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LumberjackCard
BalloonCard
BabyDragonCard
InfernoDragonCard
BowlerCard
FreezeCard
TornadoCard
BarbarianBarrelCard

Introduction

Yep this deck is the infamous deck that got Mugi to win $200,000. Even after the balloon damage nerf, the deck is still viable due to a raged balloon being able to drop bombs crazy fast compared to before. This deck primarily works in double elixir, so it is even better for double elixir, rage battle, ramp up battle, and sudden death tournaments. This deck isn’t really substitutable but you can switch baby dragon for electro dragon.

Deck Information[]

Deck Created by: Ttv1kid
Minimum Recommended King Level: 10
Maximum Recommended King Level: 14
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 3.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Lumberjack: Ground unit that deals a lot of dps and can drop a rage upon death. Paired with balloon so that balloon gets more hits.
Balloon: Only win condition that is probably the most hated in the game. A single balloon hit at lv 11 does over 600 damage, and can hit again in 1.4 seconds with rage. So once it gets onto tower, it is basically a hog rider with double the damage for only one more elixir. Paired with lumberjack and freeze for maximum effect.
Baby Dragon: Anti air splash unit that clears air swarms like bats, can be paired with tornado for extra splash value.
Inferno Dragon: Tank killer that does a lot of single target dps in it’s third stage of damage. It is vulnerable to resets, but freeze can offset this.
Bowler: Ground tank that can be paired with tornado for extra splash value. The boulder’s piercing range can chip tower.
Freeze: The most toxic spell in the game, but you can’t deny it’s effectiveness. It disables units for a whole 4 seconds, letting your units land free hits. Paired with the lumberloon combo for even better effect.
Tornado: Spell that counters small swarms and forces king tower activations. Can pull enemy units away from tower so they land less hits.
Barbarian Barrel: Small spell that counters most swarms and spawns a single barbarian. The barbarian is great for making positive trades in a lot of situations like killing a ranged unit behind a tank.

Strategy[]

Single Elixir:

  • Never make the first play, as anything you do can be heavily punished.
  • Do not go aggressive in single elixir except in specific matchups, as your pushes won’t be enough to break through the opponent’s defense, and you will be heavily down on elixir.
  • Inferno dragon can get a lot of value on tanks, if they put down a reset unit or use a reset spell, use freeze on the tank and other units.
  • The double dragon(baby dragon+inferno dragon) combo can defend most pushes air or ground, and can be spread so that rocket, the only spell capable of killing either dragon, only hits one.
  • Going afk until double elixir is fine, since your offense becomes exponentially stronger.
  • Tornado every unit into the splash radius of the baby dragon or into the path of the bowler’s boulder for splash value.
  • Line up bowler to kill support behind a tank consistently, you can also use barbarian barrel in this situation but the barbarian sometimes can’t fully kill the support. If the support is aerial use tornado+baby dragon.
  • Don’t be afraid to use lumberjack of defense, as you aren’t really going to push in with balloon in single elixir.
  • Save bowler for important interactions as he is your only unit with 2000+ hp at tournament level; he is especially important to defend x bow.
  • When activating king tower with tornado, pull the units with the corner of tornado just as they reach the tower, they will only get one hit at best and will activate your king tower.
  • Pull units into the center to abuse an activated king tower.
  • A frozen electro giant cannot do reflected damage, use this to get free hits in.
  • There is a time where you can go agressive, it is when your opponent makes a commitment of at least 8 elixir. You can go lumberloon in the other lane since they can’t really defend the push.

Double Elixir:

  • This is where the fun begins, you can finally start playing aggressive since you can put a lot more elixir into your pushes.
  • You can now ignore minor damage on your stronger tower when building a push.
  • One or two lumberjack hits plus a balloon hit is usually enough to destroy a building, if not pair with freeze while freezing the princess tower.
  • Try to freeze just as balloon reaches princess tower, if you feel like ballon won’t have enough health by then, freeze just before balloon dies.
  • Try to freeze as much air defense as possible, and try to force your opponent to use all of their air defense so they can all be frozen.
  • One well-built lumberloon push can take a full health tower, so do not be discouraged if you fail once or twice. This deck relies on that one big push, similar to beatdown decks.
  • Once you have a tower lead, focus on defense. There is no reason to go aggressive anymore since your defense will be very hard to break through since you have freeze.
  • Get maximum freeze value by freezing as many units as possible.
  • Start pushes in the back, starting with a lumberjack, then a baby dragon, then a balloon in the bypass placement once lumberjack reaches the bridge. Try to let the baby dragon push the balloon even farther so you can’t get pulled into the 2 tower range.
  • Spread lumberloon push against decks with rocket to prevent rocket value.
  • Barbarian barrel can snipe towers like teslas allowing balloon to reach tower faster.

