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BattleRamCard
ValkyrieCard
GoblinBarrelCard
MusketeerCard
SkeletonArmyCard
CannonCard
FireballCard
BarbarianBarrelCard

Introduction

This deck is very effective from arena 3-6 as players in this arena range struggle to counter it. I used this deck to go from arena 3-7 in under a week because it is very overpowered. However, after arena 7, players learn how to counter this deck so I would not recommend it (with a bit of skill you can do it, but after arena 10, players will start to punish it). also, you may want to switch cards based off your arena as they use different strategies, which you will need to counter.

Deck Information[]

Deck Created by: ,pogypog
Minimum Recommended King Level: 4
Maximum Recommended King Level: 9
Arena Required: Jungle Arena (Wrong?)
Average Elixir Cost: 3.4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Battle Ram: Main win condition; a battle ram + Valkyrie is hard to counter at this level, will take most of a tower
Valkyrie: Mini tank; can tank 3 mini pekka hits, 4 from most other defences and instantly 1 taps swarms like skeleton army, allows battle ram to connect
Goblin Barrel: Secondary win condition; this will get the rest of the tower after the battle ram connects, if the battle ram + Valkyrie dies, they usually wont have enough elixir to defend this
Musketeer: Air defence; the strongest air defence for this arena, fully counters most air cards
Skeleton Army: Swarm; Very effective at killing slow hit speed troops without splash damage units
Cannon: Defence building; fully counters win most conditions (skeleton army may be needed)
Fireball: Big spell 1 taps mid health splash damage cards, allows skeleton army to kill the slow hit speed win conditions
Barbarian Barrel: Small spell; kills swarm cards and goblin barrels.

Strategy[]

  • Single elixir (3:00 - 1:00)

In this part of the game, you need to play very passive. You should defend as cheaply as possible, and when given the opportunity, push. You need to place a Valkyrie at the bridge, then one tile behind it, a battle ram. The battle ram will push the Valkyrie to the tower and hit the tower. The Valkyrie will instantly kill any swarm and tanks 2 hits from P.E.K.K.A, 3 hits from Mini P.E.K.K.A, and 4-5 hits from most other defences, allowing the battle ram to connect to the tower. Most players end up using all their elixir, overcommitting. If they do not attack the other lane, you can throw a goblin barrel on the tower to finish it off. If they attack the other lane, defend it using cannon to pull, musketeer to attack, barbarian barrel for swarms and fireball to clean it up. If there is anything left, use a skeleton army. You may have enough elixir to start attacking another tower. I would recommend attacking the other princess tower, as they can get a tower.

  • Double elixir(1:00 - -1:00)

You should start to add more support to you pushes at this point. You need to apply as much pressure as possible, forcing them to invest all their elixir into defence. They will still struggle and you will eventually get the towers if you keep applying pressure. The opponent will not be able to start a push without sacrificing a tower so at this point, you need to keep constant pressure an you will win the game.

  • Triple elixir(-1:00 - -2:00)

I never got to this point using this deck, but at this point you will need to attack (and defend) both lanes, if it is very close near a tie break you can fireball the tower, but only if there is 100hp difference with 5 seconds left of overtime.

  • Other

The only reason I ever lost, was badly timing the push and overcommitting on defence. You need to be sure that the opponent can't push at the bridge, before pushing their tower. Also the placement of your cannon and musketeer is very important. You should always place it in the center, in range of the princess tower (nine tiles). Also never push if the opponent is building one, wait to defend it before pushing the tower.

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