Mr beast Hits 10 duocentillion subscribers

  Рет қаралды 2,462

POLY

POLY

11 ай бұрын

Пікірлер: 12
@12tv406
@12tv406 8 күн бұрын
Congrats for passing t series
@Posting_cuz_a
@Posting_cuz_a 11 ай бұрын
I hope it’s 2^1024
@POLY990
@POLY990 11 ай бұрын
I think it’s closer to around 2^1032
@Posting_cuz_a
@Posting_cuz_a 11 ай бұрын
@@POLY990yep
@Unofficial2048tiles
@Unofficial2048tiles 11 ай бұрын
Wait that's not a googol
@Sp1tz1fy
@Sp1tz1fy 11 ай бұрын
Do you use android
@POLY990
@POLY990 11 ай бұрын
No
@Sp1tz1fy
@Sp1tz1fy 11 ай бұрын
@@POLY990 did you know in android you can get the advanced version of alight motion which is called after motion which has many effects
@dadogdoin1360
@dadogdoin1360 11 ай бұрын
@@Sp1tz1fy did you know that The Rocket is a Rare card that is unlocked from the Builder's Workshop (Arena 5). It is an area damage spell with a small radius that inflicts extremely high damage and knockback on impact. This spell takes the form of a large missile launched from the King's Tower. A Rocket card costs 6 Elixir to deploy. Strategy The Rocket has the highest damage per Elixir against Crown Towers, and is most effectively used offensively to finish off weakened ones, making it a great endgame spell to bring. The spell should be aimed at the bottom corner of the Crown Tower closest to the player's own King's Tower to minimize the lengthy travel time of the Rocket. As a general rule of thumb, if there are or will be units around the Rocket's intended target, aim to hit them all at once. It is not worth it if the primary target isn't hit, so don't switch targets from the intended one unless a more important target is deployed. It can take out medium health troops such as the Musketeer, Wizard or the Witch. However, since this is a negative Elixir trade, it is better to wait and see if the medium health unit is placed close to a Crown Tower or used with another unit, which would allow the Rocket user to get more value. Otherwise, using regular units along with the Princess Tower's damage or even other cards is more efficient. It can completely counter Elite Barbarians up to 1 Level higher for a neutral Elixir trade. However, due to their fast move speed making it difficult to aim, this is a somewhat a risky play unless the place and the timing is correct. The Rocket can also take out an equally leveled Mini P.E.K.K.A. While this is a negative Elixir trade, it might worth it since he almost always comes with low cost support troops that could balance the cost. It is not recommended to use the Rocket against swarms of low hitpoint troops due to its small radius unless the player can get more value by hitting something else. Using spells like Arrows or Zap are usually better, but Rocket could be played in desperate circumstances to destroy expensive swarms such as the Minion Horde or Barbarians. Use the Rocket to weaken or destroy buildings, such as the Barbarian Hut, to hinder the opponent and also make way for a push. Using Rocket the Barbarian Hut is also a neutral Elixir trade. If not timed properly the Barbarian Hut will still spawn 2 out of 5 waves of Barbarians, but if timed just right, the Rocket will kill off an additional wave. Launch the Rocket when the first Barbarian has traveled 15 tiles. If they plant their hut in the back, launch the Rocket when the first Barbarian crosses the bridge. If it is not placed in the back, keep in mind that the Barbarian Hut takes 12.5 seconds to spawn a pair of Barbarians. Keep track of the time and send the Rocket after 7 to 9 seconds, depending on where it is placed. Memorizing these timings is important if the player is consistently facing spawner decks. The player can aim the Rocket so that it lands on the very edge of the Barbarian Hut, damaging both the Barbarian Hut and nearby Barbarians. Hitting both the Barbarian Hut and Barbarians requires precise timing, as the explosion radius is fairly small. A Rocket can deny all Elixir from being generated by an Elixir Collector up to 4 levels higher than it, though the pump will still generate one Elixir when it is destroyed. If the Elixir Collector is placed behind a Princess Tower, the user can also deal decent damage to the Tower. Most opponents will adapt to this and start placing their Elixir Collector in front of their King Tower, to prevent you from hitting both the Princess Tower and the Elixir Collector. Other spawner buildings, like the Furnace, are cheaper than the Rocket, so they should generally not be targeted by the Rocket, unless another enemy like a Princess Tower is also hit. Make sure that the Rocket lands before a wave of troops spawns, or try to have that wave being defeated by the Rocket as well. The Rocket is a fairly reliable counter to