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GiantSkeletonCard
BalloonCard
ElectroWizardCard
TornadoCard
LumberjackCard
MinionHordeCard
ArrowsCard
TheLogCard

Introduction

This deck is based on defending and counterpushing at every possible moment

Deck Information[]

Deck Created by: Theholyegg2211
Minimum Recommended King Level: 9
Maximum Recommended King Level: 13
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Giant Skeleton: The best defensive card. Drop in the middle of a beatdown push and watch all the support disintegrate and reap up massive elixir advantages. Puts a lot of pressure on your opponent during a counter push and drains them out on elixir
Balloon: win condition, it's death damage is really annoying and guarantees tower damage. good synergy with lumberjack.
Electro Wizard: one of the best defensive cards. zap ability is really good and is one of the anti air units in this deck
Tornado: op card. king tower activation, great synergy with giant Larry, extremely versatile. and can be used to clear bats larries and all that stuff.
Lumberjack: tank killer. great synergy with balloon. threatening on a counter push.
Minion Horde: hear me out on this. split minions to reduce spell value and counter push on one side while the other minions defend.
Arrows: classic arrows. remover of minions and minion hordes since beta. also good against log bait. this deck is a good counter to log bait. as arrows got you covered against princess if use your log on gob barrel and vice versa. don't forget the king tower activation with tornado.
The Log: use your log for guaranteed chip damage without the fear of being baited.

Strategy[]

  • single elixir- wait. use your spells for chip damage due to its resistance of bait but do not go all out. use remaining troops to counter push. lumberjack remaining, go for balloon or go for lumber log if you don't have that big of an advantage. aid your giant Skelly towards their tower with the help of spells. ice golem? tornado it out of sight. two swarm clearance cards to get rid of swarms. let your opponent panic this is how you slowly gain an elixir advantage. put a balloon with arrows ready. swarm? let it vanish. if he uses a musketeer ignore the dd is good for chip and giant Larry can handle with all those counter pushes.
  • double elixer- keep spamming balloons at the bridge for guaranteed dd clear air swarms or archers with arrows and chip their tower with them. split minion horde. Lumberjack on one side and let the others defend while three go with the lumber jack. now drop a ballon for that rage effect. connects? good if not dd will chip.

defend with e wiz, tornado and giant Skelly. balloon coming? e wiz tornado, giant Skelly tornado. the chip damage should be more than enough to win you the game or overwhelm you opponent with raged balloons.

  • decks to watch out for- ram rider decks, lava loon decks and siege decks. GOOD LUCK !!!
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