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BalloonCard
LumberjackCard
TheLogCard
BanditCard
ArchersCard
SpearGoblinsCard
DarkPrinceCard
PrincessCard


Deck Information[]

Deck Created by: Aaron
Minimum Recommended King Level: 1
Maximum Recommended King Level: 15
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Balloon: This is your tower eliminator, obviously
Lumberjack: Tanks for your balloon and just before your balloon reaches the tower, releases a rage and gives your balloon the ability to take the tower in seconds. He can also be used in smaller pushes as a source of quick damage and hes good for quickly draining the health of tanks for this reason.
The Log: Takes out/retargets cards like princess, magic archer, spear goblins, and princess to prevent damage to your balloon. Also good for swarms and obviously against goblin barrel.
Bandit: Makes for a good split push if the enemy wasted all of their elixir defending against your lumberloon, but is also very good against single squishy targets like wizard, executioner, and musketeer.
Archers: Very defensive card but can also be great for little chip after a successful counter. They can also be used in conjunction with cards like dark prince and bandit to make a tower destroying push.
Spear Goblins: Great for baiting enemy tanks, killing balloons and resetting a sparkys charge
Dark Prince: A defensive card capable of decent damage, serves as a tank to place directly behind most tanks while cards like spear goblins, lumberjack, and archers deal the most damage to the tank. Can also be a substitute for lumberjack if you want to do a trick play where you play lumberjack in the back and split push your dark prince and balloon on the other side. Also perfect for taking out swarms and poorly placed goblin barrels.
Princess: Princess: Anti air swarm card and great for chip damage.

Strategy[]

  • With recognition of your opponents tendencies to play certain cards preemptively against a push in progress, you can very often split lane push with this deck, often overwhelming opponents is easy if you can set up the following split lane push: Lumberjack/bandit on one side, dark prince and balloon on the other. Cards like archers and spear goblins are mostly defense against other balloons and also are great for chip but can make good supporting troops during dark prince pushes and in 2x elixir, spear goblins behind your lumberloon push can prevent the opponents bats from killing your balloon, and can then follow up your attack while raged and deal upwards of 250 damage.Never let this deck have its air targeting cards become fully out of cycle, they are often your source of dps and baiting for tanks and if the enemy has a balloon, you will be SOL.
  • When using this deck, you will find that timing is the key to winning. For example, the opponent plays elite barbarians behind their princess tower. You have two options: One, you can wait for them to cross the bridge and bait them to the middle, where you will probably still need a log to sustain their attack. Two, you can spawn the dark prince in the corner behind the king tower. As the elite barbs get into range, your dark prince will charge and take them out without the need of the log, a +2 elixir trade and he can still go on to charge the princess tower if leveled correctly.
  • This deck cycles very quickly, so it is important not to play certain cards before your enemy plays theirs. Once card that is great for cycling while still being valuable is spear goblins. I often use these at the bridge to deal ~200 damage. This can also bait a log and allow you to use your princess while still having your archers in the case of a balloon attack.
  • Saving your main push for 2x is a pretty good tactic, because you can easily surprise an enemy with a lumberloon push out of nowhere after a game of mostly chip damage. Usually by this point in the game you've done enough chip damage that a single balloon hit with the death damage will either kill the tower or bring it within a single princess shot.
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