Clash Royale Wiki

Loon cage rage


Introduction

Hey guys! This is my first battle decks page I have made, and it is based on my ladder deck I have used from Serenity Peak to push to mid master 1 as of today. It is a aggressive deck that can take towers in a instant, with good defence and counter push potential as well. Enjoy!

Deck Information[]

Deck Created by: BiegeMan
Minimum Recommended King Level: 8
Maximum Recommended King Level: 14
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.9 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Rage: The main point of this deck, for just 2 elixir it can make a huge difference in helping the balloon connect, or maximising the damage when any unit connects. Also fairly useful on defence.
Dark Prince: The Mini Tank and consistent Splasher. Great utility, good on defence against swarms, mini tanks and even goblin barrels, and with its charge and shield good of offense as well. Offers Splash to the deck and a great synergy with the goblin brawler.
Balloon: Win con obviously. Pairs well with Rage, and serves well as the game's flying win con.
Arrows: Serves as the small spell in this deck, crushes ground swarms, and can support your balloon by deleting pesky air counters like minions and bats.
Goblin Cage: The building, very strong when facing ground win cons and the Brawler has insane dps and utility on offense.
Mega Knight: Defensive beast, NOT A WIN CON, destroys most pushes unless they have Pekka, or lots of Flying units. Drop it on anything 5 elixir or above with great counterpush
Electro Wizard: Consistent stunner and anti air, destroys sparky, balloon, any infernos, and the spawn damage can be priceless on defense.
Bats: Additional air swarm, use to kill air cards with E-Wiz and support Mega Knight and Balloon pushes

Overall Strategy[]

- Deck Overview: First things first, this deck is aggressive. It plays a almost bridge spam style, utilising counter push, balloons at the bridge and even building up big pushes to assert dominance. Playing Balloon first play is not a bad move in this deck. With this deck you can often defend with only 1 card unless its a large push, because of the individual defensive strength of the cards. If all is going well, you will be offensively taking towers and defending easily.

-Starting Hand plays: Depending on your play style you may go with many different starting plays. If you want to go very aggressive, you could balloon rage first play. Extremely high risk high reward, if they do not have their counters in their starting hand it will wreak havoc, but if they do you could be facing large counter push with fairly low elixir. On the other end of the spectrum, G cage in the middle is a solid passive play. You may be worried about keeping the Goblin Cage for Hog rider or Ram rider, but they can be stopped by other means in this deck. Dark Prince at the back is round about in the middle of aggressive and passive, a medium commit at the start could force a annoying trade out of your opponent. Never arrows first play as bait is very common in this meta, don't MK first play because it is an easy punish. Unless you have no option don't E wiz either because it will likely be an easy fireball or poison for your opponent. Never naked balloon either, it is and easy defence for you opponent.

-Early game overall: Essentially defend, and send in your balloons frequently. Try to identify their counters and deck ASAP. If they are using a building as their main counter try to either bait it out or build a bigger push, because trying to get a lone balloon connection with tesla or inferno tower is impossible even with rage. Using the proper balloon placement in the corner may enable you too sneak a hit however. If their main counter is a class cannon, you should be sending it in even if they have it it hand for two reasons. One, you will always get death damage, and with the rage you may even get a connection depending on the units and levels. Secondly, Glass cannons even with a tank in front are easy to defend with MK or Dark Prince. If you defend with a Goblin cage or bats and you have Dark Prince in hand, counter pushing could be a good option with the dark Prince in front. Goblin Brawler and Dark Prince specifically is a deadly combo, because the Dark Prince takes care of swarms and the Goblin brawler does huge DPS to top off their fast movement speed. This combo is similar to double prince. I would not advise counter pushing with a MK, because it could turn into a overcommit, and you do NOT want to overcommit with this deck because of your lack of cheap cards. This deck overall is ok in single elixir, but watch out for overcommits because it could mean game.

-Double elixir overall: Really opens the game up as you can attack in more ways. Whenever there is Mega Knight value take it, because it is much less of a commit. Generally, try to force them to over attack because if you get large counterpush it could be game. Depending on the matchup split lane pressure is important as well .

_Overtime and Triple Elixir Game overall: Because you have no large spell, go hyper aggressive especially if you are down. Pretty much attack at every opportunity, because if the match drags your in trouble.

Matchup Strategy:[]

Overview: This section is extremely long, so read where you want to.

