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KnightCard
GoblinBarrelCard
SkeletonBarrelCard
GoblinsCard
GiantSnowballCard
DartGoblinCard
ElectroSpiritCard
BombTowerCard

Introduction

New to the game but want to push trophies? This deck has got you covered. It has a very fast cycle. Despite only having 1 reliable anti-air card and 1 spell, this deck still works if used correctly. Most of the cards are level independent and can defeat many popular midladder strategies.

Deck Information[]

Deck Created by: DartDartPopper
Minimum Recommended King Level: 8
Maximum Recommended King Level: 15
Arena Required: Jungle Arena (Wrong?)
Average Elixir Cost: 2.6 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Knight: Mini-Tank
Goblin Barrel: Win condition 1
Skeleton Barrel: Win condition 2
Goblins: Swarm
Giant Snowball: spell
Dart Goblin: Anti-air and ranged DPS
Electro Spirit: Cycle card, distraction, reset
Bomb Tower: Defensive splash building

Strategy[]

The finer details on using cards[]

Knight[]

This guy is very important for this deck to work. For costing only 3 elixir, he has great bulk and can assassinate ranged units. Example: You play dart goblin to defend against their balloon. They play musketeer at the bridge. You can play knight to distract the musketeer and lead a very powerful counterpush.

You can also play him like an ice golem against air troops. Your opponent plays a baby dragon at the bridge but don’t feel like using your dart goblin? Simply out knight slightly to the other lane, when the baby dragon is in range of the princess towers to kite him to the other lane. Then, the knight can still tank for either barrel.

He is generally a good fighter. For example, paired with goblins or dart goblin, you would be able to beat a mega knight easily and lead into a counterpush. (we will discuss about countering mega knight in-depth later) He can also beat Dark Prince and Valkyrie 1 on 1, and 1v1s most grounded ranged troops, such as Sparky and Executioner.

As I have said, he can combo with dart goblins and goblins.

Skeleton Barrel[]

One of your two win conditions. Ideally, it should be played as soon as possible because it has little defensive value. However, you can also use it to support a counterpush. For example: Your opponent plays mega knight at the bridge. You beat it with Knight + Dart Goblin. Then, you can play skeleton barrel which will be tanked for by the knight and will spawn skeletons tanking for the dart goblin. This will force them to use even more elixir on defense, because they simply can’t log it immediately. If they wait for the skeletons to spawn, it is too late. Dart goblin will have landed several hits on the tower.

It also combines well with Goblin Barrel. This is a lesser known attacking combo that cycles away two of your defensive liabilities. It will give them the classic log dilemma: Log now and the skeleton will land several hits on the tower. Delay log and the goblins will land several hits on the tower. This headache is extremely annoying and can take out a tower by itself.

Matchups[]

1/100 = Easiest 100/100 = Hardest

LogBait[]

If I don’t have a log, they can’t bait it

  • galaxy brain starts playing*

78/100 Seriously tho, this matchup is very bad

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