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IceSpiritCard
GiantSnowballCard
BalloonCard
LightningCard
InfernoDragonCard
ElectroWizardCard
LumberjackCard
MagicArcherCard

Introduction

I made the original deck of this on Deckshop.pro, and used it to push from arena 11 to arena 12, and hopefully more in the future. I have since changed this deck, and am using this currently to push in arena 13. The idea of the deck is to make a positive or neutral elixir trade, than counter attack with a push that is hard to respond to with limited elixir.

Deck Information[]

Deck Created by: jet1agged101
Minimum Recommended King Level: 10
Maximum Recommended King Level: 13
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 3.8 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Ice Spirit: Ice spirit: Your cycle card, mini-splash, stun, and can also reset inferno's.
Giant Snowball: Your small spell. Used to take out swarms, knockback, and slow troops. One of the most versatile spells in the game.
Balloon: Your main win condition. Use with lumberjack to take towers
Lightning: Your big spell. Use to weaken big pushes, finish off crown towers, reset infernos, and take out pumps.
Inferno Dragon: Your main tank killer. Use on defense, and can place bowler in front for a counter attack
Electro Wizard: Your air-tank killer. Use to stun, reset attacks, and take out small swarms when fire spirit and earthquake are out of rotation.
Lumberjack: Your main support for the balloon, and secondary tank killer. Use in front of balloon
Magic Archer: Your main splash, and can take out troops hiding behind tanks. It can activate the opponent king tower, so be careful when using it offensively!
Blank


Strategy[]

  • Use the lumberjack then balloon at the bridge. The lumberjack will tank for the balloon to get to the tower, and drop a rage when killed, making the likelihood of the balloon getting at least one hit almost definite.
    • If your lumberjack has at at least around half its heath left after defending, and you have the balloon in your hand, place the balloon just before the lumberjack gets to the bridge.
  • E-Wiz can be used to stop faster, low to medium health troops, while inferno dragon can be used to stop slower, high health troops. Use these together wisely, and you can stop a whole push for only 8 elixir. You may also need the ice spirit or snowball to deal with swarms.
    • You can now also counterattack with these troops assisting the Lumberloon push. Just make sure you have at least 8 elixir (on single elixir), 7 elixir (on 2x elixir) or 6 elixir (on 3x elixir) when you want to counterattack, so you can place lumberjack, then balloon soon after without too much of a delay
  • Remember, your magic archer can activate the enemy's king tower, and is susceptible to fireball, so if you want to use him in a push, wait for the main push to go past the bridge, then place him to minimize fireball value.
  • If you are going to use lightning on a tower (and there still is enough time on the clock), wait until a troop goes past the tower and strike them with the tower to get higher value out of the lightning.
  • Don't use the lightning to defend a push that can be dealt with with less elixir. It is your only reset for inferno towers if they have them, is expensive, and is your only way of finishing off towers with 100% chance of hitting
  • You don't always need to use the e-wiz's spawn damage. You can see in the info section for him that he can hard-counter a dark prince when placed at range, because the stun slows the approach of the dark prince. Keep this in mind, as it is true, the stun is the thing that stops pushes, not the spawn damage.


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