User:Dogerium

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AVERAGE ELIXIR COST: 3.9

- Spear Goblins (2 elixir) 

Even after the Archers buff, Spear goblins are still good as they put out decent damage which targets both ground and air while also being a meat shield against PEKKA/Giant Skeleton/Prince. You'll want to put these green guys in the middle to lure them but drop them in front of your Cannon so your Cannon can live longer to deal more damage.

Most of the time you'll want to counter the enemy's Prince with Barbs but when you don't have them, Spear goblins + Cannon can also work and it will be an equal trade in elixir. It's important to use spear goblins to soak the charge damage from Prince.

These guys are too squishy to go for a push and will be a waste of elixir but you can play them offensively IF you know your opponent can't react to your push. When played correctly, Spear Goblins will do significant damage onto the tower. Can also be used alone to put that extra bit of damage to finish the tower offt.

Generally, it's a good idea to start the game with ranged troops in the back to see what your opponent plays first and Spear Goblins are the best card to start the game in this deck.

- Zap (2 elixir) 

Minions, Goblins, Skeletons. Just zap them and they'll be gone in a blink of an eye. Except for Minions cause they'll survive but whatever.

Excellent at countering Minion Hordes (+3 trade w/ tower), Goblin Barrels (+2 trade w/ tower), and Skeleton Armies (+2 trade).

Also very good at getting rid of things that distract your Prince such as Spear Goblins/Goblins/Skeleton Armies. When placed just right, you can one-shot the whole Skeleton Army and your Prince will be healthy enough to take out half of the tower's health.

One thing you should be careful with is that when they have a tank to distract your tower, zapping Minion Hordes/Goblin Barrels won't take them out so you need to play something else for those. Witch/Minion Horde is a great in those situations.

The stun is very useful for buying time for your Prince to do that one additional hit on the tower or stopping Double Princes' charges.

Since Three Musketeers became popular now, a good way to counter them is by dropping Minions/Barbs right on top of them and just as they're being deployed, Zap the Musketeers for the stun/damage and your troops will take them out in seconds.

- Cannon (3 elixir) 

Yes I know there was a nerf. and yes I know there are other towers in this game but Cannon is just too good and no other defensive structures can quite fill the role cannon can. Tesla is now similar in dps with less health and more expensive. Bomb tower is great against huts with a very long duration but struggles against PEKKA/Golems. Inferno tower is good at shredding tanks but suffers to deal with everything else. It's also too expensive for it's duration compared to bomb tower.

Cannon deals a lot of sustained damage against tanks and can take care of small troops against hut decks as well. It's cheap and it can counter Giant Skeleton(+3 elixir)/Hog Rider(+1)/Dark Prince(+1). Also good against Valkyrie since I see them more often after the balance changes. Even if they have Freeze, you can just drop Barbs/Minions for quick damage before their Hog Rider can even reach your tower. It's also a cheap way to lure troops towards the middle so your other tower can also shoot arrows at them. Good troops to lure are PEKKA/Golems/Giant Skeletons.

Since its life time is 10s shorter now, you should NEVER place a cannon first and wait for the opponent to make the first move. If the opponent plays Elixir Collector you'll be 5 elixir short when their push crosses the river. Instead, you should only use Cannon reactively. Try to drop it right as the enemy troops cross the river as long as you're not full on elixir.

- Valkyrie (4 elixir) 

A tank that you can use to turn a defense into an offense, while also being pretty cheap.

Valkyrie can be used to take out a Witch, Wizard, Bomber, etc. easily while retaining some HP.

You can use Valkyrie to take out a classic Giant + Support + Musketeer/M. Pekka push. Drop valkyrie down between the support and damager, if it's a M. Pekka, use zap when it's about to strike to give Valk enough time to kill both, and then you can kill the giant using Spear Goblins since it's low HP after the encounter with the cannon.

Great for spamming defense when it's 1-0 and 10 seconds left. There's not much to say about this card.

- Minion Horde (5 elixir) 

The tank shredder. Excellent against pushes like PEKKA + Double Prince or Prince+Barbs as they'll quickly take them out as long as you have Cannon/Barbs/Prince/Spear Goblins to tank to avoid taking damage on the tower. If they played PEKKA + Double Prince, they'll be out of elixir to arrow your Minions but if they push with less elixir to save up for Arrows, you should try to defend with other troops.

