Introduction
Hey! I am DEFECTIVE, and today, I will be sharing a fun deck that I created: 2.3 LogBait cycle. Although it may not look like much head-on, I will prove that you can beat meta decks, like X-Bow, as well as high cost midladder decks with some practice! I hope you enjoy my guide!
Deck Information[]
- Deck Created by: DEFECTIVE Gaming
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 14
- Arena Required: Electro Valley (Wrong?)
- Average Elixir Cost: 2.3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Skeletons: Your swarm card and one of your three cycle cards. Use it against cards like Mini PEKKA, Prince, and others to soak up some damage and give a positive elixir trade!
- Electro Spirit: Your stun card and one of your three cycle cards. Against cheap swarms, it is your go-to card, but it is also useful as a cheap way to reset attacks and their main target, as well as reset charges.
- Fire Spirit: Your cheap damage unit and one of your three cycle cards. Usually, it can defeat swarms alone, but when combined with your Electro Spirit, it can deal high damage and defeat cards like the Princess, all while cycling your deck.
- Ice Golem: Your mini tank. At two elixir, he provides it all: tanking, kiting, and a damaging blow against swarms when he dies. He also provides a great combo with Goblin Barrel.
- The Log: Your spell. It can provide lots of value, but use it wisely, since the only way to use another spell is by cycling back to The Log. (This only takes 5 elixir, but still...)
- Goblin Barrel: Your win condition! Easy to counter, but when left alone, it can deal massive damage, especially when being tanked for by a spirit or Ice Golem.
- Princess: Your air, swarm, long ranged units. Although she is yet another swarm killer, she can provide needed damage against Balloons, Minion Hordes, and others. She can also provide immediate damage as a punishment, and can bait out a low damage spell that they would need against your Goblin Barrel.
- Inferno Tower: Your building and anti-tank unit. Without the Inferno Tower, this deck would be useless. It gives you a positive elixir trade against Mega Knights, Balloons, and others!
Game Plan[]
First minute: Start of match (3:00-2:00)[]
This time is used to find out what your opponent is using. Place a Goblin Barrel to see their small spell. Place a Princess to see how they respond to pressure. Once you find their deck, you want to decide how to approach the match. Do you want to use more expensive, reliable cards on defense, since they have a slow cycle to get back to their small spell, such as in LavaLoon, or do you want to constantly use your cheaper units to outcycle their small spell if they are playing something like X-Bow Cycle or Hog Cycle? Find out what they are playing while also getting a bit of damage, yet still taking very little.
Second minute: End of Single Elixir (2:00-1:00)[]
Now that you know the opponent's deck, it is the time to be aggressive. This time will be to only time for you to get the damage lead, because when double/triple elixir time comes, it will be much tougher to break through their defense. Make sure to constantly defend with Ice Golem, Inferno Tower, and your spirits, while dealing damage with Goblin Barrel and Princess.
Third minute: Start of Double Elixir (1:00-0:00)[]
If your opponent hasn't started playing aggresively yet, they most certainly will now! Now is the time to focus mostly on defense, while maybe sneaking a Goblin Barrel or Princess on offense if you can.
Fourth minute: End of Double Elixir (0:00-1:00 overtime)[]
Now is the time where I suggest you to start Log cycling (unless facing a Logbait matchup). Continue being aggresive, and playing strong. The best offense during this time is counterpushes.
Fifth minute: Triple Elixir (1:00-2:00 overtime)[]
You have so much elixir flowing in now, that spamming Goblin Barrels may work. If not, Log cycling will also help. Defense is the most important thing during this time, though. Only go agressive if you have a clear elixir advantage, or to punish your opponent for a high elixir endeavor.
Losing 1-0[]
If you are losing 1-0, you have two choices:
- Go for the tower in the lane that they haven't taken yet. This way, you can still play Princesses without worrying about an immediate death.
- If you have the tower in the lane that they have taken your tower down in, and it is low health, provide constant pressure with Goblin Barrel + Ice Golem or Goblin Barrel + Spirit pushes, and hope that one breaks through.
Substitutions[]
Note that almost all of these changes will slow your cycle down, and will hurt the fast cycle nature of this deck.
Skeletons: They can be swapped out for Bats or Goblins.
Electro Spirit: Any of the other spirits (Ice Spirit or Heal Spirit) work, but not as well, based on my experience. If you want to be spicy, you can swap it for Wall Breakers. If you feel that you need a big spell, use Fireball.
Fire Spirit: Same as Electro Spirit.
Ice Golem: Other mini tanks such as Knight, Bandit, or Valkyrie will work.
The Log: Small spells such as Giant Snowball, Zap, or Arrows will work. Although I haven't tried it, Giant Snowball looks to be the most promising, because the Zap's specially ability is already in the Electro Spirit, and it is more of an offensive spell, where its abilities aren't needed.
Goblin Barrel: This is the main staple of the deck. Don't change it!
Princess: Dart Goblin is a great substitute. Archers will also work, but not as well.
Inferno Tower: Although changing this will really hurt your defensive abilities, you can use Tesla.
Level Up Sequence[]
- Goblin Barrel. Since it is your only Epic card, it is pretty easy to level up. When you have it overlevelled, it can survive a whopping 3 hits from your opponent's Princess Tower, and since you have a quick cycle, you can usually outcycle their small spell, leading to lots of damage!
- Ice Golem. This may come as a big shock to you, but having him high level allows you to easily counter swarms, as well as tank more damage.
- Princess. It's pretty simple: higher level means more damage, and when trying to chip your opponent, this comes in handy.
- The Log. It is your only spell, so you want it to pack a punch. The only reason that it isn't higher is because as long as it is the same level as your opponent's cards, it will counter almost every cheap card.
- Inferno Tower. It packs a punch, but against tanks, it needs all the health and damage it can get. It isn't the most important, since other units can tank for it, though.
- Fire Spirit. The only reason that I put this above Electro Spirit is because it is often the better tank for your Goblin Barrel, and when too low level, it often loses key interactions.
- Electro Spirit. As long as it counters Skeletons, it is high enough level.
- Skeletons. 5-7 more health and damage per level isn't much. Make sure they aren't too underleveled, but as long as they are only 1-2 levels lower, you are fine.