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InfernoDragonCard
EliteBarbariansCard
ElectroWizardCard
ValkyrieCard
ZapCard
SkeletonArmyCard
GoblinGangCard
ArchersCard

Introduction

This deck is very powerful and can deal massive amounts of damage when the opponent is unable to counter your push. There are many counters in this deck, so by slowly controlling the game with positive Elixir trades, you can find small pockets of time to decimate opposition towers with powerful pushes. I used this deck to push from Arena 9 to Arena 10 even though I have low level cards. Since many of the cards are incredibly versatile, you will almost always have cards both for offense and defense when using this deck.

Deck Information[]

Deck Created by: HankBelgium
Minimum Recommended King Level: 8
Maximum Recommended King Level: 11
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 3.6 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Inferno Dragon: The Inferno Dragon is the most powerful card in the deck once charged up, so it is used to deal huge amount of damage. It can either be used to kill tanks or deal large damage to your opponent's tower during intense pushes.
Elite Barbarians: Elite Barbarians are the main source of tower damage. They are incredibly fast and deadly very high damage per second, so they should be used for quick, powerful pushes. They let you turn defense into offense during strong counter pushes.
Electro Wizard: The Electro Wizard is incredibly strong as a defensive card and as a support card for Elite Barbarians. The Electro Wizard is very deadly as a support troop because it resets Inferno Tower and deals 200+ damage to defensive cards. On defense it can be used to take out swarms by zapping swarms, to slow down the attack of offensive cards, and to kill aerial cards such as Lava Hound and Balloon.
Valkyrie: Valkyrie is a very important card in this deck. On offense it can be used in front of Elite Barbarians to make a powerful push that can't be countered by ground swarms, such as Skeleton Army or Goblin Gang. On defense, it can be used to kill swarms or support troops such as Wizard and Witch.
Zap: Zap is vital because it kills Skeleton Army, damages cards like Minions and Goblins, and makes cards retarget, which can allow for pushes to last much longer and deal more damage.
Skeleton Army: The Skeleton Army is important for killing tanks and other offensive cards like Elite Barbarians and Hog Rider.
Goblin Gang: Goblin Gang is a backup for Skeleton Army if your opponent uses Zap, Arrows, or Log. The Goblin Gang deals less total damage per second than the Skeleton Army, so it's slightly worse for defense, however the Goblins have more health than Skeletons so the Goblin Gang is better for offense.
Archers: Archers are used for both support and defense. They can help both the Valkyrie and Elite Barbarians deal extra damage by stopping your opponent's counters from killing your push quickly.

Strategy[]

  • Strategy against common decks:
    • LavaLoon decks
      • It's best to use the Inferno Dragon to kill the Lava Hound and to use the Electro Wizard to slow the Balloon and Lava Hound so your other two air defense cards (Archers and Goblin Gang) can stop the push. However both Electro Wizard and Inferno Dragon are fragile to Lightning, so be careful if your opponent brings this card.
    • Hog/Elite Barbarians decks
      • Use Skeleton Army and Goblin Gang to kill these cards.
      • If your opponent plays Poison or Log, use the Inferno Dragon, or use the Valkyrie if it's Elite Barbarians and the Electro Wizard if it's a Hog.
      • Elite Barbarians can also counter the Hog, although they cost 2 more Elixir, you can use Elite Barbarians in the mean counter push.
    • Golem decks
      • The best counter for Golem is the Inferno Dragon because cards like Goblin Gang and Skeleton Army die when the Golem explodes. But beware of Lightning and Electro Wizard that can reset the Inferno Dragon.
    • P.E.K.K.A./Royal Giant decks
      • Skeleton Army, Goblin Gang, and also the Inferno Dragon are very strong counters to these decks.
    • Swarm decks
      • Zap, Electro Wizard's spawn damage, Valkyrie, and well placed Archers/Goblin Gang can help to kill Skeleton Army and Clones and they can damage Goblins and Minions.
    • Spawner decks
      • Spawner decks are very tough to counter with this deck since there is only one splash damage card. Luckily, spawner decks are almost never encountered in arenas 9 or 10.
  • Offensive strategy:
    • Ideally, you want to attack directly after defending a push by putting Elite Barbarians in front of any remaining defensive cards.
      • These pushes can be deadly, especially if you defended with a positive Elixir trade because they won't have enough Elixir to defend with.
    • During Double Elixir it is possible to form a large push from the back.
      • Elite Barbarians with the Inferno Dragon deals an insane amount of damage, so if you start a push with cards like Valkyrie and Archers, you can allow these cards to get to the tower by taking our the counters, such as Skeleton Army.
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