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FireSpiritCard
ZapCard
MinionsCard
TeslaCard
FireballCard
DarkPrinceCard
BalloonCard
InfernoDragonCard


Deck Information[]

Deck Created by: Green Marker Official
Minimum Recommended King Level: 9
Maximum Recommended King Level: 13
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 3.4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Fire Spirit: When using a Balloon, Minions, Minion Hordes, and even Bats can be annoying to deal with. Place the Fire Spirit behind a Balloon to take care of any of them. They also work well on defense. They can counter small troops and "Fireballies" if you plant them correctly. You can also use the to drag enemy troops away from your tower.
Zap: Zap makes a good low damage spell. It can kill small troops within its radius, and it can reset troops such as Inferno Dragon and Sparky. It can also stun and/or force enemy troops to retarget.
Minions: Minions come in handy in this deck. You can place them behind a Balloon to give it a small speed boost, almost like a Rage spell. Plus, they can help defend your Balloon so it can get to the tower. They work well on defense, too. Troops that can't attack air won't bother them.
Tesla: Tesla makes for a great defense building. You can place it right in the middle of the field thanks to its 2x2 tile layout, so troops coming at either side of the bridge will go for it instead of the tower. It deals great DPS on higher levels. Plus, it can hide underground when no enemy troops are in range, just like a shield!
Fireball: The Fireball's knockback effect can come in handy. It is a very reliable spell. It can crush "Fireballies", leaving them with only a bit of health left, allowing to die from an extra Zap's help. It is the highest damage spell in the deck.
Dark Prince: Dark Prince is the main tank in the deck. His area damage allows him to hit multiple targets at once, and his shield gives him a little more HP. He can also deal with higher HP cards.
Balloon: Balloon is a good win condition card. It has decent health on higher levels, deals over 1,000 damage at level 12, and even has death damage! A great card to use offensively.
Inferno Dragon: The main defensive tool against tanks. The Inferno Dragon does a great job and getting rid of high level enemy troops because of its increasing DPS. A good way to keep the Inferno Dragon rolling is to bait out the opponent's Zap. Fire Spirits and Minions are good Zap bait cards.

Strategy[]

  • Dark Prince functions as the main tank in this deck.
    • Balloon could also work as a backup tank, but will only stop troops that can attack air.
  • Dark Prince works as a great counter towards many cards, such as Elite Barbarians or even a Mega Knight.
  • Tesla works well when placed in the very middle of the arena.
    • When a tower is close to dying, you can move the Tesla over one or two tiles closer to the tower to make sure building chasers go for the Tesla first.
  • Place the Minions behind the Balloon when rushing at the bridge so that they will push the Balloon and give it a small speed boost.
  • Having Fireball on higher levels benefits in any situation, whether it be extra crown tower damage or defeating a medium health troop.
  • Tesla + Inferno Dragon is a recommended combo to use against building targeting tanks, such as a Golem or Giant.
  • Fire Spirits work well behind a Balloon when rushing. They can clear most small troops that are commonly used to defend a Balloon.
  • Fire Spirits and Zap are tied for the cheapest card in the deck, both at two elixir.
  • Balloon is the most expensive card in the deck, at five elixir.
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