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WARNING: THIS DECK IS EXTREMELY TOXIC


WizardCard
SkeletonsCard
ElixirGolemCard
SkeletonKingCard
NightWitchCard
RageCard
ArrowsCard
VoidCard

Introduction

This is possibly the most toxic deck in this meta. You rely on building up a monster split lane push with elixir golem on one lane and skeleton king on the other, then overwhelm your opponent with swarms with Egolem blobs, skeletons from skeleton king and night witch bats. The 3 spells help clear up most defensive units in the way.

Deck Information[]

Deck Created by: DartDartPopper
Minimum Recommended King Level: 11
Maximum Recommended King Level: 15
Arena Required: Executioner's Kitchen (Wrong?)
Average Elixir Cost: 3.1 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Wizard: Your first and preferred evolution. Wizard acts as a support troop, helping clear swarms while also whittling down units they drop on your elixir golem and possibly lock on their tower. With the evolution, he is much harder to kill.
Skeletons: Your second evolution. Skeletons act as a distraction card and cycle card, making your deck more flexible. When they are evolved, they can be split to create a lot of pressure alongside your split lane push.
Elixir Golem: Your win condition and possibly the most toxic card in the game. Elixir golem acts as the tank for a lane, and the blobs it splits into can do tons of damage, especially with rage.
Skeleton King: Skeleton King is the tank for the other lane. He collects souls from dead skeletons and night witch bats and elixir golem blobs, then uses his ability to spawn tons of skeletons and try to overwhelm your opponent
Night Witch: The main support card behind your elixir golem and acts as a tank killer on defense, spawns bats to overwhelm your opponent.
Rage: Rage acts as a small spell that further intensifies your push, especially on elixir blobs.
Arrows: Arrows act as another small spell, clearing swarms and taking out frail defensive units like Firecracker.
Void: Void is your third spell. Helps as a pump response that also rips apart buildings and medium health support troops like the archer queen.

Strategy[]

  • This deck is a beatdown deck, it relies on building up massive pushes in order to overwhelm your opponent.
  • While you could make a massive push in one lane, split pushing is way better as it minimises spell and splash value. Besides, a lone skeleton king with souls is already very threatening.
  • In double elixir, you have the possibility of cycling to another elixir golem to tank for your skeleton king, making an extremely powerful push.
  • Evolved skeletons should ideally be split. This helps in making a split push,
  • This deck struggles against heavy control decks like Mortar with Ice Wizard Tornado and Rocket. This deck is easy to use but matchup reliant.
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