Introduction
Hey there, ShadowDragonDude back with a new deck. It was pretty controversial for me, considering there are ZERO LEGENDARIES(!) but this deck looks like it has some serious potential. I hope you like this Light Beatdown deck (for info on how to build your own heavy/light beatdown decks, visit https://clash.world/deck-building/beatdown/). I hope you'll enjoy this deck, so let's jump right in.
Deck Information[]
- Deck Created by: ShadowDragonDude
- Minimum Recommended King Level: 8
- Maximum Recommended King Level: 11
- Arena Required: Hog Mountain (Wrong?)
- Average Elixir Cost: 3.9 (Wrong?)
- More Statistics: Go to Deck Builder
Card Roles[]
- P.E.K.K.A.: P.E.K.K.A. is your main tank, your tank killer, a sort-of-win condition, and is also there to strike fear in the hearts of other players. Easy to get, used and favored by many, this card is an absolute beast. Always have Zap ready if you know they have a swarm like the Skeleton Army, a Valkyrie if they have tougher swarms like Guards or Goblin Gang, or even a prediction Poison covering the area P.E.K.K.A. will go into- any swarms will have to wait for the next 8 seconds.
- Battle Ram: Your win condition. Send alone for a bridge rush- that is, if you know their swarms are out of rotation- or make a good big push like this deck is meant to do; it is a beatdown deck, after all. This can also bait Fireball for Mega Minion and Furnace. Not to mention the fact that it could also bait the Zap for your Goblin Gang, and even Furnace. Very underrated and underused.
- Valkyrie: An insanely annoying card to play against, she packs way more of a punch than you'd think- Prince will have to 3 or 4 shot a more-or-less equal Valkyrie- Charge INCLUDED. She can easily counter Barbarians, Elite Barbarians, Rascals, Zappies, Royal Hogs, Prince, Dark Prince, Witch, Lumberjack, E-Wiz, Graveyard and way more- if used correctly and to her fullest.
- Furnace: Originally, this card slot belonged to the Tombstone. Why, you ask? It can easily force a King Tower activation against a Mega Knight, the constant flow of Skeletons will overwhelm opponents if they are tanked for, and it's a cheap distraction. However, Furnace proves to be more effective against air troops, the Spirits do splash, and the building lasts longer. And the Spirits spawn in pairs. You can, however, use either depending on your play style.
- Mega Minion: This boy here is your air tank killer. Despite looking very formidable in that metal armor, he takes quite a lot of damage, so remember to tank for him. He is very important- your only reliable anti-air. He can counter a lot of glass cannons with enough help, so keep in mind he is one to be protected. And overlevelled so he has more health.
- Zap: Your small, utility spell. Use for Infernos, Sparkies, Bats, small swarms, or just in general to retarget the enemy troops onto your main tank instead of your fragile support. Very effective if used with P.E.K.K.A.
- Poison: Your big spell, this can easily destroy glass cannons, counter Graveyard, and synergizes well with most- if not all- of the cards in this deck; use this in your P.E.K.K.A. push for Minion Horde.
- Goblin Gang: Your Swarm card, this can target air as well, spawns 3 Goblins and 2 Spear Goblins for a cheap price, and can distract and kill tanks. Use with P.E.K.K.A. or Valkyrie, or even Mega Minion (not recommended without a tank/mini tank) for a good push.