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SkeletonBarrelCard
BalloonCard
MagicArcherCard
IceSpiritCard
HealSpiritCard
ArrowsCard
SkeletonArmyCard
BabyDragonCard

Introduction

Surprisingly, this simple deck still works in the Challenger 1-3 range! Deft usage of the spirits can create a pushing wall that will quickly wipe out the opponent's king tower. This deck is also strong on defense, so you can defend if the opponent decides to counterpush.

Deck Information[]

Deck Created by: Jespeph
Minimum Recommended King Level: 8
Maximum Recommended King Level: 13
Arena Required: Rascal's Hideout (Wrong?)
Average Elixir Cost: 3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Skeleton Barrel: Skeleton Barrel is an offense to be used with the balloon. Put the Skeleton Barrel behind the balloon to push it. The spawned skeletons can take your opponent off-guard, and let other troops in.
Balloon: The classic 'loon! Put the loon with spirits and skeleton barrel for a beatdown.
Magic Archer: Magic Archer's a defensive card, used for taking care of pesky ice wizards and inferno dragons. Bonus points to catch them all in a row.
Ice Spirit: Stay frosty! The cheap ice spirit can be paired with any push, to freeze your enemies to get that one punch in.
Heal Spirit: The heal spirit can help your wounded balloons and skeletons take down other units.
Arrows: Pepper damaged units and take down a push with arrows! Good for taking out minion horde so that your 'loon is safe.
Skeleton Army: The skeleton army can take out P.E.K.K.A., Prince, and et cetera. Good for swarming the giant skeleton.
Baby Dragon: Baby dragon is your sole air troop, use it wisely to take out ground swarms and low-health units.

Strategy and Tips[]

  • This is a cheap deck, so you need a little planning to make it work properly. It sill functions as a regular deck, but there are a few things you need to tag on to every push. Every push should have at least one heal spirit or ice spirit.
  • 10-elixir Beatdown. Deploy a balloon and a skeleton barrel to push it. The deploy both spirits. It should take at least half a tower down, if not the whole thing. The entire deck revolves around this push. Don't deploy any of the above said cards unless you're doing a push, or you desperately need defense.
  • Magic Archer and Skeleton Army defense. Unless your opponent deploys valkyrie or mega knight, it's safe to put magic archer and skeleton army to defend your towers(Make sure to put the magic archer behind the tower as it's got long range). If your opponent does use mega knight, let the mega knight lock onto the tower and then hit it from the back with skeleton army. Same with executioner.
  • Used correctly, it's a simple deck to play with and have a victory.
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