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GolemCard
SparkyCard
BabyDragonCard
SkeletonsCard
ZapCard
HealSpiritCard
ElectroWizardCard
FishermanCard

Introduction

I forgot to add an introduction when I made this, so here it is.

Deck Information[]

Deck Created by: Aldosuperbatman
Minimum Recommended King Level: 9
Maximum Recommended King Level: 13
Arena Required: Miner's Mine (Wrong?)
Average Elixir Cost: 3.6 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Golem: The Golem is, obviously, a tank for the Sparky. Golem should be played cautiously, because if you play Golem in the back in Single Elixir your opponent the opportunity to spam you in the opposite lane.
Sparky: Sparky is the Win Condition in this situation. The best way to play Sparky is to either A. Use Sparky to defend a push and then Golem in front of her at the river or B. Wait until Double elixir to Golem in the back with a Sparky behind it.
Baby Dragon: Baby Dragon is important for mainly defense, but he has some offensive uses as well. Baby Dragon should be used to defend cards like witches, hunters, wizards, etc. It should not be supported by other units if it is alone in a counterpush because this is a clear waste of elixir for a card that is easily counterable and doesn't do a whole lot of DPS. Playing a heal spirit on the unit the baby dragon is about to kill is a good strategy, though, because once it is healed up the Baby dragon presents an actual threat to your opponent's tower. Baby dragon can also be used to support the Golem sparky push, killing any excess skeletons or goblins used to stop the Sparky or taking out any E-Wizards or E-Dragons.
Skeletons: Skeletons are Skeletons. They are a good card. Not much more needs to be said.
Zap: Zap is used to delete any bats or skeletons that threaten your push, as well as to stop any inferno towers or inferno dragons from crippling your golem before the sparky can cross the river. It can also be used to delay opposing Sparkies, and, if absolutely necessary, Princes and Dark Princes.
Heal Spirit: Heal Spirit is one of the most useful cards in the game, as it can deal chip damage, distract enemy units, and heal up your units to provide counterpush. This card should be played on units attacking the Fisherman and baby dragon, as they are close range fighters and will force out elixir from your opponent.
Electro Wizard: Electro-Wizard is replaceable in this deck. I have him here just in case I go up against Inferno or Sparky users. He is also useful as a second small spell or to stop ram riders or hog riders.
Fisherman: Fisherman is a very good multi-use card. He can be used to defend mega knights, dark princes, princes, and more. He can easily awaken the king tower in addition. He is great for defense, but can be better for offense. Once you get the Golem Sparky push in action, play the fisherman next to or in front of the sparky behind the Golem. Thanks to the fisherman's range, he will pull any ranged units into the range of the sparky, making it difficult to play ranged damage units. The fisherman will also present a threat to your opponent's tower.

Strategy[]

  • Play Golems carefully. Don't play aggressive Golems until Double elixir unless you are absolutely certain that you can defend any opposite-lane spam. Instead, play Golems in front of counterpushing Sparkies.
  • If you don't have anything to play, cycle a baby dragon in the back. It is the safest option, as cycling a fisherman can lead to a face full of giant skeleton and lone e-wizards can be countered with 1 elixir and no damage on a tower.
  • Cycling is not what this deck is made for, so don't cycle if you don't need to.
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