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Introduction
If you're reading it, then you probably look for a cheap deck with great defense potential and pretty neat offense. This deck is a great way to test your skill, and when used correctly, it can be very hurtful against your opponent.
Deck Information[]
- Deck Created by: borygoplayz
- Minimum Recommended King Level: 10
- Maximum Recommended King Level: 14
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 2.8 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Knight: Your tank, but also a heavy troop to attack. It has good stats for 3 elixir cost. It's mainly used on defense, but can be very effective on offense.
- Miner: Miner is your primary win condition. The point of this deck is to cycle the Miner to deal chip damage on the tower, but in dangerous situations, Miner can be used on defense because of his good hitpoints.
- The Log: Your light spell and chip damage. It could be cycled with Poison in order to win in overtime (not recommended whilst playing against goblin barrel).
- Skeletons: It's 200 DPS for 1 elixir, but it can also be used to stop charging units, like Dark Prince or Prince.
- Tesla: Your only building. Tesla is one of the best ones out there, being able to quickly change its targets and dealing over 200 DPS at level 11. It's important to defend against only building-attacking troops.
- Poison: Your heavy spell and second win condition. It can be combined with the Miner or used to chip the tower in overtime, but it also wrecks low-hitpoints cards like Mother Witch, Magic Archer or Mega Minion.
- Royal Delivery: Your medium spell, great way to destroy any swarms like Skeletons, Bats, Goblins or Minions. The Royal Recruit can be also used as a distraction against cards like P.E.K.K.A or Mega Knight, and it also adds DPS to your defense or offense.
- Bats: Neat air defense with over 300 DPS for 2 elixir. It counters Balloon or Mega Minion, but can also minimize the hits of Wizard or other splash cards.
Game Plan[]
- If you're both leaking elixir, you can:
- play Poison on the tower in order to get some damage,
- play Royal Delivery at the bridge, play Knight in the back (not recommended, because it's your only tank)
- Log on tower to get chip damage (also not recommended, cause your opponent can play Goblin Barrel)
- Single Elixir (3:00 - 1:01)
- Try to play Miner for some chip damage, but always leave some elixir for defense. If your opponent attacks aggresively, do your best on defense or punish him on overcommitting on the offense. Try to keep your towers at good health in order to take some damage and attack more in Double Elixir.
- Double Elixir (1:00 - 0:00)
Because you know most of the cards in the opponent's deck, you can think about how do you want to build your pushes and attack, because in the Triple Elixir, you probably won't be able to do any damage with Miner and will have to cycle spells. Try to defend and look for positive elixir trades, if it's possible.
- End of Double Elixir (2:00 - 1:01 Overtime)
You should cycle Poison and Miner to get damage on the tower needed in the Tiebreaker.
- Triple Elixir (1:00 - 0:00 Overtime)
Spam Miner and Poison as fast as you can, you can risk with playing Knight, because the elixir is so fast that you'll probably cycle fast enough to protect against the opponent's pushes.
Card Level-up Sequence[]
Knight - it's your main tank, and having it on a high level will make your games simpler by having the possibillity to put all of the damage on him.
Bats - your main air defense, it's important to have a lot air DPS against matchups like LavaLoon or LumberLoon.
Tesla and Poison - good DPS on Tesla and Poison is very important, as level 12 Poison can kill level 14 Skeletons one hit, and Tesla is needed on a high level in order to protect against Balloon matchups
Miner - as your main win condition, having it on a high level will make chipping opponent's tower easier, and also the hitpoints matter on the defense if you don't have Knight on hand.
Royal Delivery and Log - These spells can be maxed at the end, as they mostly kill what they have to kill.
Skeletons - At the end, because it's still good DPS for 1 elixir and 3 bodies to stop charging Prince or Dark Prince.
Substitutions[]
The changes will probably make your deck more expensive, meaning it will be harder to cycle fast.
- Bats can be swapped out for Minions.
- Skeletons can be changed for Guards or Goblins.
- Knight can be replaced with Golden Knight or Valkyrie.
- Log can be changed for Barbarian Barrel (not recommended)
The End[]
I hope my guide about how to use this deck helped you choosing it or encouraged you to try it, and I wish you'll win with this deck!








