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Introduction
This is a beatdown/control deck that is extremely powerful if you can fully master it, but it works like garbage if you don't know what you are doing. As you can tell, it is not the most f2p friendly, so if you are underleveled, then unfortunately you can only use it in challenges and tournaments. I have won a classic challenge with this deck during the evo inferno dragon event. Do not try this deck if you don't have evolved inferno dragon. I am gonna skip the yapping and go straight to content.
Disclaimer! This deck is pretty hard to play well as you need to constantly predict opponent's stun cards with your fireball and use a lot of perfect-timing placements to prevent damage on your towers. If you just like putting megaknights and firecrackers at the bridge, don't use this deck.
Deck Information[]
- Deck created by: j2r4p
- Minimum recommended King Level: 1
- Maximum recommended King Level: 15
- Arena Required: Silent Sanctuary (Wrong?)
- Average Elixir Cost: 4 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Dagger Duchess: It might surprise you that dagger duchess is used, but the main reason here is that you have three strong tank killers in this deck, which means basically your opponent can never break through your defense with a heavy tank push like pekka magic archer. However, that also makes your deck very, very vulnerable to swarm based decks like miner poison and logbait. So, in a deck with ample tank killer and is weak to swarm cards, dagger duchess shines. Being able to fully counter goblin barrels by themselves, it forces your opponent to place something to tank for it, which is exactly what you want.
- Inferno Dragon: This is your main damage dealer. It has ramp up damage which can be devastating to all tanks in game(including electro giant if you keep it out of range the zap range.) However, any experienced player would use zap or some other things to reset it, which is also the reason that you need to remember your opponent's cycle of stun cards. Unlike other ranged defensive card like musketeer, when defending, it is advised to place it in the tank's path instead of in the centre (except e-giant), as the inferno dragon's range is pretty short, and placing it to the side risks it not being able to ramp up before having to move. It also makes knocking/tornado-ing it out of its detection range harder. Also, don't underestimate the psychological part of the card. If you have a low health inferno dragon going toward your opponent's tower, they are going to (a)Ignore it, thinking it's going to deal basically no damage, or b)spend extra elixir to defend it thinking you have a freeze. In case a), people tend to think that inferno dragon does no damage when not ramped up. However, it actually still is some decent damage even in stage 1. So that's some nice chip damage. In case (b), well it is just a good positive elixir trade. Use this as oftenly as you can, as you would need it's evolutions or it won't be effective.
- Lava Hound: This is very obviously your tank. You would think this card would remain a dead card for the majority of the game. However, you can actually use this even in single elixir. It is best used to tank for an inferno dragon that just finished defending and still has a considerably good amount of hp left. In double elixir, placing one to the corner is advised if you have enough elixir. Your opponent is likely going to punish, so make sure you have a defensive card like cannon or mini pekka in cycle before doing so.
- Electro Dragon: This is your main anti-swarm and stun card. However, it is not recommended to put right behind you lava hound-inferno dragon push as it gives too much spell value. Instead, stagger it so that it can still hit things like inferno tower without it being in the range of rockets.
- Mini P.E.K.K.A.: This is your secondary damage dealer and your ground defense. Being able to effectively defend the majority of singular ground troop, it is a very versatile card that can also be used as a punish. When you know your opponent is low on elixir and his swarm is out of cycle, you can just spam this at bridge, and it will likely get you a lot of juicy damage(not recommended to do against cheap cycles like 2.6)
- Cannon: Building. not a lot to say about.
- Little Prince: This is your main defensive powerhouse that is extremely effective against midladder spam cards like megaknight and battle ram and also building targeting tanks. It is one of the most versatile defender in game, being able to quickly kill things like balloons and It holds a lot of offensive value with it's ability, as you can pop ability right when it crosses the bridge so the guard tanks for it. This is enough to take down an entire tower. Also, you can full counter a regular placement goblin barrel by placing the little prince right behind tower and then popping its ability immediately. It is hard as you have to have almost perfect reflex time.
- Fireball: This is your big spell and your primary response to stun cards like e-wiz and major anti-air like wizard. Constantly use it for crown tower damage. During your big push, try to squeeze as much value as you can from it. One time, I managed to hit a tesla, a magic archer, and a mega minion at the same time. You can cycle this in overtime to win you the game. I will cover more of its uses later in strategy section. Since it has a very similar mechanism as inferno dragon, you can bait stun cards, fireball, etc. with this.
- Giant Snowball: Evolution recommended! Your small spell and your primary response to musketeer, goblin, etc. It's evolution can move back a lot of major defensive threats like mega minion and phoenix.
