Clash Royale Wiki
Clash Royale Wiki


MysteryCard
SkeletonsCardEvolution
GiantSnowballCardEvolution
BanditCard
TornadoCard
BattleRamCard
MiniPEKKACard
MagicArcherCard
ElectroWizardCard

Introduction

Hey! In my Clash Royale "career", I have always played cycle decks like X-Bow, Miner, Mortar. However, a lot of my friends have started playing bridge spam, and I wanted to incorporate bridge spam into cycle decks. A few days ago, I started my task of finding a bridge spam "cycle" deck, and have settled on this one.

Notes: The average elixir cost automatically provided is wrong. It is 3.1. Also, although I call this a cycle deck, it doesn't have the fastest cycle. However, all units are cheap, so you can't slow your cycle by too much.

Deck Information[]

Deck Created by: DEFECTIVE Gaming
Minimum Recommended King Level: 1
Maximum Recommended King Level: 14
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 3.1 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Skeletons: The Skeletons are an extremely versatile card that is used for swarming and cycling. Use them on slow hitters, such as Mini P.E.K.K.A., Elite Barbarians, Inferno Dragon, for a positive elixir trade.
Giant Snowball: Your small spell. Use it against Goblin Barrels and Skeleton Armies, as well as Balloons and Hog Riders to push them back.
Bandit: Your secondary win condition and mini-tank. She is a great unit to use to punish your opponent when they are low on elixir or make an investment. Her dash mechanic allows her to target glass cannons on your opponent's side, and then rush to the tower.
Tornado: Your #1 card for King activations against win conditions like Hog Riders and Balloons, as well as against bridge spammers like Bandits and Royal Ghosts, when you have no better response. When you are low on elixir and can't respond effectively, you can pull troops to the the King Tower and soak up damage that way, too.
Battle Ram: Your win condition
Mini P.E.K.K.A.: Your mini tank and tank destroyer! On defense, he is powerful against ground win conditions and Mega Knights. He can also be used to
Magic Archer: Your secondary win condition and good defense unit. As long as you protect him, he will be an amazing unit on both offense and defense! He is great as a counterpush unit, as well as a sniper for your offensive pushes.
Electro Wizard: Your stunner and primary air counter, as well as a GREAT defense unit. Just like Magic Archer, when protected on defense, he does a LOT of work. He is best used on defense, and then as a counterpush unit. He also provides great synergy with many cards of this deck, as you will see in the "Synergy" sections.

Offensive Synergies[]

(These are ordered from best to worst, so the top of "strong" will be better than the bottom of "strong". I came up with these, let me know of more in the comments)

Strong:[]

Tornado and Magic Archer:[]

So many decks feature this combo, and for good reason. Despite being 7 elixir, the Magic Archer can wipe defensive units off the board, preventing a counterpush, while also sniping the tower. This ability allows him to be a great secondary win condition.

Battle Ram and Magic Archer:[]

After going in with a Battle Ram, your opponent will likely counter it with either troops or a building. If they do the former, you can snipe off units with the Barbarians tanking, allowing your Magic Archer to deal damage, as well as your Barbarians if the enemy troop(s) are killed quickly.


Medium:[]

Mini P.E.K.K.A. and Magic Archer:[]

The Mini P.E.K.K.A. swings at tanks and mini tanks, while the Magic Archer handles the swarms. If the opponent is slow to react, the Mini PEKKA will tank while the Magic Archer hits arrow after arrow on the opponent's tower. Since this push is expensive, I suggest you to use a counterpushing Magic Archer.

Bandit and Magic Archer:[]

The Bandit dashes through on offense, while the Magic Archer takes out swarms for her. This is also a great counterpush with a leftover Magic Archer. However, there is one con that the Mini P.E.K.K.A. and Magic Archer combo doesn't have, and that is when the Bandit dashes, the Magic Archer will start tanking Princess Tower fire. To fix this, place the Magic Archer a one or two tiles behind the bridge, so that he can snipe units, while taking out units.

