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MegaKnightCard
FreezeCard
InfernoTowerCard
PrinceCard
BalloonCard
ExecutionerCard
MegaMinionCard
MinerCard

Introduction

Welcome to my best deck ever. I spent days looking for good cards and I made this balanced deck with with no common cards but it's worth it. It doesn't contain those weak cards like skeletons bats fire spirits ice spirit, all of this deck is good and balanced. If you're complaining about legendary cards and that this deck contains legendary cards, there are only two legendary cards which are the miner and the mega knight .there is a legendary chest in arena 6 gate and if you do quests daily then you will earn epic rewards.

Please don't delete this deck I spent too much time on it and it contains only two legendary cards which are Mega knight and miner. I use him because he can be placed anywhere in the arena and mega knight is your area damage troop and he even is a tank, inferno tower is your defensive building and tank killer balloon is your main win condition and attacking troop and your air tank, freeze is the spell for this deck, the air forces are executioner, mega minion, freeze (freeze targets air and that's enough) and inferno tower. (You may use inferno dragon instead of inferno tower this is just a suggestion).

Deck Information[]

Deck Created by: ScaryNinja564
Minimum Recommended King Level: 6
Maximum Recommended King Level: 13
Arena Required: Serenity Peak (Wrong?)
Average Elixir Cost: 4.6 (Wrong?)
More Statistics: Go to Deck Builder

Card Roles[]

Mega Knight: The mega knight will be used as your main strong tank and he could be used to take care of bridge spams. bridge spams are when double elixir starts you will spam on the bridge and bridge spams could be the win condition for most decks but the mega knight changes that he just falls on them dealing area damage and then with his maces ends them and he could be the tank of your leftover cards like prince and mega minion and he will absorb damage from the crown towers like when their is a prince and some goblins coming to your tower let the mega knight absorb all of them.
Freeze: Your spell, use it the way you want to want, to clear swarms for your troops to freeze the princess tower when a low health prince locked on the tower to deal damage to crown towers of course if they are low on health and finally to freeze a low hitpoints P.E.K.K.A or any strong troop that locked on your tower.
Inferno Tower: Inferno tower will be the defensive building and the main tank killer for this deck, don't waste your P.E.K.K.A on a golem you can use the inferno tower and like this, the golem will not get any hits on the tower. And inferno tower has more damage than inferno dragon that's why I use it.
Prince: Prince is used for surprise attacks to tank to bridge spam with, he has too much uses that you can't imagine how many, he's the 2nd best card in this deck and the mega knight being the first.
Balloon: Balloon is your main win condition and he is used for surprise attacks, pair him with miner and you will wreck a tower and he is your air tank because of his hitpoints and bomb but remember don't deploy him on the bridge with no help except if your enemy is low on elixir.
Executioner: The executioner will be to clear swarms because of his very high area damage and because his health became more than 1000 He's really epic and because when he dies and the axe is not in his hand it will just continue rolling dealing damage and it will fall.
Mega Minion: Mega minion is used as a temporary troop when you are low on elixir because of his damage and price, and he's an air force and I really need cheap flying troops that deal good damage.
Miner: The miner is used for surprise attacks when your enemy is low on elixir because of his speed and he's cheap and has fast attack hit speed And even he's one of the best cards in the game because although he is a troop he can be placed anywhere in the arena.

Every card's important role.[]

Mega knight2

1.Mega knight:

The Mega Knight card is unlocked from Electro Valley (Arena 11) or a Legendary Chest. He is an area damage, ground, melee troop with very high hitpoints and moderately high damage. He deals moderately high spawn damage when deployed and jumps to targets that are between 3.5 to 5 tiles away from him, dealing twice his normal area damage on impact. A Mega Knight card costs 7 Elixir to deploy. The Mega Knight wears dark grey armour with a helmet that covers most of his face and wields two mace-like weapons attached to his arms.

He is the tank for this deck and he is the one that will take care of bridge spams but they should not contain sparky P.E.K.K.A and prince, those troops have high damage and hitpoints so he will take care of half of the bridge spam so be careful when using him besides that he is risky to deploy because of his cost and don't deploy him on the bridge alone his damage is not enough, you need to pair him with anyone that has high damage.

Kingdoms-File-Freeze-Clash-Royale-Kingdom

2.Freeze:

The Freeze card is unlocked from the Frozen Peak (Arena 8). It is a spell that prevents all enemy units and buildings inside its radius (that are present when it is placed) from moving or attacking. It also deals a small amount of damage. The Freeze card costs 4 Elixir to cast.

Pair it with balloon or prince then your enemy will get wrecked as it freezes and deals a small amount of damage it is useful when high damage troops with low hitpoints like a damaged prince lock on your enemy tower, I really recommend using freeze it's an amazing replacement for ice spirit because it freezes for more seconds but for three extra elixir and when you bridge spam on double elixir you really should try to support your troops with freeze, those strategies are very hard to counter and your enemy will waste elixir.

Kingdoms-File-Inferno-Tower-Clash-Royale-Kingdom

3.Inferno tower:

The Inferno Tower card is unlocked from the Spell Valley (Arena 4). It is a single-target, medium-ranged defensive building with moderate hitpoints and various damage stages. An Inferno Tower card costs 5 Elixir to deploy. The Inferno Tower's damage increases over time as it remains focused on a single target.

