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Introduction
This is a deck I created and is my fourth war deck. Like my other one, it is kinda hard to level up because of the card rarities, as well as the fact that the Firecracker's Evolution is what powers this deck's defensive capabilities. Disclaimer: This deck may be similar to a few on RoyaleAPI, but this deck is of my creation. Sorry if it confused or offended anyone.
Deck Information[]
- Deck Created by: Monkey.713469
- Minimum Recommended King Level: 1
- Maximum Recommended King Level: 15
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 3.1 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Firecracker: The Firecracker is your defensive card. Try to stack as many of them as possible, using the Witch to bait their spells. If they use the Log on it and she doesn't die, heal her up with the Battle Healer's spawn heal. That way they can't cycle to another Log and take her out. Or you could just be the one to cycle to your next Firecracker. Replacements: None
- Elixir Golem: The Elixir Golem is you primary tank and damage dealer. Even when defended, when paired with Rage, Battle Healer, and/or Firecracker, it can take more than half the tower's health unless they commit a large amount of Elixir to defend or have a building in rotation. Replacements: None
- Battle Healer: The Battle Healer is your secondary tank. This is automatic, as the E-Golem takes a split second to turn into Golemites. Her spawn heal is also extremely useful to help with your Firecracker or E-Dragon's case. Replacements: None
- Electro Dragon: The Electro Dragon is a great defensive card, as it can counter a lot of stuff. It is fragile, so support it with a Battle Healer plus throw in a Firecracker on defense and you're good. Replacements: If possible, stick to using the E-Dragon but if you can't (if it's underleveled or you don't have it yet) you could use the Baby Dragon instead.
- Witch: The Witch. Originally I used skarmy but that didn't work so yeah. The Witch's main purpose in this deck is to help defend, snowball a crazy amount of Larrys, and bait out the opponent's spells so your Firecracker can go free. Replacements: The Night Witch is cheaper and has higher immediate damage, however she can't deal with swarms and defend as well as her sister can.
- Heal Spirit: The Heal Spirit is an offensive card, as it doesn't have much defensive capabilites aside from stalling troops for a short amount of time. Leveling this little guy is important, though, as without proper leveling it's just gonna die or heal an insignificant amount of hitpoints. Replacements: None
- Rage: The Rage spell is used to clear opposing Skeletons, Bats, and Spear Goblins if need be, but mainly to add the sweet, sweet snowball effect caused if you use Rage on a massive push of yours. Replacements: You could use the Lumberjack if you want.
- The Log: The Log is your area damage spell. Used defensively and offensively, if there are a buncha troops and/or buildings nearby, you can use the Log to clear some of them out and delay the attacks of some of them. Replacements: None
Strategy[]
- I mentioned a lot about defending earlier. Well you see, you have to defend for the first two minutes, then go all in with a massive push from behind your king.
- Try to stack as many Firecrackers and Witches on the map as you can. This will make a near impenetrable defense unless they have Poison.
- I usually use this deck to play increased elixir modes, because, as I said, this is a war deck.
- Only ever use Rage when you have a massive push. By this I mean 1 E-Golem, the remains of another E-Golem, at least 2 Healers, at least 2 E-Dragons, at least 2 Witches and at least 3 Firecrackers. This may seem like a lot, but when you're playing in an increased Elixir mode this should be fairly easy to do.
- Pray you get a good matchup, good luck, and remember to spam the King Laughing Emote when you win :)








