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Introduction
I have built this deck solely for the purpose to help new players who may not be familiar with what their cards do to create a solid deck that is sure to get them past the first couple of arenas. I do not recommend, however, using this deck past Barbarian Bowl, as there are better card options past that point. But for the beginning of the game, this is a strong, solid deck.
Deck Information[]
- Deck Created by: ThatOneGuy2k01
- Minimum Recommended King Level: 1
- Maximum Recommended King Level: 4
- Arena Required: Hog Mountain (Wrong?)
- Average Elixir Cost: 3.9 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Giant: Meat shield, tanks for cards and towers as supporting troops cause the damage.
- Hog Rider: This is the primary win condition, and will be very likely be able to get at least one hit on a Crown Tower before being defeated.
- Hunter: Used for taking out opposing Giants, Baby Dragons, and other troops with similar health. Can also be used to lesser effect to control swarm cards such as Skeleton Armies.
- Minions: Attacks ground troops safely from above, and can cause heavy damage to Baby Dragons. Use mainly to destroy low to mid health troops.
- Witch: Used mainly to support the Giant as it moves towards the opposing Towers, though it can also be used to stop single target troop cards such as the Mini P.E.K.K.A from attacking your tower with its spawned Skeletons.
- Arrows: Arrows are almost essential for any beginning player, especially through the first arena, as there are many swarm cards, especially Skeleton Armies. Use this card against a swarm of low health troops, or when a Goblin Barrel is sent to your Tower.
- Knight: Used similarly to the Giant, but can also be used to defeat opposing Goblins and other low health troops.
- Fireball: Use to destroy a low health tower, or to weaken or destroy an opposing push.
Strategy[]
- Back up the Giant with the Witch, as she is an excellent support troop to use with the Giant. The Hog Rider is also capable of tanking long enough to take out a Tower, and the Giant can also be used to tank for the Hog Rider.
- For heavy hitting threats such as the Mini P.E.K.K.A, use the Knight and the Hunter to deal with the threats, as they will be able to distract them long enough to prevent them from hitting your Tower.
- When a Tower is low on health, use the Hog Rider to finish it off. You can also do this with the Fireball, but only if the Tower is under 100 hitpoints.
- To deal with swarms, the Arrows are your friend. Save it to use on one or more swarm cards, if possible.
- The Minions can be used with the Giant, Knight, or Hog Rider, as they tank while the Minions cause high damage to opposing troops and/or buildings.
- In case of emergency, you can use the Giant in order to distract attacking troops in order to build up Elixir to destroy them, but this is only recommended if both spell cards are out of your hand.
Replacements[]
Giant: None
Hog Rider: None
Hunter: Musketeer if you prefer more efficient single target damage or simply have not unlocked the Hunter.
Minions: None
Witch: Any of the starting Epics (Prince, Baby Dragon, Wall Breakers or Skeleton Army). Replace this with the Witch as soon as you unlock it, as it is a key part of this deck.
Arrows: None
Knight: Mini P.E.K.K.A
Fireball: Goblin Barrel (to use in conjunction with the Hog Rider and Giant).
Synergies[]
Giant + Witch: This is a simple yet very effective combo, and at the start of the game, opponents will likely have trouble effectively countering this combo.
Giant + Hog Rider: The Giant tanks for the Hog Rider as they both attack an opposing building, hopefully a Crown Tower. If you do this combo, make sure Arrows are in your hand in case the opponent places a Skeleton Army.
Hog Rider + Minions: The Hog tanks for the Minions as they clear out any potential threats to the Hog.








