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Introduction
This deck is designed to be able to defend most beatdowns, and be able to turn the remaining troops into a powerful counterpush. Dark Prince is your main ground splasher, and is paired with Skeleton Dragons for DPS. Miner is your tanker for your weaker troops, and can help lower leveled troops and lower HP troops reach the tower with proper placing.
Deck Information[]
- Deck Created by: LTRSavage
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 12
- Arena Required: Spooky Town (Wrong?)
- Average Elixir Cost: 3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Dark Prince: Dark Prince - the main centerpiece of this deck. Your main defense against very dangerous troops like PEKKA, Mega Knight, and Sparky. Keep in mind that it may need an additional pairing such as Ice Spirit for a little bit help against them. It is also your main heavy splasher against things like Skeleton Army and Goblin Gang. This card can be swapped out with cards like Prince and Hog Rider.
- Skeleton Dragons: Skeleton Dragons - the main DPS of this deck, as well as a splasher and air defense. Your main defense against cards like Balloon, Minion Horde(or just swarmies in general), and a strong pairing to counter push with. This card can be swapped out with Baby Dragon or Mega Minion, although the deck will become a little slower paced.
- Archers: Archers - the main air defense, as well as working as a small swarm for pulling troops such as Prince. This card is also used as a counter for small things like Spear Goblins, as well as ranged DPS as opposed to Skeleton Dragons. Can also be used as a bait for Poison, Fireball, Arrows, and The Log. Can be swapped out with Musketeer or even Hunter.
- Ice Spirit: Ice Spirit - the main cycle card as well as a cheap freezer. This card works very well with the Miner - if your Ice Spirit is too low level, a very strong play at the start is to start with the Ice Spirit and try and pair it with your Miner. Not really anti-anything, but can be used to soak up a Sparky shot or stop the charge of something like a Battle Ram or Prince. Preferably not replaced, although cards like Skeletons or Ice Golem could work.
- Miner: Miner - the main rusher. Mostly used for chip damage, but also as a damage soak for lower leveled troops. This is also your main defense against cards like Furnace, Goblin Hut, and Elixir Collector. Can also be used as a Princess killer for awkward positions as well as eliminating fireballies.
- Ice Wizard: Ice Wizard - the main defensive card that synergizes with almost anything to defend beatdowns - Golem, PEKKA, Mega Knight, Balloon, and others. Also an additional splasher, meaning that it can be used to slow large clumps of troops as well. Also can clear out weak cards like Skeletons and Bats that are commonly used for beatdowns. Can be replaced with cards like Bomb Tower and Fisherman(although not advised unless the player understands the card mechanics).
- The Log: The Log - the main cheap, light spell that can also be used as a cycle card. For 2 elixir, it can stop charges, clear Skeletons, knock back opposing cards, and force cards to retarget with the knockback. Your main defense against Princess, Goblin Barrel, and can be used to force King Tower activations if used correctly. Can be replaced with Barbarian Barrel and Zap.
- Fireball: Fireball - the medium spell. The main nuker for positive elixir trades, used to counter things like Magic Archer, Musketeer, all 3 Wizards, Witch, Barbarians, all preferably to connect with something else for a positive elixir trade. Can be replaced with Poison, or heavy spells like Lightning or Rocket.
Strategy[]
- Miner-Ice Spirit: Best starting combo for this deck, because without counters, it can do insane damage, with the Ice Spirit freezing for the Miner and the Miner doing chip damage and tanking for lower-leveled Ice Spirits(I had to do this a LOT). Forces a counter, and can do at least a little bit of damage.
- Dark Prince-Skeleton Dragons: One of the main counter-pushes - this can rush in VERY quickly when properly bridge-spammed, and can bring down most counters to a sliver of HP. Advised to do this only during 2x elixir or after countering something with the Skeleton Dragons, where then you can place down the Dark Prince at the bridge, along with a Miner.
- Miner Counterpush: Basically, after done countering a push, you can use the small scraps of troops still alive that would normally die to the tower, and throw in a Miner for a tank. (NOTE: only do this if you know that your opponent does not have a spell that can take everything out or a strong splasher like Wizard.)
Typically, beatdown decks will often have their tank and a high-DPS unit or splasher, so here are some possible attacks and how to defend them -
- Golem-Witch: Typically, if they are doing this push, they will place the Golem in the back - meaning that you too can build up elixir. The main way I would defend this is to counterpush on the other lane. Hard. A Miner-Ice Spirit-Dark Prince combo can absolutely wreck them since they invested 8 elixir, meaning that they have nowhere near any kind of card that can counter your push that costs less than 4 elixir. If they bridgespammed their Golem, you can simply use Skeleton Dragons, Ice Wizard, and something like Archers to eliminate both the Witch and the Golem. However, placement is key - never place your units so that they will target the Golem and not the Witch - the Witch is the DPS and damage dealer behind this push - once you eliminate that, the Golem is only a sandbag.
- Lavaloon(Lavahound-Balloon): Like previously stated you can always hit them hard on the flank if you know that they are short on elixir - however, your counter push simply cannot expend anti-airs, like Ice Wizard or Archers since you need those to counter the Lavahound and the Balloon. If you are short on elixir, use Ice Wizard and Archers to first slow and kill the Balloon, then focus your damage onto the Lavahound.
tl;dr - Heavy beatdowns, attack hard on the other side if you know that they are low on elixir. General strategy for any deck. Then try and make your units blast the DPS unit before killing the tank.
Bridge spam decks - the most annoying, since cards like Bandit and Royal Ghost often only have one counter in your deck - Dark Prince. Constantly use Dark Prince of their pushes, and try not to use it in your pushes, instead using Miner or your replacement mini-tank of choice. You can counter Bandit with Archers, but timing and placement is key. Try and kite it into the middle of the your two towers. Other than that, everything else remains the same.
Chip Cycle - Log out. No way you're going to win...
Just kidding.
- The main way you have to counter chip cycle is to use your Miner for chip damage and use your Ice Spirit as well as your other cards to simply defend. An alternative is to play normally, since if you are low on ladder, players will typically favor beatdown, and even then if they use chip cycle, they probably aren't experienced. But, like I said, if you're like me and 5.2k trophies on ladder, yeah, you can just log out or play normally.
Log Bait - FIREEBALLLLLL
- Use your fireball to counter things like Princess(but try and hit something else, like your opponent's tower!). Use your Log or alternative very carefully, because Log Bait is literally designed to bait out your Log so they can hit it hard with a Goblin Barrel.
Hog Cycle/X-Bow Cycle/Ice Bow -
- Ice Wizard is key. Keep him alive at all costs, because he can reduce damage done as well as slow down Hog Rider to a manageable pace.
- Never let your guard down. Use your Fireball carefully for all of these decks - their main defenses are often fireballies. (Musketeer, Ice Wizard, Archers) Your opponent could be sitting on a lot of elixir and could use an X-Bow. or Hog out of the blue just after they expended 7 elixir.
Anything else - play normally, but always try and be careful with your spells, and consistently try and get positive elixir trades.