Bandit and Electro Wizard:[]

The Bandit will dash, and when she does, units will target away from her. Thus, the Electro Wizard will stun them back on

Tornado and Battle Ram:[]

When small units are poking at the Battle Ram, you can pull them away with Tornado, so that it can safely get to the tower. Be careful though; troops like PEKKA will probably get a hit before you can react with a Tornado, and that will be a waste of 3 elixir.

Snowball and Magic Archer:[]

When you can't afford a Tornado or don't have it in hand, you can use a Snowball to line a unit up. However, since you can't choose how far units get knocked back with Snowball, they may be knocked back too far, or not be knocked back enough. Don't do this with more than 1 unit, since it is practically impossible.

Defensive Synergies[]

Strong:[]

Skeletons and Mini P.E.K.K.A.:[]

The Mini P.E.K.K.A. is a great tank killer, which is great, except for the fact that they will likely slice him in two. Therefore, when you are facing something like a P.E.K.K.A., place the Skeletons to tank as the Mini P.E.K.K.A. wrecks it.

Snowball and Mini P.E.K.K.A.:[]

The Mini P.E.K.K.A. destroys tanks, but struggles against swarms, as well as swarm-tank pushes. Use the Snowball to kill the swarms, and then the Mini P.E.K.K.A. to kill the tank. Additionally, the Snowball can push units like the Hog Rider back, giving you a few more seconds for your Mini P.E.K.K.A. to kill it.

Electro Wizard and Tornado:[]

The Electro Wizard stuns, and the Tornado pulls units back! Together, melee units will approach the Electro Wizard, but at the last second, Tornado will pull the unit back, essentially giving the Electro Wizard a "second life" from incoming death. Then, he an continue stunning and ultimately, kill the unit!

Battle Ram and Electro Wizard:[]

This can be used in two ways:

  1. Use the Battle Ram to pull any fast units, while using the Electro Wizard to stun the unit, and slow its progress. This way, the unit will keep following the Battle Ram and always be on its tail, but never catch up.
  2. Use the Battle Ram to pull slow units to the middle of the arena. These slow units just won't keep up with the Battle Ram, especially with the Electro Wizard stunning it, and slowing its progress. Because of this, the slow unit will then target the Electro Wizard, and will be in range of both towers. Use this to your advantage and tank for the Electro Wizard with Skeletons or a Bandit, while the troop gets hammered on.

Regardless of what you do, you will have an offensive Battle Ram, and (hopefully) an alive Electro Wizard to counterpush!

Magic Archer and Tornado:[]

This combo is good on defense, but not as good as on offense. Use the same tactics as I listed in the "Offensive Synergies" section, but defensively.

Medium:[]

Skeletons and Tornado:[]

Against a Bandit or Mega Knight, use the Skeletons to pull a unit to the middle of the arena. Then, use the Tornado to pull the unit to the tower, and voila! You have a cheap King Activation and response to either unit.

Matchups[]

Rated from 1-10, 10 is the hardest, and 1 is the easiest.

LavaLoon:[]

8-10

You have just 1.5 air counters (I am counting Magic Archer as 0.5 since he does limited damage), and you can only tank for a Balloon with a Tornado. Eventually, your opponent will put their Balloon further away from the King Tower, so that when you try to pull it, the Lava Hound blocks the Balloon from being pulled. Unless your opponent sucks or gets disconnected, you will have a lot of pain.

Tips:

After they play a Lava Hound, place one of these bridge spam units: Bandit or Battle Ram. Don't use Mini P.E.K.K.A. since most LavaLoon players play Tombstone, which is a hard counter to Mini P.E.K.K.A. Hopefully, you can either force out a same elixir or greater elixir response, leaving your opponent unable to play a Balloon with their Lava Hound.

If they play their Lava Hound behind their Princess Tower, you can snipe it and the Tower with a Magic Archer. DO NOT USE TORNADO. You will not have any elixir to defend.

Substitutions (part way done)[]

With a lot of legendaries, I thought this deck could work as a deck for a level 1 account. Here was the deck idea I had: The Log, Royal Ghost, Bandit, Tornado, Magic Archer, Inferno Dragon, Electro Wizard, Ram Rider. Try it out!