Clash Royale Wiki


Introduction

This is a deck that focuses on defending with Witch, Bats, Mega Knight, or skarmy, then counter-pushing with a prince.

Deck Information[]

Deck Created by: Knightwing3456789
Minimum Recommended King Level: 9
Maximum Recommended King Level: 13
Arena Required: Electro Valley (Wrong?)
Average Elixir Cost: 4 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Tower Troop:
Prince: The Prince, along with Mega Knight, is the main offensive card.
Mega Knight: Use Mega Knight as a tank, and a splashing defender. He will easily kill fireballies like Wizard and Magic Archer using his spawn damage and one regular hit.
Witch: The witch is the spawner, and should be placed in the back, near the king tower. She synergizes well with Prince or Bats.
Skeleton Army: Skarmy is mostly defensive, helping deal with single-targeting heavy hitters like P.E.K.K.A. and Prince.
Baby Dragon: Baby Dragon is for splashing swarmies and taking care of the princess.
Fireball: Fireball is the big spell of the deck, used to take out the last few hitpoints of your opponent's tower and to take care of fireballies that could ruin your push.
Zap: Zap is used to take care of skarmy and Bats, and also weakens Minions to the point where the tower one-shots them.
Bats: Bats provide a great counter to Valkyries, Inferno Dragons, and help take care of glass cannons like Mini P.E.K.K.A..

Strategy[]

  • When you play the Prince, make sure to have a zap in hand for skarmy and bats that your opponent may place.
  • If your opponent doesn't have Zap, Log, Barbarian Barrel, Wizard, Magic Archer, Ice Wizard, or Electro Wizard in rotation, drop a skarmy either with the Witch in order to take out one tower, or drop the skarmy is the other lane to create a truly threatening dual-lane push.
  • Zap should be one of the first cards to max.
  • Skarmy will delay an Inferno Dragon long enough for the tower to take it out.