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IceSpiritCard
TheLogCard
IceGolemCard
FireballCard
HogRiderCard
WizardCard
ElectroWizardCard
LumberjackCard

Introduction

Well, since this is my first time of writing page in Clash Royale Wiki, I will explain an information about this deck. Someone suggested me to use this deck. It's proven to perfectly push you from Arena 14 to 15, although you may lose on some occassions.

Deck Information[]

Deck Created by: KubilaiKhan3443
Minimum Recommended King Level: 9
Maximum Recommended King Level: 14
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Ice Spirit: Cycle card that can stun troops or buildings.
The Log: Small spell. Use this to mow down small-hitpoints horde or knock big troops back. Can be used as a cycle card.
Ice Golem: Used to kiting troops. Can be used to tank your troops to protect them from hordes.
Fireball: Big spell. Used to whittle down troops and buildings with moderate to high hitpoints.
Hog Rider: Your main win condition.
Wizard: Ranged troop. Deals area damage so he's capable of cleaning up hordes.
Electro Wizard: Second ranged troop. Electricity shot from both his hands can stun enemies, stop charges, and reset damage ramp-ups from troops like Mighty Miner, Inferno Dragon, and Inferno Tower.
Lumberjack: Mini tank.

Strategy[]

  • If the Ice Spirit or Log appears first in your starting hand, deploy them first to ensure the cycle goes faster.
  • Use the Fireball to deal with moderate-highpoint troops or buildings.
  • It is best to tank your Hog Rider with the Ice Golem to punish the opponent who played the swarm card such as Skeleton Army.
  • Another variant is to pair him with the Lumberjack. This can be useful, as the died Lumberjack will drop the Rage bottle, dealing damage to hordes (or even killing them if they are low in hitpoints) and boosting the Hog Rider. This is sure to make him dangerous since he attacks even faster, leaving the opponent obviously defenseless (unless they punish you with a tank like Mega Knight)
  • Whenever the opponent plays tank that can charge to deal double damage (e.g. Prince) or cards with ramp-up damage (e.g. Inferno Tower), deploy your Electro Wizard to cancel the charge or reset the ramp-up.
  • Wizard can deal area damage, so use him wisely to destroy hordes or low-hitpoint troops.
  • Deploy the Ice Golem to distract tanks, especially the ones that deal such huge damage like P.E.K.K.A. In order to destroy the tank, use another cards (except cycle cards and spells)
  • If possible, pair your troops with the Ice Spirit so it can leave the troop/building stunned for a short period of time, letting you to have an extra time to kill it.


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