Overall strategy[]
Disclaimer: This is not a normal beatdown deck, as it is kind of a hybrid
Single time[]
First play mini pekka in the back is recommended, as it holds no major spell value. During single elixir, play in the same way that you would if you are running a control deck. Try to use inferno dragon as often as possible as you want to get it's evolution in cycle before double elixir even start. If your opponent place either golem, royale giant, or electro giant in the back first play, punish with an aggressive little prince. This is likely going to surprise your opponent, and they likely won't have an effective response to this, resulting in tower damage. Mini pekka at bridge also works, but it's much easier to stop unlike little prince. If your opponents first play is to put a squishy thing in the back, fireball it down immediately. If your opponent's first play is to drop bridge spam units like hog or lumberjack at bridge (yes they do it in 8k range), then you can either use mini pekka to take out the tank, kite them with your cannon, or get a huge amount of value out of a fireball. If they cycle in the back, then answer with a mini pekka or inferno dragon in the back to force your opponent to play reactive.
Double time[]
Case 1(your have major elixir advantage): If your opponent haven't break through your defense yet, they never will in double elixir time. If you know you have at least 3+ elixir than your opponent, you can drop a lava hound in the back corner the moment you bait out your opponent's stun card. Note that you want to drop it behind the stronger crown tower, as this is likely going to cause your opponent to punish on the other lane. Unless the other tower is definitely going down, then ignore the punish. Drop the inferno dragon behind the lava hound, and stagger the electro dragon in, and you get something even more threatening than a a lavaloon lightning push. Fireball the stuns like e-wiz or zappies immediately if they still have it. Other than wizard, evolved executioner, evolved dart goblin, and evolved firecracker(which you should be able to predict with your fireball,) Most non-stun defenses will get incinerated before they can do a lot of damage to your push. A couple of ticks of an evolved inferno dragon damage, and it will win you the game. If you are lucky and have a good matchup like xbow, you can 3 crown with this one push. If your opponent survives, it doesn't matter, because in triple elixir, life is going to be hell for him.
Case 2(your opponent heavy card in the back): This is literally the best case scenario, as you can just base race him and you are almost guranteed to win if you do so and he doesn't randomly pull out a stun card that he hadn't used the whole game.
Case 3(your opponent bridge spam): In this case, defend with your evolved inferno dragon. If they don't lightning it, then it is basically free charge and elixir. Drop the lava hound at bridge staggered to the side before the dragon even finish defending, and repeat case 2.
Case 3.5(your opponent spelled your dragon) This is pretty much the worst case scenario, but you are not dead yet. Hold your opponent back with all you got, and wait till triple elixir.
TRIPLE TIME[]
This is the time when your deck truly thrives and kind of becomes spell cycling. Stack multiple inferno dragon on defense, and nothing would ever break through. Push with lava hound and get as much value out of your fireball as you can. Fireball cycle if your opponent has a higher health tower than you, and the sheer number of tank killers on your side would absolutely prevent any damage from coming through.
Now with overall strategy done, lets talk about specific matchup strategies.
For specific interactions, I will cover them in the Technicals section.
Matchup[]
In this section, I will talk about many different decks, and how to play against them. I have also rated them based on how hard it is, with 1/10 being basically impossible, and 10/10 being basically guaranteed. Some decks uses multiple win conditions, so I will classify them based on their more powerful win condition. For example, hog pekka belongs in the pekka beatdown category and not hog category.
Logbait[]
As I said, this deck is weak to swarm-based decks and struggles significantly in single elixir. In this case, treat your giant snowball and e-drag like the most important thing you have. If you see some lone spear goblins or a miner coming your way, don't even defend it, because they wouldn't do a lot of damage. Instead, like they way you run any other beatdown deck, keep saving up for more elixir. When your opponent attacks with minitank+goblin barrel, the best response is to either little prince + ability(very hard indeed) to get a 0 damage neutral trade + counterpush, or e-dragon to defend, minimal damage, 1 positive elixir, and counterpush. If you see a lone goblin barrel, defend with snowball. If it's a princess, then mini pekka, and electro dragon if its a gang. Punish with mini pekka if they don't have knight and gang in cycle. In short, focus on minimizing damage and never overcommit on defense, and if you manage to survive single elixir, then you are likely going to win.
classic logbait 4/10 This version of logbait have rocket and inferno tower at the same time, so you should be very careful with your inferno dragon placement. Make sure inferno dragon and e dragon don't get clumped up, or that is just free value. Try to wait for your opponent to cycle their rocket on your tower or bait out their rocket with your little prince before placing down inferno dragon up the push. Remember, against decks with rocket or lightning, you are running a rocket bait deck.
miner logbait & hog logbait 5/10 These two version is much easier, as mini pekka can pretty much shut down both miner and hog rider every time.
