Introduction
A very strange deck that I made one day and tested it out in 2v2. Surprisingly I won a few matches in a row with it.
Deck Information[]
- Deck Created by: Royalbaby
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 13
- Arena Required: Miner's Mine (Wrong?)
- Average Elixir Cost: 3.8 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Barbarian Hut: The spawner/main control card. The Barbarians are slightly effective at defense but the main thing is its very high health used for blocking any building targeting troops so you may finish them off using a Mega Minion or letting your teammate do the work.
- Hog Rider: The win condition/rushing card. Pretty simple.
- Executioner: The defensive area damage unit. Once again, pretty self-explanatory.
- Clone: The icing on the cake. If you’re winning, clone your troops to completely wreck the opponents’ King Towers.
- Zap: The light stun spell. Pretty straight forward.
- Fireball: The heavy spell. Also pretty simple.
- Knight: The mini tank and one of the main defensive units in this deck. Has a wide range of uses on both offense and defence. You just have to pick the situations when it's wise to use him on either offense/defence.
- Mega Minion: The main air defensive unit. Quite simple.
Strategy (with a grain of salt)[]
- Starting off the match, place the Barbarian Hut if you do not have the Hog Rider in cycle. If, however, you do have the Hog Rider in your hand, place him naked by the bridge to get some damage done.
- If you are winning (like REALLY winning) cast the Clone spell on your troops and BAM, three crown win.
- Use the Fireball to cripple any moderate health units.
- Use the Knight as a mini tank or a tank for your Hog Rider.
- Use the Mega Minion defensively to destroy Balloons and Lava Hounds.
- The Barbarian Hut should be played reactively most of the time. The spawned Barbarians act as a great distraction. If you can get more than one hut down, nice.
- Against Sparky, cast a Zap spell on her once she reaches your side of the Arena. Then you and your teammate can easily counter her.
Card Alternatives[]
This deck was made for 2v2, so I really don't see a reason to replace or sub out any card in this deck. It's made for fun, not for competition in ladder.
Synergies[]
Here are some synergies, or "Super Combos", as Supercell calls them, you can make with the cards in this strange off-meta deck.
Offensive Synergies[]
Knight + Hog Rider: The good ol' classic combo. The Knight tanks for the Hog Rider while the Hog Rider deals insane damage to Towers. They can completely wipe out a Tower, this simple, 7 Elixir push.
Hog Rider + Mega Minion: Another good ol' combo. This one is mainly made by counterpushing. Let the Mega Minion get near the bridge and then quickly place a Hog Rider in front of him. The Mega Minion will damage any moderate hitpoint units trying to defend your push. Even better if your teammate launches a nuke (Fireball) in the area.