X-Bow. The Rocket will heavily damage it, or completely destroy it if the Rocket is at least 1 higher level than the X-Bow. Since it deals high area damage, it can also eliminate any support units played alongside the X-Bow, giving the player an Elixir advantage. However, an equivalently-leveled X-Bow will still deal around 15% of the player's Princess Tower's health so using a cheap unit to distract it for a bit longer is recommended. Even though the Rocket is one of the best ways to destroy buildings, in most cases it is a negative Elixir trade. Therefore, it is important to know when it is a good time to fire a Rocket. This also applies to troops. If you are only hitting 1 or 2 troops, it usually results in a negative Elixir trade. If you purely want to destroy just buildings, you can consider bringing Earthquake, which costs half as much. The Rocket is difficult to aim and target at fast moving troops, as the spell has a considerable cast time and small damage radius, but can be overcomed by an experienced player. Because of this, Rocket pairs very nicely with Tornado. The Tornado will drag most, if not all, desired targets into the Rocket's blast radius, allowing for the annihilating of large groups of medium sized troops while also heavily damaging larger ones. Make sure that the Rocket is launched before the Tornado, and the Tornado's center overlaps with the Rocket's radius. Remember that certain units resist a Tornado more than others, including charging units such as Prince and heavy units such as Giant, so this tactic may not always work. It also costs a hefty 9 Elixir, leaving you very defenseless, though it may be worth it if you are against a large push as it will nuke the push completely. Aim the Rocket considerably in front of the target or at the shadow in order to hit them properly. The combination is most recommended to be used when the troops that are being targeted move at different movement speeds. A good example is against a Lumberjack and Balloon combination, where the Tornado will prevent the faster Lumberjack from moving away from the slower Balloon, allowing the Rocket to hit both. The player can also use the Lightning as an alternative, as it has a larger range and can hit up to three targets, along with doing instant damage. The tradeoff is that Lightning does considerably less damage, can only hit a maximum of three targets, and targets based on hitpoints. If the opponent uses a Rocket, depending on what they hit, it may be a good idea to send an attack down either lane as long as it is not too expensive, due to the fact that they will have to replenish up from 4 Elixir unless they have Elixir Collectors down. If the opponent places a Sparky, a Rocket with the same level can completely destroy it for a neutral Elixir trade. If they placed their Sparky in the back, the Rocket can also deal decent damage to their Crown Tower. This can be used as an alternative to the powerful Fireball and Zap combination, as that combo can only defeat a minimum of 9 cards of equivalent level that a lone Fireball cannot (Hunter, Fisherman, Witch, Musketeer, Wizard, Royal Hogs, Three Musketeers, Electro Wizard and Mega Minion), while the Rocket can defeat at least 14 other cards of equivalent level (e.g. Executioner, Night Witch, Sparky, Baby Dragon, Electro Dragon, Mini P.E.K.K.A, Bandit, Royal Ghost, Ice Golem, Miner, Elite Barbarians, Lumberjack, Archer Queen, and Inferno Dragon), as well as the cards that are taken out by the Fireball and Zap combo, while using one less deck slot. A Rocket is a decent counter to the Cannon Cart, turning it into a useless defensive building which despawns after 30 seconds, which is beneficial as long as the player does not need to push into its lane any time soon. This becomes an even more effective trade if other units like a Princess Tower can be caught in the Rocket's blast, as the Cannon Cart costs one less Elixir than the Rocket. In a pinch, it can be used to stop a lone Balloon or Ram Rider, however that is a negative Elixir trade, so it is recommended to only use it if they are accompanied with other troops. Do not use a Rocket on a lone Battle Healer. Not only is it a negative Elixir trade, but she will survive it and then heal back up with her passive healing, which will then force you to spend additional Elixir to defeat her.
@Paul-guitarist
@Paul-guitarist 11 ай бұрын
Is there 246 "0"?
@pinktext0330
@pinktext0330 11 ай бұрын
10 Duocentillion is 310 0s, video shows 273 (nonagintillion), but the number actually goes down to 231 at the end (sexseptuagintillion)
@POLY990
@POLY990 11 ай бұрын
@@pinktext0330the reason why it went down is because i made a video mistake
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