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WitchCard
DarkPrinceCard
TheLogCard
ZapCard
BabyDragonCard
ArchersCard
BomberCard
PrincessCard


Deck Information[]

Deck Created by: RockHardJohnson
Minimum Recommended King Level: 9
Maximum Recommended King Level: 13
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 3.1 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Witch: Can be used in many different ways, personally I used it to counter things like the double prince push, scarmys. Very useful can be used in pushes counter-pushes and defence, the key card of this deck.
Dark Prince: Used as an offensive card, if possible I would advise to use first to see what type of deck the opponent has, and to also deal a bit of damage on the tower.
The Log: Very useful card can easily counter scarmy or any type of weak cards very useful for pushing enemies backwards,
Zap: Same as the log however targets air as well, I’d recommend at least level 9 zap before you use it in this deck. If your zap is a low level, poison or earthquake is a good replacement.
Baby Dragon: Mostly used to distract or in a push. Best to use as a tank for cards like bomber.
Archers: One of the most useful cards in this deck, can be used in pushes or defence, A true jack of all trades.
Bomber: Really useful for fending off weak cards in bunches like, goblin gang, or scarmy. Good for pushes if used with a tank.
Princess: Can be useful is positioned behind your tower or on the front line. However if swarmed can easily be damaged, so use a tank like baby D with it.

Strategy[]

  • When the game starts wait till you get to 10 elixir then place a princess or Dark prince in the front line.
  • It a tank like mega knight it placed put a witch to the side to lure it away then attack with a dark prince.
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