The defensive building for this deck and the main tank killer, it even counters golem for a 3 elixir advantage or a P.E.K.K.A and mega knight for a two elixir advantage, the only replacement is inferno dragon which deals less damage but still high and inferno dragon flies so it will be hard to counter golem or mega knight, they will take a little bit of damage on your tower sadly and you will have a imbalance in cards rarity so inferno tower will be extremely helpful at taking out such troops for elixir advantage and then counter push and win.

Blue Prince

4.Prince:

The Prince card is unlocked from the Training Camp (Tutorial). He is a single-target, melee troop with high hitpoints and damage. He has a special ability: if he walks 3.5 tiles uninterrupted, he will begin to charge, gaining a movement speed and damage boost. Upon hitting a troop or building, he will deal double his normal damage and stop charging. A Prince card costs 5 Elixir to deploy. He resembles a Knight in golden armor, wields a striped lance, has a brown goatee, and rides on a pony.

Prince will be your main win condition and the most important and the main card in this deck and he and the executioner are the only two cards who didn't move from this deck when I made it first just pair him with mega minion freeze, balloon, executioner and mega knight then you will be extremely strong in front of your enemy. He has high hitpoints and damage and he is very fast so he will be extremely use useful in cycling decks and wen your enemy is low on elixir.

Balloon-0

5.Balloon:

The Balloon card is unlocked from the Builder’s Workshop (Arena 6). It is a building-targeting, flying troop with moderate hitpoints and very high damage output that deals moderate death damage, in the form of a bomb, when defeated. A Balloon card costs 5 Elixir to deploy. It is a hot air balloon held together by patches and ropes, and piloted by a Skeleton with an aviator cap. The bomb dropped upon defeat detonates after 3 seconds.

The balloon is the second main win condition in this deck and the best thing is that it's even useful when death this is why I use it and with his very very high damage and moderately high hitpoints it will take a tower if left ignored, your enemy will lose eventually but remember that it ignores troops so they can counter it easily so you need to pair this flying balloon with mega minion or executioner and for ground prince to make a good pathway for the balloon to clear and destroy towers, it cost 5 elixir and executioner costs five elixir so you will spend 10 elixir on taking one tower and dealing immense damage to the crown tower but you will be low on elixir so your enemy take this advantage so this is where miner comes from rescue, you will spend 8 elixir. This will save you two elixir and it's better.

Old Executioner Avatar

6.Executioner:

The Executioner card is unlocked from the Spooky Town (Arena 12). He is an area damage, long-ranged troop with moderately high hitpoints and moderate single hit damage. He throws his axe in a straight line; it will then fly back to him, dealing its damage twice. An Executioner card costs 5 Elixir to deploy.

Executioner will be your main area damage troop as he will clear scary swarms like barbarians or minion hit with his ''flying'' axe and he is very scary because he has more than 1000 hitpoints and more than 200 damage with his flying axe. Pair him with miner and prince for deadly combos he will be your main area damage troop even his area damage is more important than the mega knight! He of course deserves to be an epic card and he's one of the deadly 5 elixir epic card, any epic card that costs 5 elixir is deadly.

Kingdoms-File-Mega-Minion-Clash-Royale-Kingdom

7.Mega minion:

The Mega Minion card is unlocked from the P.E.K.K.A.'s Playhouse (Arena 4). It is a single-target, short-ranged, flying troop with moderate hitpoints and moderately high damage. A Mega Minion card costs 3 Elixir to deploy. It spawns one large Minion wearing a full suit of armor.

I don't know why I am even using him he's not that strong but I use him just for two reason's: he has moderately high damage and he flies. He is used as a temporary air force troop if you are low on elixir. He can counter inferno dragon for a 1 elixir advantage and I need a flying air force that costs 3 elixir so I've chosen the mighty mega minion. I just want a 3 elixir flying troop I don't want anything else besides that he's better than minions I see and he is armoured. He is a great card and I advice using him.

Miner

8.Miner:

The Miner card is unlocked from the P.E.K.K.A.'s Playhouse (Arena 4) or a Legendary Chest. He is a single-target, melee troop with both moderate hitpoints and damage. A Miner card costs 3 Elixir to deploy. The Miner is the only troop that can be deployed anywhere on the Arena. He appears to be a joyous digger with a bright red nose, a shovel, and a black helmet with a candle on it.

Because of his ability to be deployed anywhere in the arena he could be used as an excellent support troop to balloon and prince to tank for them and he will do a little bit of damage. Be careful because the mighty log can even knock him back when he's underground, wow maybe I will create a deck with the log anyways he is even cheap 3 elixir but he's at the same time the only troop that has crown tower damage i.e. 56 but that's fine because he hits very fast. He is best paired with balloon to tank and I talked about this combo when I wrote about balloon.

STRATEGIES AND SUGGESTIONS:

  • You may use goblin barrel instead of miner if you want to
  • You may use baby dragon instead of executioner if you want to.
  • You may use dark prince instead of prince to make it more as a defensive deck.
  • You may use a giant skeleton instead of mega knight if you want to.
  • You may use inferno dragon instead of inferno tower if you want to.
  • Use this deck efficiently, don't waste elixir
  • Follow my strategies, don't mess with this deck
  • Enjoy playing and don't feel sad if you lose.
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