the Freeze’s description, adding the phrase “Reduced damage to Crown Towers.” to it.
- On 27/10/2021, the Champions Update, increased the level cap of all cards to 14 (from 13).
Trivia
- The Freeze is 1 of the 7 spells which first existed in Clash of Clans, the others being Earthquake, Lightning, Poison, Rage, Clone, and the former spell Heal.
- Barring its damage, the Freeze has the exact same characteristics as its Clash of Clans counterpart.
- The bottle of it resembles its older version of the Freeze Spell that took only 2 housing spaces.
- Troops frozen by the Freeze will remain frozen even if they are pushed out of the Freeze’s radius.
- When the Freeze spell has been cast, a pale circle marking its radius will appear with some snow on the border. The circle line outside the radius will be blue/red, depending on which side the player is on.
- The Freeze is Darian’s favorite Spell, who is the Community Manager of Clash of Clans, as stated in Clash of Clans Throughout the Years video.
- If the Tesla is about to retreat and the Freeze is used on it, the retreating sound effect will loop.
- Before the Freeze’s card release, the Freeze’s duration was decreased by 1 second.
Statistics
Cost | Radius | Target | Freeze Duration | Type | Rarity |
4 | 3 | Air & Ground | 4 sec | Spell | Epic |
Level | Area Damage | Crown Tower Damage |
6 | 72 | 22 |
7 | 79 | 24 |
8 | 87 | 27 |
9 | 95 | 29 |
10 | 105 | 32 |
11 | 115 | 35 |
12 | 126 | 38 |
13 | 138 | 42 |
14 | 152 | 46 |
Card Mastery
Type | Level/Tier | Objective | Reward |
Greatest Hits | 1 | Hit Troops or buildings a total of 300 times | 20 Freeze Cards
75 |
2 | Hit Troops or buildings a total of 900 times | 6,000
75 |
|
3 | Hit Troops or buildings a total of 1,500 times | 150
75 |
|
Breaking The Ice | 1 | Hit frozen Troops or buildings a total of 840 times | 9,000
125 |
2 | Hit frozen Troops or buildings a total of 2,400 times | 20
125 |
|
3 | Hit frozen Troops or buildings a total of 4,200 times | 300
125 |
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