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GoblinGiantCard
HealSpiritCard
ZapCard
BarbarianBarrelCard
FishermanCard
HunterCard
CannonCartCard
FireballCard

Introduction

This is probably the most usable of all of the decks I've made.

Deck Information[]

Deck Created by: Calhoun
Minimum Recommended King Level: 9
Maximum Recommended King Level: 13
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 3.4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Goblin Giant: Goblin Giant is, obviously, the tank and win condition. Goblin Giant is the best usable tank for this deck thanks to its medium movement speed and the Spear Goblins on its back. The movement speed of the Goblin Giant will make it harder to deal with on low elixir, as well as separating Goblin Giant from supporting units, reducing spell value. The 2 spear Goblins on the Goblin Giant's back will help supporting units in destroying enemy defenses. They will always start dealing damage quicker than the other cards. These 2 Goblins will also help take out swarms. Also, the 2 Goblins will deal damage to the crown towers very quickly. The most important role for these Goblins, though, is the ability to destroy air units. They will take down bats and minions quickly, and will easily destroy a minion horde when aided by a zap.
Heal Spirit: Heal Spirit, as always, has many uses. Chip damage, healing up offensive units in pushes, healing up defensive units for counterpushes, distraction, dealing area damage, and even as a 3-shot tank.
Zap: Zap is the small spell. Zap is the obvious choice for small spell due to its ability to reset inferno towers and dragons. Zap is also going to be used to finish off units that wouldn't die in 1 hit from fireball. Zap is going to slow down random pushes like Prince-Bats and cripple units such as Minions, Goblin Gang, Minion Horde, and Wall Breakers.
Barbarian Barrel: Barbarian Barrel is such an extremely good card. It can be used for many different situations: Chip damage, Swarm killer, Goblin Barrel and Skeleton Barrel counter, instant tank, and support killer. Barb Barrel should be dropped if you can't get a fisherman down in time.
Fisherman: Fisherman is the mini-tank. He is going to be the counter for most mini-tank enemy units. He destroys Princes, Bandits, Knights, Valkyries, Dark Princes, Battle Healers, Mega Knights, Miners, Royal Ghosts, and even Mini-P.E.K.K.A.s. Fisherman is also used to pull tanks away from your tower, slowing down pushes. It is also easy to activate King Tower with fisherman. This can be done with Mega Knights, Dark Princes, Hogs, Giants, Golems, Elixir Golems, Ice Golems, Goblin Giants, and probably more.
Hunter: Hunter is going to be the anti-air and anti-tank unit. Hunter is an extremely good unit from the start, having one of the highest dps values in the game. Hunter is going to counter many tanks, although for a couple fisherman alone can handle it. Hunter is also going to obliterate Balloons, Baby Dragons, E Dragons, lone support or mini-tank units, and more.
Cannon Cart: Cannon Cart is the main support/offensive unit. Cannon Cart is an extremely good card, its biggest weakness being that it is very situational. Playing it behind a Goblin Giant will negate counterpush from of Mini-P.E.K.K.A.s, Princes, support units, and many more. It also helps take care of Inferno towers. Cannon Cart is good on defense, as well. A lone cannon cart can take out a Prince with no hits on the tower.
Fireball: Fireball is going to cripple annoying units such as Witch, Wizard, Musketeer, Ice Wiz, E Wiz, and more to the point where a Barb Barrel can take them out behind the tank.

Strategy[]

  • Playing Hunter Fisherman, as always, is a very dangerous combo. The fisherman reels in enemy units right into the fisherman's blast range. That alone would be good enough, because all of the Hunters shot's will connect if this is used, but there's more. The fisherman obviously will tank for the Hunter while also dealing out some pretty good dps to help kill the reeled unit. Also, a reeled unit will slow down, allowing for quick kills with no damage on neither the Hunter nor the Fisherman. This 7-elixir combo essentially creates a long range, high HP, debuffing Hunter that can delay enemy units as well. Play heal spirit with this combo to help these 2 units survive.
  • There are 2 great pushes: Goblin Giant Cannon Cart and Goblin Giant Hunter Fisherman.
    • Goblin Giant Cannon Cart will create a dead zone around the Goblin Giant where anything played will most likely die to the cannon cart and spear goblins, and defensive glass cannons will need to be played outside of the range of the spear goblins or else they will most likely die. This makes it difficult to take only a small amount of damage.
    • Goblin Giant Hunter Fisherman is a combo that is similar to Goblin Giant Cannon Cart. This combo has arguably more potential. The Hunter and Fisherman will obliterate anything with hp less than 1000 hp within an instant. If you are more worried that this combo will be destroyed by swarms, replace fireball with arrows. Arrows is arguably better for this deck. The big difference is that Inferno Towers have the possibility to destroy the Goblin Giant before taking too much damage. The fisherman doesn't do enough dps to help deal with the tower, and the Hunter will take a long time to reach shooting range of the Inferno Tower. Once it arrives, the Hunter won't even do much damage. Cannon Cart has a really high dps and good range, so it will be able to take out the Inferno Tower with the help of a zap.
  • Heal Spirit is a card that should be cycled whenever there is a good opportunity to cycle it. It shouldn't be played stupidly, but whenever there is a decent opportunity to deal some chip damage on enemy units and towers, it should be spammed. This is because it will slow down enemy units and deal damage to them while also getting your Hunter and Fisherman, the most important defensive cards, back into cycle.
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