Clash Royale Wiki
Advertisement


FireballCard
ExecutionerCard
DarkPrinceCard
BalloonCard
TheLogCard
LumberjackCard
BanditCard
InfernoDragonCard

Introduction

The deck that I used in arena 12. It is a very effective control deck. Works very well in a 2v2 with a player that has a tank.

Deck Information[]

Deck Created by: Nerffan101101
Minimum Recommended King Level: 8
Maximum Recommended King Level: 11
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Fireball: Used to clear out fireballlies used as support units in pushes.
Executioner: Used as a support unit/swarm killer.
Dark Prince: A minitank, used as a push deterrent and a tank
Balloon: The primary win condition. bait out any buildings before putting this down
The Log: A swarm killer, can be used as a push deterrent to stop a high damage troops from attacking the tower.
Lumberjack: The secondary/tertiary win condition, great at killing minitanks and support units. Can be used as a secondary tank and a free rage once it dies.
Bandit: The tertiary/secondary win condition. Can be used to take a hit from the sparky while it dashes. Also called by me as the afk test. more on that later.
Inferno Dragon: Anti-tank unit. Very deadly if a tower connection is made.

Strategy[]

  • Use the bandit on defense. Some people might not notice the fact that the bandit can take a hit from the sparky. While the bandit dashes, the sparky shoots at the bandit, causing the sparky to miss. This will result in the sparky dying since the bandit has a very high damage output. Use as an afk test. If no move is made within 20 seconds of the game, put down directly at the border. If it is left ignored, it will deal over 1,000 damage to the tower.
  • The executioner balloon synergies is very effective, since the balloon is a mini tank that deals a lot of damage, but easily destroyed by swarms. The executioner easily destroys swarms but deals little damage in return. If put together, it is a very deadly combo. Use this combo as a punishment combo.
  • The lumberjack or bandit can be used as another card that can be paired with the executioner. In both scenarios, the executioner should tank for the bandit and lumberjack. In the case of the lumberjack, this may seem confusing since the lumberjack drops a rage that could help the executioner finish the tower. However, while the executioner is rage, his actual axe doesn't travel faster. Therefore, he should tank for the lumberjack since it dishes out more damage than the executioner.
  • The dark prince is a more reliable punishment card than any others in the deck. Most high elixir cards are tanks so you will want to save the inferno dragon for countering the tank. Also, the will not have enough elixir to put down a reliable counter to the dark prince. The bandit is also a good and reliable punishment card.
  • The executioner can be used to stop a push because of his relatively high health and "Piercing axe" attack. If you prefer, the magic archer can be used in place of the executioner as it has a faster attack speed than the executioner, a longer range, affected positively by the lumberjacks rage and is cheaper.
Advertisement