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Introduction
This is my LumberLoon deck, havent seen anyone else use it which is kind of weird considering how it got me into master at level 10. Anyway, this deck is very defensive based and requires pretty precise spawning if you want it to work to its fullest extent. Main push goes as follows: Dark Prince at king tower, build to 9 elixir, by this point the dark prince should be just behind the bridge, LumberLoon right in front of the Dark Prince. Whether the Dark Prince goes in front or stays behind doesn't matter, either tank means the balloon gets massive damage. I've seen too many teslas, inferno towers, wizards, e-wiz die to this push to count and the only real counter is minion horde, to which I say, eat flaming arrows. You might be thinking "what about bats and minions" don't, by the time the bats or minions are down, anything on the ground has been wiped out by the huge charge damage and dps from the lumberjack and dark prince and even if the balloon doesnt get a hit, they're sure to fuck up the tower. Not a lot of decks seem to consistently get the best of this one, not without being higher level that is. The two most dangerous would have to be Golem and E-Giant decks as the dps simply isnt enough to remove a golem in time and most of the dps is gone when facing egiant because for some reason thats balanced. Megaknight decks are easily countered, one of the plays i used to see the most was Megaknight bats at the bridge and princess with dark prince sort of makes that push look stupid. This is a great deck even 3 levels underleveled and therefore is insanely powerful overleveled. Sadly I've never experienced that because once you reach 4600 trophies, half of your opponents are max leveled, let alone the full star leveled players at 5600. Please toss some scenarios that you think would kill this deck, I'll do my best to explain how it could win.
Deck Information[]
- Deck Created by: Aaron
- Minimum Recommended King Level: 9
- Maximum Recommended King Level: 13
- Arena Required: Serenity Peak (Wrong?)
- Average Elixir Cost: 3.3 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- Tower Troop:
- Balloon: Clearly your ideal damage dealer, wins the game if you connect, nothing more to say.
- Lumberjack: Another part of the main offensive potential, however this card is also very important on defense because of its high DPS.
- Dark Prince: I like to use this card in my main push, spawn behind king tower, save to 9 and LumberLoon in front. Acts as a secondary tank for the balloon in that situation. It also acts as a counter for very many cards, its really the biggest defensive tank of the deck because of its shield tanking anything and he doesn't get knocked back by megaknight jumps or bowler uhh bowls, idk the word.
- Bandit: Offensive and defensive uses, chaining to tower, wiping buildings for balloon, easy counter for multiple 4-5 elixir cards and has the DPS to make a good tank killer provided you have distractions too.
- Archers: High DPS anti air, great for balloons, lava hounds, other tanks. Also good for kiting Princes, Valks, Mini Pekkas, etc.
- Princess: Anti swarm, very good when in a logbait situation so you can save your tower from the barrel. Also often used for chip.
- Spear Goblins: High DPS anti air, pretty much all of the same uses as archers except that these have much better chip potential because of how quickly they reach the tower. Much better counter for Prince and can be used when you A. dont have archers or B just had them killed by a spell (yes, even this deck has elements of spellbait.) This card is also important for cycling back to one of your 3 tanks.
- The Log: Of course there had to be a spell and what better than log. Use this for pretty much everything unless you're in a logbait matchup. I like using these to prevent a couple hits from anti air on my balloon, to clear skeletons for my lumberjack to kill witch, knock back tanks so my spear goblins get a little more damage and reset charges on battle ram, prince and ram rider.