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Introduction
A reliable and cheesy deck for absolutely wrecking boat defenses. Doesn't rely on the high level cards to be effective. With a bit of practice it will always take out one defense, unless there's an insurmountable difference in level (and even then, the tower still takes critical damage.
Deck Information[]
- Deck Created by: Drewski99
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 12
- Arena Required: Miner's Mine (Wrong?)
- Average Elixir Cost: 2.7 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Heal Spirit: Cycle
- Electro Spirit: Cycle
- Skeletons: Cycle
- Elixir Collector: cheesy strats
- Giant Skeleton: Big Boomer
- Rage: Cycle and BOOST!
- Mirror: More pumps and boomers
- Clone: even more boom
The Game Plan[]
Phase 1: First loading in[]
- You will not have Elixir Pump nor Mirror in your hand. Quickly drop Spirits, Skellies and (if needed) Rage to get Pump and Mirror in your hand.
- Place your first Pump on the side OPPOSITE from where you wish to attack.
- Mirror another Pump when you get enough elixir, grouping it with the first Pump.
Phase 2: Elixir Tycoon[]
- Play both spirits and the skellies. This gets another Pump back into your hand, with the next card after it being the Mirror.
- Add the Pump and its Mirror to the cluster of Pumps
- Repeat those 2 steps again; you will now have 6 pumps
- Cycle the spirits and skellies one last time (so you have Mirror again for the final push)
Phase 3: The Death March begins[]
- Wait until you are at least 6 elixir. Rage the Pumps (this makes the Pumps work faster, but also expire faster)
- Immediately drop your first Giant Skeleton behind the King (remember, opposite side from the Pumps) and place its Mirror beside it
- Quickly cycle those three cards again, behind the Giants.
- You should have just enough elixir to squeeze a third Giant Skeleton into the pack before it crosses the bridge (do not Mirror it!)
Phase 4: Fireworks[]
- Rage the trio so they sprint up and start punching the ever-living daylights out of that tower
- Clone them
- Mirror Clone
- :)
Phase 5: The Bonus Round[]
- Your job is now done. At this point you can just sit back and invite death as you laugh at the carnage you created. OR you can have some fun and try to stall out the defenders long enough to send more Giant Skeletons to another tower. You're probably still dead, but it's worth a shot, right?
Important Notes[]
- Attacking a side tower usually catches the center tower in the explosion radii. And for no small amount, either. Thus, when attacking a defense with one tower already down, aim for the side tower and not the center.
- When given the option between attacking a damaged tower or a healthy tower, always pick the healthy tower. I mean, you're gonna kill it in one go anyway, right?
- Space out your spirits when cycling! You don't want one of them to accidentally jump on a defense and ruin everything. Really only a problem when against low level defenses, which don't have enough firepower to gun down two spirits at once.
- When cycling Rage at the start, do not drop it anywhere near the bridge. For the aforementioned reason of accidental spirit jumps.
- When Raging the Pumps, avoid letting it spill over and hitting your Giant Skeleton. The extra speed can screw up the timing.
- Practice makes perfect! Test this strategy several times beforehand on your own boat defenses. It's easy to screw up, and one hiccup can cost the entire attack.