Triple Elixir:

  • If you are doing damage and but not taking tower, continue pushing since you can get damage through. If you aren’t even getting damage through, do not give up, try to chip them down with the balloon’s death bomb. This deck has seemingly bad spell cycle game, but your opponent will also be generally using their big spells against your balloon.
  • Try not to leak elixir to get the maximum amount of elixir in a push, since leaking is easy in triple elixir.
  • Pocket/bridge lumberloon is now the best push rather than starting at the back.

Upgrade Priority:[]

1. Balloon: By far the greatest priority, having more health means possibly more hits on tower, more damage means a connection is more impactful.

2. Bowler: Your only tank in this deck, him dying earlier means your opponent might just be able to get that xbow connection.

3. Lumberjack: You want him stronger on defense and tanking for balloon longer, but he isn’t too important to level up since he is primarily used for the rage.

4. Baby Dragon: You want him to survive lightning and deal extra splash damage.

5. Inferno Dragon: Melts tanks even when underleveled, but the higher level the better.

6. Barbarian Barrel: Needs to one shot goblins, but that’s the primary use. Barbarian benefits from levels but not too much.

7. Freeze: Needs to one shot bats, but no need to upgrade more since only the damage is changed.

8. Tornado: Better underleveled to activate king against graveyard.

Deck Matchups:[]

1 is a free matchup, 10 is an impossible matchup.

Hog Rider: 6 Hog cycle can cycle to multiple cannons easily to repeatedly disrupt your balloon pushes, but you can recognize a hog cycle being played and push in in single elixir. Single elixir pushes from the back are much harder to defend for hog cycle since cycling to another cannon isn’t practical anymore. If they send a hog, lumberjack to prevent most of the damage, and push in with balloon. By the time you get to your opponent’s side, you will have enough to freeze musketeer. Since they only have musketeer for air defense, freezing it basically means all of their balloon removal is gone. Then you can tornado hog rider to get minimum damage on princess towers and get a win. Overall not a bad matchup, but not a good one either.

Royal Hogs: 3 Hog Rider cycle but it’s even easier to defend for you since royal hogs is countered by bowler and royal delivery can’t do as much as fireball to a balloon. Very easy matchup and the exact matchup that Mugi beat Mohammed Light in.

Logbait: 7 Two barrel counters means they can’t really outcycle you, but their defense is hard to crack especially with rocket and inferno tower. You can actually spread units to prevent rocket value, but still a tough matchup to break through in. Luckily for you, they likely won’t rocket your tower as it is their best defense to lumberloon, so you won’t really get screwed over by rocket cycle. Overall very annoying matchup that is greatly skill dependent.

Icebow: 8 This is another matchup where you want to break through in single elixir while they don’t have rocket+tornado in rotation or don’t have 9 elixir. Rocket tornado deletes your entire push and you can’t do anything about it. To get damage in, you really have to catch their cycle. Luckily, bowler tanks for xbow very well.

Xbow Cycle: 5 They don’t have rocket+tornado, and bowler counters xbow even with support present. Single elixir is once again the best time to break through since they can’t pull balloon to king tower in single elixir. Focus on defense and constantly punish the opponent. Once again you won’t lose by spell cycle because their fireball will always be used on your balloon.

Pekka Bridge Spam: 2 Literally “not enough air defense” the deck. Focus on defense in single elixir and abuse their lack of strong air defense in double elixir. Super easy matchup.

Mega Knight Ram: 5 Okay now they got good air defense, but notice how half of their deck is countered by bowler. Yep bowler reaps huge value, and king activation with tornado is also helpful. A helpful tip is to freeze ram rider before it can slow the balloon, as the slow won’t do anything once balloon reaches tower.

Splashyard: 9 They got disgusting defense even in single elixir, and you can’t prevent the guaranteed damage from graveyard+poison. Overall a terrible matchup.

Giant Graveyard: 5 Functions much more differently than splashyard. It is an offensive oriented deck, that unfortunately doesn’t run enough air defense against lumberloon freeze. Underleveled tornado greatly helps as it can force graveyard to activate king tower.

Double Prince: 4 Freeze the tank and use inferno dragon. Double prince decks don’t run super strong air defense so you can break through. Against the double prince combo, freeze and lumberjack.

Golem: 3 You can defend golem easily, but they can’t defend lumberloon as easily. Golem decks don’t run high air dps units, so you will break through easily. All you need to defend golem push is a freeze+inferno dragon+a support unit.

Conclusion:[]

Overall a strong deck that will likely never die, and is still extremely effective and probably the only viable balloon deck after the rework. It isn’t very f2p friendly, but it’s effectiveness is undeniable.

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