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IceSpiritCard
ZapCard
BatsCard
IceGolemCard
RamRiderCard
PoisonCard
BanditCard
MegaKnightCard

Introduction

This deck was made because of the rise of Bandit + Mega Knight. With a win condition, big spell, small spell, tank killers and more, this deck is pretty balanced and uses the new meta cards. However, I have not tried this deck out in Ladder or 2v2, so I'll get back to you! Also, check my other deck, Really Balanced Deck (can you blame me? I wasn't feeling that creative that day. Or, more accurately, the 4 months it took me to make that page)

Deck Information[]

Deck Created by: ShadowDragonDude
Minimum Recommended King Level: 8
Maximum Recommended King Level: 13
Arena Required: Rascal's Hideout (Wrong?)
Average Elixir Cost: 3.3 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Ice Spirit: Your cheap cycle card, defensive card, and the card you use against Bats, Skeletons, and any other cheap swarms. The Ice Spirit's freezing ability makes it really effective on defense, and it is a great support for your Bandit-Mega Knight push, as that little second can give enough time for the Bandit and Mega Knight to connect.
Zap: Zap. Ah, the Zap. Probably the most versatile spell in the game- after all, The Log doesn't affect air, and it doesn't reset Sparky or Inferno Troops- and it is easy to get, being a common found in P.E.K.K.A.'s Playhouse. Pair it with Ice Spirit to kill the threatening Minion Horde.
Bats: Your cheap, anti-air dps cards. Again, pair them with your big push to take care of what Zap + Ice Spirit can't. They are so effective against Inferno Dragon, when it's on your side of the arena at least, that with the help of your Princess Tower you can easily defeat it.
Ice Golem: You can figure out what I'm going to say now, but Ice Golem = KITE! Use it to distract Inferno Dragons, P.E.K.K.A.s, and any troop with slow or medium mobility, or any flying troop that has a speed lower than fast. So lower than a Baby Dragon's speed. Use him to tank for Bandit when MK's not in rotation, and the death damage will take out equal-level skeletons and bats. If both MK and Bandit aren't in rotation, make a push using Ice Golem, Ram Rider, Bats and Ice Spirit. Use Zap as well for good effect.
Ram Rider: Your win condition, and the card you use to slow a Balloon to a total crawl, giving you enough time to place Bats and Ice Spirit. She does a lot of damage, is a nice Log bait (sort of) and her snare slows everything so bad, they can barely walk. I also find her very effective against Valkyrie- she has mediocre health, and the small damage from the Ram Rider's snare, the Princess Tower, and her newfound inability to walk makes a fairly good counter. Note that the Valkyrie will still do a lot of damage if further action is not taken.
Poison: The big spell in this deck, use this if your opponent places an Elixir Collector, a Minion Horde which will demolish your Bandit + Mega Knight push, or anything that compromises your troops reaching the Tower. If all else fails and you are going into double/triple elixir time, cycle Poison onto the Princess Tower.
Bandit: The core of this deck, as well as the Knight that is the Mega (and the Meta, if this gets out of hand). Her dash is really useful, too- it can absorb Sparky's attack without a scratch. Or that's what some people say. *hehe* Now, this is a good strategy- if you see your opponent place something with similar health to a Princess 4 tiles away from the Princess Tower, and something like a Dart Goblin 4 tiles away from HER, the Bandit will dash, one-shotting the Dart Goblin, then she'll dash to the Princess, and then the Tower. Free, fast damage.
Mega Knight: The defensive core of this deck- or, more accurately, the DEFENSE of this deck-, this tank will come from the sky and destroy your opponent's big push. Keep in mind his spawn damage and jump damage are double his normal damage. Dropping him on the squishy support and then taking out the main tank works wonders, unless the tank is P.E.K.K.A. *shudder* Again, like the Bandit, he can jump from target to target, KILLING EVERYTHING! MWAHAHAHAHAHAHA- my psychopathic side took over. Forgive me.

Strategy[]

We'll start with the obvious- the point of this deck is to try get a Mega Knight + Bandit push, which I'll go through now. First, place the Mega Knight behind your King Tower to invest in a push. Place the Bandit behind the Mega Knight when you have the elixir, as you want the Mr. Mega to tank for everything. Then, things can go however you want. You can place a Ram Rider in the other lane just for that pressure, or put Ice Spirit, while hovering Zap, to destroy the Minion Horde which will wreck your push. You could put down Bats as a support and anti-air, Ice Golem for extra damage, or, even better against the Minion Horde, place a Poison right in front of your push, while having it damage the Tower, so any swarm will have to wait unless the opponent wants to waste elixir.

