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MinerCard
WallBreakersCard
ValkyrieCard
ElectroWizardCard
SkeletonsCard
InfernoTowerCard
ZapCard
TheLogCard

Introduction

Outcycle your opponent's Wall Breakers counters and take out their towers one by one with an almost unbreakable defense.

Deck Information[]

Deck Created by: DieselFalcon
Minimum Recommended King Level: 1
Maximum Recommended King Level: 14
Arena Required: Spooky Town (Wrong?)
Average Elixir Cost: 2.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Miner: Chip Damage/Tank for Wall Breakers
Wall Breakers: Main Win Condition
Valkyrie: Ground Defense
Electro Wizard: Air Defense/Support Troop
Skeletons: Cheap Cycle Card/Bait
Inferno Tower: Defensive Building
Zap: Air Splash
The Log: Ground Spell

Summary[]

Pros:

  • The deck is very cheap for its play style, this means more rushes. You have more than one staller, Valkyrie/Skeletons/Inferno Tower/Log/Zap. When in doubt, spell cycle them to death! (2.9 deck so you can cycle faster than most decks out there) If you play it right, you can put down multiple waves of Wall Breakers with only using 1 Miner. Most meta decks have Mega Knight with support or Pekka with support. This deck counters these meta decks with Inferno Tower + Valkyrie.

Cons:

  • The main issue of this deck is lack of air support. This means you must save your Electro Wizard for air troops. Never use Electro Wizard against ground troops unless you are positive your opponent does not have air troops. Besides lack of air defense, this deck is solid, as you can cycle through your defenses before your opponent can push up very far.

Cards and how to use them[]

Miner:

  • This is your main "tank", also a cheap card you can use to chip down towers. At 2.9 elixir you can quickly cycle through your cards and send miner after miner. This eliminates the risk of an immediate counter rush with a card you can’t counter as they will need to defend the miner before it does massive amounts of damage. You want to try and rush the tower with miner and your wall breakers multiple times throughout the match. The goal of your rushes is to only put miner and wall breakers and use spells to aid your wall breakers to reach the tower if necessary.

Wall Breakers:

  • This is your main win condition. Synergize this card with your miner and spells and you will almost always get around 1000 damage on a tower.

Valkyrie:

  • This is your main ground defense. It is very straightforward. Use this to kite tanks that target troops and to kill glass cannons such as wizard.

Electro Wizard:

  • This is your only air attacking troop. You must save this card for air troops if your opponent has any. Otherwise, you may synergize this card with miner and deal massive amounts of damage on your opponent's tower.

Skeletons:

  • This card has likely the most amount of uses in this deck. You are able to use these skeletons to kite troops, cycle, and to just defend if necessary. If you put this behind either your Valkyrie or Miner, your opponent may waste their spell to stop the Skeletons from doing massive damage. Then you can drop your wall breakers

Inferno Tower:

  • Very straightforward card. Use this to kill tanks and stall.

Zap:

  • Free tower damage. Support Wall Breakers with this card.

The Log:

  • Free tower damage. Support Wall Breakers with this card.
Thanks

Tips and Tricks:[]

Play the way it works for you. This deck is meant for you to cycle through your miner and wall breakers while outcycling your opponent's counters, but if you can find a more effective way to play this deck, go for it. The possibilities are endless. If you happen to get lucky enough to obtain electro wizard early on, you can actually use this deck starting from arena 6. It will work and has worked for me to a Challenger III trophy range. Thank you.

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