How to Use and Counter Fisherman Hook 🍊

Orange Juice Gaming・12 minutes read

The new legendary card in Clash Royale, the Fisherman, has unique mechanics like pulling units towards him and dealing significant damage to Princess Towers if left unchecked. Its versatility in activating the King Tower and disrupting opponent pushes makes it a valuable addition to gameplay strategies.

Insights

  • The Fisherman in Clash Royale is a 4-elixir card with 190 damage and 800 hit points, targeting only ground units with a unique hook mechanic that slows units by 35% for 2.5 seconds.
  • Utilizing the Fisherman strategically can lead to activating the King Tower, defending against enemy units, separating tanks from support, and disrupting opponent pushes, showcasing its versatility and importance in gameplay.

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Recent questions

  • What are the Fisherman's stats in Clash Royale?

    The Fisherman costs 4 elixir, deals 190 damage with a 1.5 second hit speed, has 800 hit points, and slows units by 35% for 2.5 seconds.

  • How does the Fisherman's unique mechanic work?

    The Fisherman can pull units towards him, useful for activating the King Tower and separating tanks from support units.

  • What is the Fisherman's role in Clash Royale gameplay?

    The Fisherman is crucial for defending against various units and disrupting opponent pushes.

  • How can the Fisherman be used to activate the King Tower?

    Place the Fisherman one tile in front of your King on the opposite lane to activate the King Tower.

  • What spells can interact with the Fisherman's abilities in Clash Royale?

    Spells like Zap, Log, Snowball, and Fireball can affect the Fisherman's hook and reel abilities.

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Summary

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Introducing Clash Royale's Fisherman: A Game-Changer

  • The new legendary card in Clash Royale is the Fisherman, costing 4 elixir.
  • The Fisherman deals 190 damage with a 1.5 second hit speed, totaling 126 damage per second, and has 800 hit points.
  • He targets only ground units, has a ranged hook of six tiles, and slows hooked units by 35% for 2.5 seconds.
  • The Fisherman can deal about 800 damage to a Princess Tower if left alone, making it crucial to address him.
  • His unique mechanic allows him to pull units towards him, useful for activating the King Tower and defending against various units.
  • To activate the King Tower, place the Fisherman one tile in front of your King on the opposite lane.
  • Timing is crucial to stop units like the Hog Rider from reaching your Princess Tower without activating the King Tower.
  • The Fisherman can separate big tanks from their support units by pulling them towards the King Tower, disrupting opponent pushes.
  • Various interactions with spells like Zap, Log, Snowball, and Fireball can affect the Fisherman's hook and reel abilities.
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