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GoblinBarrelCard
SkeletonBarrelCard
KnightCard
GoblinGangCard
PrincessCard
DartGoblinCard
BarbarianBarrelCard
FireballCard

Introduction

This deck has a fast cycle to maintain aggression and prevent your opponent from forming pushes with expensive cards. Constantly bait out responses all while chipping away at your opponent's towers; they won't be able to defend properly when they're constantly bombarded with threats requiring a similar response every time. To balance it out is an arsenal of ranged support to thin out counterpushes from either lane and forming yet another threat once the intruder is eliminated.

Deck Information[]

Deck Created by: Drewski99
Minimum Recommended King Level: 7
Maximum Recommended King Level: 12
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Goblin Barrel: Win Condition, Log bait
Skeleton Barrel: Win Condition, Log bait
Knight: Main tank, save for defense
Goblin Gang: Swarm, ground tank DPS, defensive fodder, Log bait
Princess: Ranged support, area damage, chip damage, Log bait
Dart Goblin: Ranged support, main DPS and anti-air, chip damage, Log bait
Barbarian Barrel: Small spell: Area damage, support clean-up, mini-tank, response bait
Fireball: Big spell: Maims or eliminates most supports, tower finisher

Strategy[]

The two Barrels are your main source of tower damage (of course). Just keep throwing your opponent more Barrels. Remember you can place the Skeleton Barrel behind the chain to bypass centrally placed buildings. Once your opponent exhausts any small spells they have available, they'll probably use the cheapest troop available to them the lessen the damage of a Barrel.

Princess and Dart Goblin are your long-ranged damage supports and yet more baits. Once they know you're using Barrels they'll be cautious to use their spells to eliminate these, making them surprisingly safe to deploy. If they do use a spell to take them out, immediately punish with a Barrel. Always space them as far away from the tower they're defending as reasonably possible, which is usually from the opposite lane, to prevent spells from getting value should the opponent use them.

After the defense is complete the supports run off to the towers and bait yet more responses. They can also be dropped at the bridge alone to deal chip damage if your opponent isn't fast enough. Princess in particular is very effective at baiting troop responses to her at the bridge.

Knight forms the backbone of your defensive strategy. There's a reason he's one of the most used cards in the game. He'll stave off just about anything alone. He'll even eat up to three strikes from a PEKKA. There's not much a Knight and Dart Goblin can't pick off together. He's your go-to for dealing with most everything.

Goblin Gang also joins the thrall to help surround and subdue threats. When placed at a distance, Goblin Gang can often be used in places Knight would when Knight's out of rotation to at least distract enemies as they fan out, often tanking two or three hits from area splash troops and even providing light anti-air support. They're also more bait.

Barbarian Barrel squishes swarms, assassinates supports, and causes distractions. But that's all pretty common knowledge. Drop him at the bridge whenever possible to bait yet more responses.

Finally, if you can't take the heat, burn it all the the ground. This deck begs responses by medium-health units, so of course we have Fireball to take them out, along with gaining collateral value on towers or other clumped troops played in a hasty attempt to create a supported counterpush. Anytime Fireball value presents itself, you take the shot.

Tips[]

  • The Barrels synergize well when attacking the same tower if you drop the Skeleton Barrel before the Goblin Barrel. The Skeleton Barrel tanks for the Goblins while the Barrel float towards the towers. What's more, it cannot be answered with a single spell. Eliminating the Goblins leaves the Skeletons, and waiting for the Skeletons to drop lets the Goblins get multiple stabs off.
    • Don't bank on this strategy too much in one match, as it leaves you without punishment options. Also, do not make it your opening play.
  • A Knight with half health or more can be used in a counterpush by tanking for a Barrel.
    • Skeleton Barrel's spawn delay means the Barrel and can tank for the damaged Knight, and the Knight for the Skeletons after they drop.
  • A Skeleton Barrel can help distract any ranged units following a melee unit while other units you place thereafter can work on the melee unhindered. After the ranged unit finishes the Barrel, the Skeletons can assassinate them from behind, or at least form a temporary distraction.
  • Always Fireball Balloons. Dart Goblin is the only other card at your disposal with enough damage to remove one, but your opponent might be planning to Freeze your tower or even Log a defending Dart Goblin, in spite of the threat of Barrel punishment, just to get a Balloon connection. Be wary that the may still Freeze to support a Fireballed Balloon.
    • If you have to use Dart Goblin to fight a Balloon because you don't have Fireball in hand, make sure to place him as far from your tower as you can, but not too close to the river.
  • You never really need more than 7 elixir at any given time with this deck. If there's ever a pause long enough to build up to 6, chuck a Barrel at their tower to keep them from investing.
  • Knight + Dart Goblin can be a dangerous way to score a lot of tower damage quickly when dropped at the bridge. DO NOT USE THIS COMBO. You need that Knight for defense. It's also very easily thwarted by simply removing the Dart Goblin from the formation.
  • Be sure to chip down any buildings placed centrally with your ranged units. Fortunately, Dart Goblin and Princess have a long enough range that they can usually target these from across the river without fear of retaliation.
  • Always place your Knight at a distance to a melee unit he's going to defend against. Place him either in the center of your side of the arena, or behind the enemy. This gives him enough time to deploy and retaliate, and also buys more time for your tower to deal more damage to the enemy before your Knight starts taking hits. And should he fail, the enemy has a bit more to run to the tower since the Knight pulled them away from it.
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