WB valk logbait 5/10 When you are going against this deck, they don't have any reliable counter to a lavahound double dragon push other than evolved dart goblin, so fireball it the first chance you get, and you would have no problem against it.
recruit bait 3/10 This is a pretty hard matchup as your only reliable counter to recruit is e-drag, and unless you used your second evolution slot on evolved e-dragon, then you pretty much can't reliably defend against a recruit push.
goblin giant logbait 8/10 Due to the fact that they don't have good anti air outside of dart goblin, it's actually a really good matchup for you, since you have multiple anti tank. they will likely spell your inferno dragon or little prince immeditaley, try to place them in a way so that they can't reliably predict it.
Hog Rider[]
Hog rider decks usually operates on a very cheap cycle, so you need to be very careful as they will constantly punish you. When you are matched up against a hog deck, treat mini pekka as the most important card, as earthquake doesn't affect it as much. Do not be afraid to fireball the firecrackers if they happen to have it, as you would usually hit other things as well with it. Against a lone hog, cannon or mini pekka is recommended. An evolved inferno dragon or little prince also works, just not as effectively.
2.6 4/10 In this case, always defend hog rider with mini pekka or cannon, and ice golem musket with little prince + ability. Ignore lone ice spirits. If you made it into double elixir, through a little prince onto your weaker lane, and then start pushing on the other lane. A lone little prince is usually enough to prevent a lot of damage from coming through.
hog eq 5/10 Since they have earthquake, mini pekka becomes a lot more reliable against hog rider than cannon. Instead, use your cannon against firecracker or musketeer. If they have mighty miner, then electro dragon comes in handy.
hog mini pekka 6/10 defend hog with cannon, and defend mini pekka with your mini pekka. Not a lot to say.
MK hog 5/10 In this case, the megaknight will almost always get some damage onto your tower. However, an inferno dragon will prevent the majority of it. This deck and most of its variants don't have a single anti air other than firecracker, so again, fireball it if they use it to defend.
Sneaky golem 7/10 It's actually much easier as inferno dragon just destroys the golem and since they don't have ice golem, then mini pekka becomes very threatening and you can actually use it as a win condition in this matchup.
hog giant skeleton 5/10 In this case, you will have to either push giant skeleton back with little prince ability, or intercept it at bridge with mini pekka. Other than that, it's very similar to playing against 2.6
Xbow[]
Xbow matchups are generally very easy for you, as inferno dragon, fireball, and mini pekka are both extremely effective counters to xbow. Defensive xbow can't do anything do your push except distracting it for a few seconds. Just watch out for your opponent's cycle of rockets, and you are good.
3.0 xbow 7/10 If they protect xbow with a knight, the mini pekka is going to slice through it before xbow can even take out half of its health. If they defend with archers or tesla(when its up), then fireball the whole thing and get a huge positive elixir trade for minimal damage.
icebow 8/10 This one might be even easier than 3.0, as you can basically fireball their defensive ice wizard instantly so the tornado does basically nothing. other than that, its the same as normal 3.0
queenbow 7/10 This matchup is also pretty easy. You can basically 2 tap archer queen with mini pekka, and if the opponent use queen ability, it's not going to do anything, as 7 arrows is barely enough to kill a mini pekka. you can immediately follow up with an inferno dragon after the ability to melt her, and the dragon can then bait out even more elixir from your opponent.
Beatdown[]
Similar to your deck, beatdown decks are more powerful late game than early game. However, since you have 3 tank killers, It's not likely that their tank is going to ever connect without them lightning your defense. However, you don't really need to care, as you are also running a lightning bait deck. The moment your opponent drops lightning, you can just drop the another tank killer.
Giant beatdown 5/10 Giant beatdowns usually have a LOT of squishy cards like night witch and executioner. Usually, little prince ability + fireball is enough to kill most of the things your opponent would put behind the giant. If not, the guard is going to deal enough damage to kill them either way. Do not focus too much on defense. Instead, apply offensive pressure so they wouldn't have enough elixir to attack to take out your little prince on defense.
electrogiant beatdown 3/10 Electrogiant tornado is literally the bane of inferno dragon and little prince, so really the only effective counter to it would be a mini pekka. However, if they have lightning and some support, your mini pekka would basically die instantly.








