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Introduction
A deck for 2v2 combining the Mega Knight and Golem beatdown. Also includes the Balloon as the icing on the cake.
Deck Information[]
- Deck created by: Royalbaby
- Minimum recommended King Level: 9
- Maximum recommended King Level: 13
- Arena Required: Electro Valley (Wrong?)
- Average Elixir Cost: 4.4 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Golem: The main tank. Most of the time, you really don't have to play him but if it gets intense, do it.
- Mega Knight: The main damage dealer/defender. Pretty strong on defense and always create a counterpush with him. He's still deadly after the nerf.
- Goblin Gang: The swarm troops. They output high DPS to kill Hog Riders, Giants, and other tanks.
- Inferno Dragon: The tank killer. He burns out any huge tank the enemies send out. Let your teammate protect him while he does his job.
- Balloon: One of the main win conditions. This card is what makes this deck unique, as it can be used with both the Mega Knight and Golem. Also does really high damage to Towers.
- Archers: The air support. They take out any pesky Minions that come in your way.
- Zap: Stun and light spell. Nothing much to say here.
- Arrows: Heavy spell that takes out any swarm the enemies deploy.
Strategy (with a grain of salt)[]
- Starting off the game, never make the first move. If your teammate rushes the opponents, it's best not to support their push.
- Defend, then counterpush. If you get a huge positive Elixir trade, time to Golem.
- As usual, you really shouldn't use the Golem at the first two minutes of the game. The opponents will counter it very easily, resulting in a negative Elixir trade.
- Use the Inferno Dragon to defend the opponent's Golems or Giants, then counterpush (that is, only if your Inferno Dragon survives).
- Use the Mega Knight against fireballies like the Wizard. Don't use him against Elite Barbarians because they will damage him to the point where he can not be used in a counterpush. If it is an absolute emergency, do it.
Card Alternatives[]
Golem:[]
The Giant or Hog Rider are substitutes.
Mega Knight:[]
The P.E.K.K.A. or her smaller counterpart are possible alternatives.
minions:[]
The Skeleton Army or goblin gang are substitutes.
Inferno Dragon:[]
There are no alternatives as you need a live tank killer.
Balloon:[]
You can replace the Balloon with the Hog Rider or Battle Ram.
Archers:[]
Anything that targets air works here. For example, the Wizard, Flying Machine, Electro Wizard, Zappies, or Executioner all work. I used Archers just to make the deck lighter. These alternatives only work if you replaced another card.
Zap:[]
There are no alternatives unless you are using an Electro Wizard somewhere in this deck.
Arrows:[]
You can replace Arrows with the Fireball or Poison.
Synergies[]
Here are some deck synergies, or combos, as some people would call them. I only listed the most important ones.
Defensive Synergies:[]
Mega Knight + Inferno Dragon: This combo can easily wipe out any push. The Inferno Dragon burns the tank while the Mega Knight destroys the ground support units.