If you don't have Mega Knight and Bandit in rotation, make another effective push- Ram Rider at the back, followed by a tanking Ice Golem, Ice Spirit, Bats and Zap in hand. For 12 elixir, this push is pretty effective.

If all else fails and you are going into overtime (double or triple elixir) keep cycling Poison onto the Tower, with the occasional Mega Knight for defense. You could even sneak a Ram Rider or Bandit in another lane, but keep the Mega Knight for defense when you're in overtime.

Substitutes[]

Ice Spirit- If you want offensive power more than defensive power, Heal Spirit is a good substitute. The heal burst can come in really clutch, and can allow your Mega Knight to get that one extra hit on the Tower, or just about allow your Bandit to dash and connect. However, do not underestimate the Ice Spirit- it can reset Sparky and Inferno Cards, will freeze troops allowing that little window to place a defensive troop, and it can stop a Prince, Dark Prince or Ram Rider from charging. Not to mention it can kill most swarms when paired with Zap, but so can Heal Spirit.

Zap- The Log is the obvious substitute. However, it is not as easy to get and upgrade as Zap, does not affect air, does not reset Inferno cards, does not reset Sparky, and doesn't force troops to retarget, unless it knocks the opposing troops so your troop is out of range. My point is, it is not as practical as Zap, and you can't request legendary cards, while you can request commons. Giant Snowball does not really do anything, but it knocks back troops and affects air, AND is also two elixir. I strongly suggest keeping Zap.

Bats- Bats are your cheap dps troops to use against Mega Knight, but Minions die to less spells than Bats, and will get more hits on an equal-level Princess Tower than Bats will (Level 9 Princess Tower will 9-shot level 9 Minions (3-shot each minion), whereas the Tower would 5-shot level 9 Bats (1-shot each Bat).) Also, they play a similar role for just 1 more elixir- Cheap dps and support troops.

Ice Golem- This isn't necessarily one of the cards you want to substitute. However, Knight is a good substitute, but he can't kite, unless he's kiting similar-speed air troops. However, he has decent damage and health, and could tank for Bandit when Mega Knight isn't in rotation. However, Ice Golem synergizes well with Bandit (which is important in this deck) and synergizes OK with Bats, Ice Spirit and Zap. Knight, on the other hand, synergizes well with Bats, and OK with Ice Spirit, Zap and Bandit. The choice is yours, but I recommend the Ice Golem.

Ram Rider- I'm going to put it out there- you don't really want to substitute this card. Her damage, ability to jump over the river, AND the fact she slows everything to a crawl, is indispensable. However, there are substitutes. Hog Rider synergizes well with every card in this deck, and just ok with Bandit and Mega Knight. However, Balloon also has insanely high damage, Battle Ram had the same role originally- I later replaced it with RAM RIDAAAA (doesn't have that same ring to it does it?)- and basically any win condition with good hitpoints can fit this role. I suggest Balloon, or Hog Rider.

Poison- The immediate substitute that comes to mind is Earthquake, but this deck dies to Minion Horde, so Fireball is a pretty good substitute, as for an equal elixir trade, it plays a similar role- anti-air, good-damage spell that will kill Minion Horde. Or, even better, Arrows. They'll kill most, if not all, swarms. Even Guards, as the spell lasts for a second, taking the shields AND Guards. However, Poison is the most effective against Graveyard, as the continuous ticking damage will destroy every spawned Skeleton.

Bandit- There is no substitute. (For this deck type) I mean, what the heck can Golden Knight do?

Mega Knight- There is no substitute. (For this deck type)

Inspiration[]

My friend and classmate showed me his deck one day. It was pretty expensive- 4.4 elixir- but he said that "Mega Knight and Bandit is legit the best push in the world". On TV Royale, I saw quite a few replays of Bandit + Mega Knight. Interested, I went on https://www.deckshop.pro/deck-builder/clan-wars/build?n=1, set the "sort by" section to "Synergy", tapped on Mega Knight and then Bandit, and started building my deck. And voila! I played around with it, tried some 2v2s and Ladder, and friendly battles with my clanmates.

Final Words[]

This deck actually helped me with my first 5 matches in a 9-win challenge, helped me get that extra Legendary Chest in the Leagues, and got me quite a few crowns for the Pass Royale (namely, 9 levels) because of the Ladder, Challenges and 2v2s. I enjoyed playing this deck.

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