Minion Horde shines against Freeze decks since there's a lot of Freeze decks now with a buff to Balloons and Hog + Freeze is still strong. In case of Balloons, drop Minions at the front far enough from the tower to avoid being frozen and they'll quickly take the Balloon out. This could bait Arrows in which it will result in a +3 elixir trade for you. Against Hogs, drop Cannon first to bait out Freeze than drop Minions/Barbs.

When your Zap can't kill the enemy Goblin Barrels, use Minions to take them out if your tower is frozen / distracted by their tank.

Also can be used offensively if your opponent used all the AoE options they have.

As explained above, Minions can take out Three Musketeers coupled with a stun from Zap.

Prince + Minions is a very strong push comp that is hard to counter. I'll go into detail about this in the Prince section.

- Witch (5 elixir) 

Very good on both defense and offense.

Usually, Witch is used for defending against pretty much all horde troops and sometimes. Often times, you'll want to go on a counter push with Prince/ if your Witch survives the enemy's push and it should. Witch + Prince can surprisingly do a lot of damage if uncontested.

The reason I don't use Wizard or Baby Dragon in this place is because their DPS is too low to defend against beatdown decks in this type of control deck.

- Barbarians (5 elixir) 

Four beefy muscles with high DPS. They shred tanks while being quite tanky. Excellent at countering Prince and can deal a lot of damage to tanks(and sometimes lure) such as PEKKA/Giant Skeleton/Golem.

It's vulnerability against splash damage means you'll need to take those out by playing Prince in the backline of the enemy's push to tank and take them out.

Because of their slow movement speed, they're very unlikely to get a chance to even scratch the tower with their swords. Mostly used for defense purposes but when you have a large elixir advantage, drop these to back up your push to soak tower damage and deal a lot of damage on the towers.

If your opponent is unable to play any form of Minions, Barbs+Prince push can be very devastating and hard to react to.

Valkyrie played a similar role in this spot as for countering Prince and being a tank with AoE damage but its low DPS and being a single troop meant a lot weaker at defending against PEKKA/Golem. Inferno Tower or other small troops(Goblins/Skeletons) should be present for Valkyrie to be used.

- Prince (5 elixir) 

I won't say its nerf in charging speed is negligible. However, its strength still remains in being a unit that is able to take a tower down on its own. It's tanky enough to survive any spells and strong enough to deal significant damage on to anything.

Because of its ability take a tower alone, it has a lot of counters and that's why Zap is essential in this deck. However, Zap won't take out Barbs so look for an opportunity when they don't have Barbs to counter.

Prince is played defensively to tank and take AoE damaging troops out against beatdown decks to protect your Barbs/Spear Goblins/Minions. If there are Skeletons/Goblins in the way, Zap them so your Prince can devilishly pierce the Wizard's heart.

Prince + Minions / Prince + Witch is probably the most used push comp for me. They can quickly destroy a tower if they don't have the right cards to counter them. Sometimes I will start off the game with Prince+Minions and if the opponent played Elixir Collector, most of the time you're guaranteed a tower. However, it's a gamble to play this at the start as it can backfire if they have Arrows and Barbs.

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AVERAGE ELIXIR COST: 3.9

- P.E.K.K.A. is the main offense of this deck. This entire deck is centered on protectecting the Great Lord, P.E.K.K.A. Deals enormous damage to towers and enemies usually panic and place down everything they have, resulting in an elixir loss.

- Wizard has cool fireballs that destroy both single targets, and hordes. He's a main support and a defender.

- Baby Dragon is a splasher and one of P.E.K.K.A's many servants. He's a support and a defender.

- Witch is, also, a splasher, and can do more damage to towers than Baby Dragon, and also more damage to the foolish troops sent by the enemy, sometimes making so Inferno Towers/Mini P.E.K.K.A/Barbarians target her skeletons. She's a main support.

- Bomber is yet another splasher, and unleashes havok on ground troops. He's a support, and a defender.

- Cannon is one of the main defenses, along with Spear Goblins, and Bomber.

- Spear Goblins are handy for luring troops and are cheap, deploying them at the start gives 400 free damage if not countered.

- ZAP WILL MAKE THOSE PESKY HORDE TROOPS AND CHARGERS WISH THEY DIDN'T EXIST.

--- undefined I'm a strong, independent F2P who dont need no leggies.