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FireSpiritCard
ZapCard
MinionsCard
TeslaCard
FireballCard
GoblinBarrelCard
BalloonCard
InfernoDragonCard

Introduction

With this deck, there are many synergies that can be paired with the Balloon. There's always a new way to trick your opponent. There are even multiple Zap bait cards!

Deck Information[]

Deck Created by: Green Marker Official
Minimum Recommended King Level: 9
Maximum Recommended King Level: 13
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Fire Spirit: When using a Balloon, Minions, Minion Hordes, and even Bats can be annoying to deal with. Place these guys behind a Balloon to take care of any of them. They also work well on defense. They can counter small troops and "Fireballies" if you plant them correctly.
Zap: Zap makes a good low damage spell. It can kill small troops within its radius, and it can reset troops such as Inferno Dragon and Sparky. It can also stun and/or make enemy troops retarget.
Minions: Minions come in handy in this deck. You can place them behind a Balloon to give it a small speed boost, almost like a Rage spell. Plus, they can help defend your Balloon so it can get to the tower. They work well on defense, too. Troops that can't attack air can't target these guys.
Tesla: I see the Tesla as a mix of a Cannon and a Musketeer. You can place it right in the middle of the field, so troops coming at either side of the bridge will go for it instead of the tower. It deals quite a bit of damage on higher levels. Plus, it can hide underground when no enemy troops are in range, just like a shield!
Fireball: The Fireball's knockback effect can come in handy. It is a very reliable spell. It can crush "Fireballies", leaving them with only a bit of health left, making them able to die from an extra Zap's help. It is the highest damage spell in the deck.
Goblin Barrel: Goblin Barrel is great for getting some nice chip damage off a tower or building. A tank, such as the Balloon, is good to send in beforehand. That way, the tower(s) will target the Balloon and ignore the Goblin Barrel. They can also be used defensively. They can be placed down anywhere in the arena, so if a troop is attacking your tower, throwing a Goblin Barrel right in front of it will make it retarget to them.
Balloon: Balloon is a good win condition card. It has decent health on higher levels, deals over 1,000 damage at level 7, and even has death damage! A great card to use offensively.
Inferno Dragon: The main defensive tool against tanks. The Inferno Dragon does a great job and getting rid of high level enemy troops because of its increasing DPS. A good way to keep the Inferno Dragon rolling is to bait out the opponent's Zap. Fire Spirits, Minions, and Goblin Barrel are all good Zap bait cards.

Strategy[]

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