Introduction
Yes, it's another deck I have used before, not the best deck but it's a perfect balance between the offensive and defensive capabilities of different cards. Very all rounded, in short terms.
Deck Information[]
- Deck Created by: Underredded
- Minimum Recommended King Level: 1
- Maximum Recommended King Level: 15
- Arena Required: Hog Mountain (Wrong?)
- Average Elixir Cost: 3.9 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Dark Prince: Your main support card, ideal for both defense and offense. Use him in defense for taking out glass cannons, then counterpush with a Giant in front of him.
- Giant: Your versatile tank. It's obvious main use is to push with it, but in desperate situations, you can use him as card to kite other troops and tank their hits, giving you a lengthy period to sort out your defense.For 5 elixir, there's so much he can do.
- Lightning: To be honest, it's more of a support card to take care of Inferno cards and glass cannons trying to defend a push but, if desperate, use it for killing the glass cannons in your opponent's push.
- Tesla: Your defensive building. If your opponent has a building targeting troop, save this for the building targeting troop. Against logbait, save it for the princess. Otherwise, use it like how you use any other defensive building.
- Arrows: Yes, your swarm killer, but I suggest you save it for the flying swarms, since this is the only splash card that targets air. In desperate situations though, just throw it at the ground swarms if you need to.
- Knight: Welp. I hope triggered Knight haters won't swarm the comment section. But yeah, use him for what he's supposed to be used for, defend against them pushes and then counterpush. Simple as that.
- Minions: Your air swarm and just some backup dps. Just use it for taking care of glass cannons and minitanks as well as swarms that don't target air. Many uses for 3 elixir so I won't list them all.
- Skeleton Army: Your ground swarm. Provides a lot of value but for it to be effective, spells have to baited out first. Therefore a very unreliable yet useful card for defensive situations against single targeting troops, and solely for those. Many other uses that you have to find out yourself.
Strategy[]
- When pushing, make sure you place the Giant behind the King's Tower to build up Elixir since the support is expensive.
- Against Three Musketeers, it is advised to wait for the battle ram and three musketeers to be apart first before using Lightning, which should have been saved beforehand.
- Always save your Knight for the sole purpose of defending, then if you want, you can make a mini counterpush.
- Make sure the Lightning can hit a Crown Tower and two other units or buildings. This will usually guarantee you a positive trade.
- In order to get the best out of your Lightning against an Inferno card, wait for 3 seconds after the Inferno card has locked on to something important, and then quickly cast the Lightning before the Inferno card can reach its maximum damage output.
Against other deck archetypes[]
- 3 musketeers- save your lightning for the pump . It will be a neutral trade but u will get free damage to the tower . Use dark prince in the 2 musk lane and defend the other lane with whatever u have . Save arrows for minion horde . If u lightning the musketeers , then be cautious of battle ram.
- Golem beatdown- use lightning on pump (if they have one) . The moment they use golem , go with giant minions/dark prince. Defend golem with tesla.
- lavaloon - it might seem tough but it’s really easy . Use tesla to kill balloon and minions to kill lavahound or whatever is with balloon. Use arrows against horde or minions or some swarms. And don’t forget to punish the lavahound.
- Hog cycle- save tesla for hog and bait zap/arrows with minions and then use skarmy or vice versa . Use lightning against the glass cannon and the building(if they have it)