Hog Cycle: This matchup is very skill dependent. A skilled hog player will defend lots of your cards with ease, and the threat of a punish stops you from playing any sort of big push in single elixir. The trick to beat hog cycle on offense is counterpush. For example, they hog and ice spirit at the bridge. You could defend this push easily with a goblin cage, but instead consider MK or a dark prince and a goblin cage. Why you may ask? Because they just spent 5 elixir and you have 8 elixir on the board with full health. This is essentially the counterpush beats punishment theory if you watch Baily OP. So essentially try to counterpush as much as possible and you will eventually overwhelm them. Most of the time they musk unless you are low on elixir balloon rage opposite lane and it becomes a very difficult defence for them. Arrows will not play much of a role at all in this matchup over then chip and finishing off low health musks and cannons. Defence should be pretty easy because no matter how hard they cycle you will have at least 1 answers in hand. Never give them fireball value either. Most games will be finished by then, but not much changes in overtime. You may want to consider MK and the back if you have a elixir advantage and goblin cage in hand because you can't really get punished. Do whatever you can to finish the game, because obviously they have far superior spell cycle. Difficulty 4/10

EQ Variant: Overall easier then hog cycle and almost a free win. There are a lot of differences from hog cycle that make it easier for you. Firecracker is stacks better to see then musk because you can easily arrows so it gets no value, valk does not really generate much value for them especially not when compared to ice golem, and EQ on offense is generally an overcommit on there behalf compared to the higher value generating fireball. Anyhow, the key to winning is baiting out there valk. Once that is gone, their defence will crumble against your large array of ground based offense. which will lead to a balloon connection. Example, they hog at the bridge, you defend with the standard high counterpush dark prince and goblin cage, or even goblin cage and E wiz, abusing the lack of a big spell in Hog EQ. They obviously will be forced to valk and maybe a cycle card, whether it is a negative elixir trade it really does not matter because you will be clearing out whatever counter push they have with a megaknight. Obviously with valk in hand they will need to tesla, and if they use firecracker to defend either of the two initial pushes even better. And then of course your balloon wil have free reign. That was quite a long example, but the recurring point is that with your cards you should be able to overwhelm them and force out air answers on the counter. If you can achieve something similar to the example I recalled before, it is essentially GG. In summary this matchup is very easy for you because you can easily bait out their few air counters and get easy balloon connections. Difficulty 2/10

Lob bait: Similar to hog cycle in the fact that one mistake for them can mean death but you can potentially win with multiple mistakes, but overall completley diffrent game plan. First and foremost, save your arrows for goblin barrel at ALL COSTS. As tempting as it may be to wipe their cancer, value gaining princess of their side of the board, trust me, the goblin barrel is much worst. Ewiz is really what puts this map in your favor, he shuts down inferno tower, and his spawn damage can act as a second spell to counter offensive goblin gangs or princesses at the bridge. Defense should be pretty easy, goblin cage, dark prince, Ewiz and MK all deal with swarms well. If they manage to outcycle your log, which is a possibility, use Dark Prince or Ewiz depending on what you have in hand. Offense is where the matchup gets interesting, because they have a very intresting question. Do they rocket your ballon? If not, then that probably favours you as they will be using inferno tower to defend. MK and Ballon both bait this out, so use MK more on offense. Ewiz can also shut it down, so play Ewiz at the back often if you have log in hand to support you pushes. If they are skilled, they can block your Ewiz with other cards, but this is not as easy as it sounds if they are down on elixir with a big push coming. If they misplace thier inferno tower, goodnight for them. Ony rage your ballon if you are sure it can get a connection because overwise its a waste.

Going into double elixir, they will most likely rocket your ballon out, but I have seen players rocketing earlier. Never rage your ballon if you know they have rocket, simple as that. Don't support your ballon at all. Something they may try to do is rocket first defense then inferno tower on the next, predicting you will not support your ballon. You cannot really avoid this, because if you support they will rocket and if you dont they will inferno tower. It could be worst because its a five for five trade. During double elixir they will mostly rocket, unless they are down on damage. Then, they will probably to rocket cycle and defend with inferno tower. If they do that, try to get Ewiz, balloon/MK on the board Asap, and even offensive log if they try to block the Ewiz. Overall, this matchup is in your favour, because they will struggle to get damage, and eventually, with good placement and pushes or a mistake on defense from the opponent, you will rarely lose to log bait. 3/10