Clash Royale Wiki


Introduction

This is a fun low cost push deck that I put together. This is a good deck for players who like to play defensive and wait for a good opening to make the push. Please note that the push style I used to make this deck and be successful with it takes some time to master, so if you lose a couple of battles with it, don’t be discouraged. Keep trying because it was hard for me to master it as well.

Deck Information[]

Deck Created by: Starboy04
Minimum Recommended King Level: 4
Maximum Recommended King Level: 9
Arena Required: Hog Mountain (Wrong?)
Average Elixir Cost: 2.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Spear Goblins: These Spear Goblins are mainly to accompany the Hunter when playing defensively. They don’t have as much range, but can help the Hunter counter Witches, Skeleton Armies, etc. They can also support the Battle Ram.
Goblins: Goblins are also defensive, but in order for them to work, they need to attack troops that have already locked in to another target. Since the prerequisite for this deck is that you be in Spell Valley, you’ll have a hard time if you just spawn the Goblins whenever. Because Spell Valley is all about that splash damage. ;)
Zap: The Zap, well we don’t need to really explain much for this one. But secret pro tip: for those of you who don’t know, when a Prince is charging he deal double damage. But you can stop his charge at any time by zapping him!
Bats: I put the Bats in this deck mainly for spam purposes. I originally invented his deck with Minions, but it really doesn’t make much of a difference, Although Bats can be taken down easier than Minions. So I suggest like the Goblins, use them after troops have locked on to other targets. But whether you use Minions or Bats the deck works the same.
Goblin Barrel: Ahhh the Goblin Barrel. It plays an integral role in the usefulness of this deck. If you didn’t notice, it’s in the name. Now many players know how to utilize the Goblin Barrel. It can be used last second to stop a charging troop or stall those last 4 seconds. But it can also be used offensively in those last few seconds to help get you into overtime. This is a very important part of this deck and cannot be replaced. So don’t experiment with it please. It really won’t work. Also, most people like to drop a Skeleton Army whenever you drop a Goblin Barrel, so try to keep a Zap handy!
Battle Ram: Battle Ram is the backbone of this deck, now it has some counters and isn’t very successful unless accompanied with the Goblin Barrel, it can still save you if it gets through to a crown tower. Usually spawn the Battle Ram at the same time as the Goblin Barrel. But beware do Skeleton Army users. So always try to keep a Zap on deck. Don’t waste it on Minions, let Spear Goblins or Musketeer take care of it. Also take note that I made this deck with a level 3 Battle Ram so it probably won’t be very successful with level 1’s and 2’s unless you alter the deck. Remember, the Battle Ram should be used as a tank troop or a last second diversion!
Musketeer: The Musketeer has got to be the most useful card in the ENTIRE game. It can counter so many things and can take wave after wave of enemy pushes if placed correctly. I suggest using the Musketeer if she is at least level 4 because Goblins can easily counter level 3’s. She can also be used offensively but I suggest using her for offense ONLY when a crown tower is below 500 hit points.
Hunter: The Hunter is like the Musketeers back up, while she takes care of hordes of Minions, and Balloons. the Hunter keeps back wave after wave of Witches and Skeleton Armies. Yes I know I’ve mentioned the Skeleton Army a lot but I just always seem to get matched with someone who uses them. The Hunter should always be used to follow the tank troop (Battle Ram) whenever going for the crown tower.

Strategy[]

  • Wait for your opponent to make the first move, if they don’t then spawn a Goblin Barrel just to see their counters. Once you see what troops the opponent deployed, you can decide how to counter.
  • If players have lots of arial troops then make sure to use Musketeer and Spear Goblins. Don’t waste the Hunter unless necessary, because you need him for the push.
  • Every once and a while try to get the Battle Ram push going. Deploy it right at the bridge and let it charge. Before it gets the crown tower, spawn the Goblin Barrel and the Hunter to follow the Battle Ram. The Hunter should take care of most of the counters your opponent sets up. Try to keep a Zap handy just in case their counter starts to pull your push apart. Remember, the point is to get the push clustered together, if they’re too far apart or if your timing is off, the push wont work.
  • Make sure the Battle Ram connects with the crown tower, you can Zap troops to stun them for half a second. If your Battle Ram is charging it should be enough time.
  • Remember, even if it’s not sudden death, try to go for the two crown. It is a 100% more secure victory than a 3 crown with this deck. Because your opponent (if they are smart) will try to go for the two crown in sudden death. So try to avoid risky scenarios as much as possible. Except with that Battle Ram push, that one is always about the risk. Thanks for taking the time look at his deck I have worked hard on. Good luck and see you in the arena. Starboy04 out!