"It's hard to get past Walls as a lowly Skeleton . But bones and gliders are light enough to easily soar over them!"
Preferred TargetDefenses
Attack TypeMelee (Ground Only)
Movement Speed18
Range0.25 tiles
Spawned Skeletons3
Level
Damage
Hitpoints
1
130
200
2
140
250
3
150
300
4
160
350
5
170
400
The Skeleton Glider is a sub-troop spawned by the Flying Fortress .
Similar to Hog Gliders and Hog Raiders in the Builder Base and Clan Capital respectively, Skeleton Gliders will ram into the nearest defense, doing some damage (but not stunning them) if they reach it. Regardless of whether or not it hits a defense, three Skeletons will drop down from the Glider and continue to fight.
Skeleton Gliders prioritize defensive structures above all other targets, and will bypass all other types of enemy buildings and troops while any defenses remain on the battlefield. This is true even if they are under attack by enemy troops stationed in defense posts ( Super Giant , Raid Cart , and Super Dragon Posts ). Note that the defense posts themselves are not considered defensive buildings, regardless of whether or not their stationed troops are still alive. Once all defenses are destroyed, Skeleton Gliders become like any other troop with no preferred target; they will attack the nearest building to them regardless of type, and will turn and attack enemy units if they become aware of any nearby and can fight back against them.
Because of the ability to bypass Walls, they can be useful to bypass water and Walls to reach certain defenses stuck behind walls for the Skeletons to spawn. Note that this requires the Flying Fortress to be sufficiently damaged.
A good way is put the Flying Fortress in a place with a lot of Capital Air Defenses or Rapid Rockets and some ground defenses, preferably no Capital Crushers or splash defenses. This might sound counterintuitive because the Flying fortress will get destroyed early on, but the Skeleton Gliders will glide their way to the defenses, and with the Flying Fortress tanking, the Skeletons can destroy a compartment of air defense because of the potantial lack of splash ground. You do not need to test for traps as the Skeletons are unable to trigger them.
You do not need to test for traps as the Skeletons are unable to trigger them.
Because of the ability to bypass Walls, they can be useful to bypass water and Walls to reach certain defenses stuck behind walls for the Skeletons to spawn. Note that this requires the Flying Fortress to be sufficiently damaged.
A good way is put the Flying Fortress in a place with a lot of Capital Air Defenses or Rapid Rockets and some ground defenses, preferably no Capital Crushers or splash defenses. This might sound counterintuitive because the Flying fortress will get destroyed early on, but the Skeleton Gliders will glide their way to the defenses, and with the Flying Fortress tanking, the Skeletons can destroy a compartment of air defense because of the potantial lack of splash ground. You do not need to test for traps as the Skeletons are unable to trigger them.
You do not need to test for traps as the Skeletons are unable to trigger them.
Keep Defenses a diatance apart from the Flying fortress, as if there is no distance, defenses can destroy it and the skeletons will deal little, if not any, damage.
Because of theit low health, a Capital Mine set to air mode will destroy them quickly.