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MegaKnightCard
ValkyrieCard
BabyDragonCard
MegaMinionCard
LumberjackCard
NightWitchCard
MagicArcherCard
FireballCard

Introduction

A deck where you try to defend as many cards as possible, and build up as many cards as you can to do a counterpush. You keep pushing until you run out of elixir, where now you can absolutely destroy their tower. Weak against cycle.

Deck Information[]

Deck Created by: CyanIce7
Minimum Recommended King Level: 8
Maximum Recommended King Level: 13
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 4.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Mega Knight: Tank and fireballie destroyer, can be used to tank support units. He will most likely not make it to the tower if countered, that’s when your full health support units come out and destroy the tower. Never play him if his spawn damage doesn’t inflict anyone (unless the enemy is low on elixir). Don’t play him in the back.
Valkyrie: Can destroy cards from fireballie to mini-tanks. Can also be a distraction for high health and DPS cards (such as Prince) to allow the other cards to take it out. Very good counterpushing card if the enemy ignores it.
Baby Dragon: Air support, can be used to prevent the enemy from playing bats or balloons. Can be played at the back.
Mega Minion: Can be used to destroy a distracted tank even faster, without having to take damage. Can be played at the back.
Lumberjack: Can be used to inflict damage on an undistracted tank. Can be used offensively if the enemy plays a mini-tank on their side while you are trying to push.
Night Witch: Tankbuster, only exists because of a few cards such as Inferno Dragon and Sparky. Can be used to basically only summon the bats, plus a distraction for the tank.
Magic Archer: When you are pushing with other cards and the enemy plays a card in front of the tower, play this card can deal massive damage to both the card and the tower. Can be played at the back.
Fireball: A last resort to fireballie pushes, can also be spell cycled in overtime. Also a building destroyer.

Strategy[]

Start[]

  • Always wait for the enemy to play first, no matter how long you have to wait.
  • After the enemy plays his first move, you can spend a few seconds on choosing a card that can counter it. (in the back of course)
    • If it’s a low-health card (like Princess), playing any card will work, though I would save up Mega Knight, Valkyrie and Night Witch for the later game.
    • If it’s a mini-tank, only play the Magic Archer or the Mega Minion.
    • If it’s a heavy tank, play Baby Dragon, Mega Minion or Magic Archer to invest some elixir. When it comes to the bridge, play Valkyrie or Lumberjack.

Early Game[]

  • Play passively.
  • Remember what your enemy played. If you see card that you have trouble dealing, save up a card to deal with it in the future.
  • Wait until the troops cross the bridge until you play Mega Knight or Valkyrie. That maximizes your time to prepare for those troops, and your Princess Tower can engage on those troops.
  • When countering a push, use more elixir than you enough. This maximizes your chance of a successful counterpush. This deck is all about counterpushing.
  • When counterpushing, don’t spend all your elixir on it. Since your opponent will likely not have a lot of elixir to defend, leave the push alone and pray it will deal as much damage as possible. Otherwise, you will be too vulnerable to defense.
    • You can of course play one or two more cards at the bridge if you don’t think your original counterpush will be strong enough. Only do that if you are SURE the enemy doesn’t have enough elixir to defend.
  • Since you will most likely have an elixir advantage than your opponent, it’s not a bad idea to leak a bit of elixir to think on what card to play in order to save even more elixir.

Double Elixir[]

  • Since elixir regenerates faster, you can play the Mega Knight much more often. You can now use it defensively to distract incoming troops.
  • Play as much units as you can near the bridge to support the troop at the front. Keep pressuring the enemy.
  • If you are leading 1-0 and one of your towers are really low on health, place Mega Knight/Valkyrie in front of the tower to distract the other troops.
    • If you can’t defend the push, start pressuring the other lane.
  • Never go for an aggressive 3-crown unless you are clearly ahead.

Overtime[]

  • Defend, defend, defend. Place Mega Knight, Valkyrie, Lumberjack or Night Witch in front of the tower to absorb some damage.
  • If the enemy’s tower is lower in health than yours, fireball cycle.
  • If the enemy’s tower is higher in health than yours, don’t fireball cycle. That will be a waste of 4 elixir every 15 seconds. Instead, place whatever troop you can and hope the enemy can’t defend.
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