![lvl 3 minion lvl 3 minion](https://www.mypokecard.com/my/galery/jh0eHGRS1swj.jpg)
![lvl 3 minion lvl 3 minion](https://i.ytimg.com/vi/VzfGQ2BbMQk/hqdefault.jpg)
Against melee troops, they should be played at a short distance to allow their deploy timer to finish. Minions are usually able to neutralize non-building targeting air troops with the help of Crown Tower.
![lvl 3 minion lvl 3 minion](https://i.ytimg.com/vi/ze6e2tZzSJw/maxresdefault.jpg)
Not only do they deny specific defensive approaches like Bats and Mega Minion, but also their fast movement speed can push the Balloon towards the Princess Tower significantly faster. On the contrary, they synergize well with the Balloon. Minions are effective at countering Balloons, as Minions can obstruct the Balloon's path and the Balloon will never target them as it only targets buildings.The mini tank provide splash protection and ground distraction, while Minions provide considerable damage output and are not hindered by ground troops, providing more options in terms of placement. A mini tank combined with Minions can defeat many non- building targeting troops.In return, they deal half the damage, meaning they are not nearly as threatening as Minion Horde when abusing the lack of counter. Minions are effective in countering ground troops, and are not as risky to use as Minion Horde due to their lower cost.The Crown Tower is also able to defeat them in 2 shots if the tower is 1 level above, so in this case, offensive attempts with them will be less effective. Minions will be defeated by Zap or Giant Snowball 2 levels above and Fire Spirit 1 level above, so leveling them up is a high priority.Alternatively, Skeletons or any Spirit can be deployed in the center to stall them long enough for the Princess Towers to take them out. When unsupported, Zap or Giant Snowball allows your Princess Tower to one-shot them.This is risky, as Minions are weak to specific spells, and without the surprise factor, follow-up attempts may not be as successful. This is especially punishing when the opponent is caught off-guard, for example, if they rely on a Zap to counter them. It is considerable to use a Freeze to disable the Crown Tower and any nearby cards for 4 seconds when attacking with Minions.It is a decent punishment play when ahead on Elixir or when the opponent's counter for Minions is out of hand. Even if just one Minion is still alive after a defense, tanking for it with a Miner will force the opponent to address both. The Miner pairs well with Minions, as he will reach the Crown Tower and provide a decent health pool, which deny the opponent assistance from the Princess Tower against Minions while not being vulnerable to spells or splash units.If the player's Minions are unscathed after a defense, they can play a tank in front of them for a much more threatening counter push. However, if they manage to get to the Tower without losing members, they can do severe damage. Minions with no support present minimal threat on attack due to their low hitpoints.Minions can be used to support high-hitpoint troops or distract air-targeting charge cards like Inferno Tower.They are the same as those spawned by the Minion Horde. Their appearance is that of a bluish-purple gargoyle with large horns, stubby wings, and large hands with sharp vicious claws. It spawns three single-target, short-ranged, flying Minions with low hitpoints and moderately low damage. The Minions is a Common card that is unlocked from the Training Camp (Tutorial). Roses are red, minions are blue, they can fly, and will crush you!”