Clash Royale Wiki
Advertisement


BanditCard
ElectroWizardCard
InfernoDragonCard
ExecutionerCard
TombstoneCard
FlyingMachineCard
GoblinGangCard
BatsCard

Introduction

Hello everyone! This is completely my deck, not copied or based on anything, was made by accident because of highest level of cards available, was subject to some changes and finally rocked! When I showed it to friend, they said "Wtf, why use so many main cards, where are the spells, where are combos???" Well, we will see below why I do this.

Deck Information[]

Deck Created by: DiMithras
Minimum Recommended King Level: 8
Maximum Recommended King Level: 11
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.5 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Bandit: Bandit is one of the most annoying cards in the game.

Although she has low hitpoints, gets easily distracted by cheap units and cannot be used to tank as a knight, she has some unique defensive and counterattack features. Never use her to attack, you will probably get skeleton army or some cheap units on the way. Use her to counter lone wizard, princess, executioner on enemy field. After getting rid of these jerks for fair elexir trade there is a nice chance to dash the tower if your rival is low on elexir. Another petfect use is to get rid of spawning buldings in the middle of the field, she will just dash on every unit spawned and get fast and furious to the building without taking damage :) The last possible use is split pushing another tower while your rival spends all the elixir on other side of the field.

Electro Wizard: Electro wizard has a defensive role.

Spawn him against a goblin barrel or miner and take just minor damage to the tower. Instead of using a spell you get a unit capable of doing something else. Also he is the core to protect yourself from Inferno Dragon and Sparky!! Use him when the Balloon is approaching to zap it. Combined with bats you will get rid of it before it gets to the tower. Also nice to spawn against a skeleton / goblin swarm. Use him to stop minions, although they will survive his landing POW, and will sacrifice himself, tower will most probably suffer least damage. Use him against clones.

Inferno Dragon: This is your core defending against P.E.K.K.A / Golem / Giant Skeleton.

Support him with some units, put a tomb in the center to distract the attack and you are done, after this you can try to counter if your rival is low on elixir (most probably). Support him with executioner / bandit, let him lock on the tower and do massive damage in case of success.

Executioner: Attacking with him is dumb, as he will be swarmed from the back :(

However he is the best to protect you against minion horde and swarms, just place him wright, so that his axe deals with all the units instead of flying to the side. Place him just in front of the tower. If you are good with elixir and have a possibility to counter attack with the remaining Inferno Dragon, put him in the back to protect dragon against Minions and bats and your are done :)

Tombstone: This card is underestimated usually, but it rocks!

It is purely defensive, always place it in the middle 2 squares above your towers. It is your ace in the pocket against: 1. Hog rider. He will destroy the tomb, but will do minor damage to the tower even if the tomb is played alone. 2. Battle ram. Poor barbarians will have to deal with skeletons. 3. Balloon. In case of this approaches, place the tomb far above towers, balloon will destroy it in one hit and skeletons don't play any role here, but it will take a long route for the balloon, let the Princess towers do their job.

All the other units will also try to attack it before tower and will distract on every skeleton which gives you some time for elixir refill.

Flying Machine: Recently released nobody knows what to to with this fragile low damage thing..

But for me now it is the core unit! It is superb for split pushing. While you and your rival are busy on the other side, deploy it closest to the river and it takes seconds to lock on the tower and it will take a bit more for your rival to react. Although your main counter push will be unsuccessful, you will deal some damage to the other tower. Several splits and half of the tower is gone. Also good to defend against Furnace and Minion horde as together with the tower they will take out those units one by one. Also it is superb to deal with buildings placed in the middle. Without taking any damage from towers, dealing with spawned units and finally the building itself.

Goblin Gang: The only card I am not sure about..

Deals some damage on counter push, swarms hog and other guys, stops Prince and others. Well you know how to play goblins, but maybe spear goblins are better. This card can also be replaced to.. let's say.. Knight, as he can tank some damage, anyway do not replace it with something more expensive than 3 elixir.

Bats: Just two elixir to deal some fast damage against balloon or P.E.K.K.A., works the same as minion horde, gets killed with the same ease, deals a lot of damage but costs much less.

Can even be used to attack when there are a lot of your units approaching, had quite a few games where bats finished the tower after all others killed :)

Strategy[]

  • Play defensive and relaxed. In the beginning you may spawn executioner at the back of the tower, attacking Flying machine or bandit to deal some damage, but do not proceed with the attack.
  • Now try to use as few units as possible, watch your enemy and respond correctly. With enough elixir and some mastery of the cards you can defend almost against everything, just have the right card at hand and do the job.
  • You can only play this deck if you now how to count enemy elixir. Sit, defend and count, eventually you will have some units to counter and your enemy will be low on elixir, it's your chance! But do not use all your elixir, leave some for defending against a possible split push or guys like goblin barrel and miner, they can deal a lot of damage when caught unguarded.
  • Try to split when possible, use bandit or even better the flying machine. Most likely your enemy will not notice this or even spawn some units which can be easily killed alone. The main point here is not to let your enemy to concentrate on one lane, as eventually you can get overcrowded.
  • Finally if you did not have a successful counter push you will find yourself at a time with doubled elixir. Continue to play defensive, don't let your feelings take over you. With doubled elixir you can start to be more aggressive and try some combo like bandit + executioner or Inferno Dragon + Executioner. Only thing to keep in mind, it is better to draw rather than to loose, let your rival make mistakes, not you.
Advertisement