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BalloonCard
ZapCard
PoisonCard
LumberjackCard
GuardsCard
InfernoDragonCard
WizardCard
WitchCard

Introduction

A balloon win condition deck that has great damage. Similar to miner control, you can put balloon poison so that they can't put swarms.

Deck Information[]

Deck Created by: josephgg
Minimum Recommended King Level: 7
Maximum Recommended King Level: 10
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Balloon: Win Condition: This is used to take out the tower, as the name suggests.
Zap: Light Spell: The zap is used to clear out any swarms and to reset troops.
Poison: Heavy Spell: The poison stops the enemy from putting minion horde and other swarms.
Lumberjack: Mini Tank: The lumberjack does a lot of damage, and also have over 1000 health, making it good as a mini tank.
Guards: Swarm: The guards with their shields can withstand any spell, so unlike skeleton army, they can just die to arrows.
Inferno Dragon: Tank Killer: The inferno dragon, unlike other tank killers, can completely stop mega knight and pekka because of the fact that they can't attack air.
Wizard: Support: The wizard(can be swapped with magic archer) is used to get area damage to support the balloon.
Witch: More Support: The witch can do lots of damage and also distract, making her very viable, especially because of her rework.

Strategy[]

  • Use balloon and wizard to clear out any troops that the enemy tries to defend with.
  • Using the witch behind the balloon can also give you a good chance to counterpush.
  • When you push with non-area damage troops, make sure to put poison so they can't place swarms down.
  • If any tanky units like mega knight come in, put down inferno dragon for a positive +3 elixir trade.
  • Due to the guards' shields, use then to deal extra damage to troops like valkyrie and mega knight, as they will absorb one hit more.
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